Always nice to see another game decompiled like this. It's a big deal as far as laying the groundwork for possible ports to PC and other consoles is concerned, and will probably aid modders quite a bit.
If anyone needs a full list of these projects (which includes this one), there's a pretty good selection here:
I'm the author of ghidra-delinker-extension and these are not full lists of these projects. Here are some public projects that I'm aware of which aren't listed:
I've also been in discussion with people working on decompilation projects which are private. I won't share details, but it includes both well-known games and recent games (as in, built with link time optimizations).
The decompilation community is quite decentralized, with lots of Discord servers specific to one platform or a series of games. In the case of Windows it's also heavily fragmented, as there is no equivalent to community-standard tooling like splat or dtk-decomp for that platform, although my Ghidra extension has carved itself a niche in it.
I've been experimenting with AI in this space myself. Don't believe any of my projects are listed there but I posted an article some days back where I showcased static recompilers all playing at least one commercial game for the NES, SNES, Sega Genesis, Virtual Boy and Playstation. I actually just announced a playable build of Megaman X today that eliminates all its slowdowns.
Whether the broader communities will accept any of my work remains to be seek given the heavy correlation to those communities and anti AI sentiment.
given the heavy correlation to those communities and anti AI sentiment.
I've noticed the anti-AI sentiment is starting to die down. People are slowly realising that, along with the voluminous amounts of slop, there are others who have been able to leverage AI with much success.
When people work for an insanely difficult project for more than 2 years, they probably pick something they personally love and don't need any external request.
As someone who has done RE for decades, I feel like I've been seeing a lot of new decompilation projects recently, but even before the rise of AI. Possibly correlated with the release of Ghidra? Either way, it's great to see and perhaps a sign of a greater trend.
Controversial opinion: I think the FOSS movement was a setback and distraction from attaining software freedom as well as giving an undeserved negative reputation to "reverse-engineering" in some areas. RMS had the right idea, but missed the mark when it came to practical application by focusing far too much on "source code". Other industries have long been making third-party parts by merely inspecting existing ones with measuring tools, and let's not forget the whole discipline of scientific research is largely what amounts to "reverse-engineering" the natural world. You don't need the original source code if you have good decompilers, and now LLMs to assist.
Decompiling a binary, finding what you need to change, and then patching precisely that piece, seems like a far more liberating process than getting the source code, figuring out how to build it in its entirety, and possibly changing more than only the piece you wanted to. Many years ago, I remember coming across a few Java utilities that were public-domain but not open-source, and the author explicitly told users that they were to use a Java decompiler to decompile, edit, and recompile if they wanted to make any changes.
RMS is explicitly about FOSS and not just open source (in the sense of source available).
> You don't need the original source code if you have good decompilers, and now LLMs to assist.
Yes, you do. Decompiling and modifying a binary can be illegal itself under the DMCA in certain circumstances. But even if it is not, distributing the decompiled source is against copyright.
> Java utilities that were public-domain but not open-source
AFAIK Java is specifically easy to decompile when it is not further obfuscated. That is not true for many other languages. And while you can technically reverse engineer any language it does make modifying software and even finding out what it does fundamentally more difficult.
> far more liberating process than getting the source code, figuring out how to build it in its entirety, and possibly changing more than only the piece you wanted to.
It's certainly more liberating because there are more restrictions you have to liberate from in the first place. RMS argues that these restrictions should not exist in the first place. As for building being difficult, no free license requires the author to use a good and easy build procedure, but the GPL requires them to provide you all the tools required to build the software unless they are already readily available: "The “Corresponding Source” for a work in object code form means all the source code needed to generate, install, and (for an executable work) run the object code and to modify the work, including scripts to control those activities."
Decompiling and modifying a binary can be illegal itself under the DMCA in certain circumstances.
...and so is going over the speed limit.
Practically? Who gives a flying fuck.
PC magazines in the late 80s and early 90s told people how to patch binaries to fix bugs or enhance functionality, with lists of offsets and bytes. Without distributing the original, so no copyright issues there. I don't think anyone tried to go after them because they'd be fighting the 1st Amendment.
