One thing I’ve always loved the homebrew scene, particularly when it involves old hardware, is when someone decides that a console or handheld should be capable of doing something it was never designed for, spends an unreasonable amount of time figuring out how to make it happen, and eventually emerges with a working piece of software that nobody would have thought possible. Sometimes it's a remarkably faithful port of a game, sometimes an entirely new emulator, and occasionally it's something so thoroughly impractical that you have to admire the effort involved.
Lately, though, I've noticed a change in the kinds of projects being shared across retro gaming communities. Games are apparently being ported to everything, and at a pace that would have seemed completely ridiculous even a year ago. Titles that once would have represented months or years of work are being announced in a matter of days (or multiple times each day), often accompanied by an exciting screenshot, a short demonstration and a GitHub repository. At first, I thought this was wonderful. More homebrew, more interest in old hardware, and more people experimenting with games that have long since been abandoned by their original publishers. What's not to like?
Well, quite a bit, as it turns out. Because somewhere in this sudden explosion of activity, I think we've started confusing getting a game to run with actually creating a worthwhile port.
There's a term being thrown around increasingly often now: port-slop. It's not a particularly pleasant phrase, but I can understand why it's caught on. It describes the growing collection of AI-assisted ports, recompilations and other projects which appear with great fanfare, demonstrate just enough functionality to attract attention, and then seemingly move on anybody has established whether they're actually enjoyable to play. Not every project deserves that description, of course, and there are people doing impressive things with these tools. But there's enough questionable work appearing that it's becoming difficult to separate a promising development effort from something produced primarily because an AI model made it possible to produce. So naturally I think that's a problem worth talking about.
Getting it running is only the beginning

AI coding tools such as Claude have changed what's possible for hobbyist developers. There's little point pretending otherwise. Tasks that once demanded substantial programming knowledge can now be approached by people who might never have written software themselves, while experienced developers can use those same tools to accelerate repetitive work, investigate problems and experiment with solutions that would otherwise take much longer to develop. I find that genuinely exciting, particularly when it comes to old consoles whose limitations have discouraged projects for years, but I also think we've become a little too impressed by the earliest stage of the process.
Getting a game to boot is an achievement, especially on hardware that was never intended to run it. It's also often the easiest part to demonstrate. A title screen makes for a fantastic screenshot, and a few seconds of recognizable gameplay can be enough to send an announcement racing around social media. What those demonstrations rarely tell us is whether the rest of the game works, whether performance remains acceptable after the opening area, whether saving is reliable, or whether the controls have been properly adapted to the target hardware. They don't tell us whether anybody has played the thing for several hours, let alone finished it.
Consider the PSP. Sony's handheld is an extraordinary little machine which is my personal favorite, but it isn't exactly swimming in resources by modern standards. The original PSP-1000 has just 32MB of RAM, with later models doubling that to 64MB, and of course the system has that single analogue slider. Getting a PlayStation 2-era game to display something recognizable on that hardware is impressive. Getting the entire game to work properly, with reasonable performance, usable controls and reliable saving, is a rather different achievement.

That's where I think some of the enthusiasm has become detached from reality. We're seeing more announcements about what's theoretically possible, while it remains surprisingly difficult to establish what's genuinely playable.
I started noticing this particularly clearly on r/PSP, a community I've followed for years. In recent weeks, the number of new port announcements has been striking, with everything from Grand Theft Auto to Resident Evil 4 attracting attention. Some projects are enormously ambitious, and some are being documented with admirable transparency, but the sheer volume has led to increasingly frustrated discussions about their quality.
One particularly interesting discussion asked a question that cuts through almost all of the excitement: how many people are actually playing these AI-assisted ports? Not watching demonstrations, not congratulating their creators, but installing them, putting significant time into them and enjoying the games themselves. The author wasn't even demanding that AI-assisted development stop. They simply wanted to know which projects were complete and worth the effort of installing. It's a reasonable question, and one I don't think gets asked nearly enough.
The people doing the work still matter
The growing tension isn't confined to PSP enthusiasts, either. Across the wider retro gaming and reverse-engineering communities, some established developers have begun expressing frustration at the way AI-assisted work is being presented, particularly when it builds on years of research carried out by other people.
In October, the creator of decomp.dev, a website that tracked progress on game decompilation projects, announced that its public index and leaderboard would be discontinued. The individual project pages and historical information remain, but the site will no longer accept new projects. In explaining the decision, its creator, known as encounter, described how increasingly powerful AI tools had transformed what was once a painstaking collaborative process into a competition over percentages, public attention and the speed at which somebody could announce the next port.
Sunsetting decomp.dev
An update on the future of decomp.dev.
decomp.dev
There's an important distinction here that often disappears in the headlines. Decompilation, particularly the matching decompilation undertaken by preservation communities, involves painstakingly reconstructing source code from a game's original machine code. It's a way of understanding how software was built, often requiring developers to reproduce the behavior of old compilers and untangle decisions made decades ago. A recompilation or port may build upon that work, but the two activities aren't interchangeable, and the people responsible for making a new port possible aren't necessarily the same people who eventually release it.
Encounter's frustration wasn't simply that AI could now perform some of this work more quickly. He acknowledged that, when properly guided and reviewed, it could be enormously helpful. The problem was seeing existing projects forked and hurriedly declared finished, sometimes without the involvement or approval of the people who had spent years working on them, while new ports emerged from research their creators had contributed nothing towards.
That's a much more serious concern than a few annoying social media posts. Homebrew and preservation have always depended upon people sharing knowledge, collaborating and building on one another's work. When the incentive shifts towards being first to announce something, rather than understanding it or making it work properly, there's a risk of undermining the very communities that made these new developments possible.
The moderators of r/emulation have responded to similar concerns by changing their rules. Individual static-recompilation port announcements are no longer permitted there, while projects predominantly written by AI must be labelled appropriately and are still subject to quality requirements. Importantly, the moderators haven't attempted to ban AI-assisted development altogether. Their position is that the volume of announcements has become overwhelming and that not every individual port is necessarily notable enough to deserve its own post.
It's difficult to argue with that distinction. A project can be technically interesting without every minor update needing to become a headline.
AI isn't the problem on its own

