[HN Gopher] Prince of Persia open-source port based on the DOS v...
       ___________________________________________________________________
        
       Prince of Persia open-source port based on the DOS version
       disassembly
        
       Author : teruakohatu
       Score  : 226 points
       Date   : 2021-11-23 09:31 UTC (13 hours ago)
        
 (HTM) web link (github.com)
 (TXT) w3m dump (github.com)
        
       | Andrew_nenakhov wrote:
       | When i was 11, Prince of Persia was a brutally challenging game
       | and I called could hardly get to level 5.
       | 
       | But sometime later in 2000 I came to possess and old 386 HP
       | desktop, and I tried running Prince on it, and I was surprised
       | how easy it was: I have beaten it easily on the first try and
       | later learned to run through it without dying at all.
        
         | nolok wrote:
         | Another awesome game that gives this feeling is Another World.
        
         | ahartmetz wrote:
         | I am hoping for a similar result (also didn't finish Prince of
         | Persia at the time). I mean - in the meantime, I got pretty far
         | in Super Meat Boy. Prince of Persia looks like a walk in the
         | park in comparison.
        
           | Andrew_nenakhov wrote:
           | I think, beating Aladdin (1993) on PC did help a lot: it was
           | a more challenging game that required getting used to precise
           | controlling the character. Prince of Persia has rather slow
           | animations, and thus you don't even need a quick reflexes to
           | beat it, just learn the levels and know where you need to
           | move in a certain way.
        
           | nolok wrote:
           | Super Meat Boy is super responsive. Not once do you think "I
           | pressed jump and it didn't jump".
           | 
           | PoP by comparison can be very stiff at time, it's all part of
           | the fun.
        
             | ahartmetz wrote:
             | Maybe such controls were necessary for animation reasons.
             | You can't jump while both feet are in the air from running,
             | and you can't make doing that look realistic.
        
         | [deleted]
        
       | TonyTrapp wrote:
       | Also of interest: The Apple II version was open-sourced
       | officially: https://github.com/jmechner/Prince-of-Persia-Apple-II
        
         | cxr wrote:
         | Not open source, merely available--or, using the terminology of
         | US copyright laws, it changed status from being an unpublished
         | work to a published work. Mechner's warning from the linked
         | repo:
         | 
         | > _As the author and copyright holder of this source code, I
         | personally have no problem with anyone studying it, modifying
         | it, attempting to run it, etc. Please understand that this does
         | NOT constitute a grant of rights of any kind in Prince of
         | Persia, which is an ongoing Ubisoft game franchise. Ubisoft
         | alone has the right to make and distribute Prince of Persia
         | games._
        
           | Semaphor wrote:
           | It seems it is open source by the wording, he just makes it
           | clear, that you can't distribute it under that name because
           | while he owns the rights to the code, Ubisoft owns the
           | trademark(s). So any distribution would be required to remove
           | the name completely from the game.
           | 
           | But that's just my total layperson reading.
        
             | cxr wrote:
             | That's not clear at all. There is no reason to believe that
             | Mechner's warning is narrowly referring to the trademark
             | rights, rather than, you know, "rights _of any kind_ ".
        
             | teddyh wrote:
             | No, "open source" has a specific definition. Also, he
             | specifically says that you can't distribute it, only
             | Ubisoft can.
        
               | zamadatix wrote:
               | Ironically the specific definition of what open source is
               | is not universally agreed on hence why you have likely
               | seen the acronyms FOSS and FLOSS used explicitly. E.g. if
               | you ask someone of the FSF group what "open source" means
               | and they'll say the obvious meaning is you can look at
               | the source code which is what makes "open source"
               | different than FLOSS (which includes rights to use/modify
               | the source). On the other hand if you ask the open source
               | initiative what "open source" means and they'd likely
               | link you to the OSD which includes most of the things a
               | FSF would consider part of the separate FLOSS definition.
               | 
               | Usually the definition of open source isn't what matters
               | for all things legal though it's about what rights you
               | were assigned and what those let you do as you point out.
               | All the "what does open source mean" debate is just
               | debate on the terminology of being able to view the
               | source.
        
