Wind Waker static recompilation makes its way to PC

waker.jpg

Are you tired of waiting for Nintendo to release a definitive version of their GameCube classic on a console that's sold more than four units? Then step right up! A fork of BlueWake, a static recompilation previously targetting iOS, the creatively titled Wind Waker Recomp has just launched on Windows and Mac with a swath of new features.

Those wanting to jump in can expect to play with smooth motion, wide-screen support, high resolution rendering, and support for HD texture packs. On top of this, experimental support for 60Hz game logic is available, though not currently recommended in its current state.

For those interested, the below AI disclosure is included in the project readme file:

AI Disclosure said:
Wind Waker Recomp is developed with substantial AI assistance for code, testing,documentation and debugging. The status log records what has actually been checked, and on what.

As is common with these releases, no game data is provided in the project repo, with a legally obtained copy of the US GameCube game required to play. You can find the project's GitHub repo linked below.

:arrow: GitHub Repo
 
The same way we promote pirating and hurt game developers. It kinda a moot point to debate ethic in pirating when pirating is already wrong to begin with.

The humor in a community with a large number of pirates, opposing an project whose players are more likely than not pirating the game to play it.
 
The same way we promote pirating and hurt game developers. It kinda a moot point to debate ethic in pirating when pirating is already wrong to begin with.
Piracy will get your account banned here. Posting AISlop here is encouraged. Terrible comparison
 
So.. What's a 'static recompilation', exactly?


... And why should i care whether someone used ai on the project?
Recompiliation is taking machine code and translating it directly into machine code for another device.
You don't get the original source code this way, so its a lot harder to work with and modify, but functionally it should run about as well as the original. Quick and easy (relatively) way to make a port.
Most importantly, tools developed for recompiliation often let you target entire game platforms at a time.

Decompiliations are taking the machine code and reverse-engineering it to get the original source code. It takes a lot more effort, but what you end up with is a lot more powerful, it is much easier to understand and modify and to make incredibly accurate ports from.

AI has a theoretical usecase in both, particularly decomps which involve a lot of tedious repetitive work. Recomps, eh, you already have non-AI tools for those so not sure how realistically useful that is.

But, AI also makes a lot of mistakes, while lowering the barrier of entry to create these projects. Anyone can do it, if you burn enough tokens. Not everyone knows enough to do it properly or how to fix the mistakes.

AI disclaimers are useful because AI's biggest impact has been the ability to make shoddy projects look good at a glance. Used to be if someone had screenshots of a game running natively on PC, you knew they had expertise. Now anyone can do it, for better and worse.

This one looks a lot more competent than the Pokemon recomp (which isn't even a recomp to muddy the waters further) but, I dunno. I've not looked that closely at it.
Sounds like it still has several major bugs and is largely untested, maybe they will be figured out, maybe not.
 
I used to put users I don't like on my ignore list but now I'm also adding people bitching about the use of AI. Just because it's funny. Mods, have a look at my list for a laugh.
 
I used to put users I don't like on my ignore list but now I'm also adding people bitching about the use of AI. Just because it's funny. Mods, have a look at my list for a laugh.
And you felt the need to announce that, and at the same time announce that you like AI generated work? Is this holier-than-thou thing supposed to be impressive or just more evidence that GBATemp as a whole is pandering towards vibe coding skids with no technical skills? Don't bother replying, just going to add you to an idiot list.
 
The same way we promote pirating and hurt game developers. It kinda a moot point to debate ethic in pirating when pirating is already wrong to begin with.
"I hate AI because It's morally wrong" I love this mentality

I am absolutely sure that all the roms you downloaded to get emulators going, or all the human recomps that require you to provide your "own rom" are obtained in a very moral way
 
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It's so sad to see how many people with little to no knowledge in coding are rushing out these "recomps" at an alarming rate

You say this as if the majority of AI complains on this forum aren't coming from people with no experience in coding whatsoever, engaging in undeserved and uninformed elitism, whereas the majority of developers in 2026 use AI coding assistance in some form. The purist anti-AI stance is, regardless of the ethical and environmental arguments behind it, removed from the reality of the field.
 
You say this as if the majority of AI complains on this forum aren't coming from people with no experience in coding whatsoever, engaging in undeserved and uninformed elitism, whereas the majority of developers in 2026 use AI coding assistance in some form. The purist anti-AI stance is, regardless of the ethical and environmental arguments behind it, removed from the reality of the field.
Doesn't matter. Ports like these are also made by people with little to no coding skills. "removed from the reality of the field" actually it isn't. You just don't like that I have a different opinion than yours. One that isn't harmful to our world.
 
