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#game#code#games#projects#more#decomp#llms#project#original#same

Discussion (55 Comments)Read Original on HackerNews

jmcgoughabout 3 hours ago
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] https://legendofdragoon.org/projects/severed-chains/

melonyabout 1 hour ago
Any advances in emulators recently? I would love to see Nintendo get into a legal tussle with Big AI. Giant douche can fight turd sandwiches.
minimaxirabout 1 hour ago
Aside from Switch emulators which get C&D by Nintendo due to private key copyright infringement issues, nothing with existing emulators would cause a legal tussle. AI has zero impact on it.
bakugo9 minutes ago
> due to private key copyright infringement issues

None of the Switch emulators Nintendo took down had such issues, they all required supplying your own keys.

Nintendo takes them down anyway because they can, and because they have enough money that no individual can fight them on it. Their takedowns have no real legal standing, and there's no reason why they couldn't do the same for every other emulator, other than them simply not wanting to.

cpriest11 minutes ago
For people who've done matching decomps: what burned the most calendar time for you, toolchain freeze or the last 5% of non-matching functions?
hombre_fatalabout 4 hours ago
It'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.

bitwizeabout 2 hours ago
It's 2026. Not using AI is deliberately hobbling yourself. You won't be able to produce as good code, nearly as fast.
bakugo14 minutes ago
> You won't be able to produce as good code

This says more about you than anything else. You weren't able to produce good code before AI, and you are not producing good code after AI.

VCFundedGenYerabout 2 hours ago
Using AI is cognitive surrender. It's not your code, it's not your work.
onlyrealcuzzo22 minutes ago
Using typewriters is surrender!

Not your handwriting, not your work!

94027329202044 minutes ago
Using automated looms or wearing textiles woven by it is cognitive surrender. It's not your fabric, it's not your work.
plastic-enjoyerabout 4 hours ago
> It'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.

Indeed. But I think it's fair to say that just embracing LLMs is not enough.

hombre_fatalabout 3 hours ago
I'd consider embracing to include developing expertise in the tool.
NooneAtAll321 minutes ago
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"?

Jegber16 minutes ago
Game behavior can be tied so closely to quirky hardware behavior that I doubt such a tool would be simple to create. You’d have to verify that your code produces the same hardware state. And different (ie more efficient) code almost by definition produces a different hardware state than the original code. Thus changing the game.
thebruce87mabout 3 hours ago
Mildly related, but I have been waiting for goldeneye to be decompiled for a while but before that process has finished there is has been a spiritual successor(?) made that has scratched the single-player itch for me: https://store.steampowered.com/app/1574480/Agent_64_Spies_Ne...

Worth a look if you want a bit of nostalgia.

bmenrighabout 2 hours ago
I saw some news last week saying the project had reached 100%. Looking at the git repo (https://gitlab.com/kholdfuzion/goldeneye_src) that claim is a bit harder to verify, but maybe look again?
amjnsxabout 4 hours ago
I’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?

Teknoman117about 3 hours ago
> Are their hands tied by legal

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.

godwinson__4-8about 3 hours ago
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 film or games, the effect on artists or designers can be pretty depressing.

So yes, games are not unique in this way. I am hopeful in the optimistic future case where LLMs lead to lower barriers to entry, UBI, and so forth that copyright essentially disappears, or at the very least is severely reformed.

Many things should simply enter the public domain at a far more accelerated rate.

quackedabout 2 hours ago
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.

no-name-here19 minutes ago
> 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.

Isn't the current system setup around the idea that the company gets the rights, and in return the workers get a basically risk-free salary? Wouldn’t your proposal undo that, so then workers took on the risk of whether they got paid, based on whether the game ends up being profitable?

wombat-manabout 3 hours ago
I don't know how they made it, but there was a GoldenEye made for Xbox 360 that seems to only update the UI. The controls are maybe a little different, but you can swap between original and updated renderer in game. Anyway, they couldn't ship in the end due to legal stuff.
JLO64about 2 hours ago
> One small but useful improvement was to give every task an explicit deadline and expose that deadline to the agent.

I’m really curious about trying this myself. Recently I’ve been handing off tasks for agents to complete on their own more and more. While their work is acceptable I’ve found them to not only take a long time to complete it, but they often add too much complexity and tests.

tigenabout 2 hours ago
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.

Sesse__34 minutes ago
> 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.

bri3dabout 1 hour ago
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.

ndriscoll17 minutes ago
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 derivative elements at all; the only commonality between the two codebases is their functional elements. You can compile a decomp into the same binary, but that's only to prove functional equivalence. The intended mode would be with a modern compiler that completely rewrites the logic (it might even have to if it writes it for a completely different computer architecture, which describes every retro console game). Then neither the source nor the compiled artifact would match.

ipsodabout 1 hour ago
Clean room might get you past copyrighted code, but surely it won't get you past trademarks or copyrighted artistic work?
bri3dabout 1 hour ago
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.).
charcircuit31 minutes ago
The code assets are just as copyright encumbered as the art assets.
charcircuit32 minutes ago
Historically these projects have gone to match byte for byte recreations which ensures that they are derivative works making them infringing copyright.
rjrjrjrjabout 2 hours ago
I don’t remember this game at all - and there weren’t many N64 games, especially in the first couple of years.
Larrikinabout 2 hours ago
It and the sequel were among two of the best multiplayer games on the system. It was so sad to see the series die when it went portable instead of continuing to be a ton of fun.
rjrjrjrjabout 1 hour ago
Interesting.