               | cxr wrote:
               | Is there a school or a correspondence course where people
               | enroll in order to learn how to make up stuff about the
               | FSF when posting online, instead of just familiarizing
               | oneself with what the FSF actually has to say about a
               | given topic?
               | 
               | > if you ask someone of the FSF group what "open source"
               | means and they'll say the obvious meaning is you can look
               | at the source code
               | 
               | Extremely inaccurate. FSF's definition of open source
               | matches the OSI's. Here are some words that are not the
               | product of my imagination--what FSF actually has to say
               | about the relationship between the two: " _Among all
               | programs that are open source, only a minuscule fraction
               | are not free_ ".
        
       | fps_doug wrote:
       | Very cool, gonna check it out at home!
       | 
       | I've always wanted to learn some reverse engineering and
       | eventually do this with a game. Unfortunately the ones I'd like
       | to target are all written in C or C++, so I guess translating the
       | disassembly would be even more meticulous than it already is with
       | games originally written in assembly.
        
         | madmoose wrote:
         | Disassembled code from a C or C++ compiler is generally better
         | structured than hand written assembly.
         | 
         | I reverse engineered major parts of Westwood's Blade Runner for
         | ScummVM. It was compiled with the Borland C++ compiler in 1997
         | and a lot of it was relatively easy to decompile. The most
         | difficult parts were video decoding and character rendering.
         | The video decoder was older Westwood code, clearly hand
         | optimized, and the character renderer was also very optimized.
         | 
         | Currently I'm working on Cryo's Dune which is all hand-written
         | assembly code. The code jumps all over the place, parameters
         | are passed in arbitrary registers and have to be traced over
         | several calls. I've seen a function that, instead of using ret
         | to return, jumped to the ret-instruction of a different
         | function.
         | 
         | Code generated by an older compiler that doesn't do too much
         | optimization is vastly preferable.
        
           | sumtechguy wrote:
           | I have been toying with doing this to simtower for awhile.
           | The disassemblers are a bit all over the place with respect
           | to Win16 NE code though. Bit annoying to do though as it uses
           | a decent amount of the win16 API so those bits have to be
           | done too sometimes to figure out what is going on. Though it
           | is fairly decently documented so you can block off the game
           | bits from the win16 bits and just skip past the crazy way
           | win16 loads dlls up.
        
             | duskwuff wrote:
             | Keep in mind that there was also a MacOS version of
             | SimTower. 68k assembly is pretty easy to follow...
        
               | sumtechguy wrote:
               | hmm good point. Assuming they started with a similar code
               | base it could be useful too.
        
           | mike_hock wrote:
           | > instead of using ret to return, jumped to the ret-
           | instruction of a different function
           | 
           | ... wat
        
       | nathell wrote:
       | GPLv3. But given that it's a port of the disassembly, isn't it
       | also a derivative work of the original PoP?
        
         | Hamuko wrote:
         | Probably. I'm not sure if this exact scenario has been tested
         | in courts, but Take-Two is going to test it at the very least.
         | 
         | https://torrentfreak.com/take-two-sues-enthusiasts-behind-gt...
        
         | gspr wrote:
         | Yeah, the author's "Copyright (C) 2013-2021 David Nagy" seems
         | ridiculous and meaningless. I can see the appeal of a project
         | like this, but the author's pretending that that copyright and
         | the GPL licensing mean anything isn't helpful.
        
           | rob74 wrote:
           | IANAL either, but I suppose the situation here is similar as
           | with "abandonware": as long as the original
           | publisher/copyright holder doesn't protest, old software is
           | made available on various download sites. Of course, with a
           | project like this, if the copyright holder would intervene, a
           | lot more work would go down the drain, and claiming your own
           | copyright without explicitly mentioning the original
           | copyright is definitely not helping...
        