You say this as if the majority of AI complains on this forum aren't coming from people with no experience in coding whatsoever, engaging in undeserved and uninformed elitism, whereas the majority of developers in 2026 use AI coding assistance in some form. The purist anti-AI stance is, regardless of the ethical and environmental arguments behind it, removed from the reality of the field.
Pro tip: The people who know what they're doing use AI as a man page / API table lookup, not generation of production code. It doesn't matter in the slightest how capable the model is, or how good you are at making a prompt, if *you* do not understand what you're doing, *you* can not validate, verify, test, and improve the code being held in your face.

If your repo is 99% AI code with some hand tweaked variable names, yes, your code is trash, full stop.

Hand written code, with human oversight into the production and dissemination of what's actually needed, eclipses what AI can do right now.

There's no elitism about it. Use the AI to teach you how things work, sure, but do not replace production, performant code with a black box you do not understand.
 
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I wonder how Nintendo lawyers will find a way to f*ck this for us too. Joke's on them because people can always blame "AI" :rofl: :rofl:

Also kudos to those involved in the project.
Realistically, unless actual game code is used directly in the reverse engineering, they can't really do anything. It's just software that happens to load other software correctly. They've tried a few times in the past, but between the Palworld / Paltopia or whatever lawsuit, and the latest round of patent removals, Nintendo is losing a lot of wars on this front that costs them nothing. If anything, they'll steal the recomp code and release a hacky PC version and call it a day for $70.
 
What is so difficult to understand here? LLM/DL and ML and excellent tools for this type of project.

This does not mean that the people involved in the project do not know how to code ffs. In fact they need to know because "AI" is not magic and this is not a simple App.

By some people logic (those how are crying about AI), coders should not use algorithms to automate some of their task... Maybe, instead of being a bunch of cry baby's, go and try to code and see how far you will get without modern tools. In fact go full assembly in binary, otherwise you are using a compiler that is in itself an program with algorithms that facilitates coding (!!)

Funny how those o complain the most are those who, probably, cant even write a "hello world" in basic. Classic choosing beggars.
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Realistically, unless actual game code is used directly in the reverse engineering, they can't really do anything. It's just software that happens to load other software correctly. They've tried a few times in the past, but between the Palworld / Paltopia or whatever lawsuit, and the latest round of patent removals, Nintendo is losing a lot of wars on this front that costs them nothing. If anything, they'll steal the recomp code and release a hacky PC version and call it a day for $70.

DMCA might say otherwise but AINAL. I hope Nintendo does not have any way to nuke this projects.
 
What is so difficult to understand here? LLM/DL and ML and excellent tools for this type of project.

This does not mean that the people involved in the project do not know how to code ffs. In fact they need to know because "AI" is not magic and this is not a simple App.

By some people logic (those how are crying about AI), coders should not use algorithms to automate some of their task... Maybe, instead of being a bunch of cry baby's, go and try to code and see how far you will get without modern tools. In fact go full assembly in binary, otherwise you are using a compiler that is in itself an program with algorithms that facilitates coding (!!)

Funny how those o complain the most are those who, probably, cant even write a "hello world" in basic. Classic choosing beggars.

I can write a complete bootstrap -> BIOS -> UEFI -> Kernel -> OS tree entirely in ATT assembly, without an IDE or internet access.

The point being that a working product, and a _good_ working product, are entirely different things. Just because it runs does not mean it runs well, nor is the author capable of fixing the various edge cases that will arise, and due to their lack of knowledge and reliance on AI assistance, won't be able to fix it, or the fix will be a bandaid. You're literally looking at a repo made almost entirely by AI that simply runs the game. Great, cool, now adapt that to actually be performant. What's your plan when the author doesn't know what the hard float part of armhf means, and the build fails to compile? Random oGL / vlk / dx invocations that don't actually exist? Idle and wait loops that break HPET?

There is so much more to programming than having something run, and if your code was primarily designed by an AI, your product / software / toy will *never* be as good as something you make yourself, even if you're trash at programming.
 
Man, I wish I had as much free time as those people doing AI witch hunts in the comments.

Not that quality code isn't welcome, it makes future improvements more feasible.
But a typical player during the course of active gameplay doesn't need to know how a game was coded.
 
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