Simon Willison

dbreunig/nesformer

Drew Breunig has embedded a working emulator for the Nintendo Entertainment System’s 6502 CPU into the weights of the Qwen3.5‑4B language model, allowing NES ROMs such as Super Mario Bros to run—albeit slowly—directly within Qwen. The project builds on inspiration from Divyansh Agrawal’s qwenputer and uses Opus 5.5 prompts and a 15‑year‑old NES CPU conformance test suite to validate the emulator. Breunig invites exploration of whether smaller, faster models could achieve standard NES clock speeds and encourages community participation in building a CLI to run ROMs with the embedded weights.

Simon Willison
Aug 26

Qwen3.8-Flash-Next

Qwen3.8-Flash-Next is an open‑weights multimodal Mixture‑of‑Experts (MoE) model previewing the architecture of Qwen4. It contains 125 B tokens with only 6 B active, giving a performance boost. The author has tested it on a DGX Spark with Unsloth quantized models, exploring variants like UD‑IQ1_S and UD‑Q2_K_XL, and highlighted a high‑reasoning‑effort example from UD‑Q2_K_XL.

Simon Willison
Oct 1

pwasm 0.2a0

Release: pwasm 0.2a0 pwasm is one of my folly projects - an entirely vibe-coded pure Python WebAssembly engine that I built in January during my first bout of AI mania. I hadn't touched it sin...

Simon Willison
Oct 14

AI is mass decompiling games. That's both awesome and scary.

The article discusses how AI is enabling large-scale decompilation of games, allowing developers to create mashups and preserve old titles by porting them to modern platforms like WebAssembly. It highlights both the exciting possibilities for game preservation and the frightening implications for intellectual property, as anyone could decompile and repurpose software without permission. The piece underscores the dual nature of this technology—boosting accessibility and preservation while threatening the security of proprietary software.

Simon Willison
Oct 20

Battle Drones - a vibe coded RTS with audio-based multiplayer

Battle Drones is a browser‑based, Command & Conquer‑style real‑time strategy game that evolved through 12 major iterations, adding 3D models, varied terrain, random map generation, and both local and online multiplayer via audio synchronization. The game features nine buildings, seven ground vehicles, six aerial vehicles, and three infantry units, with fog of war, area‑effect weapons, and multiple play modes such as skirmish and last‑stand. The project showcases how AI‑assisted coding (primarily Claude) can accelerate game development and introduce innovative multiplayer mechanics using sound.

Simon Willison
Oct 6

Scrimshaw Jukebox

Simon Willison experimented with Claude Opus 5.5 to compose computer game music, specifically aiming for a style reminiscent of the original *Secret of Monkey Island*. He designed a simple text-based format for the music and built an artifact capable of playing it, including example tracks. The results were surprisingly good, prompting questions about whether this compositional ability is a new capability emerging in recent text models.