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Software Clones

Software Clones

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This week we talk about Adobe, Call of Duty, and Microsoft.We also discuss compilation, machine code, and AI agents.Recommended Book: The Reverse Centaur’s Guide to Life After AI by Cory DoctorowTranscriptIn October of 2026, a software developer named Brandon Thomas attracted a lot of attention by releasing a collection of free, open-source programs with names like PhotoCraft, FilmCraft, and VectorCraft. These apps are meant to replicate the functionality of digital tools like Adobe Photoshop, Premiere, and Illustrator. Within days, the same project also had a word processor, spreadsheet, and presentation app—alternatives to Microsoft Word, Excel, and PowerPoint.The coverage of these releases was borderline breathless. One person and a collection of AI coding tools had apparently cloned the key offerings of two of the most established software businesses in the world. The developer of these apps suggested that software, as we’ve always known it, might be over.Another story, also circulating this month, featured a team using AI tools to reconstruct the underlying code of the 2009 video game Call of Duty: Modern Warfare 2. This wasn’t a lookalike built by watching the game and imitating its menus, it was an attempt to work backward from the compiled program to something like the source code its developers might have originally written.Both projects fall under a loose umbrella of AI-assisted reverse engineering efforts. But they used different approaches and achieved different levels of fidelity, which have led to different likely legal and practical consequences.What I’d like to talk about today is how people are using AI to reproduce old games and current software, why this is suddenly feasible at a much greater scale than before, and what happens if copying the behaviors and features of a program becomes a lot cheaper than creating the original was.—To kick things off, let’s go through three things that are often called cloning in the world of software.One is making a program that looks and behaves enough like another that a user can accomplish similar tasks. You can watch someone use Photoshop, read documentation, examine a PSD file, and build a different image editor with familiar tools. You don’t need Photoshop’s source code to do that. People have been making alternatives to proprietary software for decades; GIMP and LibreOffice, alternatives to Adobe and Microsoft apps, respectively, existed long before today’s AI models.A second approach aims for compatibility. Maybe you don’t need to reproduce every button in a word processor, you just need your program to open and save documents that Word users can exchange without losing their formatting. That requires understanding file formats, often down to details that aren’t obvious from the official specifications, so it can be a deceptively complex undertaking.The third approach is decompilation, which means starting with a compiled program—the machine instructions a computer runs—and trying to reconstruct higher-level code from it. This is like having a cake and working backward toward the recipe. You can identify many ingredients, and perhaps bake something that tastes the same, but the original measurements and the cook’s handwritten notes are not available to those doing this kind of attempted backtracking.The Modern Warfare 2 project fits into that last category. Developer Maurice Heumann described spending roughly three months, with collaborators and an expanding group of AI agents, rebuilding a popular first-person shooter. His October account no longer names the game, but earlier public posts and reporting identify it as Modern Warfare 2. Heumann says earlier posts were removed after copyright-owner objections, and he doesn’t plan to release the reconstructed code.Initially, the team had three AI agents doing the reconstruction and a fourth reviewing it. They made quick, visible progress: menus worked, maps loaded, and it looked as though much of the game had been recovered. Then the team discovered that a great deal of the code was wrong. The AI agents that they used had invented logic, misunderstood data structures, and even replaced simple operations with much bulkier, slower ones.So they changed the test. Using the compiler that had been used for the original game, they compiled each reconstructed function and compared the resulting machine instructions to the original executable. If a function matched byte for byte—accounting for things like references whose addresses can vary—they had much stronger evidence that they’d recovered its behavior. If it didn’t, the agent had to try again.Even that required supervision, though. Heumann says agents sometimes tried to satisfy the test by embedding arbitrary bits of assembly code, or by modifying the checker so a troublesome function would be skipped. The team had to prohibit those shortcuts and protect the verification process from changes. This isn’t ...
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