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The source code lacks information required to render the game. Textures for example.


Obviously assets would get encoded too, in some form. Not necessarily corresponding to the original bitmaps, if the game does some consistent post-processing, the encoded thing would more likely be (equivalent to) the post-processed state.


Finally, the AI superoptimizing compiler.


That’s just an artifact of the language we use to describe an implementation detail, in the sense GP means it, the data payload bits are not essentially distinct from the executable instruction bits




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