This is cool as hell. On the first lesson, it tells me there's a target on "the right". There isn't anything to the right, I've in clue where to look.
Show HN: Decomp Academy – Learn to decompile GameCube games into matching C
11–20 of 83 posts
Re: Show HN: Decomp Academy – Learn to decompile GameCube games into matching C
#12The backend is closed source, but it runs all on AWS Lambda/DynamoDB/APIGateway and is written in Rust. Getting the compiler running in a Lambda was an adventure of it's own
Re: Show HN: Decomp Academy – Learn to decompile GameCube games into matching C
#13Basically; can you reverse engineer in bite sized pieces, and recompile/customize their behavior, without needing to do it all at once?
Re: Show HN: Decomp Academy – Learn to decompile GameCube games into matching C
#14Dumb question about reverse engineering binaries: is there a way to only do it piecemeal? I'm eventually waiting for LLMs and harnesses to get good enough to reverse engineer BFME (old Lord of the Rings game that still has an active modding community), but it's a multi GB sized game that would have to be done in bite-sized pieces. Basically; can you reverse engineer in bite sized pieces, and recompile/customize their…
0 - for example: https://github.com/Xeeynamo/sotn-decomp/blob/master/src/boss...
Re: Show HN: Decomp Academy – Learn to decompile GameCube games into matching C
#15Damn this is next level. Congratulations on your achievements! When Fable was around I thought i'd test it by taking an old piece of Windows software from the late 90s/2000s(ModPlug Player) and seeing how well it could convert it to being a native Mac application. I was blown away at how it got 85% of the way there in one prompt. Things such as writing a PE extractor, recovering the complete skin, menu tree, full acc…
Re: Show HN: Decomp Academy – Learn to decompile GameCube games into matching C
#16Damn this is next level. Congratulations on your achievements! When Fable was around I thought i'd test it by taking an old piece of Windows software from the late 90s/2000s(ModPlug Player) and seeing how well it could convert it to being a native Mac application. I was blown away at how it got 85% of the way there in one prompt. Things such as writing a PE extractor, recovering the complete skin, menu tree, full acc…
AI is being used in many retro game decomp projects! One of the reasons I went down the path of learning decomp myself was because AI had hit a wall. Matching decomp is quite a bit harder than just normal decomp as even simple things like using an if/else instead of a terney actually change the assembly. AI did an amazing job of getting to 95% matches on nearly all functions, but once it got to that tail end, it star…
Re: Show HN: Decomp Academy – Learn to decompile GameCube games into matching C
#17Damn this is next level. Congratulations on your achievements! When Fable was around I thought i'd test it by taking an old piece of Windows software from the late 90s/2000s(ModPlug Player) and seeing how well it could convert it to being a native Mac application. I was blown away at how it got 85% of the way there in one prompt. Things such as writing a PE extractor, recovering the complete skin, menu tree, full acc…
AI is being used in many retro game decomp projects! One of the reasons I went down the path of learning decomp myself was because AI had hit a wall. Matching decomp is quite a bit harder than just normal decomp as even simple things like using an if/else instead of a terney actually change the assembly. AI did an amazing job of getting to 95% matches on nearly all functions, but once it got to that tail end, it star…
USPTO and court precedent is leaning heavily toward LLM output not being transformative on its own, making it mechanical, and no longer fair use and in violation of copyright. This puts a legal gray cloud on a project where most contributors couldn’t defend themselves if a rights holder goes after it, and there’s a high likelihood that they would succeed. On the other hand there’s enough case law protecting human decompilation that even the most litigious game companies don’t go after decomp projects that have historically been done by humans.
(I’m not a lawyer, I’m not your lawyer, this is not legal advice, etc., etc.)
Re: Show HN: Decomp Academy – Learn to decompile GameCube games into matching C
#18Damn this is next level. Congratulations on your achievements! When Fable was around I thought i'd test it by taking an old piece of Windows software from the late 90s/2000s(ModPlug Player) and seeing how well it could convert it to being a native Mac application. I was blown away at how it got 85% of the way there in one prompt. Things such as writing a PE extractor, recovering the complete skin, menu tree, full acc…
Makes one wonder, why should anyone embark on learning this intricate and time-consuming art of reverse engineering when LLMs are on their way to automate it in seconds...
Re: Show HN: Decomp Academy – Learn to decompile GameCube games into matching C
#19Also, how to folks obtain binaries? Presumably unless there is a source code breach or vulnerability, source never gets exposed, is thst correct?
Re: Show HN: Decomp Academy – Learn to decompile GameCube games into matching C
#20I recently heard that Super Mario 64 (N64) modding community reverse engineered the game enough to recreate more-or-less accurate C code that can be compiled in binaries to execute on many popular target architectures. Have you managed to get beloved games into modifiable C code? Or is it more common to invest a lot of work to document assembly language functions? I know some old assembly but no idea what is involved…
Otherwise they reference rips of the original game.