They upfront disclosed it was on the top of the repo's README.md:So this isn't coded with Ai?
View attachment 1570946
If so it might be worth advertising this since so many AI projects have came out recently. The possibilities of new cars and tracks are interesting and as good as GT4 can look nowadays I'm sure graphics improvements will be really nice.
The project is developed with heavy AI assistance.
Fair question, src/ee is just for testing. I use it to run the original PS2 code and compare the results with my C version. The actual game doesn't use it. Some stuff like physics still uses the PS2 memory layout to make comparisons easier.Certainly interesting how the line "No emulation" is used but there's a source file dedicated to Emotion Engine functionality (src/ee/ee.h) and EE syscalls all over the place. Why would you need that if you're actually porting the game to native code? Could we perhaps get a non-AI explanation of why?
Thanks for the feedback, and sorry about the state of the code, you’re right about it. I’m honestly not very experienced with reverse engineering, I just really love this game and got a bit carried away. I’m already working on changes to make the code readable and easy to maintain without AI. I’d really appreciate a chance to show it can get better. I’m focused on making this a good project and bringing real improvements to the game, like new features down the line. Thanks again!I must say I'm impressed if you can read and work with that code, as in my eyes it's minified to the point of unreadability with plenty of magic numbers and unnamed offsets in structures. Also, what's up with comments in the code like: 'Parts not rewritten yet run the original'?
You've also got bits and pieces scattered around that aren't actually from the game or even correct, like the 'ASSIGN_OLD' name for one of the adhoc instructions that was implemented by Nenkai in his disassembler to disambiguate it from an instruction in later versions, which is surely clear from just reading the name. What proportion of the code have you written yourself, and what's your own level of understanding of the internals of GT4?
I’m honestly not very experienced with reverse engineering, I just really love this game and got a bit carried away. ... I’m focused on making this a good project
I completely agree with this. While the idea of a reverse engineered GT4 really excites me. We can already play GT4 perfectly fine on PC via emulation. So, to make a reverse engineered version of the game truly worthwhile, the code needs to be written and structured in a way that other people (not AI) can read, understand and edit it. That way, you can end up with a version of that game that can break the limits native to the PS2. A GT4 where you can have larger grids, no limit to the number of events. Import completely new car and track models and so on. When this finally does happen, it will be amazing, and I really hope you @Jonhline manage to achieve it one day.Not to be rude, but my biggest advice to make a project like this something genuinely of quality is to spend some time learning and getting really proficient in games development, C programming, and reverse engineering, then coming back and tackling it from scratch with your own knowledge. It will take years, but the only way to write quality and maintainable software is if you yourself fully understand the architecture of the application and the purpose of every line of code. If you take shortcuts and have a machine generate code instead, you won't be able to accurately judge whether that code is any good or not, fundamentally undermining all of your efforts.