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Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable

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Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable

#222

Earlier quoted context omitted.

To me, the level scaling just completely annihilates the game. Why even have a leveling system if practically everything just stays leveled with you?

Exactly what I was going to say. Oblivion was the first Elder Scrolls game that had level scaling. It's just extremely lazy design that ruins any sense of progress/immersion. In Oblivion/Skyrim there are plenty of mods that remove the scaling, and end up with worlds that are vastly more interesting and immersive. I highly recommend Requiem.

I hate hate hate level scaling. I believe they also introduced it to WoW, which ruins the power fantasy of going back to a lower level area and kicking butt, or the fear of venturing in a higher level area and hauling ass out of there. I agree, lazy game design.

Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable

#224
post #175

Earlier quoted context omitted.

I hope we get Skyblivion soon

Completely unrelated but I find it amusing in a good way that Oblivion is recognized more favorably now. I never understood the disregard for it (horse armor nonsense aside), as it has a very compelling, unique atmosphere and a not so terrible storyline/writing.

All Bethesda’s game generally suck without mods to a bigger or lesser extent. So it takes a while for a community of enthusiasts to appear but something like Oblivion or Skyrim were a much better experience 5-10 years after release than initially.

Of course then you have Starfield which is so unimaginable uninspiring that nothing can really be done to save it..

Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable

#225

I think the next 10 years or so are going to see a chucklefuck of games reversed thanks to LLMs, which can easily pattern match and operate on contrivedely optimized assembly and output reasonably accurate C/C++ code. I’m one of many right now using Ghidra + LLM workflow. It’s doing the thing it needs to and I’ve helped several communities revive and port their games this way. It is a huge time saver. While I’d perso…

Your take is very interesting, but please do not forget that pirating games is a crime.

Depends on the jurisdiction? However usually it is a civil matter not an actual crime..

Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable

#226

I wanna know if these techniques would be useful for Emperor: Battle for Dune (2001). It's the first 3D RTS by Westwood Studios, predating C&C Generals by just a couple years. It's popularity was hampered by intellectual property disputes and a introduction of a new faction that diverged from the book series lore. The gameplay, soundtrack, and campaign missions were awesome.

I remember that game! Cinematics! and some units had dune realistic shields so when hit with laser, both attacker and defender died. I don't think i've finished it, ending had some worm timer mission i couldn't get to in time.

Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable

#227

Earlier quoted context omitted.

He forked GeneralsX and added just the last few commits.

Still seems weird to give fable credit when the heavy lifting was already done.

Fable should take credit for porting to iOS with a touch UI. But that's about it, looks like the renderer and macOS port were already done, in which case I agree that OP is paltering.

Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable

#228

I think the next 10 years or so are going to see a chucklefuck of games reversed thanks to LLMs, which can easily pattern match and operate on contrivedely optimized assembly and output reasonably accurate C/C++ code. I’m one of many right now using Ghidra + LLM workflow. It’s doing the thing it needs to and I’ve helped several communities revive and port their games this way. It is a huge time saver. While I’d perso…

If you think this port is related to tour point; The source code for Command and Conquer generals (and other C&C games) was released a while back. This port uses that source code. So this port is not based on reverse engineering. The port even states someone else (manually) already did the hard work of porting it to macOS and Linux (so not an LLM):

> Built on EA's GPL v3 source release via fbraz3/GeneralsX (which did the heavy lifting of the macOS/Linux port — this fork adds the iOS/iPadOS port and a set of engine fixes

Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable

#229

I think the next 10 years or so are going to see a chucklefuck of games reversed thanks to LLMs, which can easily pattern match and operate on contrivedely optimized assembly and output reasonably accurate C/C++ code. I’m one of many right now using Ghidra + LLM workflow. It’s doing the thing it needs to and I’ve helped several communities revive and port their games this way. It is a huge time saver. While I’d perso…

If you think this port is related to tour point; The source code for Command and Conquer generals (and other C&C games) was released a while back. This port uses that source code. So this port is not based on reverse engineering. The port even states someone else (manually) already did the hard work of porting it to macOS and Linux (so not an LLM): > Built on EA's GPL v3 source release via fbraz3/GeneralsX (which did…

Then the title is incorrect. Generals has been on the macOS App Store for years.

Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable

#230

Earlier quoted context omitted.

Your take is very interesting, but please do not forget that pirating games is a crime.

Reverse engineering and pirating are not the same thing (although the former may certainly be used as a means to achieve the latter). As long as you aren't distributing the game, distributing code that legitimate owners of the game can use to run their game on more platforms is not a crime.

In systems engineering this was proven in court when you have one engineer writing specs and another implementing the "samish" system from those specs, but I'm not sure that would relate to any of the art assets made by the original authors of a game. I'd imagine any art, narrative writing or sound would still be considered IP, and without those things you don't have much of a game.

I suspect it won't stop people, and that it won't be much of an issue in a lot of cases. I wouldn't want to be the one to test it in any sort of court though. Not even on the other side of things, where it'll become even more of a nightmare to protect your indie IP on any form of platform which doesn't heavily regulate things.

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