This is what the internet is for. I only remember playing this game once or twice on a friend's N64, so I don't have any nostalgia for it, but the idea that someone chose this as their strange, impractical personal project is really satisfying.
I agree with you but I’d say the internet is just an enabler for this. It’s the humans who are cool and they even built an entire planetary network to share their cooliness.
I'm currently working in a cool hardware project (an "audiogame console" in a stealthy form factor), and I when I read this I had to go through the rabbit hole of comparing the hardware of the N64 with what I'm planning to use, an inexpensive ESP32-P4. It was nice to learn that the RSP in the N64 is similar to the RISCVs in the present-day MCU, with 128-bits wide SIMD. Most of my experience with numeric computing has been using at least 64 bits floating point; can't wait to shoot my foot many times with int16.
I've done a similar project before (taking an NES game I like, disassembling it, and doing a PC port). For me, the attraction is being able to make an ideal version of a game I like, with bugfixes, quality of life improvements, added polish, and not having to deal with hardware restrictions from old consoles. The amount of effort involved doesn't really make sense unless it's something you deeply care about, which is why most commercial rereleases of old games are emulated instead of this sort of improved native port.
Why not? Many folks feel an itch to play a certain nostalgic game that few others enjoyed. And they want to make it even better, especially as our expectations have grown over time.
I prefer 1080 as snowboarding games go. Though must admit some fondness for Cool Boarders and a selection of other lower quality games that few will admit to enjoying.
Decomp tools for N64 have had some breakthroughs even before AI. Now I imagine it's even better. If that facilitates folks geeking out with their favorite guilty pleasure then so be it!
1080 is good but feels more like a sim than SKII. The Mario Kart vibes of SKII really help with its replayability. And the absolutely comical situations that happen at the lift in SKII
I can only speak for myself but my brain was the Wild West when I was a kid. There was no canon for it to draw on in terms of how or why things were the way they were and this especially applied to creative pursuits like TV shows, movies, music, and video games. I had all sorts of insane ideas about how cool it'd be to implement certain mechanics, characters, etc. in games I played but this was, of course, virtually impossible at the time. Decompilation paves a reliable path to this type of experimentation - see all of the ridiculous SM64 and Goldeneye mods that are available now (with demos on YouTube).
im not going to post with as much confidence as your many other replies ... but this is like one of the rarest nintendo games ... maybe that has something to do with it
This is sort of the explanation I was looking for. So I've learned this is a pretty good snowboard sim and that people really love it, but those aren't as enticing factors as the game just being hard to find. N64 emulation is still not really there and probably never will be so a decomp makes sense.
Before LLMs made these sorts of Sisyphean coding tasks tractable for normal people, there was IRC and Discord, where people with a special interest in programming and emulation could be egged on by the people who delight in the memes. I guess another POV is, were the special interest people and the meme lords ever really friends? If you don't understand what I'm talking about, you aren't really thinking deeply enough about how and why these sorts of things actually get made. A sense of "community" no doubt.
There are idea guys that thought it was funny to decompile an obscure N64 game with little cultural and nostalgic attention, and they found themselves at the intersection of special interest doers which they could egg on into doing it?
More I am just confused for why the game was chosen. SM64, Zelda OoT for example I could easily understand the community motivations behind decompiling. This not so much, which makes the whole endeavor even cooler.
You lumping together IRC and Discord seems bizarre to me.
I'm not sure "community" was always the reason, but we might be talking about different eras. Back in the late 90s and early 00s there were the pioneering scenes for modding, emulation, fan subs, remakes, etc. and it was all highly competitive.
I don't mean to shit on anyone's legacy, but it seemed more ego driven and like there was something to prove either personally or politically. It was cultural and maybe even spiritual. Anyone working on this stuff felt powerful. Nearly a century of broadcast media and being told what to do and how feel by people from far away was ending. Disassembly felt more like deconstruction. It didn't feel like love. It was hacking. There's a reason why one can still shout "hack the planet!" into a crowd of nerds and get them to instantly light up.
I'm not even saying all this as an old fart. Things just changed so fast since then. I'm in my 30s.
