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Nearly all Nintendo 64 games can now be recompiled into native PC ports

382 points| Malic | 1 year ago |tomshardware.com

169 comments

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skrrtww|1 year ago

To operate this tool, you still need to disassemble the ROM up front and annotate it heavily before it can be recompiled. This tool is very nice, to be sure, but the hyperbole about anything close to one-click generation of standalone executables for an arbitrary ROM is getting out of hand.

slongfield|1 year ago

To be fair, N64 is not the PS2 or Gameboy--there are only 388 games that were released for it. Going through all of the games that were released and shepherding them through this process is feasible.

doublepg23|1 year ago

I don't think that's true. The video in the post shows a no-name n64 game being recompiled and running fine. No annotation needed.

speps|1 year ago

Except this work can be done once, stored somewhere and shared. Take a ROM (it means read-only after all) and get native port out...

darby_eight|1 year ago

> you still need to disassemble the ROM up front and annotate it heavily before it can be recompiled.

Why? Surely it's more straightforward to do binary-to-binary translation. No human input needed!

ambyra|1 year ago

What is the process, and can any of it be chatgpted?

advael|1 year ago

I think "but using the tool takes time and effort" is a good but not perfect criticism of a tool that purports to reduce time and effort spent. As many asinine CEOs are making outsized claims about generic "productivity" improvements from various tools in this space and similar ones all the time, I get this instinct. However, it does not make sense when the use of the tool is anything other than "something you could already do, just faster"

jonhohle|1 year ago

This is really cool. Many of the foundational tools created for N64 decomp are finding their way into other system decomp packages. I recently came across https://decomp.me/ which allows collaborative decompilarion for a bunch of systems with presets for their relevant SDKs and hardware. I’d imagine this happening several more systems in the coming years.

kkukshtel|1 year ago

I saw this when it came out, and as someone that doesn't follow the ROM hacking scene, I'm wondering - why did this approach take so long to come up with? Translating the assembly instructions to C and then recompiling them seems like an obvious method to try early on, but I'm wondering if there was some other breakthrough that made this possible in a way it wasn't before?

slongfield|1 year ago

The N64 has a GPU, which is not the same as modern GPUs, and you need that GPU to render graphics.

Skimming the Github repo, looks like this uses rt64 under the hood for the raytracing support ( https://github.com/rt64/rt64 ), and that uses the ubershader technique to emulate the GPU. This excellent article talks about the what, why, and insanity that are ubershaders: https://dolphin-emu.org/blog/2017/07/30/ubershaders/

DCKing|1 year ago

Other emulators want to solve the problem generically, and this solution doesn't quite.

Static recompilation from one machine language to one other language is somewhere between extremely difficult to not being generally possible in practice [1]. To make recompiling something like this properly, you need some help from the binaries that make recompilation easier [2] and on top of that you need to patch certain things to make this work [3].

Dynamic recompilation doesn't have this problem. It allows you to create software you can dump the original binaries+assets ("ROMs") in and it will generally emulate it.

There's a lot of confusion about how generic this solution it. It's extremely impressive in how much work it saves making recompilations/"ports" much easier, and it will be very valuable. But it is not able to replace the need for traditional emulators.

[1]: https://cs.stackexchange.com/questions/155511/why-is-static-...

[2]: N64 game binaries may happen to avoid a bunch of things that make general static recompilation hard that help this approach, but I don't actually know.

[3]: The Majora's Mask recompilation repository contains a lot of handcrafted patches to make it work: https://github.com/Mr-Wiseguy/Zelda64Recomp

pjc50|1 year ago

Emulating the hardware usually requires cycle-accurate emulation of things running in parallel, so it's not quite so simple as just the program in the ROM.

bluedino|1 year ago

Are they using self-modifying code or anything else that would make this tricky?

ranger_danger|1 year ago

Jamulator did this for NES way back in 2013 but nobody really seemed to care...

https://andrewkelley.me/post/jamulator.html

There is also Winlator for running Windows programs on Android:

https://github.com/brunodev85/winlator

Also is the youtube video linked in the article using an AI voice?

claudex|1 year ago

>Jamulator did this for NES way back in 2013 but nobody really seemed to care...

