Well the assembly I put into it was written by humans writing assembly intended to be well-understood by anyone reading it. On the contrary, many NES games abuse quirks specific to the NES that you can't translate to any system outside of the NES. Understanding what that assembly code is doing also requires a complete understanding of those quirks, which LLMs don't seem to have yet (My Mapper 4 implementation still has some bugs because my IRQ handling isn't perfect, and many games rely on precise IRQ timing).
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