I'm not that interested in the game much, but I really like how the repo with the Claude things is set up and the wording. I’ll use some of it in my projects. It’s well balanced IMO, includes all the important details, tools, and scripts, but not excessively wordy.
Love to see the enthousiasm for Snowboard Kids. I thought it was more of a hidden gem that not many people know about. I played that game with friends so much when I was young. Never was able to get my hands on Snowboard Kids 2 as it was never in stores.
The decomp dev guys are doing amazing work. It's also super educational too, if you're someone like me who's in just doing relatively simple AI / python / typescript work and rarely has to think about memory, hardware constraints, all that, it's a completely different world.
Also, AI is finally getting to the point where it can do very difficult decompilation work, which is super exciting to me.
It really is crazy. I have been contributing the Melee decompilation project for the past year-ish, and things have really accelerated in 2026. Just today I decided it would be nice to have a better "permuter" (program that randomly modifies C in the hopes of finding a better asm match) so I...just asked Claude to make one, custom-tailored to my needs. It almost feels pointless to publish it to GitHub when I can just tell the other contributors "hey fyi you can ask Claude to make you a better permuter"
Awe, why I love hacker news. This game was my childhood! I played it again recently on an emulator and was astounded how much easier it was. Made it to Damian without losing a single race. That seemed impossible at age 10.
I understand the technical appeal of this effort, but wouldn't it be easier to try to obtain the original source code? Or has that been lost and all that's left is a blob?
Fundamentally, decompilation is not solving a technical problem most of the time (because the source already exists somewhere) but a social one (that the owner doesn't want to release it).
I wouldn't be surprised if the original source code is probably lost and forgotten in a ZIP drive stored in a basement somewhere in Tokyo.
I've made a similar point in an earlier comment, but consider the following:
Even if the original sources leaked in a human-readable format, the original game was probably written in a mixture of the device-specific dialect of the Mips R3000 assembly used by the Nintendo 64, whatever in-house assembler macro routines SGI provided for the RSP game-specific microcode, and some C89 glue code in an IDE like Metrowerks Codewarrior 4, by a team of overworked japanese developers in a hurry.
We can safely assume that the final decompiled code is way more readable/usable than the original.
You're probably right that it's forgotten and all, but..
> We can safely assume that the final decompiled code is way more readable/usable than the original.
Have you looked at any rediscovered repositories lately?
It's a pretty daft assumption that the original source code wouldn't carry more value than the decompiled machine-generated "source code". And much more so.
Certainly from the game historian's perspective. Just think about it. Inline comments, logs, scraps of documents/notes, variable/function naming, scrapped files and artwork, engine code, etc. These things are essentially a time capsule treasure and a peek into the history of the game, no matter their state.
If you've seen any rediscovered source code releases of old software, e.g. 86-DOS, Prince of Persia, Command & Conquer, Little Big Adventure, even Apollo or any of the "the making of"-style game releases built around it (Karateka, Ninja Turles) you'd probably think differently. These are super interesting to dive into because they capture the thoughts and decisions of the developers at the time.
By that logic VPNs and many other technical solutions are also not solving technical problems, since it is theoretically possible to achieve the same results by other means.
> Wouldn't it be easier to try to obtain the original source code? Or has that been lost and all that's left is a blob?
Define easier? There is virtually no incentive for a game studio to release their original source code. Studios are running on already tight enough margins as it is with one lackluster release being enough to doom a company to oblivion.
Unless you have a method to completely reorient capitalism away from the idea of intellectual property then painstakingly reversing the C code from MIPS assembly will always be the easier path.
Remember too, that we are on Hacker News. Only a tiny sliver of the population, in some cases just one or two people, cares about the source code. Not worthwhile for a studio to release the code just to satisfy a couple of nerds. What is the upside? Unknown. Downsides? Numerous.
Almost all instances of source code being released have come from small studios or individuals who are ideologically motivated, and are otherwise independently successful. John Carmack / Id Software comes to mind.