At least Mr WiseGuy seems to care. From the N64Recom Github repo[0]: "This is not the first project that uses static recompilation on game console binaries. A well known example is jamulator, which targets NES binaries."

[0]: https://github.com/Mr-Wiseguy/N64Recomp

BearOso|1 year ago

Jamulator was unsuccessful because so much extra hardware was on the cartridges. Recompilation complicates things and doesn't provide many benefits in that situation.

The N64 is fixed hardware, so it's a little bit easier. Even so, this project still uses emulation for the RDP. I don't know how it handles generated RSP microcode, maybe it doesn't. A lot of games just used the official libraries.

zamadatix|1 year ago

Jamulator didn't take it farther than what NES emulators could do beyond the way it ran. If Jamulator had released with similar enhancements for Zelda it probably would have been a lot more popular. I.e. the interest is more from what is now available with it than about how it does it.

That's just Nerrel, a real person, narrating. It's crazy (in an interesting way, not necessarily a doom and gloom way) how we have AI voices these days so good we start to suspect people who don't speak like we expect are AI.

refracture|1 year ago

That's just Nerrel; his narration is so flat that he's always sounded like an AI. I enjoy that mix with his humor.

lcnmrn|1 year ago

I wish all game executables would be OS agnostic, something similar to WebAssembly: GameAssembly. For example you can no longer play 32-bit games on new macOS version, neither 32-bit Windows games under Wine. It's almost impossible to find 64-bit .exe files so they can run under fine under Wine/Crossover.

lxgr|1 year ago

The code running on the CPU is arguably the smaller problem when it comes to games: At least for consoles, they're often depending on very low-level GPU implementation details, especially for older titles and platform exclusives.

Older consoles had even more dedicated chips doing relevant stuff other than "simple" I/O, like e.g. the SNES's sound chip, which was a completely independent CPU running its own little programs in parallel with the CPU and GPU.

Of course you could "mandate" a high-level VM for all future game development, but given the static nature of console hardware specs, that wouldn't be competitive for titles wanting to make use of cutting-edge graphics.

lambertsimnel|1 year ago

I agree with your sentiment, but I've had satisfactory results running 32-bit Windows games on x86_64 Linux

On Debian, I found I had to run

  dpkg --add-architecture i386 && apt-get update
and then install the wine32 package

codedokode|1 year ago

It is not enough to provide portable machine code to make games portable, there are lot of different APIs that games need: graphics API, windows API, input API, sound API, disk API and so on. Sometimes they need kernel modules for anti-cheat and anti-piracy features.

What saddens me is that open-source OSes do not want to provide a common set of APIs so that the developer only has to write and test the code once and it works everywhere. There is flatpak, but as I understand, it doesn't provide a set of APIs, it simply packs a Linux distribution into a virtual machine without any specifications or documentation. So ugly, and no compatibility for smaller non-Linux OSes.

hot_gril|1 year ago

I was able to run 32-bit Windows games in Wine on Mac, even on Apple Silicon. GTA IV on my M1 mini. There's some kind of "32 on 64" emulation built into whatever version of the 32-bit Wine that PlayOnMac installs. Impossible to Google so idk how it really works.

It's funny how the Mac is more compatible with old Windows programs than old Mac programs.

lupusreal|1 year ago

The JVM does this pretty well for Minecraft. I doubt Minecraft would support Linux, the BSDs, etc without it. Bedrock edition (the not-JVM version which supports Windows and consoles/phones) doesn't even support MacOS even though it obviously could.

neonsunset|1 year ago

.NET would probably be as close as you can get given it allows you to have portable assemblies with pointers, structs and simd code which is very relevant to games.

It models statically-typed compiled languages in a much superior way to WASM, there are projects showcasing how well e.g. Rust maps to it[0], and C++/CLI existed for a long time (although it's not cross-platform, and is considered cursed).

C and C++ could be mapped in a perfect manner to IL and then AOT compiled in ways that GraalVM's Truffle can only dream of (given that .NET exposes a very wide set of intrinsics allowing a lot of code to be ported that way).

