PocketNES update, assisted by AI

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@VmprHntrD Thank you! But most importantly, thank you Claude Code for making this technology possible. I prioritized a .py on the first run. I'll ask it to make a compiled .exe too
It can do that? Is that a paid version of claude or like the standard thing you just download? That would be a nice tool for when you see various console/handheld games made with code supplied but not the build.
 
it's a paid thing: https://claude.ai/code/

https://github.com/GamingFanboy365/pnesmmw/releases/

okay, so i got a 64-bit build compiled, but I asked it to also make a 32-bit for even more compatibility. Also, I had the functionality work in-line with my PocketNES fork, which supports more mappers (like Action 52's).

@VmprHntrD
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Okay 32-bit version is now in the releases page. i'm currently having Claude Code test for bugs
 
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it's a paid thing: https://claude.ai/code/

https://github.com/GamingFanboy365/pnesmmw/releases/

okay, so i got a 64-bit build compiled, but I asked it to also make a 32-bit for even more compatibility. Also, I had the functionality work in-line with my PocketNES fork, which supports more mappers (like Action 52's).

@VmprHntrD
Post automatically merged:

Okay 32-bit version is now in the releases page. i'm currently having Claude Code test for bugs
Ahh that explains it entirely, I may have to look into that. It would be a handy tool part time for when I find something useful I can't do myself. Thanks. And also for compiling the 32 and 64bit builds. I imagine this would be very useful for a number of people who want to use your tool set there who can now make their own builds of rom packages they'd like to queue up. I'm sure someone on other formats like linux already has a basis to handle this.

I just opened it up, that's how I remember it alright, a solid NES/FC game only builder. I must have for PCE back in the day did it manually or something, or there was another lost tool or build that did the other consoles. Strange, I'll have to research it. It's nice how you have those special choices per game to the right and it also warns the size of the rom so you don't take it over the 32mbit cap too. My FC directory for games I have came up to like 58 somehow, so that would need to be sliced into pieces to work, which is just right.
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Well that was fast, used GPT and found it. It's the exact same tool but for PCEngine Advance. Within the emulator package is a file called PCE Builder, uses the same menu system and period correct windows libraries to run that won't work in a modern OS. I wonder if SMS Advance had the same.

https://pdroms.de/files/nintendo-game-boy-advance-gba/pceadvance-v7-5


Though digging further, I found this, and this is from JoeHL back in 2003, this one is a catch all for PocketNES, PCE Advance, Goomba/Color, and SMS Advance. A one stop shop for all the old flubba emulators for GBA to run old games.

https://www.gamebrew.org/wiki/GBA_ROM_Builder_GBA
 
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I'm so confused at the moment, I did more digging and found this https://web.archive.org/web/20150430211123/http://www.ndsretro.com/gbadown.html

It's an old mirror of flubbas page, at the bottom is a PCEA and PNES combo builder. version is 4.0/0.96 from andy in 2003. That thing like the one you fixed up to work, uses the same assets. I think unlike my older posts, which this likely will get combined into, will be the one I had used in the past. I tried using another I mentioned in the gba rom builder gba link and it black screens games, but does append the files right into the emulator ok, they just don't run.

PCE48FC98GBA is the zip file on that wayback link, it does work as I could grab it.

Edit: @Krem Quay sorry I'm making things worse, but I'm trying to navigate finding what used to exist from 2 decades ago and it's not easy going through a lot of dead links. At this rate I'd have to wonder if this link in this thread would be the one that works, no idea. the PocketNES one you made work, that works perfectly and that's amazing, don't get me wrong, very thankful for that.
 
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you want me to work on that next? @VmprHntrD
I kind of feel guilty wasting your time with all this at this rate. Do you feel it would be an asset to get those multi-tools working like the last one, given your updating work on these emulators for the GBA?

At this rate what I am seeing is that PCEA 7.5 that build patters did a few years back, it's black screening the games. So either there's a step being missed here, they're encrypted which shouldn't matter and PCEToy is a lost asset(I can keep looking), or something is up on the backend of the existing tool but I'm not sure.
 
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No problem i'm happy to help. I'll take a look and get back to you on this
Post automatically merged:

https://github.com/GamingFanboy365/fca-multi-builder @VmprHntrD i made this. the Claude Code is currently working on getting the environment up to date (native linux compatibility, windows 32-bit, and windows 64-bit) so thats the first step im doing.
 
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@Krem Quay That's a smart call with a total roll up. I know people long moved onto the DS and then some into 3DS as well to run things, but these emulators when the hardware is capable shouldn't be overlooked but have been so long so I welcome seeing this done for the old school people into these assets still.

From the looks of it, that one rolls up all sorts, depending how Claude hits it, it could roll up more or less anything on that list of stuff flubba had out at one time, I'm not sure how many could care in the end? But when you have the NES, PCE, SMS/GG, but then things like Colecovision, MSX computer, Gameboy/Color, oddly the Watara Supervision(Wasabi), wonderswan, and those single arcade emulators you have some decent options. All relics of the mid 2000s. I imagine with claude at hand and knowing how to queue it up to do things, a lot of these could be updated perhaps through AI to add in any missing assets, bug fixes and more to squeeze the best out of the old hardware.
 
Yeah my dream is to make compatibility for even devices nobody would use because, well, why not. Ofc, the GBA stuff will be used, but I'm willing to help solve the blind spots. For fun and as a public service. I'll always have major respect for the pioneers who had to do it all manually, like FluBBa, before AI made it significantly easier. Their hard work never went in vain and is the only reason why these quality of life updates are possible.

Also, yeah I definitely want to add and update more GBA emulators. though i feel the best steps toward that are more repos so that they're not buried in an all-for-one. since Claude Code can work with more than one repo, any major changes (e.g. to pocketnes) can be carried back over into fca-multi-builder.
 
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I can agree with that. If someone cared enough you'll notice to see how old this account was, a lifetime ago I was in the scene in some respects on the edge, and others some other ways. I was into the ROM release things on the NES side, so with PocketNES being a thing was truly fascinating as it developed. But I also worked on a number of emulation firsts projects usually just as a test when betas were not public (snes96 w/sound, zsnes, etc) and also FanWen was a friend of mine long distance and he created the FDS format launched with FWNES for DOS. I used to translate early Japanese emulator menus into english for Windows, created the NES header doc standard/extended and used that knowledge ahead of time/around it to make the headers for plenty of releases, and so on. It was a fun wild west time of an era, nes world, damaged cybernetics, etc.
 

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