With these old games sometimes the source is just lost. I used to work with a guy who wrote Brian the Lion(the Amiga game) and he always says he wishes he still had the source code for it. We've also looked briefly at the source code of Driver, and the only one in company archives was not the final version. There were 2 revisions after that one but no one has a copy of those. And then we pulled a bunch of old CDs with assets and code burnt back in 1990s and about 50% were unreadable already, god knows what exactly was on them.
Great and all, but what about the legality of it all?
It wouldn't be the first time that a decompilation project gets shut down.
Reverse engineering is (luckily) OK, but reproducing (or, well, releasing) the actual original code with the help of decompilation isn't really allowed, is it?
Always nice to see another game decompiled like this. It's a big deal as far as laying the groundwork for possible ports to PC and other consoles is concerned, and will probably aid modders quite a bit.
If anyone needs a full list of these projects (which includes this one), there's a pretty good selection here:
https://decomp.dev/projects
Though these may have a few they missed:
https://readonlymemo.com/decompilation-projects-and-n64-reco...
https://github.com/CharlotteCross1998/awesome-game-decompila...
I'm the author of ghidra-delinker-extension and these are not full lists of these projects. Here are some public projects that I'm aware of which aren't listed:
- Moon Lights 2: https://github.com/Armonte/ml2decomp
- F-15 Strike Eagle II: https://github.com/neuviemeporte/f15se2-re
I've also been in discussion with people working on decompilation projects which are private. I won't share details, but it includes both well-known games and recent games (as in, built with link time optimizations).
The decompilation community is quite decentralized, with lots of Discord servers specific to one platform or a series of games. In the case of Windows it's also heavily fragmented, as there is no equivalent to community-standard tooling like splat or dtk-decomp for that platform, although my Ghidra extension has carved itself a niche in it.
Sorry to ask this, but are there any discord links you can share?
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I've been experimenting with AI in this space myself. Don't believe any of my projects are listed there but I posted an article some days back where I showcased static recompilers all playing at least one commercial game for the NES, SNES, Sega Genesis, Virtual Boy and Playstation. I actually just announced a playable build of Megaman X today that eliminates all its slowdowns.
Whether the broader communities will accept any of my work remains to be seek given the heavy correlation to those communities and anti AI sentiment.
given the heavy correlation to those communities and anti AI sentiment.
I've noticed the anti-AI sentiment is starting to die down. People are slowly realising that, along with the voluminous amounts of slop, there are others who have been able to leverage AI with much success.
13 replies →
That page absolutely fills me with hope. I don't see some of my cherished childhood games in there. I should start a decompilation project for them...
Any idea if there's a place where we can request games for decompilation?
I see that one for Burnout Paradise is in the works, but I would love one for Burnout Revenge.
When people work for an insanely difficult project for more than 2 years, they probably pick something they personally love and don't need any external request.
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[dead]
As someone who has done RE for decades, I feel like I've been seeing a lot of new decompilation projects recently, but even before the rise of AI. Possibly correlated with the release of Ghidra? Either way, it's great to see and perhaps a sign of a greater trend.
Controversial opinion: I think the FOSS movement was a setback and distraction from attaining software freedom as well as giving an undeserved negative reputation to "reverse-engineering" in some areas. RMS had the right idea, but missed the mark when it came to practical application by focusing far too much on "source code". Other industries have long been making third-party parts by merely inspecting existing ones with measuring tools, and let's not forget the whole discipline of scientific research is largely what amounts to "reverse-engineering" the natural world. You don't need the original source code if you have good decompilers, and now LLMs to assist.
Decompiling a binary, finding what you need to change, and then patching precisely that piece, seems like a far more liberating process than getting the source code, figuring out how to build it in its entirety, and possibly changing more than only the piece you wanted to. Many years ago, I remember coming across a few Java utilities that were public-domain but not open-source, and the author explicitly told users that they were to use a Java decompiler to decompile, edit, and recompile if they wanted to make any changes.
RMS is explicitly about FOSS and not just open source (in the sense of source available).
> You don't need the original source code if you have good decompilers, and now LLMs to assist.
Yes, you do. Decompiling and modifying a binary can be illegal itself under the DMCA in certain circumstances. But even if it is not, distributing the decompiled source is against copyright.