[0] https://github.com/FractalFir/rustc_codegen_clr

angra_mainyu|1 year ago

Funnily enough, I think Windows might just be it.

Wine (+ Steam's Proton) works incredibly well these days, a huge improvement from the old days when barely anything ran, and what did run required heavy tweaking or even custom compilation.

On Linux, my Steam library of about 300 games runs almost in its entirety without issues (except for Last Epoch).

treyd|1 year ago

CIL is kinda like this for games implemented heavily in C#.

PeakKS|1 year ago

You can actually. New versions of Wine support WoW64, allowing you to run 32 bit windows programs on a fully 64 bit Linux system.

Cloudef|1 year ago

libretro kinda is this by providing runtime where the game runs inside. You still need to compile the game/core for the correct architecture.

izzydata|1 year ago

I hope this eventually also works for Linux so that N64 games can be reliably played on very low end portable handhelds. N64 is notoriously tricky to emulate, but building them for the platform natively removes all performance problems.

jjice|1 year ago

> N64 is notoriously tricky to emulate

Huh, I wouldn't have expected that. I don't know much about the specifics of N64 emulation, but I've had N64 emulators running perfectly since the early 2010s. I played mostly the big classics, so I'm unfamiliar with more niche title performance.

Fartmancer|1 year ago

I tried this out on my Ubuntu PC and it works great. Played it for around an hour without any issues.

vaughnegut|1 year ago

I watched the youtube video this article links to the other day and it mentioned that it supports Linux, specifically mentioning that it should be usable on Steam Deck.

privacyking|1 year ago

It already works on linux. I've tested it.

andrewclunn|1 year ago

That will likely require full decompilation. This is akin to wrapping the emulator up with the rom, with a few common functions (found via decompilation) being updated to support more modern rendering approaches. This isn't so much "native" as it is a patched container in an executable form.

EDIT - But hey, you can always just add another layer of emulation via Proton to run it in Linux.

vouaobrasil|1 year ago

One thing this could be cool for is games like Goldeneye, which is hard to play on PC because it expects that weird joystick input. It would be awesome to have a native Goldeneye port with normal mouse behaviour like other FPSes.

whateveracct|1 year ago

WASD with mouse aim control doesn't really work with the game though.

The modal aspect of aiming combined with the travel time/return-to-center of the cursor is a really fun part of the game. If you could just free-aim while running a la PC FPS it would kind of ruin the campaign since everything is designed around this. Picking your spots and keeping cool while aiming are the appeal.

That said, if you keep the modal aspect and have the mouse just 1) rotate Bond like left/right on the stick does and 2) control the cursor only in "aim mode" (hit R)..then I think that could be fun.

Tbh, I wish shooters didn't go straight to Quake-style WASD+mouse free-aim across the board. The modal aspect makes gives Goldeneye a certain physicality I really like.

wodenokoto|1 year ago

Wouldn't it still expect a weird joystick?

ThrowawayTestr|1 year ago

The mouse+wasd hack works really well. Also works with Perfect Dark.

tombert|1 year ago

This is pretty neat; can someone tell me if this could lead to a proper working version of Conker on the MiSTer? E.g. could this be used to assist in a decompilation and then someone could make a fix?

djmips|1 year ago

What's the advantage over an emulator? This is after all, a form of an emulator - one where you translate ahead. This sort of thing has been done in the past with things like Bleem so it can be more performant but on a modern PC any good emulator is going to perform well.

https://en.wikipedia.org/wiki/Bleem!

skrrtww|1 year ago

The goals of this project and the goals of N64 emulation are fairly different.

The goal of N64 emulators (generally) is to accurately recreate the behavior of the original console.

Conversely, there is a large crowd of people who just want to play SM64, OOT and MM with a bevy of "graphical enhancements" like 60fps, widescreen, texture packs, randomizers, etc.

For these people, the fact that these games originally ran on the N64 is practically irrelevant. In fact, it's a hindrance; The N64's graphical pipeline is cumbersome to emulate and actively stands in the way of modern 'enhancements.'

