DK64 community builds PC port without AI, rejecting "vibe coding"
The Donkey Kong 64 randomizer community has launched an unofficial PC port project called DK64 Recompiled, explicitly rallying against AI vibe coding. Developers chose traditional programming methods, rejecting AI-generated code. The project highlights a growing debate in gaming and software circles over the role of AI tools in development.
Full text
Here's an embarrassing thing to admit on the internet: when I was a teenage subscriber to Nintendo Power magazine, I picked the Donkey Kong 64 soundtrack as my "sign-up gift" because I wanted to be able to listen to the DK Rap on CD . Why I was obsessed with the song I can't say 25 years later, but Donkey Kong 64 is a memorable mess of a game—sprawling, ambitious, funny, inventive, and often infuriating, with a predilection for collectibles so infamous that the developers made fun of themselves for it a few years later.
The point is, Donkey Kong 64 is a game that inspires strong feelings in those who've played it. So it seems fitting that members of the DK64 randomizer community, who've dedicated years to picking it apart and putting it back together, would start developing an unofficial PC port with a specific rallying cry:
"Fuck AI vibe coding bullshit."
DK64 Recompiled, announced in a YouTube video in late June, is actually the second project with that exact name, and that's no coincidence. It's the latest example of an increasingly common point of friction in the game emulation and hacking scene, as experienced programmers butt heads with those eager to use new AI tools to spin up new ports of old games in record time. In some cases, ports written with AI tools like Claude are ostracized or ignored. But in the case of Donkey Kong 64, the game's biggest fans weren't about to cede ground.
"The DK64 randomizer dev team is owning this shit now," contributor 2dos wrote in the N64 Recomp Discord server, shortly after the video's debut. "We have decided to take on and own this development due to the poor development direction of another recompilation project of DK64 happening concurrently that is heavily leaning on AI vibe code, and thus is resulting in a poor quality project that will make it progressively harder to manage as time goes on. Our DK64 recompilation project is backed by folks who have worked on and tinkered with the backend of the DK64 code for well over a decade, and do not rely on vibe coding to make code changes."
Static recompilation is a technique that, in short, translates all of a game's code from one system's language to another; unlike emulation, it's not simulating the original hardware holistically. The most prominent hobby project using this technique so far is N64 Recomp, announced just over two years ago , which is a recompilation tool specifically geared towards Nintendo 64 games. Since its debut we've seen modders use it to create PC ports of Banjo-Kazooie , Star Fox 64, Mario Kart 64, and more, while similar projects have sprung up for other consoles like the Xbox 360.
Legally, the freshly written code is clean because these recompiled ports don't contain any of the assets from the original games—players have to provide a ROM file themselves. The porting process has become an ethical, rather than legal, battleground in the last few months, as "vibe coded" projects have begun cropping up practically every day.
One developer has used Claude's AI coding to spin up recompilation tools for the NES, Sega Genesis, PlayStation, Super Nintendo, Game Boy Advance, and Virtual Boy, each with a handful of games at least bootable so far. Another's got GitHub repositories for everything from the PS3 to the ZX Spectrum. Others have used the Xbox 360 recompilation framework ReXGlue to pump out ports at a seemingly astonishing rate—but once you get past the YouTube videos hyping them up, the reality isn't quite so impressive.
"Vibe coding a recomp has started to become significantly more prominent and not in a good way," says Ballaam, a contributor to the DK64 randomizer and now DK64 Recompiled alongside 2dos. "I think GoldenEye was released somewhat recently with being heavily vibe coded and, as a result of that (and probably either dev inexperience or overconfidence in the AI output), it leads to some very critical bugs which make the recomp borderline unplayable. The main N64 recomp server has gone as far as to not promote any recomp which uses AI for a significant portion of it."
(Image credit: Rare, Banjo Kazooie Recompiled) That GoldenEye project has also drawn criticism from those who know the game inside and out. The paradox of current tools making it easier than ever to start projects means anyone can vibe code their way to a partially working port, but shaping it into an accurate, crash-free, feature-rich version of a game is a different story.
2dos warns that a big risk with relying on AI is technical debt—a codebase becoming harder to understand and modify as it grows, with maintenance becoming "a nightmare" if you don't put in the work to thoroughly document it. The knock-on effect is that other humans are less likely to want (or even be able) to contribute. If a developer doesn't thoroughly understand the code the AI writes, that will also require them to spend more tokens to fix bugs. Those costs can add up fast, and the AI's "fixes" won't necessarily be good, either.
In the case of the AI-based Donkey Kong 64 recompilation, 2dos discovered that the agentic coding had modified RT64 , "the base module that makes the N64 graphics render."