> Java utilities that were public-domain but not open-source
AFAIK Java is specifically easy to decompile when it is not further obfuscated. That is not true for many other languages. And while you can technically reverse engineer any language it does make modifying software and even finding out what it does fundamentally more difficult.
> far more liberating process than getting the source code, figuring out how to build it in its entirety, and possibly changing more than only the piece you wanted to.
It's certainly more liberating because there are more restrictions you have to liberate from in the first place. RMS argues that these restrictions should not exist in the first place. As for building being difficult, no free license requires the author to use a good and easy build procedure, but the GPL requires them to provide you all the tools required to build the software unless they are already readily available: "The “Corresponding Source” for a work in object code form means all the source code needed to generate, install, and (for an executable work) run the object code and to modify the work, including scripts to control those activities."
Decompiling and modifying a binary can be illegal itself under the DMCA in certain circumstances.
...and so is going over the speed limit.
Practically? Who gives a flying fuck.
PC magazines in the late 80s and early 90s told people how to patch binaries to fix bugs or enhance functionality, with lists of offsets and bytes. Without distributing the original, so no copyright issues there. I don't think anyone tried to go after them because they'd be fighting the 1st Amendment.
2 replies →
Decompilation allows to fork, but scaling the fork and making it maintenable on a long time scale is a technical challenge.
The FSF succeeded at changing the mindset towards more collaboration.
I agree that this also allowed to divert efforts from research on reverse engineering tooling by reducing the needs.
But AI is game changer for reverse engineering, so no secrets will be hidden in binaries.
In a way, this is a merge of an alternate branch of history where RE would be more powerful.
This is what the internet is for. I only remember playing this game once or twice on a friend's N64, so I don't have any nostalgia for it, but the idea that someone chose this as their strange, impractical personal project is really satisfying.
I agree with you but I’d say the internet is just an enabler for this. It’s the humans who are cool and they even built an entire planetary network to share their cooliness.
I'm currently working in a cool hardware project (an "audiogame console" in a stealthy form factor), and I when I read this I had to go through the rabbit hole of comparing the hardware of the N64 with what I'm planning to use, an inexpensive ESP32-P4. It was nice to learn that the RSP in the N64 is similar to the RISCVs in the present-day MCU, with 128-bits wide SIMD. Most of my experience with numeric computing has been using at least 64 bits floating point; can't wait to shoot my foot many times with int16.
Awesome, but I always wondered why so much effort was put into decompiling this? Seems like a meme for meme's sake.
I've done a similar project before (taking an NES game I like, disassembling it, and doing a PC port). For me, the attraction is being able to make an ideal version of a game I like, with bugfixes, quality of life improvements, added polish, and not having to deal with hardware restrictions from old consoles. The amount of effort involved doesn't really make sense unless it's something you deeply care about, which is why most commercial rereleases of old games are emulated instead of this sort of improved native port.
What was the game?
1 reply →
Why not? Many folks feel an itch to play a certain nostalgic game that few others enjoyed. And they want to make it even better, especially as our expectations have grown over time.
I prefer 1080 as snowboarding games go. Though must admit some fondness for Cool Boarders and a selection of other lower quality games that few will admit to enjoying.
Decomp tools for N64 have had some breakthroughs even before AI. Now I imagine it's even better. If that facilitates folks geeking out with their favorite guilty pleasure then so be it!
1080 is good but feels more like a sim than SKII. The Mario Kart vibes of SKII really help with its replayability. And the absolutely comical situations that happen at the lift in SKII
I can only speak for myself but my brain was the Wild West when I was a kid. There was no canon for it to draw on in terms of how or why things were the way they were and this especially applied to creative pursuits like TV shows, movies, music, and video games. I had all sorts of insane ideas about how cool it'd be to implement certain mechanics, characters, etc. in games I played but this was, of course, virtually impossible at the time. Decompilation paves a reliable path to this type of experimentation - see all of the ridiculous SM64 and Goldeneye mods that are available now (with demos on YouTube).
