Comments 283

Re: This Dying Street Fighter II Cart Is A Sobering Reminder That Physical Doesn't Mean Forever

RupeeClock

It's worth discussing the kinds of ROM chips that were used for retail SNES cartridge releases.
My understanding is that they use Mask ROM, which uses photolithography to imprint the program data into silicon and doesn't rely on an electrical charge that can gradually leak.
That means the chip's data integrity is incredibly reliable, and that this particular cartridge's failure point is more likely to the elsewhere on the PCB or on the ROM chip's connections, which should be an entirely serviceable repair job.

This is as compared to aftermarket retro console physical releases that use EEPROM, an often rewritable flash storage medium that will leak its electrical charge over time, and risks failure if it doesn't receive any power for many years (a problem that we're discovering with more recent 3DS and Switch physical games).

Re: "Who Are They Kidding?" - System 3 Insists No GenAI Was Used In James Pond Legacy, But Fans Aren't Convinced

RupeeClock

Taking a closer look at System3's site after this debacle, I noticed their shop, and their various physical or code in a box releases for Switch games.
There's even more slop, one game is straight up copying Breath of the Wild's cover art, others have weird humans with melting faces, whilst Strike Force Kitty appeared to be using actual game assets layered atop an AI slop background.

Re: The James Pond Legacy: The Pond Is Not Enough Goes Physical On Switch 2 This October

RupeeClock

That trailer video is an insult to all of the artists that brought the original games to fruition, it's nothing but lazily generated AI renditions of character artwork from the James Pond games, accompanied by what's very likely AI generated music from Suno or a similar service.
The only effort that's gone into that trailer is the basic motions and recreation of a James Bond style title sequence.

Re: Review: Retroid Pocket Nova - The New Retro Emulation Handheld To Beat

RupeeClock

I'm eagerly awaiting my Nova's arrival, I ended up being pretty disappointed with my Ayaneo Pocket Air Mini, as the buttons just didn't feel right to me, and the performance wasn't adequate for my GameCube emulation ambitions.

@gojiguy
You'll be pleased to hear then that the input latency is actually very low, about 15ms in Russ' estimation from his Retro Game Corps review.
https://youtu.be/QntymbB9a2Q?t=1005

Re: "I'd Rather Disappoint Some People" - Dev Behind Tool That "Ports" Game Boy Games To GBA Pivots To AI

RupeeClock

It sounds like Ivan is abandoning the GB Bridge vision for quick AI processed results on a game-by-game basis (somewhat similar to how Infidelity and some others manually perform NES to SNES ports via Mesen debugging).
That's what I find disappointing, as the proposed GB Bridge layer would've been a far more exciting development than working on games on a case-by-case basis.
That isn't to say I wouldn't appreciate the end results on a game-by-game basis though, since I can tell Ivan still cares very much about producing a quality piece of work from whatever foundation he's working from.

Re: "The Most Gorgeous Game Boy Emulation I've Ever Seen" - Brick Boy Goes The Extra Mile To Copy The Console's Nostalgic Display

RupeeClock

Whenever it comes to replicating displays, my concern is always that the effort is replicating an aged display we have access to now, rather than a factory fresh display as we would've experienced decades ago.

The ghosting, transitional fade, and LCD pixel decay in this emulated display are superb, but they're likely also calibrated on a degraded display.
There's also that the contrast of the DMG LCD display had a dedicated adjustment dial.

Re: Zelda: Link To The Past Gets A Dual-Screen Port On 3DS, With Help From AI

RupeeClock

This is a pretty neat project, AI or not.
I'm not against assistive technologies, my concerns are reliance on these technologies doing the work for you, and the current reckless development of AI that the big corporations are doing.
Said recklessness being the utter disregard for ecological and economical wellbeing, and for ethical or legal sourcing of training data.

@selfdeztruction
Seeing as this is a hobby project it's more forgivable, but if this were actual business like commercial game production, I would want roles being filled by actual people.
That said, I can still understand very small teams that have absolutely no access to people who can perform roles, and have no other choice than the AI service can do the parts of work that they can't; often audio or graphical work as software programmers are concerned.
That usually results in a pretty damn crap looking game though.

Re: "You Might As Well Play On A Raspberry Pi" - The World Of MiSTer FPGA Remains Divided Over "AI Slop" Cores

RupeeClock

RTA's take on open source is completely wrong, and why AI output has been a plague on open source repositories.
Open source projects are still subject to licensing and headed up by project managers who will approve or reject any contributions based on their alignment with project goals.
AI pull requests are a nuisance that waste project managers time with often poor quality, detrimental changes.

