Using Coding Agents to Decompile Nintendo 64 Games
Postedabout 2 months agoActiveabout 2 months ago
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Nintendo 64DecompilationAI-Assisted CodingGame Development
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Nintendo 64
Decompilation
AI-Assisted Coding
Game Development
The post explores using coding agents to decompile Nintendo 64 games, with the community showing interest in the innovative approach. The discussion highlights the technical details of the workflow used to achieve this.
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Nov 5, 2025 at 6:59 AM EST
about 2 months ago
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Nov 5, 2025 at 10:00 AM EST
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> The purpose of this workflow is to encourage the agent to identify and test small, incremental improvements. Claude would otherwise attempt to fix everything at once, only to be confounded by the drop in match rate, which had too many possible causes to diagnose effectively. Similarly, each attempt is made in a new file so that we can easily recover good matches. We want to avoid situations where an agent achieves a good match but subsequently edits the file and degrades its quality. The trail of attempts is also a useful reference for the agent.
This is a great tip. Using llms in the ide, I stage changes frequently to be able to rewind to a good state due to this “doing well then going off the rails” behaviour.