this post was submitted on 21 Oct 2026
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"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.
Dude cuck-coding needs to catch on. Vibe coding sounds too cool and relaxed. And people need to be shamed for doing it.
Am I misunderstanding that a decomp is 100% verifiable by just compiling the code and confirming it matches the source binary?
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.
FIFTY SEVEN THOUSAND????????
It's an older meme but it checks out.
Indeed.
https://github.com/Denkishi/ssbu-recomp/commit/8b986256399b4d109735ab953e9e62263b78e714
All the vibecoded slop, I personally have seen thus far, was between like 10k and 60k. Not a single one started out normal, with just a license or something, couple files... nah... 200 files, 60k lines right off the bat. That this isn't embarrassing to these people is staggering.
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.
Sound like cry baby bull crap to me, it's the reason the play station 5 got jail broke, this is cope
You CAN just go out and buy the console you know.
Waiting for the non A.I version to be developed - hopefully it will be done soon
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.
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.
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.
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.
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.
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.
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.
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.
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.
N64 has historically been one of the more complicated consoles to emulate. Being old is no indicator for complexity. The latest xbox for example internally is much more like a generic pc than the PS3 was (also a complex one to emulate).
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.
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.
And AI stands on the shoulders on human labor.
Obviously these static recompilation tools (and I purposefully picked ones where I saw no obvious help from LLMs, though I didn't look too carefully) had massive help from prior emulation projects, but they were/are still novel projects (maybe barring Suyu).
Also, it's very possible that N64Recomp used direct ideas or even code from IDO Static Recomp, since that's a project that recompiles IRIX programs, and there is a direct link there given the SGI lineage of both hardware architectures.
The main point I was trying to make is that AI doesn't need to be used to attain speed when it comes to porting games now that these ideas and tooling exist, as these tools can now be used, or new ones creates for consoles that don't yet have them.
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.
https://backloggd.com/u/WumpaGem/list/game-decompsrecomps-that-arent-vibe-coded/
All of these are old, fairly simple games. Nobody can port a Switch game to PC by hand.
They can be done without AI. Mario 64 has been out for years.
Just gotta wait 20 years.. and hope someone is crazy enough to pick up the project and never give it up. And now also hope that person is so insane that they do it by hand inststead of using tools that make it easy and fast.
People can port old, much simpler games by hand and even then it takes years of community effort. Something like Smash Ultimate is never going to be ported without AI.