The MiSTer project here has a pretty unambiguous goal of recreating the functionality of the original hardware based on the actual hardware, so any cores developed on the processes and output of software emulators is detrimental to that goal.

If you want to hijack an open source project to do something that doesn't follow the community's goals, well you can fork it and go your own direction, but like Mike Channell said this really serves no purpose when dedicated software emulator devices are plentiful and affordable.

Just cramming more and more content into the device without regard for quality is how Atari crashed the video game market in the first place, are we forgetting that?

Re: Poll: Did You Know About The Secret Shop In Zelda: Oracle Of Seasons / Ages?

RupeeClock

Since I already had a GBA when the Oracle games launched, yes I knew about it since that's how I first played it.

Also about playing it on Analogue Pocket.
All you have to do is launch the Game Boy Color cart in GBA mode, and you'll get the secret shop; as well as the alternative (arguably worse) colour palette.

Shantae also had a GBA-mode check which granted access to an exclusive Tinkerbat transformation in the late game.

Re: "Thanks For Sharing, But I Do Not Support GenAI" - Dev Behind Sonic And The Black Knight Recomp Corrects "AI Slop" Website

RupeeClock

@Martin_H
I wouldn't underestimate the Sonic fandom here, particularly the Sonic Retro community.

So many Sonic games have been reverse engineered and improved upon by said community, that their work has provided and improved upon technology for preserving games.
Sonic Unleashed quite famously had its Xbox 360 version recompiled for PC just last year, and the tools that made it possible have enabled many more 360 games to get enhanced PC ports.

Fans have also taken it upon themselves to remake past main entry games like Sonic the Hedgehog (2006), Sonic and the Secret Rings (as "Project Reignition"), and Sonic Rush (as "Sonic Rush Rerun"), to provide definitive PC versions that improve shortcomings and modernises control schemes (such as removing motion controls, or adapting a dual-screen game to a single-screen experience).
There's even Sonic Triple Trouble 16-Bit, a Genesis style remake built in Game Maker, based on the Game Gear original.

Beyond that, Sonic Mania was made possible because fans from the Sonic Retro community had developed their own engines and painstakingly researched the original Mega Drive / Genesis games, which first lead to Android ports of Sonic 1 / 2 / CD, and eventually to Sonic Origins too.

Further beyond that, there is an active decompilation project for the Sonic Advance trilogy which aims to produce a faithful PC port with improved widescreen (display area increases from 240x160 to 426x240), as to address the "screen crunch" these fast-paced games are known to suffer from.
That's without mentioning how rarely SEGA have re-released the Sonic Advance games in any form, I believe the last time was on Wii U Virtual Console.

Shadow the Hedgehog has also received an extensive "Unloaded" overhaul mod for the GameCube version.

The point being is that across the Sonic series, fans have been adapting and re-working the games to make the strong points shine, since every game has its merits somewhere despite some obvious flaws (particularly Sonic 06).

Re: "Thanks For Sharing, But I Do Not Support GenAI" - Dev Behind Sonic And The Black Knight Recomp Corrects "AI Slop" Website

RupeeClock

I'd stumbled upon Generation Amiga just a few days ago, when I was trying to identify the feasibility of running the Super FX3 patch of Star Fox on real hardware.
When I checked out the article, it was too quickly apparent what absolute junk it was topped by the AI generated headline image, and made a point to ignore this site.

Good on hobbyist developers pushing back against this "news site" that feels fit to fabricate its own headline images for its slop articles, further misrepresenting any actual developments in the retro gaming space.

Re: "Truly An Injustice" - Looks Like This Mischief Makers Recomp Is Another Vibe-Coded Disappointment

RupeeClock

@DestructoDisk
Much of the development that has propelled AI itself forward, is done on Linux machines after all.

"AI" broadly speaking is merely a statistical analysis of ingested data, and you infer probability from that model. This process by itself is nothing bad, but the issues stem from the misuse of the existing internet and computing infrastructure and how big companies are suddenly pumping massive amounts of money and energy into hoarding compute resources, to process vast amounts of dubiously sourced data to provide public chatbots and image generation services.
These tools being freely accessible to a public that doesn't really know how this technology works nor the best use cases for them, introduces a problem where the layman generates and then shares low quality content.
AI slop issues are paired with social media platforms profiting themselves and their content creators through engagement numbers, so farming engagement makes money even if it's complete trash, and is frequently automated as to game the system. This creates a situation where impoverished people with internet access make use of free or cheap AI systems (powered by billions of invested dollars), can set up automated social media platform feeds that bring them a few hundred dollars.

