F-Zero X on Nintendo 3DS

(hypnotize.works)

109 points | by bpierre 9 hours ago ago

60 comments

  • coffeesoda 8 hours ago

    Hey, author of the project here! Thanks for posting! It's been a really fun project to work on, and a great way to learn about how to use Claude more efficiently. I'm just a few hours away from posting a big update with:

    64dd on original 3DS

    Local & Online Multiplayer

    QR Code sharing for Custom Courses

    I hope ya'll check out the authors notes, post-morterm, and give it a try on your 3DS.

    • cynicalkane 7 hours ago

      Look, I'm gonna say what's been said a lot of times, but bears repeating: when the very first two or three sentences I read are mind-blanketing AI prose breathlessly em-dashing together fragments of stuff I don't care about, it makes me skeptical that there's value perusing the rest of the project. Like, you can't even be bothered to make your lede some form of human-to-human communication.

      • ryan_n 7 hours ago

        In the "Read On" section at the bottom it says "Author's notes: The one page written by a human." Seems they're pretty open about everything being written with Claude.

        • 7 hours ago
          [deleted]
      • coffeesoda 7 hours ago

        Appreciate it, but the info is there for anyone (or their LLM) to learn about the project in a technical sense. Like others have kindly stated, my notes (written by a human, for humans) are in a separate section.

        The technical notes are dense and interesting in their own right, but I don't expect anyone not already familiar with the N64 to 3DS port scene to care.

      • testernews 6 hours ago

        this is why i don’t post anything here anymore...

        • autoexec 2 hours ago

          If what you'd post are pages of obnoxious AI generated text that you yourself couldn't even be bothered to think/write about in the first place, then thank you for your restraint. A topic you think is worth your time to post about with your own words, sharing your thoughts, in your own voice could be interesting and worth our time too, but that's also not something you can just copy out of a chat bot.

        • opan 5 hours ago

          All your stuff is vibecoded these days? Or is this a general complaint about negativity in the comments?

      • echelon 7 hours ago

        Get used to it. This is the future. It's okay.

        • CursedSilicon 6 hours ago

          I wonder how long it'll take people like you breathlessly chanting "this is the future!" before the slop bots hoover that up into their training data like narcissistic poison

          Tell the slop bot it's wrong about something and it just starts berating you "get used to it!" "I'm the future!"

    • aculver 8 hours ago

      Haven't had a chance to check the project out yet, but wanted to say I love the idea of having a section dedicated to your human-written thoughts. It's the best of both worlds, with as much detail as possible throughout, but also still getting to hear from you personally. Congrats!

      • coffeesoda 7 hours ago

        Thanks! As fun as the project is, the scope of it is not lost on me. I wanted it to serve as evidence of the frightening power these recent models have, and make it clear.

    • Tepix an hour ago

      For those who aren’t aware: The game was originally released on Nintendo 64 in 1998.

      • xeyownt 2 minutes ago

        Yup.

        Something that the bot overlord didn't even think to say in its superdense page intro.

        That's the problem with AI-generated text. They have no idea of what proper context is.

  • cdnutter 7 hours ago

    I’m curious why people have started using the 3DS as the gateway device for ports of games, like Melee and F-Zero X.

    Don’t get me wrong, the 3DS is a gem of a console, and it harks back to when Nintendo put more thought into what they released instead of just another Mario sports game; but since the Switch is so much more powerful, I’d expect ports to that be more of a priority.

    • Gigachad 7 hours ago

      Not sure why others are doing it, but the switch is kind of a boring console imo. You may as well just use one of the million PC handhelds with the same form factor, and persistent hacks require a hardware mod.

      The 3DS is a fun pocketable form factor which a lot of people already own and easy to permanently mod on any firmware version or hardware revision.

      • BoorishBears 5 hours ago

        I'm surprised no one has mentioned online: most people don't want to risk console bans, and that immediately makes jailbreaking their Switch a non-starter

        At this point most people getting a 3DS are probably doing so specifically to jailbreak it

    • ivraatiems an hour ago

      The Switch is powerful enough it could just straight emulate an N64 game if it needed to. It has a huge back catalog of games where it does this. It's basically a computer on the level of a mobile phone or tablet, or a laptop from 15 years ago.

      The 3DS is still a _console_, purpose built and limited in what it can do. It is also approachably easy to find a good one in working order, and still has the vibe of a retro console.

      Also, for fun, I suspect.

    • p1necone an hour ago

      One non-obvious reason might be that it's the only handheld console with a natively 240p height screen. This means all the 2d ui elements will remain crisp at the same size as they would be on original hardware.

