[HN Gopher] Decompiling Fast Food Tycoon 2: Drawing the World
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       Decompiling Fast Food Tycoon 2: Drawing the World
        
       Author : healeycodes
       Score  : 166 points
       Date   : 2026-10-24 18:17 UTC (4 days ago)
        
 (HTM) web link (healeycodes.com)
 (TXT) w3m dump (healeycodes.com)
        
       | yayachiken wrote:
       | Amazing post, I loved this game as a kid.
       | 
       | Interesting that the Pizza scoring rules are that simple. I
       | remember that the in-game encyclopedia said something that kids
       | and teens prefer big portion sizes. This led me to always create
       | a Pizza that just had an entire fried chicken on it, as it was
       | easy to reproduce, made a lot of money (big ingredient costs =
       | big margins), and gave good ratings.
       | 
       | And I definitely noticed that Pizzas covered with an even tomato
       | sauce did better than blank ones, probably from the symmetry
       | rules. I just assumed it was hardcoded that people do not like
       | naked pizza.
       | 
       | Interesting note for the translation: The game is German and they
       | went deeply into the whimsy, e.g. most of the demographic groups
       | had funny and very colloquial names. It seems they translated
       | "Grufties" with "Goths". Which makes sense considering the real
       | meaning of Grufti in German (members of the Goth subculture), but
       | in the game the term was actually used as funny way to refer to
       | old senior people (people almost in a "Gruft" = "crypt"). So it's
       | obviously a mistranslation, pulling the word straight from the
       | dictionary. Maybe "Cryptid" would have been more fitting. :D
        
       | fredrikholm wrote:
       | > I picked it out of a lineup of discounted games in a mall and
       | it hasn't left my psyche ever since.
       | 
       | This is how I found most of my favorite PC games as well,
       | including this one.
       | 
       | Often there were these vertical mesh cylinders with a very low
       | effort sign stuck in them that just read the price and that was
       | it. You had to dig through layers upon layers of arbitrary games
       | and surprisingly often found real gems.
       | 
       | It was an eye-opener for tween me to realize that some of the
       | best games made in that era were about as popular as some of the
       | worst games from the same era.
       | 
       | Thank you for the article, a really fascinating read! Good start
       | to my morning.
        
         | Gravityloss wrote:
         | I think this is similar now in most things. Music or blog posts
         | etc. Yet when you try to discover something, for some reason
         | it's really hard to find good quality material.
         | 
         | A few years ago there was mathematics progress in
         | recommendation algorithms. Those could better things a lot. I
         | foolishly disparaged the progress, as yet another way to sell
         | us more content. I'm sorry for that. I've changed my mind
         | since.
        
       | cellsstudio wrote:
       | This is so fascinating. These kind of isometric games were really
       | defining in my childhood so it's amazing to be able to peek
       | behind the curtain in terms of how it all works to render. So
       | interesting about the lighting and how they had pre-rendered .spr
       | files for windows alongside the regular lighting. So cool!
        
         | rightbyte wrote:
         | The move to 3d sim games was such a mistake for the industry.
         | Pixelart was way better at the time. It took like 15 year to
         | make it look good again and that with cartoony cell shading
         | anyway.
        
       | vintagedave wrote:
       | This is how an AI-assisted article should be: they used AI to
       | decompile, find things out (with some very interesting techniques
       | listed at the top of the article) but the article itself _is
       | human-written_. It shows they used AI to help themselves
       | understand, not used AI to do everything.
        
         | hlynurd wrote:
         | How do you know it's human-written?
        
           | arcanemachiner wrote:
           | Not OP, but I have to agree with them. The text just makes
           | too much sense. There's no irrelevant shit tossed in for no
           | reason, and I'm not really seeing any annoying LLM-isms.
           | 
           | Of course, I might be wrong.
        
             | isoprophlex wrote:
             | i think its heavily edited, but there is a definite LLM
             | influence
             | 
             | > the named animation sequence
             | 
             | noone abused verbs like this in the before times. a named
             | animation sequence?? as opposed to what, ephemeral
             | anonymous animation sequences?
        
               | treyd wrote:
               | I've totally written a phrase like this before.
               | 
               | And in this context, _literally yes_ that 's what it
               | sounds like. The .ani file can contain multiple animation
               | sequences that each have a name.
        
               | MrGilbert wrote:
               | Maybe it's British English? I would use the wording like
               | that. But I'm German. However, a "benannte
               | Animationssequenz" is a perfectly valid construct in
               | German, and doesn't sound weird at all given the context.
        
               | lazyasciiart wrote:
               | Uh, that would be a reference to the text at the
               | beginning of that section
               | 
               | > Anything that moves is stored in an .ani file which is
               | a sprite sheet and named animation sequences.
        
               | adamrezich wrote:
               | Yeah they could be indexed rather than named what's
               | supposed to be the problem here
        
           | gruez wrote:
           | The text looks fine, but the image captions/titles has some
           | AI vibes.
        
           | jszymborski wrote:
           | What matters more is that it passes as human-written.
        
           | grodriguez100 wrote:
           | We don't know, but that's itself a good thing, isn't it? if
           | it is not "obvious AI slop" and looks human-written, then
           | even if it _was_ AI generated, that would be fine...
        
