Comments 11

Re: "This Project Is Not Vibe-Coded" - Developer Behind PS1 Recompilation Tool Takes Aim At AI

sftwn

I just recently completed a multi-year project developing an engine to play King's Field 1 JP. (Started on the 30th anniversary, took roughly 2 years to finish, about 20 months longer than I anticipated.) It was rewarding, but it was grueling work at times.

I wish I had something like this going in. I ended up writing the GTE and SPU logic myself to reasonably match the PSX version. I ended up poring over the internals and sites like exploring tokimeki memorial, nocash, and trying to suss out info from the PsyQ docs. If this existed when I started, I would have used it. From being in the trenches of that work, static analysis tools like this are incredibly helpful, as much as I live Ghidra and all its quirks. I think making the process of decomping something as easy as the original build-up of the game via the rich PsyQ libraries is really really valuable. Very cool project.

Didn't comment on the AI part because I don't have much to say even though it's the article's focus, other than I agree. I think going into it not wanting to learn and just wanting to port something is a weird goal since PSX emulators are quite good already.

Edit: and if I could leave words of wisdom to anybody looking to do a hand decomp, keep a good accurate emulator's source at hand. I referenced mednafen's source constantly for all sorts of HW info. Also take your time. It's a marathon, not a sprint.

Re: "Our Biggest Launch" - Commodore Callback Smashes First-Month Sales Of C64 Ultimate In Just Three Days

sftwn

@Ruka they're a private company with private investors. They can say they sold ten trillion of these and it wouldn't be a crime on its face, let alone a "serious crime." It's a cute thought though.

I'm not sure how long this gravy train of theirs will last, if it even exists in the first place. They already did "the thing" that fans wanted and then went straight into a gimmick. I agree with the sentiment that they're just a couple years from insolvency.

Re: "This Is A Regret In My Life" - Sonic X-treme Designer On The "Fork In The Road" That Killed Saturn's Most Famous Unreleased Game

sftwn

@RadioHedgeFund by 2000, Sega of America was just a weak zombie arm of Sega of Japan, filled with yes-men and run by leaders who themselves were SOJ's favorites.

It's not something I like saying, but there's a lot of evidence to suggest that SOJ was largely xenophobic towards SOA. (And from what I understand, that internal culture flaw still hasn't changed.) When you read through the history of management and development, there's many stories of SOJ seeing SOA as nothing but a cash cow with no inherent value otherwise.

And I wouldn't say SOA was arrogant as much as they were naive. They tried so hard to not acknowledge what SOJ really saw of their branch, and it ended up killing what was left of SOA by 1996. As much as I really don't like Nintendo through history, Sega's biggest failure was not embracing their American arm the way Nintendo did.