      • Tepix an hour ago

        The PS Vita has a sweet 960x544 OLED

    • coffeesoda 7 hours ago

      The 3DS has the novelty of 3D. I always wanted to play F-Zero in this form factor and it seemed like a reasonable port to accomplish.

      • cubefox 14 minutes ago

        It seems to me that stereoscopic 3D is as much as "novelty" as is color. It's an objective improvement, because we perceive the real world in stereoscopic 3D. Of course the hardware implementation (not so much on the New 3DS) has various downsides, unlike color.

    • tempest_ 7 hours ago

      I would guess the 3DS is far more "jailbroken" than the switch.

      • prophesi 7 hours ago

        Jailbroken 3DS scene is usually for modding the console OS itself given how easy it is to run custom firmware. And for ports, and emulation. While the GBA has a pretty dedicated community for custom games and romhacks, people often create games for the platform at gamejams because of how great the dev tooling is. It's a bit lackluster on the 3DS, but I did find the Love Brew[0] framework to be really nice. Even has simulator support[1] for testing your builds locally, though fonts will look much different on real hardware, with likely a bunch of other gotchas. Running out of RAM being a big one.

        [0] https://lovebrew.org/

        [1] https://github.com/lovebrew/nest

        edit: compared it to the GBA homebrew scene since it's a large dedicated community to derive pros and cons between the two from. Switch is still receiving updates from Nintendo to brick your system.

      • tourmalinetaco 7 hours ago

        It is. Any 3DS can be jailbroken with CFW with a simple Internet guide and no physical modifications. As far as I know, the Switch CFW is locked to only V1 motherboards or modchips, making it far less accessible even if it is more powerful.

    • shoobiedoo 6 hours ago

      The N64 dev scene seems to be taking off too. If I had to guess, working around limitations in hardware are the fun part for a lot of people.

    • 7 hours ago
      [deleted]
  • bpierre 9 hours ago
  • Gigachad 7 hours ago

    The costings here are based on API pricing, but my understanding is that no one is paying the API pricing and everyone uses the subscription pricing, or even multiple accounts with a subscription each. I'd be interested to know the actual cost incurred here.

    • Yahivin 5 hours ago

      I’ve found that subscription is ~98% cheaper than API pricing.

    • ivraatiems 7 hours ago

      I think the API pricing is a good proxy for "what was the actual physical cost of doing this," but even if you increase it from 5k to 30k or even 100k, it's a huge savings over getting a human to do it, AND it was faster.

      I don't think the productivity gains from AI can be ignored for contexts like this. It's what they're best at.

      I just hope it goes to good uses (more ports of fun games, more interoperability and opennesS) instead of bad ones (firing humans instead of retasking them), and that hope feels faint.

      • Gigachad 7 hours ago

        In no way am I suggesting that doing this without AI would be more practical. What I want to know is roughly how much is Anthropic subsidizing this stuff through the subscriptions currently and how much we can expect the real price paid to go up in the future.

        • ivraatiems an hour ago

          Right, that's why the API pricing is a better metric than subscription pricing. It's probably still subsidized but not as much.

        • 7 hours ago
          [deleted]
      • coffeesoda 7 hours ago

        Yep, I agree. Further in the notes it's mentioned this probably would've taken a handful of Senior Engineers anywhere from 6 months to 2 years. The range of budget on the project is like $200 to $500k. This was done for peanuts in my spare time. I share both your optimism and pessimism, depending on the day, lol.

        • starkparker 5 hours ago

          > This was done for peanuts

          If you don't have a real dollar cost then can you tell us how much it actually cost in peanuts?

          • The_Blade 3 hours ago

            $20 can buy many peanuts

            • theYipster an hour ago

              explanation: money can be exchanged for goods and services.

      • bakugo 7 hours ago

        > it's a huge savings over getting a human to do it

        This of course assumes it's something anyone would consider worth paying a human to do (it's not).

        • ivraatiems an hour ago

          That's not true, companies pay humanies to develop ports and remasters of software all the time. Maybe not from one dead platform to another, but the same technology can be used to take a game like this from a dead platform to a living one.

        • coffeesoda 7 hours ago

          It was, 15+ years ago, when porting N64 games to 3DS was a lucrative market for hired guns. We have the magic 'port' button and this tech just showed how easy it is with severely different architectures & constraints.

