The Legend of Zelda Ocarina of Time has been decompiled into human readable C code.

The Legend of Zelda Ocarina of Time has been decompiled into human readable C code.

After many years of research and development, The Legend of Zelda Ocarina of Time has been decompiled into human readable C code. In this episode we take a closer look at how it all works. ► Support the Channel - https://www.patreon.com/ModernVintage...► Github Repo : https://github.com/zeldaret/oot ► How I made Mario 64s Render Graph 124% FASTER : https://www.youtube.com/watch?v=uYPH-... Social Media Links :► Facebook : https://www.facebook.com/ModernVintag...► Twitter : https://twitter.com/ModernVintageG ► IG: https://instagram.com/ModernVintageGamer ► BandCamp : https://modernvintagegamer.bandcamp.com/ #Zelda #OOT #Decompiled

Maddog_Delphi97

Youtube comment by Coda Highland 4 days ago

"Sadly, there's a misunderstanding of the legal situation here. The reverse engineering exemption only applies to the people doing the research. The code you write as a result of the process is still a derivative work of the original version, so you don't have the right to make additional copies of that in order to distribute it. It's like translating a book into Spanish and then distributing that -- that's still copyright infringement. What makes it even more clear-cut that it's still a copy is that you can recreate the original by compiling it. It's just a copy of the same thing represented in a different form.

The reverse engineering exemption WOULD allow fragments of this decompilation to be shared. Individual functions are generally considered uncopyrightable, as they are just a description of a process, which would have to be patented instead of copyrighted. However, the arrangement of uncopyrightable pieces can create a copyrightable work -- after all, you can't copyright words, but you can copyright a book. So again, that exemption doesn't apply.

(As a side note, this isn't a clean-room reimplementation. A clean-room reimplementation means that one group of programmers writes documentation explaining how the code works, and another group of programmers uses that as a specification to recreate it. These programmers definitely had their eyes on the binary while writing the decompiled version.)"

The Legend of Zelda - Ocarina of Time has been FULLY decompiled | MVG

From The Chatty
  • reply
    December 11, 2021 8:05 AM

    The Legend of Zelda - Ocarina of Time has been FULLY decompiled

    Read more: The Legend of Zelda - Ocarina of Time has been FULLY decompiled | MVG

    • reply
      December 11, 2021 8:19 AM

      Ok, so what am I to make of this?

      • reply
        December 11, 2021 8:29 AM

        Legally, you can't do a whole lot with this just yet. But the technical achievement with this is impressive.

        Youtube comment by Coda Highland 4 days ago

        "Sadly, there's a misunderstanding of the legal situation here. The reverse engineering exemption only applies to the people doing the research. The code you write as a result of the process is still a derivative work of the original version, so you don't have the right to make additional copies of that in order to distribute it. It's like translating a book into Spanish and then distributing that -- that's still copyright infringement. What makes it even more clear-cut that it's still a copy is that you can recreate the original by compiling it. It's just a copy of the same thing represented in a different form.

        The reverse engineering exemption WOULD allow fragments of this decompilation to be shared. Individual functions are generally considered uncopyrightable, as they are just a description of a process, which would have to be patented instead of copyrighted. However, the arrangement of uncopyrightable pieces can create a copyrightable work -- after all, you can't copyright words, but you can copyright a book. So again, that exemption doesn't apply.

        (As a side note, this isn't a clean-room reimplementation. A clean-room reimplementation means that one group of programmers writes documentation explaining how the code works, and another group of programmers uses that as a specification to recreate it. These programmers definitely had their eyes on the binary while writing the decompiled version.)"

        • reply
          December 11, 2021 9:12 AM

          I’m wondering - with these reverse engineering efforts, could the original owner come along and just use them? Like could Nintendo just say “thanks for the work guys” and then use this to put modern OoT on whatever platforms they want? Or does the reverse engineering effort have a copyright of its own?

          Most of the time it just boils down to how much effort the company wants to involve in being litigious. Blizzard is basically ignoring Devilution, but 2K or whoever is not letting RE3 continue.

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            December 11, 2021 9:28 AM

            Short of selling a version of the game to some market that's super small (like a version of the game just for the Sega Saturn) I'm not sure that Nintendo could do anything interesting with this effort.

            They'd rather sell more Nintendo hardware and games exclusive to Nintendo hardware then reach new markets with their games.

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              December 11, 2021 9:31 AM

              Right, so Nintendo in particular is a bad example. I’m just wonder if they *did* want to, *could* they do it.

              Perhaps a better example might be if Blizzard wanted to add Diablo 1 to the Battle.net client, warts and all, could they just use the Devilution source to do it.

              • reply
                December 11, 2021 9:37 AM

                I mean, it is their property. They can do what they want with it.

                Chances are, they won't go in this direction. They already have staff (or would if they weren't so focused on crunch time, unrealistic scopes, mistreatment of employees and harassment) to handle this sort of thing.

                It's an interesting technical achievement and nothing more for now. Legally you can't do anything with it unless you're already the owner.

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                  December 11, 2021 9:44 AM

                  Yeah by most accounts RE3 was a better modern version of the GTA3 games than the recent definitive versions remade in Unreal. So instead of using those versions, they sue to get them removed.

                  Granted the flaw in my concept from the beginning is: most of the time the original developer is still going to have the source code from the original, they can just use that and spruce it up.

