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@animepfp @teto Even back then a handful of proprietary games were not finished on the physical copy and had common gamebreaking bugs that needed an update to fix.
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@dagda @teto @animepfp Yes, there was also quite a lot of proprietary games that had pretty bad bugs (although nothing gamebreaking for most players), that usually ended up getting fixed in a 1.1 revision if it sold well and more physical copies were needed.
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@Suiseiseki @teto @animepfp they just did it silently when they produced new volumes (1.0 mfers blissfully unaware)
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@dagda @teto @animepfp Decompiling proprietary software does not make free software, as decompiling doesn't result in the source code (there are no comments and the output is extremely hard to decypher) and the resulting software is illegal to distribute, as it's a derivative work of a proprietary binary under a license that says you cannot share it/modify it/understand etc.
The only way to get free software would be to write a free clone from scratch (which has been done in many cases), with insertion of proprietary artwork and music (although free replacements of such can be better than the original), although if the game uses scripting, inserting those scripts instead of replacing them renders the software proprietary.
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@Suiseiseki @teto @animepfp I think even for games broken in their physical copies I'm quite optimistic how decompilation project turn out atm. Libre gaming is on a great way, many recompilations completely obliterating proprietary "Remaster" snakeoil with actually decent ports made by like 3 nerds invested in technical excellence and freedom.
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@dagda @teto @animepfp It's not a "huge achievement", as the software is still proprietary - it's just convenient, as you can get it to compile natively (without needing to use an emulater) and add native controller support etc.
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@Suiseiseki @teto @animepfp true, forgot about that. However Stallman laid out that free culture (while noble) is a different movement from free software. It's true that the resulting binaries are illegal to distribute, however modern recompilation projects often have easy instructions or even GUIs to handle creating the local copies. Recompilation projects try to handle interpreting the code with comments and all that, with quite some success. It's still a huge achievement.
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@dagda @teto @animepfp >treating legacy works like at least closer to creative commons (not going after archivists)
Deciding for the moment not to enforce a proprietary license is nothing alike a free creative commons license.
Epic games can turn around and start enforcing their proprietary licenses and will do so at any moment they deem it profitable to do so.
>would be groundwork that could finally unleash it's freedom potential.
Unfortunately, even if it was made legal to distribute, modify and run abandonware, software without the source code in the preferred format for modification is not free.
The only way to turn a decomplication project into free software would be to have copyright permission to do the decomplication and release it under a free license and then reverse engineer every single line, cleaning up and adding comments as needed and then the resulting binaries from that source code would be free.
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@Suiseiseki @teto @animepfp with companies like Epic Games endorsing treating legacy works like at least closer to creative commons (not going after archivists) there could be a way to nudge cultural monopolists in gaming further by lobbying for lower years of legally binding copywrong restrictions. If that was politically successful there would be a way to use legacy game engine decompilations without fears of law retaliation.
All work that was done before that point would be groundwork that could finally unleash it's freedom potential.