29 pointsby AutoJanitor5 hours ago10 comments
  • AutoJanitor3 minutes ago
    Hey guys i had endian mess. I had nano llm text issues. But its resolved im about to issue real proof on emualtor and real hardware!
  • acmiyaguchi2 hours ago
    This feels like an AI agent doing it's own thing. The screenshot of this working is garble text (https://github.com/sophiaeagent-beep/n64llm-legend-of-Elya/b...), and I'm skeptical of reasonable generation with a small hard-coded training corpus. And the linked devlog on youtube is quite bizzare too.
    • gbnwlan hour ago
      It totally is. The fact that this post has gotten this many upvotes is appalling.
    • Jach2 hours ago
      It's best to flag this fake garbage shit and move on.
  • andrekandrean hour ago

       The sgai_rsp_matmul_q4() stub is planned for RSP microcode:
    
         DMA Q4 weight tiles into DMEM (4KB at a time)
         VMULF/VMADH vector multiply-accumulate for 8-lane dot products
         Estimated 4-8× speedup over scalar VR4300 inference
    
    ----

    rsp is the gift that keeps on giving; such a forwards-looking architecture (shame about the rambus latency tho)

  • acuozzo2 hours ago
    I normally don't write comments like this, but... this title was extremely challenging to parse.
    • crustaceansoup2 hours ago
      The repo description on GitHub would have been fine

      > World's First LLM-powered Nintendo 64 Game — nano-GPT running on-cart on a 93MHz VR4300

  • mlaux3 hours ago
    I tried to build this but it's missing the weights.bin file and my computer is too weak to generate it. Can you add it to the repo?
  • Wowfunhappy2 hours ago
    The readme says:

    > This isn't just a tech demo — it's a tool for N64 homebrew developers. Running an LLM natively on N64 hardware enables game mechanics that were impossible in the cartridge era:

    > AI analyzes play style and adjusts on the fly

    > NPCs that remember previous conversations and reference past events

    > In-game level editors where you describe what you want to build

    ...anyone who has ever used very small language models before should see the problem here. They're fun and interesting, but not exactly, um, coherent.

    The N64 has a whopping 8 megabytes (!) of memory, and that's with the expansion pack!

    I'm kind of confused, especially since there are no demonstration videos. Is this, um, real? The repository definitely contains source code for something.

    • gbnwl2 hours ago
      You mean to tell me the included screenshot hasn't convinced you?

      https://github.com/sophiaeagent-beep/n64llm-legend-of-Elya/b...

      • danboltan hour ago
        I think the source code in the GitHub repo generates the ROM in the corresponding screenshots, but it seems quite barebones.

        It feels very much like it’s cobbled together from the libdragon examples directory. Or, they use hardware acceleration for the 2D sprites, but then write fixed-width text to the frambuffer with software rendering.

  • AutoJanitor3 hours ago
    Yes it runs on emulator. I am fixing the endianess text issue from llm output right now. And the surprise is coming soon. Happy 40th Zelda!
  • great_psy3 hours ago
    Any place where we can test the llm output without loading it on n64?

    Curious of what we can get out of those constraints.

  • shomp3 hours ago
    Cool, is there maybe a video demonstrating this?
  • steveBK123an hour ago
    AI slop