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Image: reddit.com · I built a PS3 Doom port with zero programming experience using Claude as my coding partner

Worked Proof shown

Chocolate Doom ported natively to a real PS3

A non-programmer ported Chocolate Doom 3.1.0 to PlayStation 3 hardware over 25 Claude chat sessions, using raw cellGcm.

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The full story

Over 25 chat sessions the poster, who says they cannot write C, ported Chocolate Doom 3.1.0 to a 16-year-old PS3 Slim running custom firmware. Claude stripped SDL from 79 source files, and wrote a video renderer using cellGcm, cellAudio mixing, MP3 background music decoding and an input filter for the pad driver. Switching one timer call took it from 0.45fps to 35fps.

The poster made the architecture decisions and ran every build and test cycle, from WSL2 cross-compiling to RPCS3 to real hardware, debugging through FTP logs. They also wrote a 13-rule "Tanaka Constitution" to stop Claude inventing API names. An SPU offload for music worked on the emulator but behaved differently on real hardware.

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Sources

From a short post by the maker, so the details are as they tell them.

  • Reddit: I built a PS3 Doom port with zero programming experience using Claude as my coding partnerForum threadRemoved by moderatorsreddit.com

    The maker's post on r/ClaudeAI.

    The subreddit's moderators removed it, but the original is still readable (it can take a few seconds to load): archived copy of Reddit: I built a PS3 Doom port with zero programming experience using Claude as my coding partner (opens in a new tab)

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What this is. Real projects where people used Claude to build, fix, port, revive or take apart something, from jailbroken Kindles to rebuilt DOS games, plus the times it went badly wrong. Every build links to where it was shared, and every source is listed here.

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