@TerminalAutism @ryo @Alex
>Sony forced them to stop and to do things like everyone else, by the way, from what I remember.
I think Sony forced them to stop because other third-party devs were accusing Sony of giving Naughty Dog access to hidden APIs or a more expansive SDK.
>And actually, I'm pretty sure Super Captain Falcon 64 is for PC
It's not. It's a hack for the original N64 game.
>It would be fantastic if that happened to more GameCube games, though. F-Zero GX and Super Monkey Ball on PC would be very nice for me because I don't have an actual GameCube
Super Mario Sunshine also has a decomp but they have only made a disassembly so far.
https://github.com/doldecomp/sms
Wind Waker also has a decomp project but they are doing a more top-down approach, as in they are not aiming for binary equivalence. So it's more of a rewrite of the original engine, much like OpenMW.
https://github.com/nbouteme/WindWaker-decomp
I think GameCube might be harder because a lot of developers moved from C to C++ during that era. C compiles beautifully into Assembly. I think C++, with its addition to classes probably makes thinks a little bit more complex. I could be wrong though because I only have a basic understanding of the compilation process and I don't know how classes are compiled.
But if you want to see something really cool, BoTW apparently has a decomp project going on right now. But they don't even provide a way to even extract the assets to compile it. The project claims it's mostly for glitch hunting, at least for right now. I guess Nintendo wouldn't take kindly to it even if it does fall under fair use.