While building a ScummVM engine for Ripper, one of the first milestones was playing the introductory movies. The game ships files named PROINT.AVI and PROLOG1.AVI, so the obvious starting assumption was that they were ordinary AVI containers.
Series: Reverse Engineering HarvesterThis review is part of the Reverse Engineering Harvester series, where I document my journey of reverse engineering the 1996 DOS game Harvester to re-implement its game engine in ScummVM.← Reverse Engineering Harvester with Ghidra and Codex - Part 6: TimersReverse Engineering Harvester with Ghidra and Codex - Part 7: Demo Support Article 7 of 7 in this series.
Microsoft’s agent framework story is really a story about two teams solving different problems, a community-led spin-off of one lineage, and a packaging hazard that will silently break your code if you’re not paying attention. If you’ve been watching this space — or just trying to pick a framework for a new project — here’s the full arc.
Before you add planners, crews, or graph-shaped orchestration, build the part that decides what the model should actually see. In this first post, we’ll start an enterprise support copilot and give it the one capability every future agent depends on: retrieval that doesn’t fall apart in production.
Production agents need two persistence layers: thread-scoped state and cross-session memory. Google ADK Sessions stores events and state for a single conversation, while MemoryService handles recall across sessions. LangGraph memory makes the same split with a checkpointer for short-term memory and a store for long-term memory, and LangChain long-term memory builds on LangGraph stores that persist…
Series: Reverse Engineering HarvesterThis review is part of the Reverse Engineering Harvester series, where I document my journey of reverse engineering the 1996 DOS game Harvester to re-implement its game engine in ScummVM.← Reverse Engineering Harvester with Ghidra and Codex - Part 5: Debugging Audio IssuesReverse Engineering Harvester with Ghidra and Codex - Part 6: Timers→ Reverse Engineering…
Series: Reverse Engineering HarvesterThis review is part of the Reverse Engineering Harvester series, where I document my journey of reverse engineering the 1996 DOS game Harvester to re-implement its game engine in ScummVM.← Reverse Engineering Harvester with Ghidra and Codex - Part 4: Command OpcodesReverse Engineering Harvester with Ghidra and Codex - Part 5: Debugging Audio Issues→ Reverse…
Series: Reverse Engineering HarvesterThis review is part of the Reverse Engineering Harvester series, where I document my journey of reverse engineering the 1996 DOS game Harvester to re-implement its game engine in ScummVM.← Reverse Engineering Harvester with Ghidra and Codex - Part 3: File FormatsReverse Engineering Harvester with Ghidra and Codex - Part 4: Command Opcodes→ Reverse Engineering…
Series: Reverse Engineering HarvesterThis review is part of the Reverse Engineering Harvester series, where I document my journey of reverse engineering the 1996 DOS game Harvester to re-implement its game engine in ScummVM.← Reverse Engineering Harvester with Ghidra and Codex - Part 2Reverse Engineering Harvester with Ghidra and Codex - Part 3: File Formats→ Reverse Engineering Harvester with…