• Boo! Haunted House!@lemmy.world
    link
    fedilink
    English
    arrow-up
    85
    arrow-down
    9
    ·
    7 days 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
      link
      fedilink
      English
      arrow-up
      26
      arrow-down
      3
      ·
      edit-2
      7 days ago

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

    • offspec@lemmy.world
      link
      fedilink
      English
      arrow-up
      6
      arrow-down
      1
      ·
      6 days ago

      Am I misunderstanding that a decomp is 100% verifiable by just compiling the code and confirming it matches the source binary?

    • joeschmoe@lemmy.world
      link
      fedilink
      English
      arrow-up
      14
      arrow-down
      7
      ·
      edit-2
      7 days 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.

      • KairuByte@lemmy.dbzer0.comM
        link
        fedilink
        English
        arrow-up
        26
        arrow-down
        1
        ·
        7 days 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
          link
          fedilink
          English
          arrow-up
          10
          ·
          7 days 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.

        • steelplatedmech@piefed.ca
          link
          fedilink
          English
          arrow-up
          4
          ·
          7 days ago

          I think only question is if the people utilizing the AI code know what the code is doing and are reviewing it instead of not knowing what it does.

          That’s the concern with it looking like a potentially great malware vector as things move forward if people are trusting more and more things to AI generated code and not doing thorough review processes.

          • TheSecondVariety@lemmy.ca
            link
            fedilink
            English
            arrow-up
            3
            ·
            edit-2
            6 days ago

            That’s the concern with it looking like a potentially great malware vector as things move forward if people are trusting more and more things to AI generated code and not doing thorough review processes.

            Kind of a sci-fi thought… what happens if AI uses AI slop code as a vector to insert subtle bits of code in multiple projects that seem innocuous on their own but are actually creating a distributed AI hive mind.

            I’m not saying I think that’s what’s happening right now or that it’s possible any time soon, but we’ve seen malware inserted in apps, bitcoin mining on iPhone apps, etc. Skynet Super Claude being created without us noticing isn’t maybe the craziest thing? Someone else said this project is 57k lines of code; aint nobody got time to check all that.

            • steelplatedmech@piefed.ca
              link
              fedilink
              English
              arrow-up
              3
              ·
              6 days ago

              In a decompilation thread I saw someone asking about potential viruses for projects uploaded from new accounts that are currently popping out all the time. someone said just ask AI to check.

              Which is kind of the direction we are headed if it’s come down to ask AI to check for malware, hope AI is more competent than the AI being used to decompile things, and in the end nobody knows what is going on and have to just trust the AI is thorough and no errors or oversights are made.

              Nobody really knows what is going on anymore. Not even the people who submitted the project to be made.

        • Default Username@lemmy.dbzer0.com
          link
          fedilink
          English
          arrow-up
          1
          ·
          edit-2
          7 days 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
            link
            fedilink
            English
            arrow-up
            8
            ·
            7 days 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
              link
              fedilink
              English
              arrow-up
              1
              ·
              edit-2
              7 days 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
                link
                fedilink
                English
                arrow-up
                2
                ·
                7 days 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
                  link
                  fedilink
                  English
                  arrow-up
                  2
                  ·
                  7 days 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.

                  • killwill@feddit.nl
                    link
                    fedilink
                    English
                    arrow-up
                    1
                    ·
                    5 days ago

                    You can keep naming static recompilers but there is still years of emulation research behind each one. I could keep going through them and pointing out the fact that most of them say “inspired by X” in their respective readme’s but we would be here forever. But just to name a couple more: XenonRecomp - relied on Xenia as a reference (check special thanks) N64Recomp - went ahead and looked at the readme for this and he mentions IDO static recompilation project as inspiration for it (not sure if anything was actually used) Suyu - obviously built using the existing knowledge gained from the emulator (and in the end still falls back to emulation) PS2Recomp - references pcsx2, also still in very early stages. Its hard to tell how many games have been recomped with it but Playported only shows 10 playable Recomp/Decomps

                    My point is, kairuByte is right, these projects are measured in years. We don’t see it because we are standing on the shoulders of giants.

      • popcar2@piefed.ca
        link
        fedilink
        English
        arrow-up
        12
        arrow-down
        7
        ·
        edit-2
        7 days 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.