| ▲ | LowLevelMahn 4 hours ago |
| Playable DOS version available First step was the full reverse to assembler, second step is to convert the assembler to binary equal compiled C code, all this still on DOS until no assembler code is left, then the porting to Linux,Windows will start Reversing tends to bring in new bugs and its not easy to find all bugs in such old and reversed code - but so far everything seems to work try finding open bugs if you got version 451.03 of F-15 around combined with Dosbox or a real DOS find latest DOS release here: https://github.com/neuviemeporte/f15se2-re/releases the f15_se2-*.zip file contains the replacement executables for the DOS game The airforce needs YOU! |
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| ▲ | yepyoukno 3 hours ago | parent | next [-] |
| Nice work! I’m not sure you should beat yourself up too much for a Linix* port, emulators are so well supported and ubiquitous, if it works there (not everything does), call it a win! I use Lutris (https://lutris.net/) for its ease of use. I can see your a “low level mahn” and this may be more of a quest for you than playing a cool retro game. Any which way, GREAT WORK!!!! |
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| ▲ | LowLevelMahn 2 hours ago | parent [-] | | its mostly the combined work of AJenbo, neuviemeporte and others - my part is very small, fixing some compilation problems with newer compilers and spreading the news C source needs to get compiled on every platform reachable - that is a must :) |
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| ▲ | skerit 2 hours ago | parent | prev [-] |
| I'm currently reverse engineering a few games too. It's quite easy with AI now. But I'm worried about the legality of it all. Any thoughts on this? |
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| ▲ | rhplus an hour ago | parent | next [-] | | Images, music, video, and text would all be under copyright, while characters and logos may be registered trademarks. | | |
| ▲ | skerit 26 minutes ago | parent [-] | | Oh yes, of course. I was talking about reverse engineering the code only. Requiring the official assets is a no-brainer. | | |
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| ▲ | habagav 2 hours ago | parent | prev [-] | | You could do “clean room engineering” approach where the reversing agent generates a specification from its findings, and then have a separate agent reimplement the code without seeing the original binaries/code. You’d just have to make sure the specification doesn’t include actual source snippets (the AI will try this if you don’t specify). Pseudo code would be sufficient I guess where necessary. | | |
| ▲ | alberto-m 2 hours ago | parent | next [-] | | Unless you develop your AI agent from scratch or you clone a never-released game, it would be extremely easy for the rightholders to claim that both agents have most certainly ingested the binary during their training phase, since it's well known that the hyperscalers have pirated everything that could be pirated to train their LLMs. Which is why malus.sh is a parody, not a real service. One should be honest about what one builds. The F-15 project does that: the aim is the reconstruction of the original game, down to the opcodes; on the other hands it requires the user to provide the original game assets. | | |
| ▲ | skerit 27 minutes ago | parent | next [-] | | > it would be extremely easy for the rightholders to claim that both agents have most certainly ingested the binary during their training phase Ingested the binary? | |
| ▲ | habagav 20 minutes ago | parent | prev [-] | | If they try to claim that then they need proof, right? Good luck getting that. |
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| ▲ | skerit 25 minutes ago | parent | prev [-] | | Yeah, that approach makes the most sense. |
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