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To clarify further, AI is a form of automation. The problem is that people who have no business making recompilations are using AI to make them. They often have no clue what they're doing (at all). They end up with bad results. If you can't do it by hand, then you should not be using AI to do it.

Darío@dariosamo.bsky.social

I still see a lot of confusion about what decompilation, recompilation and ports are and what level of effort is involved in each type of project. It's important that people understand the difference, as recompilation took a drastically different meaning that when it was originally introduced.

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AI can still be incredibly useful. It can speed up decompilation, prototyping, research and other tedious work. But the sword can only be as good as its wielder. If you don't know what you're doing, AI will just help you produce duct-taped garbage faster. That is, *if* it works properly at all.

Instead, go read the documentation and look at existing projects. Spend your time to understand what it is you want to build. *Ask* people if you're unsure. Ask the AI too- good teacher. In the case of recomps, it's basically a HLE emulator, with AOT (re)compilation of game code instead of a JIT.

----- Extra Note: I kinda wish people didn't call it 'Native'; because Native performance certainly isn't there. All that CPU emulation you do is still certainly expensive. Be it stack pushes, CPU status/control flags, etc. Many recompilers probably aren't even half of Native.