github.com

RedStrider, do games w Nintendo DMCAs Yuzu forks on GitHub
@RedStrider@lemmy.world avatar

considering downloading the roms of my games out of spite

Tier1BuildABear,
@Tier1BuildABear@lemmy.world avatar

Download the roms of not your games too!

fmstrat, do games w Nintendo DMCAs Yuzu forks on GitHub

Time to add ActivtyPub to Forgejo.

Andromxda,
@Andromxda@lemmy.dbzer0.com avatar

They’re working on it: ForgeFed (Git Repo, Mastodon)

TheEighthDoctor, do games w Nintendo DMCAs Yuzu forks on GitHub

Is it technically possible to have the emulator work without the use of the prod.keys ?

SugarSnack,

My understanding is the prod keys are required to tell the software (e.g. games) that it is running on an authorised device and passes certain checks / DRM.

To run the software without prod keys would require (I think) patching each game individually to skip those checks. So it could be possible but wildly impractical unless some other work around is found.

TheEighthDoctor,

But it could be something that the user has to provide, like the BIOS in PS emulators for exemple

SugarSnack,

Yeah for sure, I think the user had to provide keys in the latest Yuzu anyway?

It was donation builds with support for tears of the kingdom before released that screwed the project. The code itself was legal afaik.

Andromxda, do games w Nintendo DMCAs Yuzu forks on GitHub
@Andromxda@lemmy.dbzer0.com avatar

Btw Suyu hosts a full backup of Yuzu (and other stuff like Ryujinx or Dolphin in case it gets taken down at some point) on their Forgejo instance

It’s also available via Tor as an onion site: suyudev2qxj5x7mroamgwf4hqunz4pups27z2kl77x4ioqhh5…

Cybersteel, do games w Nintendo DMCAs Yuzu forks on GitHub
@Cybersteel@lemmy.world avatar

I wonder when would ryujinx get hit next.

ampersandrew,
@ampersandrew@lemmy.world avatar

Rumor has it that Yuzu and all of its derivatives violated the DMCA in a way that Ryujinx did not, in that Yuzu was allegedly developed inappropriately using proprietary information from Switch SDKs, where Ryujinx is doing it legit via “clean room” reverse engineering. So Ryujinx is likely safe, but anything using Yuzu code is legally poison.

Treczoks, do games w Static recompilation of Majora's Mask available for Windows/Linux

It needs the American version of the game. Looks like I have to wait until other regions are covered, too.

pezhore, (edited ) do games w Static recompilation of Majora's Mask available for Windows/Linux
@pezhore@lemmy.ml avatar

How can this possibly stay available given Nintendo’s lawyers? I feel like I need to set up a mirror in my homelab.

Edit: answering my own question - looks like the actual game files aren’t provided, so that should hopefully give the project a pass.

tourist,
@tourist@lemmy.world avatar

hopefully

I like how you need to add that qualifier because Nintendo legal is batshit

PenisWenisGenius,

If Nintendo would put half the effort into game development as they put into picking legal fights, maybe they could make profit off their video games enough they wouldn’t have to do lawsuit trolling.

superfes, do games w Like the classic game Rogue? Have you played Brogue Community Edition?

I still play rogue today, I’m looking forward to trying this.

smeg, do games w Like the classic game Rogue? Have you played Brogue Community Edition?

Ooh, it’s Forever-free Friday over at !freegames, so yoink, I’m adding to the cross-post chain!

SidewaysHighways, do games w Zelda 64: Recompiled

I think there’s a few now and can’t remember which one of them I pulled, (probably this one)

But it is awesome! Excellent way to replay Majora’s Mask or experience it for the first time.

ms_lane,

For OoT, Ship of Harkinian is better.

Neato, do games w Zelda 64: Recompiled
@Neato@ttrpg.network avatar

I don’t know much about this scene. How is this different than an emulator? You still need a ROM I believe.