  • daniel_rh 4 hours ago

    This is so cool! I've been working on trying to minimize the F-zero render loop to fit on gameboy and multiplayer over the link cable...it's been a journey. (I rushed the writeup cus of this article--still polishing the text), but give the game a try on the in-browser emulator: https://fireflyk64.github.io/makingfsub/

    • coffeesoda 4 hours ago

      This is really great, thank you for sharing. I may borrow this technique for a Playdate project in the future.

      • daniel_rh 3 hours ago

        I love that idea! Please let me know if it's of any help :-)

        Since the Playdate doesn't have any of the sprite rendering hardware that made the gameboy both underpowered in compute and overpowered in graphics at the time, some of the tricks may be unnecessary.

        I suppose you could do some kind of shift of a whole row of the framebuffer easily with a memmove sort of operation. The gameboy's shift registers and the per sprite drawing are what really made this both difficult and possible at such a slow CPU clock speed. The playdate CPU is about 40x faster than that on the gameboy, so probably all these kinds of tricks and more would work just fine.

  • ndesaulniers 2 hours ago

    This is cool!

    I had been working on getting claude to port Super Metroid to the Gameboy Advance. Was mostly curious if the GBA could run it at full speed. Looks like, yes!

    https://github.com/nickdesaulniers/sm/tree/gba-port

  • matthewfcarlson 6 hours ago

    I’m almost done with a port of two games from the original Xbox to modern platforms. While having a good background in assembly and understand of why x87 is problematic and SSE makes life a little easier to understand what it’s doing. And I’ve offered a few suggestions that I thought were useful but it’s been shockingly hands off

  • kingofspain 5 hours ago

    Well this is interesting to see. I was thinking of porting my game to 3DS which is based on my memories of playing F-Zero X (mainly trying to make it as fast as possible!)

    Now I’ll have to do it and see how they compare. I purposefully avoided playing it again during development so it’ll be most curious.

  • sara_kumodeck 6 hours ago

    how are u planning to handle netcode for online muktiplayer on the 3ds?

    • coffeesoda 5 hours ago

      It's already done. The race sim is fully deterministic so the consoles exchange controller inputs and run off the same seed. It uses the underlying VS. mode for the scaffolding but changes the screen render to full for each player.

  • 4 hours ago
    [deleted]
  • peggigulgow 7 hours ago

    The 3DS fillrate budget is the interesting constraint here. F-Zero X was already doing a lot with the N64 T&L pipeline; mapping that onto a tiled GPU without dropping the 60fps target is the part I'd want more numbers on.

    • coffeesoda 5 hours ago

      Good instinct, the bottleneck is on the CPU side though. The PICA200 is an immediate-mode GPU not a tiler.

      Other F-Zero X ports feed the N64 display lists to an interpreter, command by command, with the T&L on CPU. Pre-v1.0 of this port took that approach but did some double buffering on another CPU core.

      When porting to Old 3DS, that other core wasn't an option, so we had to make better batch calls to the GPU. It ended up being that now we walk that list the first time and group triangles that share the same material, and moved the position & rotation transformations to the GPU too.

      Rather than creating the mesh for tracks out of the spline on the fly, it also precomputes at the start of the race.

      I'm fairly certain this is a pretty novel implementation for a N64 to 3DS port.

      Most of these optimizations are just for race elements, which is why some of the menus are still pretty laggy.

  • 7 hours ago
    [deleted]
  • 26d0 7 hours ago

    [flagged]

    • pizzathyme 7 hours ago

      we are going to find out very soon

    • echelon 7 hours ago

      > slopport

      Screw that word.

      This took effort.

      I don't want to share the internet with this bombastic negativity.

      I wish anti-AI folks would find usenet or something and leave us to reinventing the web back into a magical place.

      This is the Web 1.0 Wild West again. And it's beautiful.

      • opan 4 hours ago

        Is there a reason you've decided the current Web belongs to the pro-AI crowd? Why can't they start their own community of only AI lovers and leave the Web as it was? I hear lobste.rs has changed course on their AI stance, removing the relevant tags and deleting anti-AI comments recently. Compared to HN then I would think lobste.rs is like a safe haven for AI projects.

      • qwerpy 6 hours ago

        Not sure why online forums attract this kind of permanently grumpy person whose only contributions are complaints and nitpicks and snark, but I’m happy to shame, downvote, and flag them every time.

        • woozlewuzzle 6 hours ago

          I've noticed social media in general tends to be filled with posts by people like this.

          I'm guessing well-adjusted level headed people are off doing more productive things.

      • yoz-y 6 hours ago

        I am doing a lot of LLM writing and porting; and am still calling it slop. Even though it saves me a bunch of time at work and in hobby coding.