             | hermitdev wrote:
             | > but I suppose the situation here is similar as with
             | "abandonware"
             | 
             | I don't know if this would hold up. Prince of Persia IP is
             | far from dead or abandoned. I know it's not exhaustive, but
             | a quick search on IMDB [0] shows a movie in 2010, and a
             | video game as recently as 2008. Just because this
             | particular game is old, doesn't mean the IP/Trademark is
             | dead. Personally, I'd be wary of a legal battle, even
             | though I think the project is pretty interesting.
             | 
             | [0]
             | https://www.imdb.com/find?q=prince+of+persia&ref_=nv_sr_sm
        
               | rob74 wrote:
               | Again, IANAL, but that's not really relevant. The old
               | Super Mario games for Game Boy and SNES can be downloaded
               | from various abandonware sites, while the Mario franchise
               | is still ongoing. As long as Nintendo is Ok with that,
               | that's not a problem. The original Prince of Persia is
               | also available as "abandonware" and can even be played in
               | the browser
               | (https://www.retrogames.cz/play_102-DOS.php?language=EN)
        
         | pulse7 wrote:
         | Microsoft would not be happy if somebody would create an "open-
         | source port based on the Windows machine/assembly code"...
        
           | fsflover wrote:
           | https://reactos.org
        
             | kwhitefoot wrote:
             | As far as I know the ReactOS team does not disassemble
             | Windows.
             | 
             | "Is ReactOS legal?
             | 
             | Yes. ReactOS is fully legal.
             | 
             | Developers (devs) have not looked at Microsoft Windows(tm)
             | source code. They have used the public documentation of
             | Microsoft Windows OSes. They have made several tests to
             | understand how Microsoft Windows works. In fact, ReactOS
             | does the same things that Windows does but it does it
             | differently as we don't have the same source code and it is
             | all programmed by different developers. All code in ReactOS
             | is released under the GNU GPL (General Public License). Is
             | ReactOS based on Microsoft Windows(tm) original source
             | code?
             | 
             | No! ReactOS consists only of clean-room engineered GNU GPL
             | (General Public License) and GPL compatible licensed source
             | code. "
             | 
             | https://reactos.org/wiki/ReactOS_FAQ#Is_ReactOS_legal.3F
        
             | nathell wrote:
             | ReactOS isn't based on disassembly of the original Windows
             | code. It's based on publicly available documentation of
             | Windows APIs (and reverse engineering those that aren't
             | documented, but that's a whole different beast from
             | disassembling).
             | 
             | In fact, ReactOS maintains a policy to prevent proprietary
             | Windows source code (whether leaked or otherwise) from
             | making its way to the ReactOS codebase [0]. When Windows
             | source code leaked, in 2006, ReactOS did a complete
             | codebase audit to ensure that it was not tainted.
             | 
             | [0]: https://reactos.org/intellectual-property-guideline/
        
             | selfhoster11 wrote:
             | It's not based on any Windows binary code, or the project
             | would be forever poisoned with respect to copyright. They
             | actively prevent anyone who has seen the Windows source
             | code from working on the project.
        
               | edgyquant wrote:
               | React OS has come under fire before, and been audited,
               | for including windows code[2]. Also the project would not
               | be poisoned with respect to copyright, according to US
               | law.
               | 
               | > Clean room design is usually employed as best practice,
               | but not strictly required by law. In NEC Corp. v Intel
               | Corp. (1990), NEC sought declaratory judgment against
               | Intel's charges that NEC's engineers simply copied the
               | microcode of the 8086 processor in their NEC V20 clone. A
               | US judge ruled that while the early, internal revisions
               | of NEC's microcode were indeed a copyright violation, the
               | later one, which actually went into NEC's product,
               | although derived from the former, were sufficiently
               | different from the Intel microcode it could be considered
               | free of copyright violations.[1]
               | 
               | 1. https://en.wikipedia.org/wiki/Clean_room_design
               | 
               | 2. https://www.linux.com/news/reactos-suspends-
               | development-sour...
        
