The Legend of Zelda: Majora's Mask just got an unofficial PC port (www.dsogaming.com)
from Toes@ani.social to retrogaming@lemmy.world on 11 May 22:48
https://ani.social/post/3575053

#retrogaming

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MentalEdge@sopuli.xyz on 11 May 22:54 next collapse

Nintendo shutting it down and requiring all copies be destroyed in 3… 2…

Wogi@lemmy.world on 11 May 23:20 next collapse

I think this is using recomp, anybody with a rom could theoretically do this on their own pc, so there’s morning to destroy. The recomp isn’t specific to Nintendo and isn’t really violating copyright, as far as I understand.

Toes@ani.social on 11 May 23:24 next collapse

Yeah that’s their intention.

cyrus@sopuli.xyz on 12 May 01:53 collapse

Indeed, these decom projects do not include any of Nintendo’s assets.

The code compiles 1:1 back into a unable ROM but isn’t made just using a source code leak. It is reverse-engineered just like the SM64 decomp

Veraxus@lemmy.world on 12 May 04:14 next collapse

Projects not containing anything owned by Nintendo has never stopped Nintendo from destroying those projects (and peoples lives) in the past.

cyrus@sopuli.xyz on 12 May 08:49 collapse

Nintendo has not taken action on the massively popular SM64 Decompilation and PC ports (and ironically switch ports) in the past what…3 years?

woelkchen@lemmy.world on 12 May 20:59 collapse

Nintendo has not taken action on the massively popular SM64 Decompilation and PC ports (and ironically switch ports) in the past what…3 years?

Nintendo hadn’t taken action against ROM sites for even more years (I was able to download NES, Game Boy, and SNES ROMs in the 1990s) and then decided to make an example of only one in 2019. Just because something is not on the radar of lawyers in Japan right now, doesn’t mean a law suit over millions could not come any day.

woelkchen@lemmy.world on 12 May 20:48 collapse

The code compiles 1:1 back into a unable ROM but isn’t made just using a source code leak. It is reverse-engineered just like the SM64 decomp

Decompilation means it’s still derived from copyrighted source code. It’s not a clean-room implementation where one person analyzes the engine, writes documentation about details of that engine, and a completely different person writes a new engine. It’s not even a grey area. The correct procedure is clear ever since back in the day “IBM compatible” were created.

If it were up to me, copyrights would work like patents: After 25 years they’re void and people would be completely in the clear to decompile, modify, and redistribute old games. Sadly that’s not the reality.

henfredemars@infosec.pub on 11 May 23:29 next collapse

It looks like the project is really careful not to include copyrighted materials in their distribution.

JusticeForPorygon@lemmy.world on 12 May 01:32 next collapse

Like the Mario 64 Unreal Engine remake?

Edit: Unreal Engine, not Unity. My mistake. My point is that unless the project uses absolutely zero intellectual property, such as characters, stories, or franchise names, Nintendo will almost undoubtedly take ruthless interest.

henfredemars@infosec.pub on 12 May 01:37 collapse

I did a quick Google search, but I’m not familiar with this project and it’s not obvious to me what this project is.

cyrus@sopuli.xyz on 12 May 01:54 next collapse

They probably mean the Super Mario 64 Decompilation Project.

The goal was to turn the finished ROM back into unable code, that would do 1:1 the same thing. They finished a couple of years back.

github.com/n64decomp/sm64

henfredemars@infosec.pub on 12 May 02:02 collapse

Yes, they did a really good job. It handles the logic, but keep in mind the ROM itself is going to have operations that talk to the hardware that does things that just don’t exist in the code. The function will actually be in the hardware. Those pieces still have to be supplied of course.

JusticeForPorygon@lemmy.world on 12 May 05:56 collapse

My mistake, I misremembered. It was in Unreal Engine, and IIRC it was right before they released the shitty 3D All Stars port.

neo@feddit.de on 12 May 04:24 next collapse

For this to work, you’ll need a North American version of the game. Once you have it, drop it in the main menu and start playing.

Clever. I hope this protects the makers.

woelkchen@lemmy.world on 12 May 21:07 collapse

It looks like the project is really careful not to include copyrighted materials in their distribution.

Source code automatically generated from copyrighted binary code is a derivative of copyrighted code, though. It’s like taking a copyrighted book and running it through Google Translate and then clean up the sentences manually. You could be lucky that a publisher might not care about a translation into Icelandic but if you were to auto-translate a French version of a book into English and try to distribute it in the US, you’d probably get in trouble even if you leave out all graphic artwork.

bolexforsoup@lemmy.blahaj.zone on 12 May 03:50 collapse

spoiler

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NegativeLookBehind@lemmy.world on 11 May 23:27 next collapse

Ran it last night on a Linux machine. Had to play with framerates and controller settings a bit, but other than that it runs beautifully.

addie@feddit.uk on 12 May 10:45 collapse

Been playing it on Arch all morning - runs beautifully straight out the box on a gaming desktop. Forgotten how (a) dark (b) bastard hard it is. Superb game, tho, and all the loading screens being essentially gone adds back a bit of pace it was missing.

And yeah, mapping the weird N64 controller to an xbox pad is always going to be strange - been wasting a lot of items when I’d been intending to look around.

bolexforsoup@lemmy.blahaj.zone on 12 May 03:49 collapse

spoiler

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