[HN Gopher] The Legend of Zelda: Twilight Princess Decompilation
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The Legend of Zelda: Twilight Princess Decompilation
Author : skibz
Score : 76 points
Date : 2023-11-24 19:09 UTC (3 hours ago)
(HTM) web link (github.com)
(TXT) w3m dump (github.com)
| Lammy wrote:
| Cute usage of `.link` TLD lol https://zsrtp.link/about
| jdechko wrote:
| And the "include_link.mk" file. Yea, that's probably a good
| thing.
| gmgmgmgmgm wrote:
| CnD coming ASAP or does this kind of thing get a pass?
| minimaxir wrote:
| Many Nintendo games (including Legend of Zelda: Ocarina of
| Time) have been decompiled and have not been attacked by the
| Nintendo Ninjas: https://github.com/zeldaret/oot
|
| The more pressing legal concern here is the use of game assets,
| which these decompilations work around by requiring the user to
| provide a ROM to extract them first.
| vore wrote:
| I don't think that's a real legal defense. Code is just as
| subject to copyright as game assets (why wouldn't it be? it's
| just another kind of game asset), and the whole extracting
| assets thing making decompilations free from copyright
| infringement that gets bandied about is complete armchair
| lawyering. It's only by Nintendo's good graces these are
| still allowed to be hosted on GitHub.
| chungy wrote:
| It's nearly trivial to get a file copy of the game disc if
| you own a Wii and the game. No copyright infringement
| needed to get the assets.
|
| Even still, the reverse engineering part to put the
| executable code into C++ is definitely copyright
| infringement.
| jandrese wrote:
| Reverse engineering isn't copyright infringement.
| Distributing the reverse engineered source code is
| probably infringement however.
| ska wrote:
| > Distributing the reverse engineered source code is
| probably infringement however.
|
| Probably not if it actually reverse engineered (with a
| firewall) but that's not what they are doing (i.e.
| decompilation isn't' reverse engineering)
| EMIRELADERO wrote:
| Decompilation is an essential (although not mandatory for
| some cases) part of reverse-engineering.
|
| As for decompilation projects that have only
| reconstructed source code and no game media assets, it's
| probably fair use.
| pjerem wrote:
| > Code is just as subject to copyright as game assets
|
| The decompiled code is not the code that Nintendo wrote.
| This isn't the equivalent of steeling original code but
| more like generating a brand new code that would compile to
| the same executable.
| ace2358 wrote:
| Very cool! These decompilation projects are getting more and more
| ambitious! We've had androids games ported to the PS vita, Super
| Mario 64 running on a modded PS4, I've got diable 1 one my
| switch. It's great!! Thanks to the hard workers!!
| doomlaser wrote:
| > Our long-term goal is to produce a highly documented and
| complete C++ codebase for every version of _Twilight Princess_.
| Having clear and readable source code will aid speedrunners,
| glitch hunters, and modders curious about how particular parts of
| the game work.
|
| > Our primary goal is a full decompilation of the GameCube USA
| version with appropriate documentation. After this is achieved,
| we plan to decompile the other versions of the game.
|
| Cool project.
| okl wrote:
| I guess that proposing symbol names could be an apt use case for
| AI. Some papers are referenced here:
| https://github.com/nforest/awesome-decompilation#ai-based-de...
| geiagal wrote:
| thanks for the link! I do a lot of hand decompilation and I
| wonder if AI could be helpful...
| zamadatix wrote:
| Perhaps a better landing page to start from if you haven't seen
| the other efforts before either: https://zelda64.dev/
| 99_00 wrote:
| Playing twilight princess made me appreciate the beauty of
| twilight in nature - the colors, lighting, shadows, sounds.
| explaininjs wrote:
| It made me appreciate the goth girls in nature too...
| https://www.bing.com/images/search?q=midna
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(page generated 2023-11-24 23:00 UTC)