Cagi,

Instead of turning your machine into a pretend N64, it turns the game into a native pc program. You need the base rom so the makers don’t get sued.

simple,

Like the Mario 64 recompilation, this isn’t running on an emulator, but is totally native. That means it runs smoother, has zero issues that you might get from emulation (like inaccuracies), and makes it so much easier to mod and extend it. You can see some of the features on the page like autosaving and playing on high framerates.

ricdeh,
@ricdeh@lemmy.world avatar

has zero issues that you might get from emulation (like inaccuracies)

That doesn’t make sense to me. Emulation should be 100% accurate software-wise, at the expense of performance. Can you elaborate?

simple,

Emulation is almost never 100% accurate, that’s why seemingly perfect emulators like Dolphin still get updates. They mimic the original hardware as closely as possible but there are still bound to be some bugs and games that don’t work perfectly. The best emulators are more like 99.9% accurate.

N64 emulators aren’t that good, so you’ll get occasional graphics errors and crashes.

catloaf,

Software-wise, sure. It’s easy to dump the BIOS and game. The hard part is emulating the hardware. Consoles often have quirky architectures and special chips that don’t map to PCs very well. And the chips themselves often have quirks that either aren’t documented, or work in a way that disagrees with documentation. But the game developers often relied on those particular quirks for their games. For example, if there was a bug in the GPU that caused textures to become blurry when loaded in a certain way, a developer might exploit that as a free blur filter. (If you’re interested in actual examples, try the Dolphin dev blog. I think it’s really interesting.)

yetAnotherUser,

100% accurate emulation is basically impossible for every single console. You can get extremeley close via cycle accuracy, emulating the CPU’s instruction set but even that isn’t perfect.

You can read this for more information:

emulation.gametechwiki.com/…/Emulation_accuracy

bigmclargehuge,
@bigmclargehuge@lemmy.world avatar

Also much more possibilities in terms of controls, ie no more janky remapping buttons and mouse axis into pretending to be controller inputs or messing with mouse injectors, instead you can get native KB+M support, dual analog, etc.

simple,

Yeah, having a proper camera for Mario 64 was really huge.

banghida,

Yeah you need to find a ROM. And a specific version of it too.

dracs,

The ROM in this case is only used for game assets, like maps, models, and textures. All the game logic in native code. This allows is to be easily modified to add in new features without trying to hack it into a 20 year old game/console.

ArmoredThirteen,

Is this kind of like OpenMW or OpenXcom? But more broad as the recompilation process can be applied to multiple games on that platform?

cheet,

Yeah this is a good analogy, except it comes from tooling that would allow any n64 game to be converted with some work.

Like an openmw generator for any Bethesda game.

dracs,

It’s a bit similar. However this goes a bit further than I understand those projects do. They’re creating a game like the original. With this decompilation project, if you use the N64 compiler you will get a ROM which is 100% identical to the original.

aviationeast, do games w Zelda 64: Recompiled

But does it come with two thumbsticks support?

lmaydev,

Play with a dual analog control layout like later entries in the series!

SidewaysHighways,

Well kinda, but the game didn’t have discrete control of the camera.

But buttons can be mapped to it. Comes preloaded with the c buttons mapped

Toes,

Not that I’m aware of but it’s open-source so you could in theory mod it in or create a feature request on their git page hoping someone else does it.

There’s already a bunch of feature requests in a similar situation.

Glemek, do games w Zelda 64: Recompiled

Does anyone know if there is a an open project to make more closely integated combined randomizers for OoT and Majora’s Mask from the decompiled versions?

wizardbeard,
@wizardbeard@lemmy.dbzer0.com avatar

The Ship of Harkinian OoT decomp team have moved on to 2 Ship 2 Harkinian for MM, which is rapidly catching up to this separate static decomp project. I’d imagine that once it is done the individual randomizer comes next, then combined.

If you don’t care about it running as a PC port, there already is a combined rando that results in an n64 rom.

Glemek,

I’ve played the rom multiworld randomizer and like it a lot! I guess my longshot hope, and I don’t know if it would be feasible even from the decomp, is a single-world entrance randomizer with similar items merged, and the ability to use OoT items in MM and vice versa.

hobbsc, do games w Zelda 64: Recompiled
@hobbsc@lemmy.sdf.org avatar

How long before Nintendo slaps a DMCA on this one?

mindlight,

This repository and its releases do not contain game assets. The original game is required to build or run this project.

Nintendo might try but there wouldn’t be much substance in such claim.

Evotech,

I mean, code is assets

smeg,

Usually the code for this sort of thing is entirely reverse-engineered

equivocal,

This doesn’t contain the game code either. It takes a user-supplied ROM and converts it to an executable. Nintendo do not own the code that performs the conversion.

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