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Take-Two Sues Enthusiasts Behind GTA Fan Projects Re3 and ReVC

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Re: Take-Two Sues Enthusiasts Behind GTA Fan Projects Re3 and ReVC

#81
post #67

Earlier quoted context omitted.

It looks like that's code from a very old commit. re3 was initially built by injecting code into the regular GTA 3 binary, and slowly replacing methods inside the game with drop-in replacements that functionally worked the same. When enough of these replacements were built, it was then converted to a standalone binary.

Indeed, git format-patch found them. The magic numbers were present in the very first commit, and removed on 17 Apr 2020. The readme of the first commit said this: The aim of this project is to reverse GTA III for PC by replacing parts of the game one by one https://en.wikipedia.org/wiki/Ship_of_Theseus such that we have a working game at all times. Gonna be interesting to see the 2400 years old thought experiment te…

If they were caught distributing un-replaced code, the court will have an easier job sidestepping the question.

Re: Take-Two Sues Enthusiasts Behind GTA Fan Projects Re3 and ReVC

#82
post #53

Earlier quoted context omitted.

IAAL, and this is actually pretty accurate. Also of note, there is a princple within the law that basically suggests "if you don't vigorously defend your IP, that can be taken to mean you don't much care in the future as well." Honestly, in our modern environment, I don't find that much compelling (as something to really worry about from a developer POV), but it does exist.

> a princple within the law that basically suggests "if you don't vigorously defend your IP, that can be taken to mean you don't much care in the future as well." I thought that was only trademarks?

You may be right that, for now, that's where its mostly clearly stated..but..

I don't do much IP personally, but I'm familiar enough to have seen that a lot of people, even judges, don't always draw those technical clear lines between different types of IP. So, going both ways -- it's not unthinkable that someone would try to

1) apply this reasoning but with copyright and/or

2) claim (if flimisily) that this is trademark infringement, despite it not exactly fitting with how the law is supposed to work.

Re: Take-Two Sues Enthusiasts Behind GTA Fan Projects Re3 and ReVC

#83
post #47

Is anyone here a lawyer who can explain why it's worth taking such a big publicity hit over this by Take-Two? Like it is clear these guys are not taking away any business from them, nor are they really losing any money. Is there some sort of IP reason, like they need to defend the IP lest it be marked as being abandoned? Or is there some other legit reason beyond spite that they are taking this on? I dont see Take-Tw…

Legal department / managers etc. needed something to do.

Doesn't the fallout from this like make it a bad thing to do though? They are pretty much attacking their biggest fans. I am pretty sure that's generally not a good idea from a marketing standpoint.

Re: Take-Two Sues Enthusiasts Behind GTA Fan Projects Re3 and ReVC

#84

Earlier quoted context omitted.

> I think the opposite is true, what they did was fair use. The defendants are outside US, pretty sure everything they did was 100% legal in their jurisdictions. There's just no way that it's fair use to distribute a decompiled copy of a game. Reverse engineering and decompiling are generally legal, but they don't strip away copyrights from the code. Think about it this way... compiling source code does not change wh…

It seems like using something that's reverse engineering to achieve "interoperability", in this case playing the games on modern hardware, is generally legal in the US/EU, as long as you also own a license to the original, which seems like is a requirement to use the Re* versions, as you need the original game assets. Decompilation / reverse engineering is very different from "transcribing" a play. Transcribing a pla…

I think people are hung up here on the question of whether reverse engineering is legal or whether it is considered fair use to reverse engineer something. However, I don't think that's the relevant question.

The question here is whether you are allowed to publish the results of your reverse engineering and decompilation efforts on GitHub. In this case, the answer seems like a very clear and obvious "no".

1. It's a derivative work of the original.

2. It's the entire executable, not just a portion.

3. It's not transformative.

4. The original work is creative.

5. It competes with demand for the original work (remasters).

With so many different factors stacked against it, I just don't see any kind of plausible defense here.

> Transcribing a play, you would get back an almost exact copy of the source material, whereas decompiling is more akin to taking a car and measuring all the bits of it.

Another red herring here... it is irrelevant how superficially close this is to the original source code.

When you compile a program, the result is not a copy of the original source code either. However, the compiled version of a program retains the copyright of the original source code. Likewise, a decompiled program would retain the copyright.

> The questions is wether there are enough legal loopholes to squash these generally allowed uses...

"Legal loopholes" kind of presumes that this sort of effort is permitted by default, but might be illegal through some kind of technicality. These people are distributing the results of IDA Pro / Ghidra decompilation efforts of an entire executable program on GitHub. Seems like very crystal-clear case of copyright infringement.

Again, to clarify things because people are hung up on this point--it is not about whether reverse engineering is legal. It is about whether you are permitted to distribute the results of reverse engineering. Kind of like asking whether it's legal to rip a CD... yes, ripping a CD is legal. Posting a ripped CD online is not.

Re: Take-Two Sues Enthusiasts Behind GTA Fan Projects Re3 and ReVC

#85
post #60
post #26

Earlier quoted context omitted.

That said, using any of these mods requires a valid GTA V license, so OP is right, by killing this project, they are killing their own sales.

