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.
Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable
191–200 of 302 posts
Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable
#192This means you can play for maybe 10 minutes on the happy path but just as you are getting into the zone either a CTD or some strange event would make the game/simulation unplayable.
And while debugging is made easier, it's much more effort than telling the model to convert the code. Hence it's usually not done in these demos.
Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable
#193Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable
#194The issue with these kind of porting is edge case bugs - far smaller project/physic simulation has hit the same thing especially when original code isn't exactly clean, or sometimes only worked because of a logic bug. This means you can play for maybe 10 minutes on the happy path but just as you are getting into the zone either a CTD or some strange event would make the game/simulation unplayable. And while debugging…
Most of these low-hanging bugs would have been caught upstream by now.
Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable
#195In the old days this would have required a proper team...
The code appears to be based on other people's forks: > The naive plan (port EA's raw source) is a multi-month job. The actual job was "port the best community fork," which was a one-session job. https://github.com/ammaarreshi/Generals-Mac-iOS-iPad/blob/ma...
Still, it represents a possible way how AI gets rid of team members.
Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable
#196> 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)
It’s cool that someone took the extra steps to run it on iPad and iOS, but if the README is correct then it was already ported to macOS? Going from Mac to iPad isn’t trivial, but it’s a much smaller jump than porting into the Apple world the first time.
Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable
#197So if that is released to the public, it's in the public domain, no license is applicable.
Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable
#198I 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…
Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable
#199I 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.
Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable
#200> rendering DirectX 8 → DXVK → Vulkan → MoltenVK → Metal Am I reading that right? It makes API calls that go through 5 different layers before actually getting rendered? That's kind of crazy. I'm surprised it works, although I guess the underlying libraries are solid enough that it shouldn't be unexpected.
There're some D3D implementations over Metal that could skip the Vulkan layer but none implement the old D3D8 so you'd still need another layer that implements e.g. D3D8 over D3D9-11. Also, DXVK and MoltenVK have got a lot of traction and fixes on their own, so they're probably the most accurate pipeline for D3D on Metal.