Image 1 — BoxStudio: Visual editor for N64 Decomp bases to create ROM Hacks
Image 2 — BoxStudio: Visual editor for N64 Decomp bases to create ROM Hacks
Image 3 — BoxStudio: Visual editor for N64 Decomp bases to create ROM Hacks
Image 4 — BoxStudio: Visual editor for N64 Decomp bases to create ROM Hacks
Image 5 — BoxStudio: Visual editor for N64 Decomp bases to create ROM Hacks
Image 6 — BoxStudio: Visual editor for N64 Decomp bases to create ROM Hacks
Image 7 — BoxStudio: Visual editor for N64 Decomp bases to create ROM Hacks
Image 8 — BoxStudio: Visual editor for N64 Decomp bases to create ROM Hacks
▲ 138 r/retrogamedev+1 crossposts

BoxStudio: Visual editor for N64 Decomp bases to create ROM Hacks

Hey r/emulation,

I wanted to share a project I've been prototyping called BoxStudio. It’s an early visual editor for N64 decomp-based ROM hacking projects (currently focusing on proving the workflow with HackerSM64, with plans for zeldaret's OoT/MM).

Unlike traditional tools that inject raw bytes into a compiled ROM, BoxStudio clones a local decomp workspace into a .boxstudio/ directory, parses the level scripts and model declarations natively, and writes clean code back to the tree so the native decomp toolchain can rebuild it.

Current Technical State:

  • Stack: C++17, CMake, Dear ImGui, Win32/DirectX 11 backend.
  • Core Systems: Isolated cross-platform CLI layer for project parsing and metadata validation (CI runs on Linux/macOS).
  • Viewport: 3D level editor viewport with texture-mode support and orbit/fly controls.
  • Safety Rules: Strict guardrails for actor segment groups (e.g., ensuring Goombas stay in common0 and Koopas stay in group14) so it blocks modifications that would compile but crash real hardware.

The Accuracy Bottleneck (Looking for Insight/Contributors)

We are strictly targeting real hardware behavior and accurate emulation, testing primarily on ares v148 and flashcarts.

Right now, we have a highly specific bug shown in our demo video: when adding a Star to Castle Grounds, the asset injects and renders perfectly, but collecting it triggers a crash on ares during the save sequence.

The initial codebase was scaffolded rapidly using LLMs to establish the rendering/Win32 boilerplate, and we are currently running a systematic human refactoring initiative to modularize the parser and abstract the viewport for cross-platform SDL/OpenGL support.

If you are interested in low-level N64 asset pipelines, tool development, or want to look at the ares crash logs, we'd love your insight or contributions.

Repo: https://github.com/ExpansionPak/BoxStudio

EDIT: For anyone seeing this post. Please read https://github.com/orgs/ExpansionPak/discussions/1

u/GateSufficient3877 — 3 days ago
▲ 3 r/INAT

[Hobby] Looking for C++ Programmers for BoxStudio - A Visual Unity-Style Editor for N64 Decompile Bases

Hello everyone,

I go by the alias elderthesmall, and I am looking to bring a passionate C++ systems programmer onto a hobby development environment project called BoxStudio.

What is BoxStudio?

BoxStudio is a visual editor designed specifically for major Nintendo 64 decompilation repositories—such as HackerSM64, zeldaret's Ocarina of Time, and Majora's Mask. The core vision is to build a manageable, unified engine layout (similar to a specialized Unity or Godot environment) that abstracts the complexities of working directly with raw repositories, making the process of creating advanced decompile-based ROM hacks highly visual and intuitive.

Initially, the project was planned as a visual workspace for editing raw ROM data and raw assembly alongside open-source C code side-by-side. However, raw ROM hacking remains a major bottleneck even with parallel C reference tracks. Because of this, the project's architecture has shifted exclusively toward managing structural source deployments.

Our target ecosystem is real hardware compatibility, meaning accurate emulation workflows are critical. We develop with strict tracking loops aimed at systems like the Ares emulator (v147+) or live hardware loading arrays via flashcarts like the SummerCart64 alongside an Expansion Pak wrapper context. Note that this project operates entirely outside of proprietary N64 SDKs or console libraries.

The Current State & Why I Need You

The project currently sits on a working, single-window C++ and DirectX 11 desktop engine prototype utilizing a stylized borderless Dear ImGui frame wrapper. It features baseline monitor DPI scaling safety configurations, a working multi-stage setup wizard, and directory structural validations via std::filesystem.

To be completely honest up front: I am a product designer and a "vibe coder." I heavily utilize AI productivity tools to architect and write the structural foundations of this project. While I understand software logic pipelines and the basic mechanics of low-level systems thoroughly, I am a manager and designer at heart—I do not have the time or motivation to master the deep, nitty-gritty intricacies of modern C++ memory management or low-level asynchronous processes.

The core user-interface scaffolding is already built, functional, and compiling smoothly via CMake and Ninja. I need an experienced programmer who can step into the codebase to own the backend orchestration, manage file state serialization architectures (JSON/INI configuration loading), optimize data streams, and build out deep background compilation shell hooks.

Technical Stack Requirements:

  • Language: Modern C++ (C++17 or C++20)
  • Libraries/APIs: Win32 SDK, Dear ImGui, DirectX 11
  • Environments: CMake, Ninja, Git pipelines

Portfolio & Verification

You can review my active technical portfolio webpage, which includes comprehensive architectural documentation of my core project implementations (such as binary recompilation translation toolchains parsing 65c816 machine code data arrays), right here:

Official Portfolio Link: dreamsailing59-ops.github.io

This is a non-commercial, hobbyist development venture. If you love classic hardware manipulation, dev-tool architecture, retro game modding tools, or just want to sink your teeth into a clean, functional ImGui codebase with its interface constraints already fully implemented, please leave a comment below or send me a direct message with your Discord handle!

Thank you!

reddit.com
u/GateSufficient3877 — 18 days ago

The Pitch:
"String Theory" is a brand-new community dedicated to the craft, gear, and soul of stringed instruments. Whether you’re a luthier, a bedroom guitarist, a session bassist, or a classical violinist, this is a space to talk shop and share your music without the fear of "gatekeeping."

We are currently in the foundation stage and are looking for a few dedicated members to join our staff team to help shape the culture from the ground up.

Who we are looking for:

  • Knowledgeable Players: People who know their way around a fretboard (or a bow) and can help spark technical discussions.
  • Community Architects: If you have experience setting up bots, permissions, or organizing "Showcase" events, we want you.
  • Active Enthusiasts: You don't need to be a pro, just someone who loves the instrument and wants to keep the vibe supportive.

What’s inside:

  • Dedicated channels for Violin, Guitar, Electric/Double Bass, Banjo, and more.
  • The Workshop: For DIY repairs and maintenance talk.
  • No-Judgment Showcase: A place to post your tracks regardless of skill level.
  • SFW & Focused: A clean, organized environment for serious (and casual) musicians.

Ready to help build the orchestra? We are a small, cozy community looking to grow into a premier hub for string players. If you're interested in a staff role or just want to be one of our first "Founding Members," jump in below!

Invite Link: https://discord.gg/Q9mm95DE8H

reddit.com
u/GateSufficient3877 — 1 month ago