       | zakupower wrote:
       | This stereotype got me laughing
       | 
       | > Goths stay home until 09:00.
        
       | Prunkton wrote:
       | These are literally the first and last sentences of the post and
       | may change the perspective for European readers:
       | 
       | >Fast Food Tycoon 2. There's a very good chance that you have not
       | heard of this oddball 2001 business simulator
       | 
       | nope, never hear of
       | 
       | >I actually call this game Pizza Connection 2 because that's the
       | European name!
       | 
       | ah yes, I played that at a friends house!
        
       | mdtrooper wrote:
       | This kind of projects (OpenRCT2, OpenLoco, Open...) are
       | absolutely awesome!
       | 
       | But all of them need one step, free assets under Creative Commons
       | or similar licenses).
       | 
       | I remember the big change of OpenTTD when it became finally all
       | free software.
       | 
       | I wish to know Blender3D to help this projects, but I am a
       | regular IT guy.
        
         | mschuster91 wrote:
         | > OpenLoco
         | 
         | To my knowledge this is a recreation in Unity, not a decompile,
         | and it was done without AI assistance as it was the goal of the
         | developer to learn Unity.
        
       | zomtorg wrote:
       | This is great write-up and it's great that we can use AI tools to
       | peek behind the curtain of how games like these were made.
       | 
       | Hopefully it gives more people a creative kick and we see a
       | revival of more games inspired by some of those game mechanism
       | and potentially even move away from using the well-known set of
       | engines to build games with.
        
       | glimshe wrote:
       | This was a good example where a talented engineer worked hand in
       | hand with AI to get the decomp to work.
       | 
       | I think some people are brute forcing it through a lot of agent
       | time and expense, but they used 6.1 Sol Medium, a great but not a
       | top capability AI model+effort.
       | 
       | This matches what I've been hearing regarding talent and
       | experience making a big difference in task speed and cost when
       | using AI. When prices stop being subsidized, this will be a key
       | factor when evaluating engineer performance: "you've used a lot
       | of tokens and don't have much to show for!"
       | 
       | Who knows where this is going to end, but Talent+AI still beats
       | Vibe work by a lot.
        
         | xyzzy_plugh wrote:
         | I tend to agree with this perspective however I'd like to point
         | out that using token quantity and cost as a measure of
         | productivity is counter-intuitive. The variance for a given
         | task can be extremely high regardless of the input, not to say
         | that there isn't any skill to prompting or that talent doesn't
         | matter.
         | 
         | Ultimately it feels pretty similar to using lines of code as a
         | measure.
         | 
         | Instead I recommend setting a budget per head and evaluating
         | performance traditionally, allowing for exceptions in
         | exceptional circumstances of course.
        
         | Geof25 wrote:
         | I have noticed that too. Even here on hacker news people are
         | bragging to burn through 100usd of tokens per hour while I know
         | about friend who has forced Claude Code to write complete MCU
         | emulator with peripherals including HSM just from leaked
         | firmware and reference manual for less than 50Eur whole
         | project.
        
       | jszymborski wrote:
       | I played this game a lot as a kid (also Biz Tycoon). Very odd
       | game, but I still love the pre-rendered 3D look of games likes
       | these so much.
        
       | jnmandal wrote:
       | Incredible write up. The visuals are amazing
        
       | martinknopf wrote:
       | Same for me with "Patrician 3". I loved to play this game back
       | then. It was the first thing I wanted to copy when I taught
       | myself programming. I'm still thinking about it from time to
       | time.
        
       | cheapcheerful wrote:
       | I loved this era of games. Caesar 3 was a favorite. And of course
       | RCT1.
        
       | Scaevolus wrote:
       | Rather than loading the raw approximate decompile code into
       | SQLite, you'll likely get better results using Ghidra directly
       | with tool calls through an MCP adapter. This is especially
       | important when the analysis tracing fails, like with some complex
       | indirect jump patterns with vtables. Xrefs and pattern searches
       | are of course natively supported, and you can load in memory
       | snapshots.
       | 
       | A simple "/goal analyze this codebase, assign names for each
       | function, and creates named structs for parameters." works well,
       | even with quite weak agents. Remember, parsing through heaps of
       | text is their forte!
       | 
       | This setup also works for more exotic non-x86 architectures with
       | more dynamic code loading, like PS2, N64, etc.
        
       | likoya wrote:
       | Classic Transport Tycoon allowed you to set a locomotive waiting
       | on a street crossing to run over and destroy trucks and vehicles
       | of the competition. I wonder if there is an equivalent in this
       | game
        
       | vessenes wrote:
       | I'd really love a followup post where you find the highest
       | scoring pizza possible -- feels like you must min-max now, yes?
        
       | vivzkestrel wrote:
       | - everyone does this with all the frontier models only all the
       | time
       | 
       | - wanna see a post of people experimenting with all the models
       | and do a write up on it.
       | 
       | - if nobody writes such a post, i will. i am in the process of
       | decompiling multiple games
        
       | stamich wrote:
       | Back then (about 30 years ago), there was a whole series of
       | "Tycoon" games. Fast Food Tycoon was one of the better ones. And
       | my favorite to this day is Sid Meyer's Railroad Tycoon.
        
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       (page generated 2026-10-28 20:01 UTC)