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Can you elaborate on the “partially correct” bit? I’d like to understand the programming of the ROM better.


You’re right that the graphics layer is mostly 2D right now. Sprites are hardware-accelerated where it makes sense, and text is written directly to the framebuffer. The UI is intentionally minimal. The point of this ROM wasn’t the game interface — it was proving real LLM inference running on-device on the N64’s R4300i (93 MHz MIPS, 4MB RDRAM). Since the original screenshots, we’ve added: • Direct keyboard input • Real-time chat loop with the model • Frame-synchronous generation (1–3 tokens per frame @ 60 FPS) So it’s now interactive, not just a demo render. The current focus is correctness and stability of inference. The graphics layer can evolve later. Next step is exposing a lightweight SDK layer so N64 devs can hook model calls into 3D scenes or gameplay logic — essentially treating the LLM as a callable subsystem rather than a UI gimmick. The value isn’t the menu. It’s that inference is happening on 1996 silicon. Happy to answer specifics about the pipeline if you’re interested.




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