far like the future, bright like the soul

trans programmer & gamedev, occasional multimedia creator, amy rose kinnie

nd/adhd/(possibly) autism

<3 @fiffle & @milly

this

This


email
amywrightmail (at) protonmail (dot) com

how long can you work on an engine decompilation before it's no longer a decompilation? if you bring the whole engine to a different programming language, update the graphics system for modern apis with custom shader support, replace the existing assembly-like scripting with a more flexible approach... could you call it a source port, even? or something beyond that? we'll just have to see, later this year


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in reply to @amy's post:

i guess so? the code here is itself based off an official remake from 2011, so i guess this makes it a remake of a remake lol. the official remake is closed-source, there's an open-source decompilation effort available but it's not very stable or accommodating for developers (since the intent is mainly preserving the original code). my goal is to prioritize ease of use and modern features over strictly adhering to the original engine's behavior, so that more people could use it for mods or even full original games