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.
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...
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.
> 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.
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...
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.
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.
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.
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.
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.
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.
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.
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.
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.”
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/
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.
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.
> 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.
I'd consider embracing to include developing expertise in the tool.
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...
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?
> 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.
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.
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.
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.
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.
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.
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.
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.
Awesome. Hopefully AI will allow more games to be decompiled in the future. Anyone working on a decomp of Perfect Dark?
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.”