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
 
A person doesn't have to like AI-assisted works, but we should be more human in terms of civility by not attacking people because of them. Folks using it are being kind enough to have those disclaimers.
The thing about the AI culture war bullshit is that the people being loud, rude, and attacking others don't just not like it. They are behaving in bad faith and trying to prevent people from using it.
Some of them are developers who are used to being part of a small group of elites in the Homebrew community and being the ones to decide what Homebrew exists and what doesn't, and well, AI is a threat to that for them.
Post automatically merged:

Gbatemp has an infestation of losers that contribute nothing yet whine and bitch.
Nowhere is it more clear than this thread full of people whining and complaining about AI use in people's own projects.
 
Torn on this, truly. On one hand, I’m in the anti-ai camp. Yes, it’s a tool. Unfortunately, it’s a tool that is being abused as a replacement for human engineering and coding. Even if there are a handful of devs who double and triple check the work put out by the AI assistants. It’s still… slop….

On the other hand? I’m playing a PC port of Halo CE that does not inherently break shit because of Gearbox. Windwaker seems to be relatively scuffed. So we’ll see..
 
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Torn on this, truly. On one hand, I’m in the anti-ai camp. Yes, it’s a tool. Unfortunately, it’s a tool that is being abused as a replacement for human engineering and coding. Even if there are a handful of devs who double and triple check the work put out by the AI assistants. It’s still… slop….

On the other hand? I’m playing a PC port of Halo CE that does not inherently break shit because of Gearbox. Windwaker seems to be relatively scuffed. So we’ll see..
I used to have "concerns" about AI written code. I actually used to be a jackass and call people ableist slurs over using AI. Although I came around because I did realize that people releasing Homebrew, even bad Homebrew is ultimately good for the scene, and if people don't like Homebrew made by AI or think they can do better, they should try to do better, or just not use it.
 
I used to have "concerns" about AI written code. I actually used to be a jackass and call people ableist slurs over using AI. Although I came around because I did realize that people releasing Homebrew, even bad Homebrew is ultimately good for the scene, and if people don't like Homebrew made by AI or think they can do better, they should try to do better, or just not use it.
Shoddy shovelware is good for the scene? The mobile app stores would like a word with you.
 
I see the witch hunting doesn't limit itself to threads, but mere stalking of past threads, too. That's very a creepy thing to read in an inclusive forum such as GBATemp.
I can sense your victim complex from here. Touch grass and stop taking the Internet so seriously.
Rather just wait for the Windwaker decomp to be done and then polished up to see a true source port
It’s closing in on 80% complete with rapid but not eyebrow raising progress
Been checking in on it all year
I'm hoping Kirby Air Ride gets a successful decomp and a source port with custom map support and maybe additional characters like what Air Riders has.
 
I can sense your victim complex from here. Touch grass and stop taking the Internet so seriously.

I'm hoping Kirby Air Ride gets a successful decomp and a source port with custom map support and maybe additional characters like what Air Riders has.
Sir, there's no grass in this forum. We discuss virtual things.
 
I can sense your victim complex from here. Touch grass and stop taking the Internet so seriously.

I'm hoping Kirby Air Ride gets a successful decomp and a source port with custom map support and maybe additional characters like what Air Riders has.
I spent so much time playing KAR as a kid. A proper decomp with level authoring tools would be great.
 
This isn't generating boilerplate for a hello world script, it's reverse engineering standing software with virtually no exposed interface.

The typical tree is usually:

1. Determine how the file itself is loaded. Headers, magic, partitions, whatever. Pretty simple, and something AI could realistically speed up.

2. Converting the static, possibly packed bytecode (yes I'm aware bytecode is a different thing, ease of explanation) into a readable format for parsing into a higher level language, think

`
B8 01 00 00 00
BF 01 00 00 00
48 8D 35 10 00 00 00
BA 0E 00 00 00
0F 05
B8 3C 00 00 00
31 FF
0F 05

48 65 6C 6C 6F 2C 20 77 6F 72 6C 64 21 0A
`

To

`
mov eax, 1 ; syscall: write
mov edi, 1 ; fd: stdout
lea rsi, [rip+16] ; address of our string
mov edx, 14 ; length
syscall

mov eax, 60 ; syscall: exit
xor edi, edi ; status = 0
syscall

db "Hello, world!", 10
`

One of these is significantly easier to read than the other.

3. Disassmebling, analyzing, and reconstructing (or directly) to a higher level language like C++ (or whatever the original was written in) for reuse.

4. Then you have to sort the various syscalls that are specifically for the origjnal platform's ABI, and either convert those into a format the host toolchain can accept, or make it a generic and allow the compiler to fix it per platform. This is the hard part. Anyone with enough time can understand how assembly works. You can even write scripts to help convert signatures across the entire thing, but it still needs direct human intervention usually.

The objective of this kind of thing is a 1:1 recreation of the original source code in the absolute sense, but that's extremely difficult to achieve, so we settle for "close enough". It's not like the source is just sitting there packed away, it's already packed and compiled and ready to go. We have to abstract the *how* from the *what*, and that's not something AI does well, especially when a lot of specialized software (games) depends on specific functionality from the host hardware (GameCube).
What you're describing is a decomp. The goal of a recomp is much simpler. Make game for platform A run natively on platform B, with optional QoL that was not possible in an emulator or not feasible simply by patching a ROM. Shortcuts necessarily have to be taken to get there given that people don't have access to the original source code, so a 1:1 recreation is never the goal. That's why decomps > recomps, but recomps still have value in making games more accessible.
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There is a romhack for that! It's Better Wind Waker, which is basically the randomiser hack without randomisation. Don't count on the recomp to implement it, it's a recomp after all.

