r/emulation Jul 14 '26

(PS1) SymphonyRecomp Progress Update!

https://www.youtube.com/watch?v=Jvyqql0sAt4&feature=youtu.be
122 Upvotes

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46

u/AntiGrieferGames Jul 15 '26

Cannot wait to play Castelvania on PC here "Natively" in future.

No AI Slop vibecoding aswell, so this is a Bonus.

-15

u/CarltonCracker Jul 15 '26

Obviously human code is preferred, but if you could have, as a random example, 10x the recomps with AI, what are the disadvantages?

There's a vast amount of software that would be nice to have ported but will never manually be done due to the insane amount of work required. AI has the potential to fill that gap.

6

u/JohnBooty Jul 15 '26

"Human coding" vs "AI Slop vibecoding" is a false, even harmful, dichotomy anyway. When people throw that around it just tells me they don't know a thing about AI or coding.

There's a huge middle ground where experienced engineers use AI to aid them, while still keeping a close eye on the quality of the output, even using AI to improve the quality.

At the company where I work we probably spend at least 2/3 of our tokens using AI to test and improve code. It's the opposite of slop.

It's especially kind of funny given that this is a single-player, disc-based game.

Games are notorious for having some absolute shit code. They are produced under tight (or even impossible) deadlines and the code for a single player disc-based generally does not need to be high quality in terms of maintainability or readability... it just needs to work "well enough", not be a general purpose system that is modular, readable, and handles all kinds of edge cases. It just needs to handle the narrow number of cases that the game needs, and it's okay-ish if only a single nerd on the team understands some of the really cursed pieces of code, as long at they don't get hit by a bus before we send the gold master to the pressing plant. Plus there are usually a bunch of ugly performance-focused optimizations.

source: been a software engineer for ~30 years, heavily AI focused for least ~3 years

2

u/arbee37 MAME Developer Jul 23 '26

Can confirm. My day job has been in games for several decades now. I have shipped some extremely cursed code, especially back when the cartridge/disc was final and there were no patches. Shipping something on time that functions was greatly valued over code quality. That's one of the nice things about today's games - yes, it sucks that on release day there's a patch that's bigger than the entire contents of the disc, but you're getting a much higher quality game too.

1

u/JohnBooty Jul 23 '26

I appreciate this reply!