For me it was Goldeneye (of course) and Diddy Kong Racing.

jaydayvisabout 3 hours ago
I think Marx is rolling in his grave over the tirelessly expended human to recreate what almost definitely already exists on a floppy sitting in some “IP - Do Not Touch” lock box. But maybe endless puzzles for ever cleverer people is the point of it all.
globiabout 3 hours ago
LLMs are truly amazing and I hope those decomp will keep coming! I am currently watching the Test Drive Unlimited decompilation project, which seems to use a mix of LLM decomp and actual engine improvement (porting the game to Vulkan and a new physics engine instead of Havok): https://github.com/opentestdriveunlimited/OpenTestDriveUnlim...
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rowanG077about 3 hours ago
Its really great how we can breathe new life into older games like this. I'm currently working solo on a Tales of Symphonia gamecube decomp. My aim is to let AI do everything of substance. currently about 3400 functions are exact out of about 4800. So still a way to go. But I haven't written a single line yet.
StilesCrisisabout 2 hours ago
How did you get started? I have a project in mind and would love to try, but getting a foothold on it feels really hard when you are starting with an ISO image and an empty folder.
rowanG077about 2 hours ago
For gamecube games you are in luck because there is a template: https://github.com/encounter/dtk-template

But in essence it's not so complex. You only need the original compiler that was used to compile the game and tools like ghidra. Binutils for the architecture can help. From there you ask the agent to start building the project. Prepare to spend a ton of tokens though if you go the full AI route.

ThrowawayTestrabout 4 hours ago
Awesome. Hopefully AI will allow more games to be decompiled in the future. Anyone working on a decomp of Perfect Dark?
QuantumNomad_about 4 hours ago
https://github.com/n64decomp/perfect_dark claims to be “a complete decompilation of Perfect Dark for the Nintendo 64”. And: “When a matching decompilation is compiled with the same compiler that the original developers used, the output will be exactly the same as the retail game, byte for byte.”

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.”

jdw64about 3 hours ago
I love the game Monster Hunter2 so much that I once practiced decompiling it. I worked on it for about two months and got maybe 5% done. Sometimes I really admire people who do this kind of decompilation work.
minimaxirabout 3 hours ago
It's especially annoying that LLMs/agents are a logical starting point for decompiling old games but there is a significant backlash against it as the gaming community is very anti-AI and consumers of the benefits decompiling offers tend to be noncoders who don't believe that AI can do more than slop. I've seen takes such as "they're too lazy to learn C++" and accepting a PR from someone using Claude taints the project irrevocably.
trelbutateabout 3 hours ago
to be fair much of the fun in decompiling/RE is the puzzle solving, it's like a giant crossword puzzle that you fill in bit by bit, slowly figuring out how things work. Having an LLM do large parts of that for you is probably kinda boring for many.
spijdarabout 2 hours ago
The problem isn't that people consider it boring, it's that the use of LLMs is considered essentially sacrilegious, and whatever end-result that's created is considered tainted, often regardless of the extent of LLM usage.

Which does kind of suck. Yeah, it's not nearly as cool to say "I prompted a probabilistic pile of tensors and it did the hard work for me", and I think it majorly adjusts how "impressive" projects are. There's no point pretending like decompiling a game by hand and using GPT-6.7 to do it are remotely comparable.

The suck-y part is that if you do the decomp with GPT-6.7 and produce, say, a PC port of an early 2000s console game, a large number of people will refuse to touch it and treat it as if you have committed a cardinal sin. Maybe that's justified? I dunno. It definitely goes beyond people just saying it isn't as fun.

miladyincontrolabout 2 hours ago
Its curious the cultural differences you see in some places too, a not too uncommon Japanese one I've seen is where the cardinal sin is "stealing" other people's creative works, rather than anything specifically involving LLMs.

Meanwhile so many westerners see LLMs as "stealing IP", it becomes a bit paradoxical where the lines get drawn.

fzeroracerabout 1 hour ago
The backlash has only been growing as the result of a significant number of incredibly sloppy decomps, either creating unreadable codebases or outright being so buggy/inaccurate as to be useless. Every day I see another decomp pop up that exists solely for the cred of being the first to do so, which is then promptly abandoned by the developer because it doesn't fucking work.
doctorpanglossabout 3 hours ago
on the flip side retro games are almost completely and entirely an aesthetic experience. like if something totally subjective and personal like nostalgia is not just a valid reason, but the #1 reason, to be engaged with retro gaming, why isn't some random condition about the process of resurrecting the games also valid?

i think you agree that there is. but it should change your language about this idea of "consumers" and "benefits" - like this is the difference between making code and making a product. nobody NEEDS retro games. in my opinion, they aren't even that good! they are completely and utterly an aesthetic experience. the process IS the product.

Levitzabout 2 hours ago
If the process is the product, then anyone who is not involved with the process has no right to say anything about the product.

Not to mention, there's a lot of stuff beyond an "aesthetic experience". Videogames have historical value, and they have relevancy at the very least as a testament of the state of the industry at any given point.

Legend of Dragoon, for example, integrated QTE-like controls in its attacks, even as a turn-based game. FFVIII, released the same year, implemented interaction in a somewhat similar way. These two are very early predecessors to mechanics Clair Obscur: Expedition 33 much more recently used. That has value.

If anyone wants to establish random conditions as to why they consider a work to be worthy or not, they may have those. But then they should keep them to themselves, rather than pretending people shouldn't care about something because of the way it was done. It's like the classic situation of someone complaining about how some open source project doesn't do something exactly in the way they like. I have nothing but contempt and despise for that sort of people, and it's a whole order of magnitude worse here, where the "problem" stems from their political stance, which nobody with a pulse should give a crap about.

doctorpanglossabout 2 hours ago
[left hand emoji] you have very strong feelings about something, you're sharing it with others on a public forum

[right hand emoji] "their political stance"... "they should keep them to themselves"

VCFundedGenYerabout 2 hours ago
Unfortunately, the community will not accept an AI-assisted decomp. Gotta do it for real.