Snowboard Kids is an awesome game, not a meme at all.
Probably the best kart racer ever made.
2 replies →
They do it because they love the game and want to preserve it, and because they can. You don’t need another reason.
It was easily one of the best racing games on the system?
Why do we store books in libraries, or write history textbooks? It's about preservation (and curiosity too).
im not going to post with as much confidence as your many other replies ... but this is like one of the rarest nintendo games ... maybe that has something to do with it
This is sort of the explanation I was looking for. So I've learned this is a pretty good snowboard sim and that people really love it, but those aren't as enticing factors as the game just being hard to find. N64 emulation is still not really there and probably never will be so a decomp makes sense.
Before LLMs made these sorts of Sisyphean coding tasks tractable for normal people, there was IRC and Discord, where people with a special interest in programming and emulation could be egged on by the people who delight in the memes. I guess another POV is, were the special interest people and the meme lords ever really friends? If you don't understand what I'm talking about, you aren't really thinking deeply enough about how and why these sorts of things actually get made. A sense of "community" no doubt.
There are idea guys that thought it was funny to decompile an obscure N64 game with little cultural and nostalgic attention, and they found themselves at the intersection of special interest doers which they could egg on into doing it?
More I am just confused for why the game was chosen. SM64, Zelda OoT for example I could easily understand the community motivations behind decompiling. This not so much, which makes the whole endeavor even cooler.
You lumping together IRC and Discord seems bizarre to me.
I'm not sure "community" was always the reason, but we might be talking about different eras. Back in the late 90s and early 00s there were the pioneering scenes for modding, emulation, fan subs, remakes, etc. and it was all highly competitive.
I don't mean to shit on anyone's legacy, but it seemed more ego driven and like there was something to prove either personally or politically. It was cultural and maybe even spiritual. Anyone working on this stuff felt powerful. Nearly a century of broadcast media and being told what to do and how feel by people from far away was ending. Disassembly felt more like deconstruction. It didn't feel like love. It was hacking. There's a reason why one can still shout "hack the planet!" into a crowd of nerds and get them to instantly light up.
I'm not even saying all this as an old fart. Things just changed so fast since then. I'm in my 30s.
I'm not that interested in the game much, but I really like how the repo with the Claude things is set up and the wording. I’ll use some of it in my projects. It’s well balanced IMO, includes all the important details, tools, and scripts, but not excessively wordy.
[1] https://github.com/cdlewis/snowboardkids2-decomp/tree/main
Love to see the enthousiasm for Snowboard Kids. I thought it was more of a hidden gem that not many people know about. I played that game with friends so much when I was young. Never was able to get my hands on Snowboard Kids 2 as it was never in stores.
I'm so excited about this. My cousins and I still play Snowboard Kids (one) whenever we meet up.
The decomp dev guys are doing amazing work. It's also super educational too, if you're someone like me who's in just doing relatively simple AI / python / typescript work and rarely has to think about memory, hardware constraints, all that, it's a completely different world. Also, AI is finally getting to the point where it can do very difficult decompilation work, which is super exciting to me.
It really is crazy. I have been contributing the Melee decompilation project for the past year-ish, and things have really accelerated in 2026. Just today I decided it would be nice to have a better "permuter" (program that randomly modifies C in the hopes of finding a better asm match) so I...just asked Claude to make one, custom-tailored to my needs. It almost feels pointless to publish it to GitHub when I can just tell the other contributors "hey fyi you can ask Claude to make you a better permuter"
The prompt and a couple samples is the source.
1 reply →
Awe, why I love hacker news. This game was my childhood! I played it again recently on an emulator and was astounded how much easier it was. Made it to Damian without losing a single race. That seemed impossible at age 10.
It was a great game. I also play it on emulator now and then. I love the little fight to be the next on the ski lift after every lap.
How much have LLMs sped up these decompilations?
https://blog.chrislewis.au/the-long-tail-of-llm-assisted-dec... same author wrote about their process
Useful, but complements existing tooling & falls short on the hard part
I work on Ship of Harkinian. We're sering more vibed libultraship ports. Yet to see a real success
Massively, armed with the right tools you can tear apart old software now
Significantly. It also has sped up the ability to do recompilations, too.