Obviously the improved graphics are nowhere to be seen, but I don't think either release looks worse than the other. They're both timeless.
That is exactly the kind of QoL I would expect from a recomp. Minus the graphics, of course.

The graphics in WWHD I realize are a bit of a love/hate thing but I happen to love them. The original still looks fine, but given the choice I'll always pick WWHD.

I just hope we will have in depth graphics mods like Render96 for other games than just Mario 64. So far every other port hasn't been focused on graphics at all. There's only so much you can do with texture packs alone.
 
Last edited by The Real Jdbye,
If you think you can do better than them put your money where your mouth is. I know you won't though, like the majority of blowhards complaining about AI online.

You couldn't even spend 10 seconds to check my profile and that's fucking hilarious to me.

Go back to Roblox, maybe they'll give a shit.
 
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Impressed by the amount of adults complaining, yet not doing anything for "the scene", and when a bunch of people does... this y'all reaction:

MV5BYmMzMjdjNmQtYjQ0Ni00MThhLTg4MDAtOGFmYjJiNjkxZjVmXkEyXkFqcGc@._V1_FMjpg_UX1000_.jpg


"But haven't you seen Terminator? My wife prefers the machine, she says lasts longer :("
- GBADTEMP - 2026
 
Decomps and recomps require a substantial understanding of the game’s inner workings. When you outsource it to ai, which doesn’t have any knowledge of what makes the game tick, it leads to a half-baked project riddled with bugs that neither the prompter nor the ai have any idea how to fix.
 
Decomps and recomps require a substantial understanding of the game’s inner workings. When you outsource it to ai, which doesn’t have any knowledge of what makes the game tick, it leads to a half-baked project riddled with bugs that neither the prompter nor the ai have any idea how to fix.
Nobody disputing that.The big problem here is : does the game behave exactly like the original? if so ,its not our job to ask for a "understandable code",if it works ,it works.With time ,the person that created the decomp will learn and correct that mistake.But if all people do is whine and bitch,what that supposed to achieve? Instead guide these people,direct them to proper workflow.They can for example comment all code,organise calls,assets and folders.Its not rocket science to be organized.I talked with few "Decompilers" and they said they learned alot from their first decomp.
All i'm saying is test their work,report bugs and help the community.
Whining will do you nothing.AI is here to stay,use it or stay behind.
 
With time ,the person that created the decomp will learn and correct that mistake.
Wish I had your optimism when it comes to AI vibecoders. But I've been watching some of these projects where 60-70%+ of the work is done by the AI, and most of them go one of two ways: either a) development dies either immediately or shortly after the project starts losing traffic, because the vibecoder just did it for exposure; or b) the "developer" doesn't actually "learn" from the mistakes made, and just expects the AI to be able to correct its own errors without creating even more in the process. (The latter also tends to have AI-supporting Yes Men defending the use of AI and basically encouraging the devs to keep leaning on AI like the crutch it's often used as, so guiding those devs to be less reliant on AI is not a task for those that are afraid of being metaphorically crucified in vain.)

Or they take a third option, and get DMCA'd by a company that really doesn't like AI unless they're using it. I believe I mentioned Sega and an ai-vibecoded PSO browser port earlier in the thread. (Those same AI-supporting Yes Men were not happy about that. The amount of hatred they started flinging towards every other PSO server in response to the DMCA was quite the sight to behold.)
 
Wish I had your optimism when it comes to AI vibecoders. But I've been watching some of these projects where 60-70%+ of the work is done by the AI, and most of them go one of two ways: either a) development dies either immediately or shortly after the project starts losing traffic, because the vibecoder just did it for exposure; or b) the "developer" doesn't actually "learn" from the mistakes made, and just expects the AI to be able to correct its own errors without creating even more in the process. (The latter also tends to have AI-supporting Yes Men defending the use of AI and basically encouraging the devs to keep leaning on AI like the crutch it's often used as, so guiding those devs to be less reliant on AI is not a task for those that are afraid of being metaphorically crucified in vain.)

Or they take a third option, and get DMCA'd by a company that really doesn't like AI unless they're using it. I believe I mentioned Sega and an ai-vibecoded PSO browser port earlier in the thread. (Those same AI-supporting Yes Men were not happy about that. The amount of hatred they started flinging towards every other PSO server in response to the DMCA was quite the sight to behold.)
I'm sure there is stooges using AI who cant install python if their lives depend on it,but they are not the majority.I know also some people do it for notoriety and other narcissistic tendencies.But to advice these people is better than insult them.Noobs are specially keen to hear a " veteran giving them advices and pointers" then the nobody bitching and whining that their "work" is a slop.Gen1recomp guys got alot of heat for their good soft.I think it's unfair to these people that spent money and time on this to be insulted in forums by people who hasn't done a single thing for the community.I exclude butthurt talented Dev like TheFlow.But the truth is not a single DEV alive is a match for billion dollar AI technology made by thousands DEV over decades.
In summary ,a small job ( I disagree use of AI is a small job) is better than no job.How do explain the thousands of projects in gaming today? i guarantee you that majority of AI decomp currently works,few are dog shit.
 

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