User:Ultra64Detective2401/Project GS

This page is apart of the Emulated AI canon, a piece of canon revolving around attempting to getting the personalization AI to work on emulation.

EmulAI is a currently in-development emulator that aims to accurately emulate the Personalisation A.I. from Super Mario 64, so that personalization can be further investigated. The emulator is planned to come with an IPS patch to be applied to a Super Mario 64 ROM, which re-adds the code interacting with the AI that is missing from circulated ROMs. The emulator aims at an accurate recreation of the N64 machine code.

—-Development—-

The idea for EmulAI was first proposed in response to the “Hardware Deadline”, a term used to refer to the time when all the original Nintendo 64s cease functioning, resulting in investigating anomalies becoming impossible. Busybody64, the lead developer of the emulator, took a direct look into the ROM of the original cartridge, and is setting out to writing the exact equivalent code for the PC. The same would be done with the Nintendo 64, which would result in an accurate port of the Personalization AI. Currently, the emulator has successfully recreated several anomalies, such as Dynamic Level Rearrangement. However, they have only currently done a surface scan of the code, and the translation is therefore still sloppy, resulting in a ROM that is very prone to crashing, especially in areas outside of the first floor.

Not long after Pre-Alpha v0.1.2 was made, Busybody mysteriously vanished. This left Ultra, the co-developer, to be the only person remaining on the emulator. This had lead to a delay in the project, until Busybody returned. He then made another update, and merged the engine with the engine of Project AI 317. Any versions v0.1.3 or later are post-merge, but are described on the page for reference, given the Project AI page lacks a version changelog.

The emulator is currently in Pre-Alpha v0.1.5, and is therefore unavailable for download.

—-Changelog—-

-Pre-Alpha-


 * v0.0.x
 * v0.0.1:Initial build, only showed the Anti-Piracy Screen, or crashed the moment any option on the File Select was chosen. This was due to a buffer overflow.
 * v0.0.2:Fixed initial crash, but still crashed when Options was chosen, or immediately after the game’s intro. The first instance of DLR was seen via an altered sunset skybox.
 * v0.0.3:The game runs without crashing.. until a door is opened.
 * v0.0.4:The game runs without crashing.. until a star is selected.
 * v0.1:Entering levels is now possible, but only the first 4-The others crash soon afterward. Anomalous levels replacing the first four work correctly.
 * v0.1.1:The 5th level is now stabilized.
 * v0.1.2:Bowser in The Dark World can now be entered.
 * v0.1.3:Merged with Project AI 317, Experimental Branch created as part of the Project AI 317 merge. Fixed some crashes related to BITDW and the basement, but the LEVELS in the basement are still unstable.
 * v0.1.3B:(Hopefully) fixed fatal crash upon entering the basement. Also fixed a minor graphical glitch.
 * v0.1.4:Stabilized Shifting Sand Land and Lethal Lava Land.
 * v0.1.5:Stabilized Dire, Dire, Docks.

[TBC]

—-Known issues—-


 * EmulAI can’t yet fully recreate the AI’s ability to pull from earlier builds. This has resulted in crashes in BitDW when the AI tries and fails to pull a beta object and place it in the course. While the crash has now been fully fixed, with the object spawning as expected, there are other cases of similar crashes in basement courses. Also, for some reason, if the course number is higher than 5, and isn't either Shifting Sand Land, Lethal Lava Land, or Dire, Dire, Docks. the game is heavily prone to crashing. This may be a remnant of Spaceworld 95, and the developers are currently trying to fix the issue.
 * It is believed these issues may have stemmed from the lack of properly recreating the Scrapped System BIOS. As a result, reverse-engineering this BIOS is planned to go underway.

—-Planned Features—-

EmulAI’s main planned feature is the Personalisation AI, intended on being fully functional, as if Super Mario 64 was being played on a real console. Currently, the only thing being worked on is this perfect recreation, but it’s possible other features may be added later on, such as the option of removing any AI-caused crashes, and/or the option of possibly controlling parameters of how personalized the copy will be. If everything goes well, it’s possible that after EmulAI is complete, an update may be worked on to allow the AI to be ported to other Nintendo 64 games, and potentially the DS remake, but this is unlikely, and if it happened, it would happen after every other feature, as the main focus will be on Super Mario 64, the only game to have the AI on its own.

—-Similar Applications—-

-The Wario Application-

It is rumored that in early 2020, a team of coders tried to create an application to recreate the Wario Apparition. Try as they might, they failed to fully recreate the effect, and the Wario Application was scrapped. It is believed the reason they failed is they treated the Wario Apparition as its own separate system, when it is in fact simply one thing that can be manifested by the Personalisation AI;So in order to properly recreate the Wario Apparition, one must recreate the Personalisation A.I. in its entirety.

Some theorists have proposed a further link between the Wario Application and EmulAI, but no evidence of such a link has been discovered.