
What was done
MikeSemicolonD used Claude to recompile Rogue Squadron with N64Recomp and write a graphics module for Factor 5's custom display-list format. The author has played it from the first level to the credits.
MikeSemicolonD is recompiling Star Wars: Rogue Squadron (N64, USA v1.0) into a native PC port with N64Recomp and N64ModernRuntime. The README flags the project as heavily AI-assisted and says most of the debugging, architecture decisions and code were produced with Claude.
How it was done
Rogue Squadron uses a custom display-list format from developer Factor 5, so the stock renderer could not draw it. The project uses a forked RT64 with a new graphics command module for that format, plus runtime patches, recompiler hooks and diagnostic environment variables, which the README says Claude produced. The author also notes that a screenshot server tool used with Claude is finicky because Claude cannot see visual glitches and can at most read pixel values.
Results
The README's status section says the author played the port on Windows all the way from the first level to the credits. Listed features include high resolutions with optional MSAA, true widescreen, a longer draw distance of up to 2.5 times the original, and experimental frame interpolation. Known issues include wrong colors on some lighting effects, a ship selection quirk and a missing tow cable in multiplayer. The project is a work in progress and ships no game data.