               | wk_end wrote:
               | ReactOS has not "been audited" because they came "under
               | fire" for including Windows code as your post implies -
               | they _chose to audit themselves_ to ensure that they were
               | free of Windows code (they were), to be safe, and for the
               | optics: so that observers see that they 're serious about
               | being safe.
        
               | edgyquant wrote:
               | ReactOS was audited, it doesn't matter if they agreed to
               | it. The fact is that an engineer claimed it had copied
               | windows code and it had an assembly function believed to
               | be taken directly from windows. The reason I mention it
               | is that this thread has been claiming it's illegal to
               | study and rewrite disassembled code but that isn't the
               | case. It's illegal to copy it but clean room
               | implementations depend on disassembling code and
               | documenting it allowing for another person to then do the
               | implementation.
               | 
               | Im definitely not taking shots at ReactOS here, I'm on
               | their side and am fascinated with the project. You're
               | right I should have been clear that they shut down and
               | has themselves audited instead of risking a court battle
               | but I don't think the difference matters much, either way
               | they were gonna have a code audit to disprove these
               | allegations. But in regards to them, there's a lot of
               | wrong information floating around this thread.
               | 
               | > claim was made on 17 January 2006 by _developer Hartmut
               | Birr on the ReactOS developers mailing list (ros-dev)
               | that ReactOS contained code derived from disassembling
               | Microsoft Windows_.[25] The code that Birr disputed
               | involved the _function BadStack in syscall.S,_ [26] as
               | well as other unspecified items.[27] _Comparing this
               | function to disassembled binaries from Windows XP_ , Birr
               | argued that the BadStack function was simply copy-pasted
               | from Windows XP, given that they were identical. Alex
               | Ionescu, the author of the code, _asserted that while the
               | Windows XP binary in question was indeed disassembled and
               | studied, the code was not merely copy-pasted_ , but
               | reimplemented; the reason why the functions were
               | identical, Ionescu claimed, was because there was only
               | one possible way to implement the function
               | 
               | https://marc.info/?l=ros-dev&m=118775346131654&w=2
               | 
               | https://en.wikipedia.org/wiki/ReactOS#Internal_audit
        
           | throwawaylinux wrote:
           | No, but it's possible to write a specification based on the
           | disassembly, and then write an implementation based on the
           | specification.
           | 
           | https://en.wikipedia.org/wiki/Clean_room_design
           | 
           | Apparently that may not be strictly required either, but it
           | gives a good defense. I think I could disassemble a blob to
           | figure out what the possible behaviors of a WinAPI call and
           | then write my own implementation of those things.
           | 
           | Microsoft might bankrupt me before I won a court case, but
           | there is nothing in copyright law as far as I know that says
           | reading a copyright work forever contaminates your mind such
           | that you would be incapable of creating a vaguely similar
           | thing without infringing on it.
        
             | dotancohen wrote:
             | > No, but it's possible to write a specification based on
             | the       > disassembly, and then write an implementation
             | based on the specification.
             | 
             | Critically, the disassembly and spec should be done by one
             | person, and the implementation by another.
        
               | skywal_l wrote:
               | Yes, that's what they mean by "clean room"
               | implementation. The implementer should not be "polluted"
               | by the previous implementation. This is what Microsoft
               | did when they revert engineered CPM and created DOS.
        
               | lodovic wrote:
               | I think you mean Compaq who created a clean-room
               | implementation of the IBM PC BIOS.
        
               | teddyh wrote:
               | > _This is what Microsoft did when they revert engineered
               | CPM and created DOS._
               | 
               | Um, Microsoft bought (what was then called) 86-DOS
               | outright from another company, and ported it to the 8088
               | CPU used by the original IBM PC.
        
