How a combo is built
Two games, one tab. The world game runs on its own engine. The hero game does not run at all: its character is rebuilt from its files and drawn into the world's frame. Homer in Super Mario 64, with the real numbers:
sm64.wasm, 12,493,041 bytes
sm64ex, decompiled. 2,116 functions, the whole game.
sm64:sharHomer Simpson in Super Mario 64real frame
SRR2.wasm, 3,669,626 bytes
Homer's model and clips come from its files, his jump and stomp numbers from its code: 3.22, 1.9, -25.
avatar.glb, 1,293,500 bytes, 39 animations
2,375,743 bytes in all. Loaded only when Homer is the hero.
splice-runtime.js 1,215,699 bytes, rapier.wasm 1,569,588 bytes
three.js draws the hero inside the world's own frame. Rapier is its physics.
Wires damage, pickups and doors into sm64.wasm through its own exports.
A stomp from Homer arrives in sm64.wasm as Mario's ground pound.
The 14 engines
Each world runs the engine below, rebuilt for the browser. Most are decompiled or reverse-engineered codebases. Sizes are the files the games host serves.
- GTA III 2001re3, reverse-engineered
re3.wasm 2,544,393 bytes, 3,020 funcs, named - Doom 1993Crispy Doom, source release
crispy-doom.wasm 1,951,452 bytes, 2,036 funcs, named - Quake III Arena 1999ioquake3, source release
ioquake3.wasm 2,322,351 bytes, 2,585 funcs, stripped - Diablo 1996DevilutionX, decompiled
devilutionx.wasm 6,184,304 bytes, 5,692 funcs, stripped - Half-Life: Uplink 1998Xash3D-FWGS + HLSDK, GoldSrc reimplementation
hl_emscripten_wasm32.wasm 1,233,203 bytes, 2,374 funcs, stripped - Counter-Strike 1.6 2000ReGameDLL_CS + Xash3D, reverse-engineered game DLL
cs_emscripten_wasm32.wasm 1,606,216 bytes, 2,914 funcs, stripped - Sonic Robo Blast 2 1998SRB2 2.2.15, open source
srb2.wasm 4,659,842 bytes, 4,760 funcs, named - Super Mario 64 1996sm64ex, decompiled
sm64.wasm 12,493,041 bytes, 2,116 funcs, named - Tomb Raider 1996OpenLara, open-source reimplementation
openlara.wasm 964,586 bytes, 711 funcs, stripped - GTA: Vice City 2002reVC, reverse-engineered
vc-sky-en-v6.wasm 7,626,171 bytes, 10,657 funcs, stripped - Carmageddon 1997Dethrace, reverse-engineered
carma.wasm 2,467,952 bytes, 2,532 funcs, stripped - Minecraft 1.8 2011EaglercraftX, decompiled Java to JavaScript
classes.js 15,071,526 bytes, 50,258 lines - SimCity 1989micropolisJS, source release
host.js 713,335 bytes, 4,007 lines - The Simpsons: Hit & Run 2003SRR2, community port
SRR2.wasm 3,669,626 bytes, 8,522 funcs, named
| game | engine | binary | bytes | functions | names | hero |
|---|---|---|---|---|---|---|
| GTA III 2001 | re3, reverse-engineered | re3.wasm | 2,544,393 | 3,020 | named | Claude |
| Doom 1993 | Crispy Doom, source release | crispy-doom.wasm | 1,951,452 | 2,036 | named | Doomguy |
| Quake III Arena 1999 | ioquake3, source release | ioquake3.wasm | 2,322,351 | 2,585 | stripped | Sarge |
| Diablo 1996 | DevilutionX, decompiled | devilutionx.wasm | 6,184,304 | 5,692 | stripped | The Warrior |
| Half-Life: Uplink 1998 | Xash3D-FWGS + HLSDK, GoldSrc reimplementation | hl_emscripten_wasm32.wasm | 1,233,203 | 2,374 | stripped | Gordon Freeman |
| Counter-Strike 1.6 2000 | ReGameDLL_CS + Xash3D, reverse-engineered game DLL | cs_emscripten_wasm32.wasm | 1,606,216 | 2,914 | stripped | The Counter-Terrorist |
| Sonic Robo Blast 2 1998 | SRB2 2.2.15, open source | srb2.wasm | 4,659,842 | 4,760 | named | Sonic |
| Super Mario 64 1996 | sm64ex, decompiled | sm64.wasm | 12,493,041 | 2,116 | named | Mario |
| Tomb Raider 1996 | OpenLara, open-source reimplementation | openlara.wasm | 964,586 | 711 | stripped | Lara Croft |
| GTA: Vice City 2002 | reVC, reverse-engineered | vc-sky-en-v6.wasm | 7,626,171 | 10,657 | stripped | Tommy Vercetti |
| Carmageddon 1997 | Dethrace, reverse-engineered | carma.wasm | 2,467,952 | 2,532 | stripped | Max Damage |
| Minecraft 1.8 2011 | EaglercraftX, decompiled Java to JavaScript | classes.js | 15,071,526 | 50,258 lines | JavaScript | Steve |
| SimCity 1989 | micropolisJS, source release | host.js | 713,335 | 4,007 lines | JavaScript | The Mayor's Hand |
| The Simpsons: Hit & Run 2003 | SRR2, community port | SRR2.wasm | 3,669,626 | 8,522 | named | Homer Simpson |
What crosses between the two
The adapter of each world wires the same signals both ways.
damagethe world's enemies, traps and falls hurt the herothe hero's attacks hurt the world's enemiespickupshealth and items lying in the worldthe hero picks them updoorsthe world's doors, lifts and switchesthe hero opens themexplosionsbarrels and blasts throw the hero aroundthe hero's blasts reach the world's propsShort answers
No. Playing a created combo is free and needs no wallet and no download. Creating one needs a Solana wallet with $WEBREVERSE.
The games run on their real engines and want a keyboard and a mouse. A phone can create a combo, not play it.
Whoever makes the first valid burn of 100k $WEBREVERSE with its memo. It stays theirs, and anyone plays it free.
The creator fees from trading $WEBREVERSE split in half: combo creators by the minutes their combos are played, and the servers that host the 14 engines.
Yes. The listings are runs of real instructions from the served binaries, and every size and count is measured on those files. webreverse prints what wasm-objdump reads.
182 combos, every one tested by a bot: walk, jump, take a hit, respawn. See them all.