Claude wrote a functional NES emulator using my engine's API

5 hours ago (carimbo.games)

I'd be curious in how well it passes 100th Coin's NES accuracy tests https://github.com/100thCoin/AccuracyCoin

  • Indeed, that's what I kind of hinted at in https://news.ycombinator.com/item?id=46437688 briefly after, namely that OK, one can "generate" a "solution", that's much easier than before... but until we can verify somehow that it actually does what it say it does (and we know of hallucinations and have no reason to believe this changed) then testing itself, especially of well know "problems" is more and more important.

    That being said, it doesn't answer the "why" in the first place, an even more important question. At least though it does help somehow to compare with existing alternatives.

    • Isn’t this how all software development works? Folks commit code, it’s tested, and reviewed, and then deployed.

      Why would this be any different?

      6 replies →

  • I’m sure you can point Claude at that page and have it make the necessary changes to pass.

Nice, but NES emulator is one of the most written pet projects anywhere, which makes it considerably less impressive.

  • This is a good point. I wonder how much NES emulator code is in Claude's training set? Not to knock what the author has done here, but I wonder if this is more of a softball challenge than it looks.

  • Somewhere along the line the AI bros stopped separating training and testing sets. It's great for impressing the villagers

Who care what it did. What did you learn? To live is to learn.

It’s a shame that the source code isn’t commented and documented more. At the very least, I would see it being helpful to add some documentation for every CPU op code being emulated.

WASM and the performance seems catastrophically bad (45ms to render a frame on an M4 laptop)? It would be much more impressive if Claude could optimize it into something that someone would actually want to play? Compare this to a random hit from Google, https://jsnes.org/ which has sound, much smaller payload, and runs really fast (<1ms to render a frame).

The cost of slop is >40X drop in performance? Pick any metric that you care about for your domain perhaps that's what you're going to lose and is the effort to recover that practical with current vibe-coding strategies?

Git wrote a functional NES emulator for me by simply cloning one of the many publicly available ones!

  • This is the comment.

    Give it copy paste / translate tasks and it’s a no brainer (quite literally)

    But same can be said of humans.

    The question here is, did it implement it because it read the available online documentation about the NES architecture OR did it just see one too many of such implementations.

    • > But same can be said of humans.

      Indeed, the 'cleanroom' standard always was one team does the RE and writes a spec, another team that has never seen the original (and has written statements with penalty clauses to prove it) then does the re-implementation. If you were to read the implementation, write the spec and then write the re-implementation that would be definitely violating the standard for claiming an original work.

I will be impressed when new game consoles come to market and it can write the first emulator for it.