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Do you have the money to fight that fight for what is really just a hobby? It could be entirely, 100%, without a doubt in anyone's mind, above the board and legal, but Nintendo can still try to sue them. Then a different team would take that function specification and implement it.
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For this to be a clean room implementation someone would need to look at the decompiled code a write a detailed spec like: There needs to be a "Jump" function that takes an integer and a float as inputs and performs the following actions. I think there is a decent legal argument to be made that the decompiled C code is a derivative work of the copyrighted ROM image. They're working on a passion project, and breathing new life into something that's special to them, and thats pretty awesome. I think this is really neat, and disagree with folks I've seen here or elsewhere who seem to think that these developers would be better spending their time elsewhere. If this is a clean-room decompilation, and they're doing as they're saying by not including any copyrighted assets, I don't know how much Nintendo would be able to actually do- What got this team in trouble with the SM64 Decompilation project was the precompiled executable containing their assets- something they're being really careful about here. Why do they think that would be sufficient to prevent a takedown? Has Nintendo ever shown that much leniency ever? Game code is just as copyrighted as assets are. "Our asset management system, including the import/export routines, have proven to be pretty robust." Advertisement
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Luckily, though, once one large class of assets had been converted to work under this system, everything just clicked into place without much additional manual work, Kenix said. Most of our work has gone into the process of importing/exporting different game asset types." "From there, we pass the string to the resource manager and it loads the asset on a separate thread on demand. "We came up with a system that will generate a header file that replaces the pointer symbols with a string reference to the path within the archive, and the symbol usage will use the string rather than the pointer," Kenix said.
While the original ROM simply used memory pointers to reference the data, the port instead uses strings to tag assets at specific locations in the separate archived package.
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Kenix told Ars the Ocarina of Time PC port "has an asset-loading pipeline much more similar to modern games" than to classic N64 titles. Advertisementįurther Reading Beyond emulation: The massive effort to reverse-engineer N64 source codeBut getting those external assets to play nice with the port's executable wasn't simple. That includes visual textures, music, and sound effects but also more basic building blocks like skeletal meshes, scenes, rooms, and even the 3D vertexes and "display lists" that describe in-game objects. The reverse-engineered codebase-which deals with game logic, controls, etc.-is also completely separate from the in-game "assets" that make up the look and feel of The Ocarina of Time. "This gave us great results after only a few hours of work due to what we learned on the 'minibuild,'" Kenix said. When the Harbour Masters began to work in earnest on the PC port in December, Kenix said they "started by removing all of the actors and a lot of the game's systems to simplify the build process and what needs to be changed to get it to load." Those actors and systems were slowly added back once other problems with asset loading had been handled. But while the massive undertaking of decompiling the game provides a good base, getting from C code to a fully functional PC version of Nintendo's 1998 classic isn't simply a matter of telling a compiler to "build for PC." Actors and assets The project will hopefully be ready for release as a public repository by late February, lead developer Kenix told Ars Technica. The Harbour Masters coding team (which shares some members with but is separate from the Zelda RET project) said its porting effort is currently about 90 percent complete.
Now, a group building on that work says it is nearing the release of a fully moddable PC port of the game. Further Reading Ocarina of Time has been fully decompiled into human-readable codeBack in November, the Zelda Reverse Engineering Team announced that it had completed its months-long project of decompiling The Legend of Zelda: The Ocarina of Time's ROM into fully human-readable C code.