"That would lead to significant management and compatibility issues down the line, and cause other unexpected side effects that are currently visible in preview videos in the other recomp," he says.
Vibes: Questionable
Using AI is attractive because it skips past the slow, manual process of figuring out exactly what every function in a game is doing, which can often take years. Many of the polished recompilation ports available currently are for games that have previously been decompiled , creating fresh, human-readable source code. It's an enormous undertaking even for old games, but understanding what the source code is doing helps enormously when troubleshooting.
Decompilation also makes modding much more viable, which is one of the most attractive features for modern ports of retro games. (DK64: Recompiled's debut trailer touts support for a tag anywhere mod that will let players swap between Kongs on the fly, addressing one of the most common complaints about the game's backtrack-heavy design.)
Developer SrBananaMan64 recently released a PC port of Harvest Moon 64 alongside a range of mods to speed up messages, zoom out the camera, and so on. A completed decompilation by another developer helped make that a reality.
"They're using a powerful tool without putting in the work to actually learn what it does"
ReXGlue developer
"Recompilation doesn’t actually need a 100% decomp to work, just enough for the symbols to be mapped out to produce a viable .elf file that N64Recomp uses," SrBananaMan64 says. "But this game seemed like it needed the proper enhancements to spruce [it] up… The quality of the game is lacking so it needs the widescreen and high frame rates to compensate for that in my opinion."
He shares the DK team's view that developers "should never let AI take the wheel," even if it can occasionally be an "amazing tool" for specific uses. "Minuscule tasks such as searching through a decomp for a certain function you would like to patch or mod," for example.
Lines for acceptable AI usage are now being drawn across the open source development scene. The maintainers of the Godot engine are now rejecting "substantial pieces" of AI-generated code . A nascent recompilation project for the GameCube & Wii declares "No AI code is used," and that it's a "human hand-made project by a group of passionate developers, who want the best for the Retro Gaming community." So does a solo project tackling recompilation for the PS1 .
An in-progress recompilation of Castlevania: Symphony of the Night via RecompOne (Image credit: RecompOne, Konami) A port for Sonic Advance also has a "strict no AI policy," championing the endeavor's underlying purpose: "We want humans to use this project to practice their skills. Reverse engineering, documenting, understanding, being part of the process."
Tom, the developer behind ReXGlue, sees the low-effort ports as a "people problem," not an issue with the tool itself. "The real issue is people who don't bother to understand what they're posting," he says. "They're using a powerful tool without putting in the work to actually learn what it does, and then wondering why their project falls apart, performs poorly, or has nothing genuinely new to bring to the table. It's like riding a motorcycle before you can even ride a bike."
One common defense for vibe coding ports boil down to "this is just my hobby project, so ignore it if you don't like it." One counter-argument to that point is ethical. Even setting aside the broader environmental impact and stolen training data of generative AI models, there's an argument that even a fan-made port should endeavor to do justice to the original work—to honor the game's original creators by representing it as accuracy as possible. Another is that a vibe coded port that's likely to have those long-term maintenance issues 2dos warned about could pull interest away from a human-coded project that's more likely to be perfected in the long run. The existence of a half-assed project could even turn another developer away from putting months or years of their work into a game at all.
"That’s a big risk," SrBananaMan64 says. For example the Smash Bros. Battleship project which was completely AI generated will take away from the release of mine." (He's currently working on his own recompilation of the N64 fighter).
Another common defense from those simply eager to play a game they love—that anything is better than nothing—also doesn't necessarily hold up beyond the initial burst of excitement.
(Image credit: Nintendo, DK64: Recompiled) "I think there is some sentiment from those who haven't experienced a vibe coded recomp that 'who cares if its vibe coded as long as it works," says Ballaam, "when they don't fully realize that for the most part, they really really don't.
"LLMs nowadays have lowered the skill floor of producing a functioning piece of code that those who are technologically curious but don't have the patience or passion to fully learn a language can feel like they're coding. They scale up their projects but don't scale up their learning to accommodate their desires because they rely too much on the AI crutch."
Perhaps someday, as agentic coding continues to advance, vibe coded ports really will be sufficient. Perhaps a small portion of this initial wave of vibe coders will even pick up enough interest in the process to learn to do the programming themselves. Or maybe the rising costs of AI models will dissuade casual hobbyists from burning tokens on projects that are hard to see through to completion.
For now we're in the thick of it, and we're sure to see more competing projects like Donkey Kong 64 Recompiled before we come out the other side.
Comments
No comments yet
Comments
No comments yet — be the first to weigh in 👇
No comments yet. Be the first!