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Posted by GaggiX 3 days ago

Snowboard Kids 2 is 100% Decompiled(blog.chrislewis.au)
243 points | 98 commentspage 2
pikedev 7 hours ago|
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.
r17n 6 hours ago|
I'm so excited about this. My cousins and I still play Snowboard Kids (one) whenever we meet up.
foo-bar-baz529 12 hours ago||
How much have LLMs sped up these decompilations?
__s 12 hours ago||
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

moritonal 8 hours ago|||
Massively, armed with the right tools you can tear apart old software now
Gamemaster1379 11 hours ago||
Significantly. It also has sped up the ability to do recompilations, too.
teiferer 8 hours ago||
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).

easyThrowaway 8 hours ago||
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.

aldrich 5 hours ago|||
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/

easyThrowaway 5 hours ago||
I was lucky enough to speak with one of the guys who ported Final Fantasy VIII to Windows (A crazy talented guy from Naples and one of the earliest members of the OG playstation emulation scene) and the porting team of several IREM arcade shootemups to the Game boy advance (incidentally they were also from south Italy) and both of them told me the same story:

The source code they were given for the job was so specific to the assembler, compiler, build stack and internal company libraries and SDKs (which often they had no access to) that reverse engineering the final game was usually the quickest route.

> Certainly from the game historian's perspective.

That's a completely different topic, and I mean, sure - from an historical perspective it's absolutely essential, even simple changelogs become of enormous importance.

larsnystrom 7 hours ago|||
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.
stuxnet79 8 hours ago|||
> 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.

dudeinjapan 7 hours ago||
This is a game released in 1999. It's silly that source code isn't released for games this old.
stuxnet79 7 hours ago|||
> This is a game released in 1999. It's silly that source code isn't released for games this old.

Completely agreed. But even if the will was there, how do we know the source code even exists? 1999 was a long time ago. Source code is company IP. Generally it's the devs who write it and care enough to want to release it to the masses or archive it properly. But they are not the decision makers. There are too many stories of source code quite literally disappearing despite the devs best efforts. A lot of the times when we do get access to source code it comes from rogue behavior aka a former dev putting their ass on the line for the community (see the recent MGS leak on 4chan).

Also like a sibling comment has stated there is no guarantee that the code would be a in a usable format. With the crazy crunch culture in game dev, I doubt most of these studios from the 90s were pumping out clean code. Like an archaeology dig, you'd have to budget a non-trivial amount of time getting what you find in a state that is useable by modern standards.

All to say, I think reversing these older games is a worthy endeavor that is not going away anytime soon. I for one, am excited by the productivity benefits that AI tools have brought with them.

ProtoAES256 7 hours ago|||
And why would they? There isn't any incentive for the company to do that.
gambiting 6 hours ago||
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.
canyp 13 hours ago||
This is the game to be decompiling in 2026. Many good memories.
nightfly 15 hours ago||
I'd love to do this for Mario Golf 64 but would run out of steam in like a week T_T
CM30 13 hours ago|
Funny enough there's actually a project in progress to decompile Mario Golf:

https://github.com/monde-lointain/mariogolf64

skerit 6 hours ago||
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?

RobRivera 14 hours ago||
>n64s greatest game.

HEY, it was a GREAT game, but GREATEST? COME ON, this ain't no goldeneye

spankibalt 3 hours ago||
Yeah, Double-Oh-Seven reigns supreme on the N64. And Bomberman, of course.
sp9k 3 hours ago|||
Did he stutter? SBK2 is #1 and it a'int close.
pikedev 2 hours ago|||
I mean if you look at the N64 catalog at the time when Goldeneye was released then yeah maybe. Looking at the N64 catalog as a whole I'd rank Perfect Dark above Goldeneye in the shooter category. The singleplayer that allowed split screen co-op, the many modes and bots in multiplayer. So much time was spent in that game.
jdkoeck 8 hours ago|||
What a strange way to spell Zelda Ocarina of Time!
dudeinjapan 5 hours ago||
Was recently discussing N64 games with friends in Japan. Nobody here knew Goldeneye.