Access to the technology and publication education about it is more of the issue here, as is how the big companies are desperate to turn it into a profitable venture for the insane funds they're pumping into it.
In a controlled academic environment where people know what they're doing? The findings are truly useful, it's a new frontier of data science.
For hobbyists (like this article's software development project), the results are concerning, as too often it's about achieving an end result and not the process.

Re: "What Passion Is There In Watching Everything Get Done Automatically?" - Final Fight MD Dev Opens Up On AI

RupeeClock

@1040STF
There are perils in using it in research and development, too.
The more that we rely on the machine to discover and engineer for us, the less we actually develop our own understanding and expertise on a subject matter.

A quick chat with an AI chatbot about an unfamiliar subject matter, is like being able to "talk to an expert" at your convenience, but it's no true expert like an experienced human would be.
However, that's often enough to just get the ball rolling with something you're maybe working on, if you just need a quick assist and you can't reach someone who really knows.
You should still value the human interaction though, you develop bonds with people and work together towards a common goal, like a passion for a shared interest.
When you're talking to the chatbot, you're telling a big corporation what your interests are, and giving it more data it can use for its own profit making purposes. That is unless, you're running an effective LLM model locally on your own hardware.

Re: "Randy Is A Madman!" - SNES Star Fox Gets A Speed Boost Thanks To Super FX 3

RupeeClock

For the dedicated Star Fox SNES player, I can imagine they'd prefer playing on Super FX2 or 3 for the boosted speed and consistent performance, and the added challenge that comes from that (assuming a lack of recalibration on the vanilla ROM).

Otherwise, there's also overhaul ROM hacks like the Exploration Showcase, isn't there?

If this is just Super FX3 support in a given emulator for the time being, it seems unlikely that you could play Star Fox with Super FX3 on real hardware any time soon?
I had considered the Super UFO Pro8, a flash cart that lets you use original cartridges as chip-donors for compatible ROMs, but given that the Super FX3 is actually a Raspberry Pi RP2350 rather than a conventional enhancement chip, that probably wouldn't work.
I have no idea if the FXPAK PRO would even be able to achieve Super FX3 support, due to that.

Re: "Truly An Injustice" - Looks Like This Mischief Makers Recomp Is Another Vibe-Coded Disappointment

RupeeClock

To clarify, the linked Github repository is Drahsid's Decompilation project, not a recompilation.

Decompilations are useful in producing a recompilation, but recompilations or ports are not the end result (and often not the goal) of the decompilation itself.

Recently, Snowboard Kids 2 received a recompilation port, but the notable part about this port is that it was based upon the same author's own AI assisted decompilation effort.
In contrast to the decompilation, the recomp does not appear to have used AI, and the author even bemoans derivative low-quality N64 ports rushed out using AI.

@AndyVGR
You should care if the end result is broken and not worth playing.

Re: We've Had GBA, DS And PS Vita Clones, Now It's The Turn Of The Nintendo 2DS

RupeeClock

@RextheSheep
When you mentioned that, I then considered DS games, and now the problem is vertical resolution instead.
The effective resolution of the DS without a screen gap is 256x384, and 3x scale that's 768x1152.
The 768x1024 display is wide enough, but not tall enough.
It'll scale 2.666x leaving vertical black bars, but it might be decent for a 2.5x scale that allows for that screen gap (where many DS games account for it).

Re: "Extremely Disappointing" - Are AI-Generated FPGA Cores The Future, Or The Death Of Accuracy?

RupeeClock

As before, AI tools are enabling unqualified enthusiasts to "contribute" in damaging ways, since they are not trained or experienced individuals participating towards the progress of coding practices or products. It overall reduces our actual understanding of the things we care about.

