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Decompiling a Nintendo 64 game in 84 days

blog.chrislewis.au

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Re: Decompiling a Nintendo 64 game in 84 days

#41
post #36
post #23

What's the legal status of these? Historically there was a notion of "clean room" reimplementation. These days it seems people translate the actual game code into a different representation of that same code and that makes it open source? Github is full of these.

Clean room might get you past copyrighted code, but surely it won't get you past trademarks or copyrighted artistic work?

Most of these projects carefully distribute only the source code representation of the binaries, for this reason, relying on the consumer to acquire / own the art assets and copyrighted material (logos, trademarks, etc.).

Re: Decompiling a Nintendo 64 game in 84 days

#42
post #23

What's the legal status of these? Historically there was a notion of "clean room" reimplementation. These days it seems people translate the actual game code into a different representation of that same code and that makes it open source? Github is full of these.

It seems like it could go either way to me in the US (not a lawyer, but someone who has a fair amount of experience in reverse engineering / fair use issues).

On the one hand, it is fairly clear that producing source code with the explicit goal of reproducing a 1:1 binary is in no way transformative, so that's out. This would be a really hard argument to even attempt.

On the other hand, these projects are mostly free, intended for owners of the game to play the original game on a different platform or in a modified format, and not likely to have a negative effect on the original work's desirability or value. And, the reproductions aren't complete and alone usually produce limited to no value to a consumer (usually, they won't start without the original game files). These are the other important factors considered in fair use determinations and generally go the way of these being OK.

So, it's hard to say. With reverse engineering and copyright in the US in general, context is crucially important; something that would be completely illegal for one purpose (ie - decompiling and recompiling a competitor's software to distribute it without a license or use it internally without purchasing it would be obviously illegal) could be OK for another one.

Re: Decompiling a Nintendo 64 game in 84 days

#44

I've been absolutely loving the decomp projects that have been coming out lately. Huge props to the writer for this, Snowboard Kids is a real gem. I'd also encourage people to check out the Legend of Dragoon recomp [1]. It's a real labor of love that has breathed new life into a largely abandoned game. You can play it fully vanilla, or with improved graphics, fixes to cumbersome design choices, bugfixes, etc. [1] htt…

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Re: Decompiling a Nintendo 64 game in 84 days

#46
post #23

What's the legal status of these? Historically there was a notion of "clean room" reimplementation. These days it seems people translate the actual game code into a different representation of that same code and that makes it open source? Github is full of these.

> Historically there was a notion of "clean room" reimplementation

These projects start off with the original assembly code and use it actively throughout all stages. This is about as far away from clean room as you get.

Re: Decompiling a Nintendo 64 game in 84 days

#47
post #23

What's the legal status of these? Historically there was a notion of "clean room" reimplementation. These days it seems people translate the actual game code into a different representation of that same code and that makes it open source? Github is full of these.

Historically these projects have gone to match byte for byte recreations which ensures that they are derivative works making them infringing copyright.

Re: Decompiling a Nintendo 64 game in 84 days

#48
post #41
post #36

Earlier quoted context omitted.

Clean room might get you past copyrighted code, but surely it won't get you past trademarks or copyrighted artistic work?

Most of these projects carefully distribute only the source code representation of the binaries, for this reason, relying on the consumer to acquire / own the art assets and copyrighted material (logos, trademarks, etc.).

The code assets are just as copyright encumbered as the art assets.

Re: Decompiling a Nintendo 64 game in 84 days

#50
I'm still baffled by RE community aiming for "100% asm match", needing to reproduce specific compiler version, instead of aiming for functional equivalence and cleaner code

is there really no tools whatsoever that produce proof certificates for "these two functions do the same thing"?

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