My project to polish, augment, and publish the disassembly of the 1985 game Nodes of Yesod using generative AI models continues and is going quite well. I am going to quickly skip over the 1 day of lost work when Claude decided to revert a change by overwriting a file (my Wiggum loop has a Git in it now), and instead just briefly mention a side quest I sent Gemini on, and that is to make me a web page to render the graphics blocks from the game. Well, that worked the first time, and you can see the results in the first image. It's just a static web page, but the fascinating thing (for me, at least) is that Gemini created it by analyzing the Z80 code flow and embedded data bytes in the game disassembly. I didn't extract the graphics in any external way. Anyway, that worked so well that I then asked Gemini to make a room renderer, in JavaScript, again based on its understanding of how the Z80 code renders the rooms. That can be seen in the second image - it's a web page with embedded JavaScript. Cursor keys navigate the map. Gemini struggled a bit more with this, but eventually, after some interactive prompting, it got it right, and I had Gemini create an .md file capturing its current state of understanding of that area of the code.
I've also had Gemini sketch out a plan for an NES port of the game. It'd be interesting to see how it handles the Z80-to-6502 conversion.
I tell you, we're on a wild frontier with this stuff.



