Case study
BattleShip: an AI-assisted Super Smash Bros. native port
Ports the existing Super Smash Bros. N64 decompilation using libultraship and Torch. The author’s earlier README describes agent-built graphics/audio comparison tools and differential debugging against emulator behavior, rather than claiming AI recovered the game from a cartridge without prior community work.
- Targets
- Game
- Category
- Independent reconstruction cases
- Relationship
- Independent reconstruction project
- Sources reviewed
Requirements & limits
- Prerequisites: Requires the user’s own Super Smash Bros. N64 dump matching a documented hash: US NTSC-U v1.0 (NALE) or Japanese v1.0 (NALJ). Each region is a separate build; Torch extracts assets locally during a source build or on a packaged build’s first run.
- Prerequisites: The README lists native Windows, Linux, Apple Silicon macOS and Android builds; native C mods and the GameCube adapter driver are desktop-only. BUILDING.md covers desktop source builds with Git/submodules, CMake and Python 3, plus Ninja on Linux/macOS or Visual Studio 2022 and the Windows SDK on Windows.
- Attribution: The author reports developing the port alone with Claude until v0.3-beta and says it is no longer a pure AI project, crediting community testing, fixes and features; these statements are self-reported.
- License: The LICENSE grants MIT only to port-specific code, build scripts, tools and docs. The decomp submodule and decomp-derived files defer to the upstream decompilation, which publishes no explicit license; libultraship/Torch, bundled fonts and controller mappings keep their own terms; game rights are separate.
About this entry
The description was reviewed against primary sources.
Primary sources
- README.md GitHub · JRickey/BattleShip · Revision 39e978f
- BUILDING.md GitHub · JRickey/BattleShip · Revision 39e978f
- LICENSE GitHub · JRickey/BattleShip · Revision 39e978f
- README.md GitHub · JRickey/BattleShip · Revision 5c3e6bf
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