I understand the technical appeal of this effort, but wouldn't it be easier to try to obtain the original source code? Or has that been lost and all that's left is a blob?
Fundamentally, decompilation is not solving a technical problem most of the time (because the source already exists somewhere) but a social one (that the owner doesn't want to release it).
I wouldn't be surprised if the original source code is probably lost and forgotten in a ZIP drive stored in a basement somewhere in Tokyo.
I've made a similar point in an earlier comment, but consider the following:
Even if the original sources leaked in a human-readable format, the original game was probably written in a mixture of the device-specific dialect of the Mips R3000 assembly used by the Nintendo 64, whatever in-house assembler macro routines SGI provided for the RSP game-specific microcode, and some C89 glue code in an IDE like Metrowerks Codewarrior 4, by a team of overworked japanese developers in a hurry.
We can safely assume that the final decompiled code is way more readable/usable than the original.
You're probably right that it's forgotten and all, but..
> We can safely assume that the final decompiled code is way more readable/usable than the original.
Have you looked at any rediscovered repositories lately?
It's a pretty daft assumption that the original source code wouldn't carry more value than the decompiled machine-generated "source code". And much more so.
Certainly from the game historian's perspective. Just think about it. Inline comments, logs, scraps of documents/notes, variable/function naming, scrapped files and artwork, engine code, etc. These things are essentially a time capsule treasure and a peek into the history of the game, no matter their state.
If you've seen any rediscovered source code releases of old software, e.g. 86-DOS, Prince of Persia, Command & Conquer, Little Big Adventure, even Apollo or any of the "the making of"-style game releases built around it (Karateka, Ninja Turles) you'd probably think differently. These are super interesting to dive into because they capture the thoughts and decisions of the developers at the time.
Here are also some interesting articles to showcase what that means: https://gamehistory.org/category/source-code/
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By that logic VPNs and many other technical solutions are also not solving technical problems, since it is theoretically possible to achieve the same results by other means.
> Wouldn't it be easier to try to obtain the original source code? Or has that been lost and all that's left is a blob?
Define easier? There is virtually no incentive for a game studio to release their original source code. Studios are running on already tight enough margins as it is with one lackluster release being enough to doom a company to oblivion.
Unless you have a method to completely reorient capitalism away from the idea of intellectual property then painstakingly reversing the C code from MIPS assembly will always be the easier path.
Remember too, that we are on Hacker News. Only a tiny sliver of the population, in some cases just one or two people, cares about the source code. Not worthwhile for a studio to release the code just to satisfy a couple of nerds. What is the upside? Unknown. Downsides? Numerous.
Almost all instances of source code being released have come from small studios or individuals who are ideologically motivated, and are otherwise independently successful. John Carmack / Id Software comes to mind.
This is a game released in 1999. It's silly that source code isn't released for games this old.
2 replies →
With these old games sometimes the source is just lost. I used to work with a guy who wrote Brian the Lion(the Amiga game) and he always says he wishes he still had the source code for it. We've also looked briefly at the source code of Driver, and the only one in company archives was not the final version. There were 2 revisions after that one but no one has a copy of those. And then we pulled a bunch of old CDs with assets and code burnt back in 1990s and about 50% were unreadable already, god knows what exactly was on them.
This is the game to be decompiling in 2026. Many good memories.
Great and all, but what about the legality of it all? It wouldn't be the first time that a decompilation project gets shut down.
Reverse engineering is (luckily) OK, but reproducing (or, well, releasing) the actual original code with the help of decompilation isn't really allowed, is it?
I'd love to do this for Mario Golf 64 but would run out of steam in like a week T_T
Funny enough there's actually a project in progress to decompile Mario Golf:
https://github.com/monde-lointain/mariogolf64
>n64s greatest game.
HEY, it was a GREAT game, but GREATEST? COME ON, this ain't no goldeneye
Was recently discussing N64 games with friends in Japan. Nobody here knew Goldeneye.
What a strange way to spell Zelda Ocarina of Time!