In a similar area, I wanted to highlight a recent development in the N64 decompilation and recompilation scene.
Snowboard Kids 2 (tracked on decomp.dev), recently reached 100% decompilation. I looked into the Github repository, and found that the project lead was making use of AI (primarily Claude) to assist in the decompilation effort.
They've written articles about their decompilation effort on their own blog, and it highlights things like:

  • Managing the AI as an automated process to try and get the matching code closer to 100%, whilst mitigating token usage (financial costs and potential money sink holes)
  • That the AI was primarily handling the smaller functions that present the least challenge and critical thinking
  • That the AI would often redefine the problem or otherwise do destructive actions that would require rolling back progress
  • Needing to work with real people with experience in decompilation to reverse engineer the most complex functions

In this situation, Snowboards Kid 2 was 100% decompiled in a much shorter time than would've been possible otherwise, and was still performed by people that had the expertise to do the job, but with caveats like monetary costs and fixing automated errors. That is before the ethical implications of what it took and currently takes to get such generative AI running (in terms of dubious data harvesting and outrageous resource and energy consumption).

Curiously, the Recompilation made from the fruits of that decompilation, does not appear to make use of AI vibe coding at all? The blog article even complains of such low quality ports stemming from AI output.

So on one hand, AI was used only to help provide the source data needed to produce a higher quality port of an N64 game, as it was used with greater care than most people normally would. They've also been transparent about the use of the technology.
But on the other hand, it still made use of AI that is evident in its human, ecological, and societal harms, for the sake of porting an N64 game.

Meanwhile, there's the Space Station Silicon Valley recompilation project (which Time Extension previously reported on), which does not appear to disclose its use of AI in the porting process, which has drawn criticism from people that were following the project.
https://www.reddit.com/r/n64/comments/1rwhf5e/working_on_a_space_station_silicon_valley/

Re: Sega's Crazy Taxi Spins Its Wheels Thanks To Another GenAI Kerfuffle

RupeeClock

@Daric
That's being wilfully dismissive of the issue here.
The social media team saw fit to use a low effort gen-AI mock-up for merch promotion, misrepresenting the product and running the risk of social backlash.

There's a break-down in the production pipeline of producing, releasing, and selling a product to the market, because somewhere in that chain one part decided to use gen AI that betrayed the efforts of the other parts of the chain, sabotaging the effort and public trust.

Re: "I No Longer Wish To Spend My Limited Free Time Dealing With Negativity" - Sega Mania Kills Sonic The Comic AI Fan Remaster

RupeeClock

@ojisan
Very much so, the SEGA Mania effort is making use of a generative upscaler with lower quality sources, and their use of it is quite poor as they're outright transforming the images; nothing restorative about it.
Transforming the works is not a desirable outcome for a comic or magazine preservation project.

There are upscaling and editing processes that can produce nice, high fidelity results, but these cannot exceed the best possible sources of scanning the original media and saving those results with minimum compression or editing.

Re: Anbernic's Next Handheld Does A Great Impression Of Nintendo's Switch Lite

RupeeClock

A d-pad primary handheld and sports all the features I need out of a handheld, pretty interested in this.
I usually go for the lighter weight Anbernic handhelds, but depending on the specs I might go for this.

I'm familiar with hall effect sticks and triggers, but not "2.5D glass" or "double shot buttons" and why that's a selling point, I should look it up.

Re: Banjo-Kazooie Is Getting Another Native PC Next Month, With A Standalone Randomiser & Online Co-Op

RupeeClock

Banjo Kazooie was decompiled August 2024, though the decompilation repository itself has remained active since then as they worked to improve the code and its documentation.

Calling Lighthouse a "decompilation project" isn't really accurate, since it's a port based on the existing decompilation effort.

Regardless, cool to see this happen! Ports like this compared to the recompilation are easier to build for other platforms, as the RT64 recompilation method is restricted to x64 PCs for now.
Harbour Masters previous ports for titles like Super Mario 64, and Ocarina of Time are available on various retro handhelds through the PortMaster project.

I'm still waiting on the recomp port's Ray Tracing update, the initial release was back in January.

Re: "I Want This Title Packaged!" - Superdeluxe Wants To Know What Games You'd Like To See Get Physical Releases

RupeeClock

@breach187
Sadly, that may not be possible.
There are games that exceed the 64GB capacity of a Switch 2 game card, like Final Fantasy VII Remake.
And there are games that apparently require the full speed of internal storage or microSD express, like Star Wars Outlaws.
Apparently, Switch 2 game cards aren't fast enough for data streaming, which Star Wars Outlaws uses.

Re: "Learn How To Code" - Team Behind PS3 Emulator RPCS3 Has Had Enough Of People "Peddling AI Slop"

RupeeClock

@leogames
There admittedly is some value in using it for prototyping and pre-production. I've seen a project manager use Claude Code to have it produce a functional prototype of what they have in mind, when discussing what work they want done from a proper developer who knows how it will fit into their existing work project.
The prototype is far from fit for purpose, but it's suitable as a communication aide.

