0xreversed/with.ai
Games and modsPartialSource available
Target: Perfect Dark (N64)

Perfect Dark: Recompiled

by amazingalek Repository0 views

Evidence at a glance

Based on the linked sources. The author's reported result and independent confirmation are separate checks.

AI involvement
Reported models: Claude Opus 5.5. Tools: N64Recomp, N64ModernRuntime, RT64, clang-cl, SDL. The writeup below describes the work attributed to AI.
Reported result
Partial. This is the directory's source-based outcome classification.
Independent confirmation
Not reported.
Human work and limitations
The project documentation explicitly attributes the majority of the codebase and testing to AI agents. The commit history consistently lists 'Claude Opus 5.5' as a co-author. The distinction between Linux/WSL2 performance and Windows performance is noted as a specific technical constraint.

Original sources

What was done

Perfect Dark: Recompiled is a static recompilation of the N64 game for PC and web, utilizing N64Recomp and RT64. The project features modern enhancements like widescreen and mouse support, with code and documentation primarily generated by AI agents directed by a human.

Perfect Dark: Recompiled is a static recompilation project that ports the N64 version of Perfect Dark to PC and web platforms. The project utilizes N64Recomp, N64ModernRuntime, and RT64 to translate the game's MIPS code to C for native execution. The README documents that almost all code, documentation, and tests were written by AI agents (Claude), directed and play-tested by a person. The project relies on symbols from the Perfect Dark decompilation project. The desktop build currently supports playing missions, including sound and save functionality, while the web version runs in browsers via WebGPU. Modern enhancements such as widescreen, mouse look, and field-of-view adjustments are implemented using the game's own code. The project notes specific limitations: Linux builds under WSL2 experience GPU device loss with Mesa's Dozen, forcing CPU-only rendering via lavapipe, whereas the Windows build uses D3D12. Additionally, certain features like rumble and specific audio playback remain unverified or incomplete. Development commits explicitly credit 'Claude Opus 5.5' as a co-author for various technical implementations, including frame rate pacing and shader management. See the project README for further details.