               | illys wrote:
               | Right... But there is nearly (no?) work to port from 8086
               | to 8088. The work was to adapt to the underlying IBM
               | system calls (BIOS) and to the specific wired electronics
               | (video card, DMA, mass-storage media, clock,
               | keyboard...).
        
           | drran wrote:
           | M$ is happy to copilot open-source code into their codebase.
        
             | cube00 wrote:
             | Rules for thee but not for me.
        
         | Liquid_Fire wrote:
         | IANAL but I agree, I can't see how this doesn't violate the
         | copyright of the original.
         | 
         | Same with OpenRCT2, which I've heard is also based on the
         | disassembled original, yet people seem to turn a blind eye.
        
           | me_me_me wrote:
           | Based on, but as far I remember it was rewritten rather then
           | copied.
           | 
           | To be honest, the should claim same with PoP and I don't see
           | any solicitor suing them, as it would be too much hustle to
           | prove its a code copy instead of inspired by.
           | 
           | Wow that is really sad, we live in the world where this is
           | even a discussion. Where a love project that will not be
           | commercialized has to think about this bs :(
        
           | duncanspumpkin wrote:
           | For OpenRCT2 I just used a debugger Ollydbg to be precise. As
           | it was hand written assembly disassemblers produced nonsense
           | output.
        
         | aaron695 wrote:
         | The sad state of GPL, zero respect for software licensing.
         | 
         | What do we expect when GPL gets reduced to a tool to
         | maliciously attack people politically.
        
         | CannisterFlux wrote:
         | It's a mess of copyright for sure. I doubt you could really
         | exercise your rights as a 3rd party with the GPLv3 there. e.g.
         | if Debian or Ubuntu were to include the game then they would be
         | on shakey ground for redistributing copyrighted stuff.
         | Presumably the original graphics are in there too, not just the
         | "re-imagined" code.
         | 
         | It reminds me of the old New Kind - Oolite - Elite shenanigans
         | from years ago. Somehow Oolite powered through and stuck
         | around, despite using most of the New Kind code originally
         | (they translated the C game logic to Objective C if memory
         | serves me), while New Kind was shut down by Braben for
         | copyright infringement. The New Kind author - Christian Pinder
         | I think was his name - did all the disassembly work originally.
         | I don't think it was ever a big legal challenge there, more
         | like "hey! take that down" and the author complied because he
         | was a nice guy.
        
           | vadfa wrote:
           | It's not "a mess of copyright", it is simply illegal, in the
           | same way that reverse engineering Windows to reimplement
           | stuff in Wine would be illegal.
        
             | edgyquant wrote:
             | This isn't illegal though? You can do clean room
             | reimplementations
        
             | matheusmoreira wrote:
             | > reverse engineering Windows to reimplement stuff in Wine
             | would be illegal
             | 
             | That's legal though. Stuff like that is the whole purpose
             | of reverse engineering. You can't copy the code but you can
             | learn how it works so you can do it yourself.
        
               | belltaco wrote:
               | >but you can learn how it works so you can do it yourself
               | 
               | This part is definitely illegal. You can learn how it
               | works but you cannot write the code yourself, you have to
               | write the specs for someone else to do it, who hasn't
               | done the reverse engineering.
        
               | matheusmoreira wrote:
               | That's clean room reverse engineering, a rigorous method
               | to make absolutely sure that the results are legal so it
               | can't be questioned later. It's not a legal requirement
               | and it does not prevent lawsuits. It just makes it more
               | likely that the legal battle will be won.
        
               | phendrenad2 wrote:
               | I think GP is referring to the DMCA, which forbids
               | reverse-engineering unless it's to understand how to
               | _interface_ your own code with something (although I 'm
               | not a lawyer).
        
               | matheusmoreira wrote:
               | Yes, even under the DMCA it's totally legal to reverse
               | engineer for the purposes of interoperability. Wine was
               | created to make Windows applications work on Linux. I
               | reverse engineered my laptop's crappy manufacturer
               | software in order to make a Linux version.
        
