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Decompiling a Nintendo 64 game in 84 days

blog.chrislewis.au

31–40 of 189 posts

Re: Decompiling a Nintendo 64 game in 84 days

#31
post #21

It's pretty amazing what you can do when you embrace LLMs, figure out how to build one high-quality rigorous project with them, and then start working on more projects. You become a machine with your workflow, once again limited only by your time/energy, tokens, and your discretion on how to spend it.

[flagged]

Using AI is cognitive surrender. It's not your code, it's not your work.

Re: Decompiling a Nintendo 64 game in 84 days

#32
post #26

Earlier quoted context omitted.

to be fair much of the fun in decompiling/RE is the puzzle solving, it's like a giant crossword puzzle that you fill in bit by bit, slowly figuring out how things work. Having an LLM do large parts of that for you is probably kinda boring for many.

The problem isn't that people consider it boring, it's that the use of LLMs is considered essentially sacrilegious, and whatever end-result that's created is considered tainted, often regardless of the extent of LLM usage. Which does kind of suck. Yeah, it's not nearly as cool to say "I prompted a probabilistic pile of tensors and it did the hard work for me", and I think it majorly adjusts how "impressive" projects…

Its curious the cultural differences you see in some places too, a not too uncommon Japanese one I've seen is where the cardinal sin is "stealing" other people's creative works, rather than anything specifically involving LLMs.

Meanwhile so many westerners see LLMs as "stealing IP", it becomes a bit paradoxical where the lines get drawn.

Re: Decompiling a Nintendo 64 game in 84 days

#34

I don’t remember this game at all - and there weren’t many N64 games, especially in the first couple of years.

It and the sequel were among two of the best multiplayer games on the system. It was so sad to see the series die when it went portable instead of continuing to be a ton of fun.

Re: Decompiling a Nintendo 64 game in 84 days

#35

I've been absolutely loving the decomp projects that have been coming out lately. Huge props to the writer for this, Snowboard Kids is a real gem. I'd also encourage people to check out the Legend of Dragoon recomp [1]. It's a real labor of love that has breathed new life into a largely abandoned game. You can play it fully vanilla, or with improved graphics, fixes to cumbersome design choices, bugfixes, etc. [1] htt…

Any advances in emulators recently? I would love to see Nintendo get into a legal tussle with Big AI. Giant douche can fight turd sandwiches.

Re: Decompiling a Nintendo 64 game in 84 days

#36
post #23

What's the legal status of these? Historically there was a notion of "clean room" reimplementation. These days it seems people translate the actual game code into a different representation of that same code and that makes it open source? Github is full of these.

Clean room might get you past copyrighted code, but surely it won't get you past trademarks or copyrighted artistic work?

Re: Decompiling a Nintendo 64 game in 84 days

#37
post #35

I've been absolutely loving the decomp projects that have been coming out lately. Huge props to the writer for this, Snowboard Kids is a real gem. I'd also encourage people to check out the Legend of Dragoon recomp [1]. It's a real labor of love that has breathed new life into a largely abandoned game. You can play it fully vanilla, or with improved graphics, fixes to cumbersome design choices, bugfixes, etc. [1] htt…

Any advances in emulators recently? I would love to see Nintendo get into a legal tussle with Big AI. Giant douche can fight turd sandwiches.

Aside from Switch emulators which get C&D by Nintendo due to private key copyright infringement issues, nothing with existing emulators would cause a legal tussle. AI has zero impact on it.

Re: Decompiling a Nintendo 64 game in 84 days

#38

It's especially annoying that LLMs/agents are a logical starting point for decompiling old games but there is a significant backlash against it as the gaming community is very anti-AI and consumers of the benefits decompiling offers tend to be noncoders who don't believe that AI can do more than slop. I've seen takes such as "they're too lazy to learn C++" and accepting a PR from someone using Claude taints the proje…

The backlash has only been growing as the result of a significant number of incredibly sloppy decomps, either creating unreadable codebases or outright being so buggy/inaccurate as to be useless. Every day I see another decomp pop up that exists solely for the cred of being the first to do so, which is then promptly abandoned by the developer because it doesn't fucking work.

Re: Decompiling a Nintendo 64 game in 84 days

#39

I don’t remember this game at all - and there weren’t many N64 games, especially in the first couple of years.

It and the sequel were among two of the best multiplayer games on the system. It was so sad to see the series die when it went portable instead of continuing to be a ton of fun.

Interesting.

For me it was Goldeneye (of course) and Diddy Kong Racing.

Re: Decompiling a Nintendo 64 game in 84 days

#40
post #26

Earlier quoted context omitted.

The problem isn't that people consider it boring, it's that the use of LLMs is considered essentially sacrilegious, and whatever end-result that's created is considered tainted, often regardless of the extent of LLM usage. Which does kind of suck. Yeah, it's not nearly as cool to say "I prompted a probabilistic pile of tensors and it did the hard work for me", and I think it majorly adjusts how "impressive" projects…

Its curious the cultural differences you see in some places too, a not too uncommon Japanese one I've seen is where the cardinal sin is "stealing" other people's creative works, rather than anything specifically involving LLMs. Meanwhile so many westerners see LLMs as "stealing IP", it becomes a bit paradoxical where the lines get drawn.

Even Japanese attitudes towards IP are not that clear cut. One of the reasons the MiniDisc format was so popular in Japan vs the rest of the world was that physical media in Japan is expensive, so there are stores which rent out CDs. Those CDs would often be copied to MD (or later to PCs.)
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