I reconstruct classic games as native C programs from disassembly, traces, and observed behavior—without embedding an emulator or distributing copyrighted game data. I bring 15+ years of software experience to the work, from architecture and delivery through implementation, verification, and release.
Portfolio · Native ports · Open-source contributions
| Project | What is being reconstructed |
|---|---|
| NBA All-Star Challenge | Game Boy → native C/Win32. Bank-aware Ghidra analysis, ROM-derived asset packs, deterministic parity manifests, and playable One-on-One, Free Throws, H-O-R-S-E, Accuracy Shootout, and Tournament modes. |
| Double Dribble | NES → native C/Win32. Recovered title, audio, introduction, configuration, tip-off, possession, shooting, scoring, inbound, and free-throw behavior with trace-backed tests. |
| Tecmo NBA Basketball | NES → native C/Win32. Playable preseason and season games, menus, presentation, court systems, team data, and a growing translation of the original CPU logic. |
These are source-level preservation projects. Each one separates public code from user-owned ROM data, imports only validated local assets, and documents what is exact, approximated, or still missing.
- Recover banked assembly and data structures with Ghidra, emulator traces, and focused scripts.
- Translate behavior into legible C while preserving original state machines and fixed-point rules.
- Compare native output against reproducible reference captures and deterministic regressions.
- Keep legal and technical boundaries explicit: no ROMs, extracted assets, or embedded emulation.
I also contribute upstream framework and documentation improvements:
Campus Gridiron Dynasty is a 20-season college-football simulation built with React and TypeScript. My broader work spans systems programming, browser games, developer tooling, Go, Rust, TypeScript, and applied AI.