                  I’m just thinking to an incident years back when that developer Trainwreck Studios licensed the Quake 1 engine and made a laser tag game with it. They clearly used techniques in tutorials from online articles about modifying the Quake 1 source code to achieve some things in the game and the people writing those articles got pissed off because they didn’t intend for them to be used in closed source games (having licensed Quake 1 they didn’t have to give their changes away) and started going all “copyright blah blah blah” on their work. Whether they had a leg to stand on I don’t know but I would imagine feathers might get ruffled even if it’s a very grey area.

                  • reply
                    December 11, 2021 9:47 AM

                    I'd say it's more useful if something eventually vaporware and there's officially nobody to sue you if you reverse engineered a game like No One Lives Forever.

                    Having said that, I don't know if anyone has reverse engineered NOLF.

                    It's also possible that NOLF does have multiple owners and they'd all fight each other if one of them released something officially.

                    • reply
                      December 11, 2021 9:50 AM

                      In 2014, Nightdive Studios tried to obtain the rights for No One Lives Forever in hopes of remastering the game. The company has a history of revamping highly beloved classic PC titles, so the news was welcomed by fans who cherished the original and hoped to revisit it. However, after talking to the three companies involved with the original game, Nightdive found that obtaining the rights would be much harder than it imagined.

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                      Monolith, No One Lives Forever's original developer, dissolved into Warner Bros. in 2004. Warner Bros. also owned the rights to the LithTech engine in which the game was developed upon. However, the game's publisher, Fox Interactive, merged with Vivendi in 2003, and Activision acquired the company in 2008. This lead Nightdive to question who actually owned the rights to the game. After speaking to Warner Bros, Activision and 20th Century Fox, it appeared that none of them knew which company owned the game's rights either.

                      Determined to remaster the cult classic, Nightdive dug even deeper into the mystery. After thoroughly researching the legal aspects behind No One Lives Forever, Nightdive found that no one actually owned the game's trademark, so the company applied for it itself. This didn't go over well with Warner Bros., who filed an application of its own. Nightdive tried working out a deal with Warner Bros., but these attempts were met with more scorn than enthusiasm.


                      https://www.cbr.com/no-one-lives-forever-fps-cant-play/

                      Nightdive's perseverance faded after the company received a threatening letter from Warner Bros.' legal team in late 2014. The letter explained that Warner Bros. would take legal action if Nightdive continued remastering the game without striking a new deal with the company. After hearing this, the attorneys went back to see if they could convince Warner Bros. to work with Nightdive, or at least work out a deal to continue the game's development. Unfortunately, Warner Bros. refused to associate with the company or the remaster in any way, halting the game's development.

                      After this, Nightdive stopped pursuing its remaster of No One Lives Forever. Now, the original version isn't available on any digital marketplace, and physical copies can be hard to track down due to scarcity. Since no one really knows who owns its licensing rights, it doesn't look like the game will make its way to digital stores any time soon. This, along with the three companies associated with the game having little to no interest in resurrecting the IP, all but eliminates the odds of the game living on anywhere but fans' memories, leaving the cult classic in limbo indefinitely.

                      • reply
                        December 11, 2021 11:26 AM

                        It’s baffling that they don’t want to make any money off of the game or IP (as in, Night Dive basically resurrects it and does the work) but they feel strongly enough about it to send threatening letters.

                        I mean, it seemed for a while that the hurdle was no one wanted to spend the legal money to hash out rights but they’ll spend the money to stop NDS. I mean, I get it, you never want to let your IP go, who knows what could come of it some day, but there’s got to be more backstory here since letting an old game of yours bring in money doesn’t seem like an economically rational thing to put a halt to.

                        On the upside that website out there with free patched downloads of the games is still going strong since I guess someone would have to claim ownership to stop them.

        • reply
          December 11, 2021 12:53 PM

          Yes, I read your whole article! Which was just c+pasting the same thing you did above.

          So, what’s the upshot here? Can’t people already play this game on emulators? Are you excited about this news? Or is it just remarkable for being a cool feat?

          • reply
            December 11, 2021 1:19 PM

            It's mostly a cool feat to me.

            A PC port would also be cool in my book.

          • reply
            December 11, 2021 2:54 PM

            They made a PC version of Mario 64 after it was reverse engineered. It's perfect. 60 fps, any resolution you want, 100% playable without any glitches.

            https://chattyfiles.objects-us-east-1.dream.io/files/Mario64_5p9psz7u2c.png

            • reply
              December 11, 2021 8:46 PM

              Am I crazy or can you not play ocarina of time emulated on PC?

              • reply
                December 11, 2021 8:48 PM

                Yes you can but with many of the limitations of the console - including shitty 20fps. The Mario64 port enabled many enhancements that are there by default with a PC that it made a replay extremely enjoyable.

                I tried replaying Ocarina via emulators not too long ago and could not stand the shit FPS.

          • reply
            December 11, 2021 6:18 PM

            If people port some of the more interesting functions into other languages, you could theoretically get a similar "feel" of a certain mechanic or something in another game. Also a full port would be great as an educational resource.

    • reply
      December 11, 2021 12:02 PM

      So asking for a friend, has anyone released a fully functional PC port of this just like the excellent Mario 64 one?

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