# 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.

- Type: Case study
- Targets: Game
- Category: Independent reconstruction cases
- Relationship: Independent reconstruction project
- Sources reviewed: 2026-10-17
- Added to the catalog: 2026-10-17
- Original resource: <https://github.com/JRickey/BattleShip>
- Primary source: <https://github.com/JRickey/BattleShip/blob/39e978fbffe06a24f718bdf1ca740f27ad6a7dec/README.md>
- Catalog page: <https://awesomerea.org/resources/battleship-port-case/>
- Record JSON: <https://awesomerea.org/resources/battleship-port-case/record.json>
- Chinese version: [简体中文](https://awesomerea.org/zh/resources/battleship-port-case/index.md)

## 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.

## Primary sources

1. <https://github.com/JRickey/BattleShip/blob/39e978fbffe06a24f718bdf1ca740f27ad6a7dec/README.md>
2. <https://github.com/JRickey/BattleShip/blob/39e978fbffe06a24f718bdf1ca740f27ad6a7dec/BUILDING.md>
3. <https://github.com/JRickey/BattleShip/blob/39e978fbffe06a24f718bdf1ca740f27ad6a7dec/LICENSE>
4. <https://github.com/JRickey/BattleShip/blob/5c3e6bf58f19ba07d0fa33cfc324294bf4c658a2/README.md>

## More in Games

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- [Cosmo: a native port of Cosmo's Cosmic Adventure](https://awesomerea.org/resources/cosmo-native-port-case/index.md) · Case study
- [CTR Turbocharged: a PC sourceport built on the Crash Team Racing decompilation](https://awesomerea.org/resources/ctr-turbocharged-port-case/index.md) · Case study
- [d2mac-linux: porting the Diablo II Mac executable to 32-bit Linux](https://awesomerea.org/resources/d2mac-linux-case/index.md) · Case study
- [DevilutionX: porting Diablo’s reconstructed engine](https://awesomerea.org/resources/devilutionx-case/index.md) · Case study
- [DiabloWeb: a WebAssembly browser port built on Devilution](https://awesomerea.org/resources/diabloweb-devilution-wasm-port-case/index.md) · Case study

## About this entry

The description was reviewed against primary sources.
Original editorial content: MIT. Linked projects, papers and assets retain their own rights and licenses.
