I wrote a blog post on the current trend of game decompilations using AI and where we’re going with this. It’s all very promising but oh boy are the implications scary.
I wrote a blog post on the current trend of game decompilations using AI and where we’re going with this. It’s all very promising but oh boy are the implications scary.
AI rendering emulators obsolete was not on my list of stuff that would be disrupted
I think it depends on what you’re emulating. If you’re amulating games that run on a purpose-built hardware like NES, rolling the runtime into each game so you could run
mario.exeinstead of loading throgh an emulator would mean duplicating a lot of the emulator code into everygame.exe. In a sense, the emulator is already the reverse engineering job an agent would do anyway.If you’re emulating a more general purpose machine, like an Xbox, PS3, etc. which essentially are computers in a fancy box, then that wouldn’t duplicate much into each
game.exeand should lift performance too.I’m not an expert on this issue, but it really depends on how these rebuilds are made. If they are recreating the code and just adding a “emulation” layer then yes they will have an overheard in each game. But if the game is rebuild for the new hardware from the ground up, then there is no overhead at all in the same sense that a arcade to snes port didn’t have an overhead
Yeah, if they are recreating the exact code by compiling comparing to the original binary blob, they are getting quite a close to truth source code that can be complied for other systems without any burden of emulation mixed in there.