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Show HN: I used AI to built static recompilers for 5 retro game systems

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Show HN: I used AI to built static recompilers for 5 retro game systems
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Matthew Stanley has developed static recompilers for five retro game systems, enabling them to run at least one commercial game each. The project utilized AI tools to assist in the recompilation process, despite the author's limited background in game development. While the games are expected to be mostly playable, users may encounter some bugs and are encouraged to report any issues.

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Matthew Stanley
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Original publisherMatthew Stanley
Canonical URLhttps://1379.tech/nes-snes-genesis-virtualboy-and-psx-a-journey-with-ai-and-recompilation/
Publication timeTue, 26 May 2026 17:38:37 +0000
Retrieval time2026-05-26T17:52:50.579Z
Last seen2026-05-26T17:52:50.579Z
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Substitutes article?No — link-out required for full text

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Basis: Derived from the published RSS/Atom feed. Contact: [email protected]. Reviewed: 2026-07-24.

Opening excerpt (first ~120 words) tap to expand

NES, SNES, Genesis, VirtualBoy, and PSX | A journey with AI and Recompilation Matthew Stanley 21 May 2026 • 11 min read 💡This article discusses heavy use of AI, but the article itself was not written using AI. The words in this article are my own. I wished to communicate my intents and story myself, grammatical errors and all, of the why and how I am using AI📝Each of the 6 systems have at least one commercially playable game. The games are expected to be mostly playable (if not playable end to end).

Excerpt limited to ~120 words for fair-use compliance. The full article is at Matthew Stanley.

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