               | [deleted]
        
             | LocalH wrote:
             | Reverse engineering isn't illegal, friend.
        
       | 83457 wrote:
       | Prince of Persia animation (rotoscoping)
       | 
       | https://youtu.be/ZW_eExHpTZI
        
         | tibu wrote:
         | As soon as I saw the guy moving and jumping I immediately
         | recognized the Prince!
        
       | grafelic wrote:
       | Compiled on Linux without issue. Works. Awesome.
        
       | tibu wrote:
       | Oh, now I will have to check whether I still have the QBasic code
       | somewhere which I wrote to generate a savegame so I can start on
       | any of the levels and I could set unlimited lives.
        
       | rambojazz wrote:
       | Where are the screeeenshoooooots!!! (or videos)
        
       | finchisko wrote:
       | Wondering if there is possibility having wasm port running game
       | in the browser would be great.
        
       | newaccount74 wrote:
       | Why the DOS version? It had atrocious graphics compared to the
       | original Mac version....
       | 
       | EDIT: I googled for screenshots and I never knew how many
       | different versions of the game there were! Every platform had
       | completely different artwork! Pretty amazing.
       | 
       | https://www.oldgames.sk/en/game/prince-of-persia/pictures/
        
         | codesnik wrote:
         | and supposedly all of them were based on original rotoscoped
         | animation
        
           | the_af wrote:
           | No "supposedly" about it, but actually ;) Google the original
           | videos, they are fun!
        
         | nickt wrote:
         | That's interesting. It must be one of the most ported games
         | ever.
         | 
         | https://en.m.wikipedia.org/wiki/Prince_of_Persia_(1989_video...
        
           | Someone wrote:
           | I would guess something really old such as Colossal Cave
           | Adventure
           | (https://en.wikipedia.org/wiki/Colossal_Cave_Adventure), Star
           | Trek
           | (https://en.wikipedia.org/wiki/Star_Trek_(1971_video_game)),
           | or Hunt the Wumpus
           | (https://en.wikipedia.org/wiki/Hunt_the_Wumpus) or a computer
           | version of hangman
           | (https://en.wikipedia.org/wiki/Hangman_(game)) takes that
           | crown. There were a lot more platforms to port to in the
           | early days.
        
           | whoopdedo wrote:
           | I think that title goes to Pac-Man[1]. It helps being older,
           | not to mention one of the most recognizable games ever made.
           | As well as the 80's being a time when many unique platforms
           | rose and fell.
           | 
           | And honorable mention goes to Lode Runner[2] which doesn't
           | have quite the fame as Pac-Man but has still managed to
           | create a lasting legacy (pun intended).
           | 
           | [1] https://www.mobygames.com/game/pac-man
           | 
           | [2] https://en.wikipedia.org/wiki/Lode_Runner
        
             | gh02t wrote:
             | What about Tetris? Though the line gets blurry about
             | "official" ports of Tetris, I'd wager that the core game
             | concept is one of the most ported of all time.
        
             | skeeter2020 wrote:
             | Give it time but watch out for Attack of the PETSCII
             | Robots!
        
             | entropicdrifter wrote:
             | Pretty sure Adventure beat out Pac-Man for being the first
             | ported game, being that it was ported back in '77, before
             | Pac-Man first went to arcades.
             | 
             | https://en.wikipedia.org/wiki/Colossal_Cave_Adventure
             | 
             | Note that Pong and Space War were both ported before Pac-
             | Man, as well, though Space War didn't get a home version
             | before Pac-Man to my knowledge, it did get ported from
             | mainframe hardware to an arcade cabinet before Pac-Man
             | existed.
        
         | kaetemi wrote:
         | I'd guess the DOS version is the one that stuck around the
         | longest.
        
         | the_af wrote:
         | I don't like the Mac version very much; it looks like a
         | complete redesign in a style I don't enjoy (looks closer to
         | PoP2 than to the original PoP).
        
