• Boo! Haunted House!@lemmy.world
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    10 hours ago

    “Notably, the developer says AI coding agents wrote “almost all code” under their direction, with the wiki naming Anthropic’s Claude Code as the tool behind its development.”

    Just what the Smash competitive scene needed. Cuck-coding.

    • ieightpi@lemmy.world
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      2 hours ago

      Dude cuck-coding needs to catch on. Vibe coding sounds too cool and relaxed. And people need to be shamed for doing it.

    • joeschmoe@lemmy.world
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      5 hours ago

      Wow, such a surprise that yet another recomp, that came outta nowhere, is vibecoded slop. The first commit was Oct 12th, ffs, and 57 THOUSAND LINES, FIFTY SEVEN THOUSAND, at that.

      All these PS5 emus and recomps are complete and utter vibecoded slop. I would, at most, run this on my worst enemies PC.

      Also, I am a simple man, my first commit is the license or a like 2 lines of the readme.

          • boonhet@lemmy.zip
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            4 hours ago

            Even if I don’t use AI, I don’t start with an empty repo usually. Reason being, I’m too lazy to even do git init until I know I’m actually going to work on the project for more than the one session. ADHD and all that. Repo is created when I’ve got enough there to not be ashamed of myself when I come back in a year and see what I’ve created.

      • Smaile@lemmy.ca
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        5 hours ago

        Sound like cry baby bull crap to me, it’s the reason the play station 5 got jail broke, this is cope

      • KairuByte@lemmy.dbzer0.comM
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        7 hours ago

        It won’t be soon, if ever. It takes multiple years for these kinds of projects, even on a purely PC based game. As shit as it is, these kinds of recomplations are going to be extremely slow, or AI assisted/generated. There isn’t really a middle ground.

        • FauxLiving@lemmy.world
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          4 hours ago

          To add to this, the SM64 project took a team of people 18 months.

          The project in the OP was created on 12 October 2026, 9 days ago.

        • Default Username@lemmy.dbzer0.com
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          6 hours ago

          Static recompilations don’t take nearly as long as full on decompilations and subsequent PC ports (assuming no AI is used for either).

          For example, rpcs3 already uses static recompilation for much of its emulation already (in addition to more traditional emulation), and that runs a large chunk of the PS3’s library.

          The difficult part with static recompilation is to create the tool for the job, like ReXGlue for Xbox 360, N64Recomp, etc.

          • killwill@feddit.nl
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            4 hours ago

            You do realize rpcs3 has been in the works for 15 years. I’m glad rpcs3 doesn’t use AI (in fact its jump from 70% to 80% playability tgis year was without AI) but you’re lying to yourself if you are saying it doesn’t take long my guy.

            • Default Username@lemmy.dbzer0.com
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              4 hours ago

              rpcs3 was just one example. N64Recomp and ReXGlue are more recent examples of tools that didn’t take anywhere near as long to develop.

              Also, I’m referring more to the individual games rather than the tooling when I’m talking about recomps.

              • killwill@feddit.nl
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                3 hours ago

                N64 recomp is a good example, but I would argue that the n64 is quite a few steps below the “modern” consoles of the 2000’s. As for RexGlue it relies on Xenia which started in 2013 and took 5 years to get 3D.

                I can build a house in a day given a front door and a finished house missing a front door.

                • Default Username@lemmy.dbzer0.com
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                  3 hours ago

                  N64 emulation has been notoriously difficult to perfect and has historically relied on per-game hacks. Only recently with projects like ares and FPGA cores has emulation gotten much better. Try running any libdragon software on any older N64 emulator to see what I mean. Also N64Recomp specifically is worth mentioning because it is the first notable static recomp tool for video games that I can think of, being used with Zelda64Recomp first.

                  There’s also XenonRecomp that came before, not based on Xenia (AFAIK), Suyu’s recent Switch recompilation tool, PS2Recomp, DolRecomp (for GCN and Wii), nWiiURecomp, and probably way more that I’m missing.

      • popcar2@piefed.ca
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        3 hours ago

        It’s not going to happen, all of these new recompilations are only possible with AI. The number of downvotes isn’t going to change that fact.

  • Loren@beehaw.org
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    8 hours ago

    Yeah, I’m sure Claude’s 133,000 lines of code written in the span of a week were thoroughly vetted.

    Tired of this slop garbage.

    • Smaile@lemmy.ca
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      5 hours ago

      They might but it’ll probubbly be done with some use of AI, it seems the only thing capable of pushing through these barrier the gaming company’s have put up

      • boonhet@lemmy.zip
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        4 hours ago

        It’s not so much that there’s intentional barriers as much as it is that there’s a bunch of trial and error work to do to recompile a binary for a different OS potentially running on a different CPU architecture with different audio hardware and different graphics and…

        AI can even keep going at it while you’re asleep.

    • ILikeStupidMemes@lemmy.zip
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      6 hours ago

      Ship of Harkinian is kinda a pc port of OOT, I tried it and can say its better then an emulator. Plus, it predates AI agents, so its handcoded.