I ported it in two steps. First to C: the game logic is translated routine by routine from the 6502 assembly, and checked frame by frame against the original in the Mesen emulator. Then the C code to WebAssembly so it runs in the browser.
The cherry on top: online multiplayer, so two players can play co-op over the internet.
For AI usage: It was all done by Claude/Codex, but it wasn't that straight forward. First: i started in April and the models weren't good enough and would make errors. You could see those immediately in glitches. Then, i spent some time in building a harness and collect telemetry data in Mesen. Once, i had that: i just played the game in the emulator and asked Claude Opus 5.5 to use this as verification. The rest was smooth.
Are there any emulators out there that let you swap in higher resolution assets so a game can be freshened without a complete port?
My theory is that the emulator could swap in a higher resolution tile without needing to port the game.
The NES supports PCM audio. It was notably implemented wrong in the title screen of Double Dribble and fixed with a patch that produces clearer audio after bit reversal into the correct encoding for the hardware:
The DMC is typically used for instruments that are hard to reproduce well with the other generators. Double Dribble is using the DMC for the speech, not some clever setup of the waveform generators.
I used it to get games written in Lua running on SNES and in my own language/engine running on Dreamcast, Wii, Web and more.
I hadn’t heard about that - any details?
When someone commissions a painting, or a sculpture, they might cut the ribbon that holds the curtain on the opening day, that is all.
I mean, if you insist on doing everything by hand, go right ahead.
Afterthoughts: I really just don't get why people are so weird about this AI coding thing. What difference does it make to you if someone thinks they have more to learn from high-level planning work than from low-level coding work? A lot of the time, I get the vibe from people who talk this way that they are still early on in their career and think they have to prove their coding chops. I think that's why people like Linus Torvalds couldn't give a shit if people use AI or not, as long as it's not slop and suits its purpose. If you've already spent over a decade writing code and savoring the process, maybe you're just getting a little tired of it. And maybe agonizing over code perfection even drives you slightly insane sometimes. Who the f*** knows? In any case, it's none of your business. I don't know why I'm even writing all this. Because I know you'll just come back with the same old tired gatekeeping non-arguments.
But I agree, that using an "AI" tool may be a serious temptation and thus way less new porting projects will be done with such care.
The whole thing (all banks) is more than 10,000 lines of assembly code. When I wrote assembly code for a university computer science course, it was hard to manage even 200 lines. I cannot imagine writing and managing 10,000 lines!
You said in another comment:
> Then, i spent some time in building a harness and collect telemetry data in Mesen. Once, i had that: i just played the game in the emulator and asked Claude Opus 5.5 to use this as verification.
Can you comment on how this verification process worked?
You'll have to forgive me for not trying to answer these questions myself by investigating the code/git history, but... I hope you understand.
Actually, I am peeking around the code a bit and it's a bit disappointing, but it's what I should have expected having tried a project like this myself with a Game Boy game. I would like to see what an AI-produced semantic (?) rewrite of a retro game would look like. That is, what a port/rewrite that wasn't so faithful/wedded to the original ROM layout or platform architecture. For example, the agent (and you, presumably) was satisfied with writing a sort of RP2C02 emulator facade instead of doing the hard work of translating the bytes into platform-agnostic graphics rendering code. So now any customization/extensions you write to the game are fundamentally constrained to the abstractions of a specific chip from the 80s.
You didn't port it at all. You had Claude do it for you.