         | thomastjeffery wrote:
         | That link is missing the GameCube version that is an Easter egg
         | in Sands of Time.
        
           | illys wrote:
           | The DOS CGA, EGA and Hercules versions are missing too. EGA
           | was rather pleasant.
           | 
           | https://www.reddit.com/r/dosgaming/comments/57egq3/prince_of.
           | ..
           | 
           | In the binaries I have, CGA and EGA are bundled together, VGA
           | is separated.
        
         | bananamerica wrote:
         | Nostalgia?
        
         | EvanAnderson wrote:
         | The original version was written for the Apple II.
        
           | salamandersauce wrote:
           | And the DOS port came out years before the Mac port. No
           | wonder it looks worse. I always thought the DOS version was
           | the first port but apparently the PC-98 version beat it by a
           | few months.
        
             | [deleted]
        
         | teddyh wrote:
         | I actually prefer the PC VGA version; it has very nice
         | graphics, but still in the same style as the original Apple II
         | version, not a complete redraw in a different style and tone,
         | like many of the ports.
        
       | anibalin wrote:
       | So many memories...thanks for this.
        
       | catskul2 wrote:
       | It boggles the mind that they didn't think to include screenshots
       | in the repo github front page.
        
       | cies wrote:
       | Not the version of the code linked to, but playable from the
       | browser:
       | 
       | https://www.retrogames.cz/play_102-DOS.php?language=EN
       | 
       | https://classicreload.com/prince-of-persia.html (this page
       | explains what keys and key combo's to use)
       | 
       | For anyone who got their appetite up for actual playing.
        
       | speeder wrote:
       | Great to see this here!
       | 
       | Some ancient years ago, before I was an adult, I tried to help
       | with this, even had MSN Messenger contact of Ecalot (he was
       | leading the charge on such projects). And tried to contribute to
       | a new map editor with integrated SDL-based engine, had to learn a
       | lot back then, it was my first time seeing GAWK, and my first
       | time seeing GDK, among other things.
       | 
       | Now people on this thread have some questions, I think I can
       | answer, being involved in the community for a while.
       | 
       | 1. Why?
       | 
       | PrincEd, the site mentioned there, is a map editor, after someone
       | released that "Prince 4D" mod for the DOS version, PoP fans
       | basically were amazed by it and it created a cool modding
       | community, but the engine is seriously limited, a lot of things
       | can't be done, thus people kept wanting a new updated engine,
       | specially if we could port the graphics of the other versions to
       | PC.
       | 
       | 2. Why the DOS?
       | 
       | Probably because the first mod was Prince 4D for DOS, and all
       | mods are for that version.
       | 
       | 3. Won't Ubisoft be mad?
       | 
       | As far as I know this never been an issue, I believe as long we
       | don't get tangled with the fourth-game and onwards that is the
       | games made AFTER they bought the IP, seemly they don't care.
        
       | em3rgent0rdr wrote:
       | Is the sound created with FM synthesis?
        
         | em3rgent0rdr wrote:
         | I ask because a lot of the early DOS games generated sound via
         | a sound card, and most of those used FM synthesis at the time.
         | And so if really want to recreate the original sound then FM
         | synthesis should be used.
        
           | em3rgent0rdr wrote:
           | listening over to different versions[1] and it is amazing how
           | different the game sounded on different systems (sometimes
           | with completely different soundtrackks). The Apple II sounds
           | like it uses two square waves only. While Amiga, DOS, PC-98,
           | Sharp x68000 and Sega Genesis sound like FM synth, FM Towns
           | and SNES sound like wavetable synth, Gameboy is two squares,
           | NES is two squares and a triangle plus noise.
           | 
           | [1] https://www.youtube.com/watch?v=0q_6tOpnquI
        
       | skeeter2020 wrote:
       | Jordan's diary from the period making this (and the Karateka one)
       | are fun, easy reads that really give you insight into a young kid
       | making video games in the 80's that became hugely popular.
        
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