This project is more aimed at giving the games themselves modern treatments, removing the N64-centric aspects of the games from the equation entirely.

wmf|1 year ago

JIT emulation can cause stutters while AOT should not. The difference may not be noticeable now that computers are so much faster than the N64.

doublepg23|1 year ago

The video shows multiple bugs disappearing when using this method vs. emulation.

ThrowawayTestr|1 year ago

Recompilation is not emulation.

protoster|1 year ago

Do typical emulators compile ahead of time? Just-in-time? If not, why? This approach (ahead of time compilation) appears to have huge benefits.

jerf|1 year ago

You name the compilation and/or interpreter technique and there's at least one emulator that uses it.

ranger_danger|1 year ago

A fair amount of 32-bit and later emulators do have JIT recompilation, but I'm not aware of any ahead-of-time translation unless that's how TeknoParrot works (you can run linux arcade games that use ELF binaries on windows with it for example), but I wouldn't call that emulation either way since the architecture is the same.

chlorion|1 year ago

There are lots of emulation methods but interpretation is probably(?) the most common or at least very common.

Interpretation involves writing a VM that represents the state of various parts of the machine, and executes instructions that change the state of the VM, with varying levels of accuracy.

rcarmo|1 year ago

Nintendo is probably having kittens about now. Extremely impressive.

pipes|1 year ago

As an aside, the perfect dark decompile port is really nice to play on the steam deck. Not sure why, but the Linux version tends to freeze on the villa level. Switching to the windows version and using proton works great.

https://github.com/fgsfdsfgs/perfect_dark

xnx|1 year ago

Would this recompilation technique be applicable to other systems (3DS, GameCube, Wii, etc.)?

naikrovek|1 year ago

In theory it will work for anything, but there is a LOT of work that must be done to annotate the binaries on the source platform so that tooling such as this can pull it apart and reassemble all the pieces into something that works on the target platform.

A straight recompilation is one thing, but what this tool does is recompile with the target system’s apis for input and output in mind. A straight recompilation would offer less than an emulator, really.

This tool knows (or is told) where rendering routines are, for example, so that they can be replaced with destination platform versions. That’s how higher resolutions and different aspect ratios are supported in a recombination.

simple10|1 year ago

Super impressive walkthrough video in the article. It does a great job of explaining Majora's Mask. Although, it's probably glossing over a lot of the upfront technical challenges of using it to port games.

DrNosferatu|1 year ago

Any efforts for other platforms?

I would love to play a source-port of arcade “GTI Club”! <3

theyinwhy|1 year ago

Any suggestion for a high quality n64 controller compatible with windows or linux? The official one touts "Switch only".

mikestew|1 year ago

I'm wondering if a wireless Xbox controller would work. It's what I use with Apple TV without issue. Button layout is close enough (runs to living room to compare Xbox controller to Switch Pro...), in fact they're basically identical.

OTOH, I haven't tried the Switch Pro controller with anything else but a Switch, so maybe it can be made to work? (EDIT: just tried it: my Mac connects to the Switch Pro via BT, haven't actually tried it, 'cuz damned work is in the way.)

haiku2077|1 year ago

8BitDo sells a kit to modify an original N64 controller into a wireless controller with a modern Hall effect joystick.

anthk|1 year ago

I'd love to see this with THPS2 and 3, some games I love but not with the 'modern' graphics (PSP/DC and up).

deadbabe|1 year ago

Would love to play fully ray traced N64 games.

DrNosferatu|1 year ago

Any tutorials/step by step guide on why to use these tools and perform this from start to finish?

nottorp|1 year ago

Isn't Nintendo hunting every one of their fans^H^H^H^H IP abusers with their black helicopters?

Why do people even bother when they know they'll get lawyers at their door in 3... 2... 1... ?

babypuncher|1 year ago

Nintendo doesn't typically go after emulation projects. Yuzu was the exception, and there are reasons for that related to how the Yuzu team ran their project and distributed it that painted a legal target on their back.

This project isn't distributing any of Nintendo's code, game assets, or other intellectual property.

yamazakiwi|1 year ago

Nintendo isn't as hard on tracking people emulating older systems, emulating their most modern system is where they start to get particularly whiny.