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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

#61
post #41

Earlier quoted context omitted.

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.

Yes, I agree with you (see my sibling post), but it's not what the post I replied to was saying.

Re: Decompiling a Nintendo 64 game in 84 days

#63
post #42

Earlier quoted context omitted.

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…

In a sane world, if brought before a court, the binary itself wouldn't have any protection unless hand authored. The actual creative work/human expression was the source code. The entire point of compiling is to strip that extra data out, leaving pure functional logic that doesn't even strictly match the source logic thanks to optimization. Then a freshly written project would be completely different with no derivati…

> The entire point of compiling is to strip that extra data out, leaving pure functional logic that doesn't even strictly match the source logic thanks to optimization.

I strongly disagree with this notion from even a conceptual (much less legal) level; the point of compilation is not to erase the algorithms the programmer implemented, just to optimize and implement them.

> You can compile a decomp into the same binary, but that's only to prove functional equivalence.

This is like saying that a translated book is only "functionally" identical to the original; there's a lot of precedent in copyright law for this not being the case, and I don't think any argument revolving around the transformativeness of the compilation process would fly at all.

Re: Decompiling a Nintendo 64 game in 84 days

#64

Earlier quoted context omitted.

Using typewriters is surrender! Not your handwriting, not your work!

If you can't see why your analogy is deeply broken I honestly don't know what to do for you.

It’s not clear to me why people believe determinism has some special property.

Re: Decompiling a Nintendo 64 game in 84 days

#65
post #21

Earlier quoted context omitted.

[flagged]

Using AI is cognitive surrender. It's not your code, it's not your work.

Could you not say the same about using a compiler or higher level language or a library you don’t understand or an algorithm you don’t understand or a chip that you don’t understand?

Re: Decompiling a Nintendo 64 game in 84 days

#66
post #21

Earlier quoted context omitted.

[flagged]

Using AI is cognitive surrender. It's not your code, it's not your work.

When I was in high school, graphing calculators were pretty new. New enough that most teachers had not yet encountered them.

I was a pretty nerdy kid even then, and I saw graphing calculator as 'portable computer' in 1993! So, of course I wanted one.

When our teachers found about them, they banned the use of graphing calculators, some teachers going so far as to only allowing 'four-bangers' (a basic one) for classes lower than Trig (I never got to Calc in high school).

Funny, but your statement reminded me of what one of math teachers used to say: "If you use a graphing calculator, you aren't doing math." It seems really quaint today.

Re: Decompiling a Nintendo 64 game in 84 days

#67
post #21

Earlier quoted context omitted.

[flagged]

Using AI is cognitive surrender. It's not your code, it's not your work.

IMO it's fine if you use it to review hand-written code. Vibe-coding (and especially 100% slop projects) on the other hand, is indeed cognitive surrender as it's identical to cheating on homework back then.

Re: Decompiling a Nintendo 64 game in 84 days

#68
post #27

Earlier quoted context omitted.

Yes many games are caught up in IP hell. Including the one my username is inspired by. It's why you see a lot of fan remakes. Another sad side effect of corporate owned IP is also a lot of times the individuals who did the bulk of the work on something can't be the ones to do a remake. They don't own their own work. A company owns it. That's what most of us sign up for to get a paycheck. But when it's something like…

I think that we should change copyright law such that 1) Rights can't be held by corporations, only individuals. So the rights to a piece of art or IP would always trace down to a list of names. 2) Everything enters the public domain after 20 years or the death of the entire list of ownership.

That would be a tough change... An easier one, which is how things used to be, that everything enters public domain IF not renewed after X years (let's say 20). Abandoned or complex IP would just become public domain unless the owners themselves figure things out and demonstrate interest with the renewal process. Even a modest fee would lead to a huge gain without much friction for the true rights holders.
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