That again though, falls into the same trapping as letting the AI do a lot of the heavy lifting and design work, and effectively the thinking for you.

Re: "Learn How To Code" - Team Behind PS3 Emulator RPCS3 Has Had Enough Of People "Peddling AI Slop"

RupeeClock

@leogames
The core of criticism is "learn to do it yourself and do it properly", not "do things this very specific way" (though standards matters when contributing to a code repository).

AI used as a predictive text processor for code in its current state is terrible at critical thought processes and decision making, and should not be used to offload work where precision and meaningful decisions are needed.
At best, it can help for rubber ducking and discovering avenues you were unaware of, as long as you actually explore them yourself to verify the AI didn't hallucinate something.

Re: "A Hollow Victory" - '100% AI-Generated' Smash Bros. PC Port Comes Under Fire

RupeeClock

I disagree that porting work can't be creative.
If it weren't, Harbour Team's various ports of N64 titles wouldn't be feature rich with enhancements and new functionality like randomizers and modding support, and a proper system for supporting user mods.

If you're porting something forward with absolutely no changes, why wouldn't you just play the original version? Even commercial releases of retro games frequently have common emulator features like save states and rewind.

Re: Ever Wondered What Happened To Star Fox's Puppets? The Answer Isn't Good

RupeeClock

Huh, the puppets used actual animal fur and feathers?
That almost sounds like some kind of, taxidermy puppetry.

@N00BiSH
The Star Fox Zero and Nintendo executive puppets made for E3 2015 were made by Jim Henson studio, so I'd imagine they either exist in that studio's archives, kept at one of Nintendo's headquarters, or were gifted to Miyamoto, Iwata, and Fils-Aimé respectively.

Re: "No Point In Keeping It Under Wraps Any Longer" -This New Emulator "Ports" Game Boy Titles To The GBA

RupeeClock

@Z-GRADT
The closest thing I can think of is Mesen's HD NES packs, which are resource packs designed specifically for an NES ROM being emulated with Mesen.
https://youtu.be/NF132cqW25w
They can do pretty elaborate things with custom code, audio, and graphics beyond the capabilities of a stock NES, but the core program is still running under the hood.

Two other similar things involve NES games being played on SNES.
First Infidelity frequently works on porting NES games to SNES, through manual assembly work making use of the Mesen emulator's debugging functions.
Second is Project Nested, which is an NES emulator for SNES that works with Just-In-Time (JIT) instructions and passthrough of similar instructions present in both systems.
These are possible because the NES and SNES both use Ricoh processors, the Ricoh 2A03 and Ricoh 5A22 respectively, which use the 6502 instruction set.

This was something I pondered with Game Boy software being made to run on Game Boy Advance, as the system has both its ARM7TDMI main processor, and a Sharp SM83 legacy processor.
GBA games ran on ARM architecture (which is still common today), whilst Game Boy games ran on something close to the Z80 instruction set. GBA games used that SM83 exclusively for sound processing (sounding much the same), so it couldn't be used for program or graphics, a lot of GBA games processed audio on the ARM processor as to avoid sound outdated.

The point there being a path to convert or force Game Boy games to run on a Game Boy Advance system isn't really there, so Iván Delgado's work on GB Bridge is likely doing its own traditional emulation work (mapping one system's instruction set to a host's instructions), running something like a resource pack to patch in program changes, but may still be leveraging the SM83 co-processor for Game Boy audio.

As an aside, part of why Switch emulators perform so well on mobile devices, is because they mostly all run on ARM processors like the Switch does (which is very similar to an Android tablet to begin with). A lot of the instructions can run with little to no change.

Re: "I Don't Know Who Failed Due Diligence Here" - Sigma Star Saga DX Updated After Violating GBA Emulator's License

RupeeClock

@h3s
LRG only opened pre-orders for the console versions earlier this month, the cartridge production won't begin until after the open pre-order window closes early May 2026, and probably not ASAP.

For Switch games, LRG and other publishers have to put in an order for a number of cartridges in multiples of one thousand.
That could mean if there are 6500 pre-orders, they may produce 7000 units so they can cover replacements, 8000 or 9000 units so they can have some additional back-stock for a second-chance sale, etc.

Since they need to know an exact number for that order request, they won't place manufacturing requests in advance of closing pre-orders.