The Nintendo 64 had an audio problem that was never really solved during its commercial lifetime. Cartridge space was scarce — Mario 64 shipped on 8MB — and Nintendo locked third-party developers out of the RSP vector coprocessor that could have handled decompression. The result was tracker-style music built from short samples, or, in rare cases like Conker's Bad Fur Day, MP3 decoding that tanked the frame rate. Fully recorded audio was essentially impossible. Enter the Ultra Low Complexity Codec, created by Aikku93 originally for the Game Boy Advance. ULC is a transform codec in the same family as MP3 — it uses the Modified Discrete Cosine Transform to move audio into the frequency domain — but strips away everything MP3 accumulated through design-by-committee. No subband splitting. No Huffman entropy coding. Instead, coefficients are stored in a nibble-aligned format where each 4-bit value is either a coefficient, a zero-run marker, a quantizer change, or a noise fill instruction. The entire unpacking logic fits in 150 lines of C. The codec also includes noise fill for percussive content like cymbals and hi-hats, something MP3 lacks entirely. The N64 port required converting the decoder from floating point to Q1.14 16-bit fixed point to fit within the RSP's brutal 4096-byte data memory constraint. The author tested both 32-bit/512-sample and 16-bit/1024-sample configurations, settled on 16-bit after confirming the noise floor was inaudible, then faced the real challenge: porting the IMDCT to RSP assembly. The final RSP microcode is ~1400 lines of MIPS assembly handling transform, lapping, stereo interleaving, and output scaling. It barely fits the 4096-byte instruction memory. The LLM workflow here is worth noting for its honesty. The author used Codex to translate C to RSPL (a C-like RSP language created by Max Bebök), verified each piece manually, then had Codex optimize the assembly output iteratively — rewriting sections directly in assembly, minimizing pipeline stalls. The author is explicit that handwritten C remains on the CPU side 'because LLMs have no taste.' This is a credible account of LLM-assisted systems programming: useful for mechanical translation, unreliable for architectural judgment. The results are striking. The original Xibalba 64 used ADPCM and burned 31 of 32MB on audio. ULC achieves near-Opus compression quality — usable results even at 16kbps — while consuming roughly 4% of the N64's CPU time. That's the gap between 'music player that does nothing else' and 'background music during gameplay with headroom to spare.' A seekable format was added with a sparse offset table costing about 20 bytes per second. What makes this piece work as writing is the absence of mystification. Every constraint is named with numbers. Every tradeoff is explained in terms of bytes and cycles. The RSP's 4096-byte DMEM limit, the MDCT block size options, the Q1.14 fixed-point precision — these aren't decorative details, they're the load-bearing decisions that make the codec possible. This is engineering writing that treats the reader as an equal.