I don't want this to become an argument against people experimenting with programming tools, particularly people who might not otherwise have been able to contribute to the homebrew scene. Amateur development is practically the foundation of homebrew. Plenty of the most interesting things I've covered over the years have come from enthusiasts who simply wanted a particular game, emulator or feature to work on a device they happened to own.
And obviously I don't think someone needs a computer science degree, years of professional experience or an approved set of programming credentials before they're allowed to make something interesting.
It's also why I don't think every AI-assisted project deserves to be treated with suspicion. Take the recent attempt to bring Resident Evil 4 to the PSP, for example. Its developer has publicly documented the work, explained the static-recompilation approach, described the parts of the game that currently function and shared actual performance measurements. Crucially, they've been explicit that the port is unfinished and nowhere near playable at full speed. Whether it ultimately becomes a practical way to experience Resident Evil 4 on Sony's handheld remains to be seen, but there's a level of technical transparency there that I appreciate.
Compare that with an announcement consisting of a title screen, a few seconds of gameplay and an invitation to celebrate another supposedly impossible achievement. Both may be works in progress, but one provides enough information to understand the limitations, while the other leaves us with very little beyond the excitement of the announcement itself.
This distinction matters, especially because early experiments deserve room to exist. I wouldn't want developers to stop sharing their progress or asking for assistance simply because their projects aren't finished. Following the development of something ambitious can be fascinating, and some of the best community projects began with results that barely worked. But there's a difference between documenting an experiment honestly and presenting a rough demonstration as though the difficult part has already been accomplished.
What happens after the announcement?
Perhaps the part that bothers me most is how quickly some of these projects appear to move on. A game is announced, people get excited, a few issues are reported, and then the next improbable port begins attracting attention. Sometimes the original developer returns to fix problems, sometimes other contributors step in, but most of the time (at least that I've seen), a project simply loses momentum or is left behind. That's hardly unique to AI-assisted development; abandoned homebrew projects have existed for as long as homebrew itself. But the speed at which new experiments can now be produced makes it considerably easier to leave one behind and start another.
For the person trying to play these games, that can be frustrating. They might spend time preparing files, working through installation instructions and troubleshooting compatibility problems, only to discover that the game becomes unplayable halfway through. Perhaps the controls are awkward, or saving fails, or a particular level crashes consistently. It might have been an exciting technical experiment, but for somebody hoping to enjoy the game, the distinction between that and a functional release becomes rather important.
It also makes it harder for the dedicated developers to stand out. Somebody spending months improving performance, fixing crashes, responding to bug reports and testing on real hardware may generate considerably less attention than a fresh announcement for an unlikely game running somewhere it shouldn't. Yet that less glamorous work is often what transforms an interesting curiosity into software people will actually keep using.
And that's what I want from homebrew. Not necessarily a completely polished experience, and certainly not something that has to meet the standards of a commercial release, but evidence that somebody cares about what happens after other people download it.
I'd like to know what hardware a port has actually been tested on, what parts of the game work, what still needs attention and whether the person responsible intends to continue developing it. I'd like to see the original projects and contributors properly credited. Above all, I'd like to know whether somebody has spent enough time with the result to understand its shortcomings.
None of those expectations should be particularly controversial, regardless of whether the code was written by hand, generated with AI or produced through some combination of the two.
There's still something worth celebrating
For all my frustration, I don't want to overlook how extraordinary some of these developments really are, or give the impression I'm all doom-and-gloom here. The idea that more people can now attempt projects which were previously beyond their abilities is exciting, and I suspect we'll eventually see some wonderful games, emulators and preservation efforts emerge from this new generation of tools. There are already developers demonstrating that AI-assisted work can be accompanied by careful testing, technical understanding and a willingness to keep improving the result.
I'd also rather see the PSP and other long-discontinued systems attracting new interest than gradually disappearing into obscurity. These are machines I still love using, and I find it rather comforting that people are continuing to discover new things to do with them. Even a deeply impractical port can be worthwhile if it helps somebody learn, inspires another developer or reveals something interesting about the hardware.
What I don't particularly want is for the culture surrounding these projects to become so focused on the next impossible announcement that we stop caring whether the previous one ever amounted to anything.
AI has made it easier than ever to attempt a port, and that is an achievement worth recognising. But making a worthwhile port still requires judgement, testing, refinement and, quite often, a lot of patience. Those things haven't suddenly become irrelevant just because generating the initial code has become easier.
So yes, I'm excited to see what people manage to get running on the PSP next. I just hope that, every now and then, we spend a little more time making sure the last one was actually worth playing.

About the Author:
dash
Passionate about retro gaming, game preservation, open-source software, and retro handhelds. I tell the stories behind games, hardware, and the people building them. Usually testing a new handheld, using Linux or F-Droid, or replaying a classic.