Decompiling a Nintendo 64 game in 84 days
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Decompiling a Nintendo 64 game in 84 days
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Re: Decompiling a Nintendo 64 game in 84 days
#2You become a machine with your workflow, once again limited only by your time/energy, tokens, and your discretion on how to spend it.
Re: Decompiling a Nintendo 64 game in 84 days
#3Re: Decompiling a Nintendo 64 game in 84 days
#4It's pretty amazing what you can do when you embrace LLMs, figure out how to build one high-quality rigorous project with them, and then start working on more projects. You become a machine with your workflow, once again limited only by your time/energy, tokens, and your discretion on how to spend it.
Indeed. But I think it's fair to say that just embracing LLMs is not enough.
Re: Decompiling a Nintendo 64 game in 84 days
#5Awesome. Hopefully AI will allow more games to be decompiled in the future. Anyone working on a decomp of Perfect Dark?
Relatedly, https://github.com/perfect-dark-pc-port/perfect_dark forked from the above describes itself as “a work-in-progress port of the Perfect Dark decompilation to modern platforms”. Further: “The game is in a mostly functional state, with both singleplayer and split-screen multiplayer modes fully working. There are minor graphics- and gameplay-related issues, and possibly occasional crashes.”
Re: Decompiling a Nintendo 64 game in 84 days
#6Seems like easy money to just decompile a retro game, add some quality of life improvements and stick it on steam.
Are their hands tied by legal or what other factors are preventing this?
Re: Decompiling a Nintendo 64 game in 84 days
#7Re: Decompiling a Nintendo 64 game in 84 days
#8Re: Decompiling a Nintendo 64 game in 84 days
#9Re: Decompiling a Nintendo 64 game in 84 days
#10I’m surprised the game companies themselves aren’t interested in these projects. Seems like easy money to just decompile a retro game, add some quality of life improvements and stick it on steam. Are their hands tied by legal or what other factors are preventing this?
Yes.
Even if you're the owner of the game, the contracts for the voice actors, motion capture, models, etc. frequently define very narrow terms of usage. Defining the exact release platforms is common. Not to mention profit sharing if the actors or studios you're hiring are popular.
It's even worse for retro games. Many times the original rights holder went out of business, sold their rights, died, or something else that muddies the ownership chain.