Recompilation project for the game "Ogre Battle 64: Person of Lordly Caliber" - lfarroco/ogre-battle-64-recomp

113 points•frozenlettuce•10 days ago•48 comments•

48 comments

AdmiralAsshat10 days ago
Nice. Haven't played this since the N64. It was one of the best games of the system, and I think OB64 in particular gets overlooked next to Tactics Ogre and Final Fantasy Tactics due to the lack of Matsuno's involvement. But it's head and shoulders better than the original Ogre Battle, and can stand toe-to-toe with Matsuno's best.

I'd love to play it again some day, since my first playthrough was without a guide and despite 60+ hours logged into the game, I ended up getting the worst ending thanks to the completely unexplained mechanic that your ending was determined by how many forts you "liberate" vs "conquer" (basically was your character of a higher or lower alignment than the fort when you captured it).

cwnyth10 days ago
Next time, try a walkthrough from GameFAQs. Printed that bad boy out at school and played into the wee hours when I was a teen. Still my absolute favorite RPG, but I needed all to get all the secrets, all the birthday items, all the unique characters that only existed in so-and-so town after the campaign ended, etc. To this day, all I'd want in a modern RPG is something like Ogre Battle 64, and instead all I get is the SNES/PS1 version (my current copy is the latter, since the SNES yielded me a very nice aftermarket price about a decade ago), which is great, but definitely rougher in comparison.

Nothing since has come close.

rikthevik9 days ago
My dude, you are in luck. Check out Unicorn Overlord!

It is absolutely a love letter to March of the Black Queen and Ogre Battle 64. As usual for their games, Vanillaware's art is outstanding.

red-iron-pine9 days ago
> GameFAQs

Now there is some nostalgia.

I'd take 1000 GameFAQs .txt only pages over whatever slop Fandom wikis push. Goddamn videos on every page, etc.

frozenlettuce10 days ago
The % is estimated based on the number of functions that still need to be recompiled. It is already possible to play and even create mods! As other recomp projects, you need to provide your own ROM.
frozenlettuce10 days ago
A bit of trivia, since the start of the project I ordered the AI agents to produce a handoff for the next agent, so we have the whole timeline for the project as handoff docs: https://github.com/lfarroco/ogre-battle-64-recomp/tree/main/...
hadlock9 days ago
This is a great, structured way to help others decompile programs, thank you!
happa10 days ago
What is the legal status of recompilation projects like these? Greyer or less grey than emulators?
onetrickwolf10 days ago
It's sad that we even have to think about this. Ogre Battle 64 is 27 years old now. Under the law that preceded the Copyright Act of 1976, it would be entering the public domain right about now.

It's absurd how long we've made copyright terms, and it's really endangering preservation.

0points10 days ago
> endangering preservation

Luckily preservationists are found outside such ridiculous jurisdictions, and most recognized titles have been preserved for a long while already.

wgjordan10 days ago
More infringing than emulators. De/recompilation projects are pretty clearly 'derivative works' of the original copyrighted program code, even if they require the original ROM in order to extract other assets necessary to compile a fully playable artifact.

The closer analogy would be fan-translation patches, which are also pretty clearly copyright-infringing derivative works though generally tolerated by rights holders.

Companies often encourage (or at least turn a blind eye to) creative derivative works from fan communities, especially if they're non-commercial and aren't cutting into the market share of their own official products enough for them to take notice.

bri3d10 days ago
This is a recomp project, not a decomp project; the original binary is supplied by the user, mechanically translated into source code at an architecture level (rather than a human-readable level), and patched. It’s AOT dynamic recompilation and the original IP isn’t distributed.

I do agree that decompilation projects are obviously not transformative (the only fair use feet they really have to stand on are purpose and market effect), but recomp projects are a little more interesting and might live on much less shaky footing.

ndiddy10 days ago
It's basically the same as emulation as long as the recompiled code doesn't get distributed (which this project doesn't do AFAIK). Functionally the only difference between a "recomp" and traditional console emulation is that the assembly code that the CPU runs is translated to C then compiled to native code, rather than being interpreted or JIT compiled at runtime. Traditionally recompilation was mainly used when porting games to platforms where the emulation overhead would have been too much, like if you were making a GBA port of a Sega Genesis game. With these enhanced ports, I guess the idea is that if you're making a game specific "emulator" anyway, you might as well recompile the code and get rid of the overhead of interpretation.

Note that this isn't the same as a "decomp" where the goal is to make readable source code that resembles something that the original developers would have worked with. A "recomp" simply translates the assembly instructions to C. You end up with "assembly code but in C" rather than idiomatic C code.

lfarroco10 days ago
I'm not aware of legal trouble involving the the Zelda 64 recomp project, which would have a much higher chance of attracting the attention of big N (especially now that a new version of OoT is coming out).

At least in the way that I see it, a recomp is like building your own turntable to play your vinyl records, after stydying their grooves and infering how they would sound (so I guess that it would be less gray than an emulator).

nebalee10 days ago
So I've no clue how all this recompiling works, but why does the result of this process still need hardware that is at least two decades newer in order to run?
opencl10 days ago
The hardware support is purely a function of the decision of this specific project to only target newer graphics APIs. The Ocarina of Time decomp for example supports older PC hardware through OpenGL and has also been ported to Dreamcast.
lizardking9 days ago
I know there are a lot of recomp projects like this out there - are there any sites dedicating to aggregating them all and tracking their progress?
Sesse__9 days ago
https://decomp.dev/ is probably (roughly) what you're looking for.
pennomi9 days ago
How long until we have a registry of all N64 titles and the progress to full decomp of the entire library?
frozenlettuce8 days ago
There's roughly ~350 games. It took me about two weeks in this project (and it's a complex game, with lots of different screens), but I had to babysit the AI a lot because it would get stuck multiple times. With the cambrian explosion of recomps, we can expect that in the next couple of years.

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