upvote
It's really getting annoying. There are a lot of people advertising "decompilations" and "native PC ports" that just turn out to be the emulator packaged into an exe that immediately runs the game... Makes it hard to find actual recompilations of games now.
reply
This is how you know that most coders that use claude never read the code, nor their own READMEs.
reply
funniest one I found so far was "accurately recreated the hardware in software so it's running natively" :P
reply
Theres a lot of lying going on with these types of AI projects. What I want to see is more 100% matching decompilation so that people who dont use AI can modify the rendering eyv glue and port them to new platforms
reply
I would say it could be less lying and more the various "authors" having not even the slightest idea what their creations actually do.
reply
I don't see a difference tbh. The Human/AI cyborg knows what it is and is lying.
reply
This is exactly the approach we've been taking with Metal Gear Solid. We’ve been working on a fork of mgs_reversing (which is targeting 100% matching decompilation of MGS Integral) to bring the game natively to microcontrollers: https://github.com/davidmonterocrespo24/mgs_reversing

Instead of high-level emulation, the decompiled C source is compiled directly to Xtensa machine code for the ESP32-S3. We replaced the PlayStation SDK/GPU/GTE with custom software routines, running on a DIY handheld built around a Seeed XIAO ESP32-S3 Sense.

To speed up development without constantly flashing hardware, we run the compiled firmware image directly inside a browser-based hardware simulator CLI (velxio-cli) to verify serial outputs and execution in seconds.

Having 100% matching C code makes native ports to embedded platforms completely feasible without relying on heavy JIT/interpreter glue.

reply
its still under development, system components will compile to cpu and VU1 modules will translate to gpu shaders
reply
Fair point, the IOP is interpreted. Its the PS1-class I/O CPU, and here it only runs the driver modules a game ships on its disc (sound engine, pad, memory card). The IOP kernel and the 20 core Sony libraries are reimplemented natively. In a God of War2 fight that interpreter is about 2% of cpu time, so it hasnot been worth recompiling yet for me. Its the same relocatable module problem i already handle for SN systems overlays, so its on the list. The EE game code is fully recompiled AOT (a missing function is a hard error, there is no interpreter fallback), and VU1 microprograms are recompiled per game, with a JIT and an interpreter only for programs not seen before. Whats left is hardware; the GS runs on the GPU, plus DMA, VIF, SPU2 and CDVD. Every recomp has to model that part, the same way N64Recomp uses RT64 for the RDP as i checked.
reply
Thanks for clarifying, Claude.
reply