Not if they intend to release remastered versions of their own content, which is likely.

It's funny because I bet a GTA V license costs more than whatever they are going to charge for remastered. So they are competing with themselves by offering a cheaper option (if we ignore the fact that a lot of people already own GTA V). I'd be willing to bet a lot of people who want to play the remastered older games haven't played GTA V because they normally wouldn't. So still lost revenue imo.

Re: Take-Two Sues Enthusiasts Behind GTA Fan Projects Re3 and ReVC

#86

Earlier quoted context omitted.

It seems like using something that's reverse engineering to achieve "interoperability", in this case playing the games on modern hardware, is generally legal in the US/EU, as long as you also own a license to the original, which seems like is a requirement to use the Re* versions, as you need the original game assets. Decompilation / reverse engineering is very different from "transcribing" a play. Transcribing a pla…

I think people are hung up here on the question of whether reverse engineering is legal or whether it is considered fair use to reverse engineer something. However, I don't think that's the relevant question. The question here is whether you are allowed to publish the results of your reverse engineering and decompilation efforts on GitHub. In this case, the answer seems like a very clear and obvious "no". 1. It's a d…

Interesting points! I am not sure which is right, or legal, but there seem to be grey zones, yet.

> Another red herring here... it is irrelevant how superficially close this is to the original source code.

It wasn't until Apple vs. Franklin that object code became copyrightable, prior to that the USPTO held the analogy of "design drawings vs. actual bridge" as the relation of "source vs. object code", and as far as I am aware that case still left some questions open.

There's also the first sale doctrine. So, once I buy a (mechanical, haha) car, I can modify it, take measurements of it, in fact describe and publish every bit of information I can think up of, right, because once it was given to me, I can do with it as I please, unimpeded by the manufacturer. This is, of course, where things get murky.

Now, a binary has elements of literal nature that copyright protects, but a decompilation results in a completely different information stream, so that seems like a non issue. Thus, we are left with the non-literal copyrightable elements of structure, sequence, organization. Copyright protects expression, but not ideas. So, the binary code is an expression of the author's ideas, and thus it seems sensible that the decompiled version is, too, BUT: only creative expression, not things that are necessary and utilitarian to perform a given function, and this is where it get's less well-defined. So if there are decompiled portions, that might not be enough for a copyright claim, provided they are utilitarian in nature. Of course, just decompiling the whole thing and publishing that looks very much like infringemen, indeed.

I do think this nicely embodies the difficulty of dealing with IP vs. actual, tangible things, though. With the car or bridge analogs, copyright would not prevent anyone from replicating them, but it would be patents and trademarks that put restrictions on how and what can be reproduced, instead of the much stronger restrictions of copyright on software.

I'd personally much more comfortably equate binary code with mechanical elements than works of creative authorship (though much of my livelyhood relies on the latter, in lieu of other mechanisms), but this view isn't universally shared, and possibly not even universally applicable.

Re: Take-Two Sues Enthusiasts Behind GTA Fan Projects Re3 and ReVC

#87
post #4

Do the enthusiast devs have a legal leg to stand on? The repositories cited - like the re3 one on github - don't contain the original GTA3 game assets. It's all "new" code that runs the original game assets, or emulation/simulation wrappers to get OpenGL or DirectX to function like an old PS2 renderer. To play the re3 version of the game, you need the original GTA3 game for PC. To me, it seems more like SCUMM VM or a…

My understanding is that the code is directly reverse engineered/decompiled from the original code, so while it doesn't contain game assets, it's based on (compiled) code copyrighted by Take-Two.

There's not one way compile or decompile code, though. Yeah, their goal is to create source code that produces the same binary as the original once run through a compiler, but the source on its own doesn't guarantee that will happen.

Re: Take-Two Sues Enthusiasts Behind GTA Fan Projects Re3 and ReVC

#88
post #18
post #16

Earlier quoted context omitted.

It'd be interesting to see if this actually goes to court, because decompiled code is technically new code, not the original. Decompilers can't retrieve the original code written by Rockstar devs, but it can write new code that behaves like it. Is that a derivative work? If a person were to do that by hand, I think most people would say it's fair use.

From the filed complaint, Take-Two quote one of the developers : > GTA 3 and Vice City were originally written in [programming language] C++ . . . The compiled executables that are shipped are in machine code. So the general task is to go from machine code back to C++. . . . To go back to C++ is by no means a simple 1:1 mapping, but over the last 10 or so years decompilers have appeared that help with this process. .…

Why? Nothing about the decompiled source guarantees that it will compile to the same binary. And once you compile it for a new platform that TT never published for, it's an original binary generated from original source.

It's as if person 1 built a machine (source+compiler) that generates paintings (binary) to sell, and then person 2 saw the painting and built an entirely different machine that can do the same thing. Person 1 can't tell person 2 what to do with their machine.

Re: Take-Two Sues Enthusiasts Behind GTA Fan Projects Re3 and ReVC

#90
I'll make a similar comparison. Let us take technology out it:

I make a board game and give away instructions on how to play the game. The game instructions include going out and buying Lego pieces to assemble the boardgame. Lego now wants to make boardgames and sues me. Is what I'm doing illegal?

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