Latest Comments by F.Ultra
Help make the next Ubuntu version awesome with the final Ubuntu 21.10 Beta released
24 Sep 2021 at 11:39 pm UTC
24 Sep 2021 at 11:39 pm UTC
Quoting: Purple Library GuyJust tested it with Firefox 92.0 and with Adblock Plus on and I could see the comments section on the first article on CBC website. So it's probably some other extension.Quoting: TuxeeHuh. Maybe it has something to do with extensions, then. Perhaps I'm typically using an adblock on Firefox but not Chrome? I should do a bit of experimenting.Quoting: Purple Library GuyBut I've been forced more and more to switch to Chrome (or rather, at home at least, Chromium) because I hit more and more websites Firefox just doesn't manage to load, or can't show article comments, or stuff.Could you share some examples? Being a web developer I would be genuinely interested in such pages, because so far I haven't come across such websites (or rather these which showed quirks showed - different - quirks in Blink based browsers, too). And since I web development is my daily job, I'd say nowadays you have to put in some real effort to get something to work on Chrom(e|ium) but not on Firefox.
Examples that stand out in my mind are articles on the CBC website (that's Canadian Broadcasting Corporation, Canada's BBC equivalent), where Chrome seems to show the conversation threads below but Firefox does not, and EBSCO, a major player in scholarly journal publication. I work in a university library and often have reasons to follow links to articles in our holdings. Chrome shows Ebsco articles no problem, Firefox shows a blank page. The problems seem to be the same on Windows at work and on Linux at home.
BattlEye confirms Linux support for Steam Deck, will be opt-in like Easy Anti-Cheat
24 Sep 2021 at 11:22 pm UTC Likes: 7
24 Sep 2021 at 11:22 pm UTC Likes: 7
Quoting: elmapul"there will be a lot of disappointed players if some games are blocked when they ship with the Arch Linux-based SteamOS 3 distribution."IMHO some 99% of steam users don't know how to even install Windows on a normal PC. They all get it preinstalled with their gaming pc.
or players instaling windows :unsure:
Take down a resurrected Maggie Thatcher in this upcoming Doom II campaign
17 Sep 2021 at 9:26 pm UTC Likes: 4
17 Sep 2021 at 9:26 pm UTC Likes: 4
Quoting: SamsaiI sure wonder what games the "don't put politics in video games" crowd plays. Pong?Usually they play Call of Duty and Bioshock (I kid you not).
Valve rolls out big Steam client update with new Downloads Page & Storage Management
10 Sep 2021 at 9:57 pm UTC Likes: 3
10 Sep 2021 at 9:57 pm UTC Likes: 3
Really like that they now display the patch notes on the download page!
Take-Two filed a lawsuit against the reverse-engineered GTA III and Vice City developers
7 Sep 2021 at 10:02 pm UTC
#2 actual copy protection is usually built with decompilers in mind so they apply various tricks and run the result through the existing decompilers to make sure that they have obfuscated their code enough.
#3 the manual cleanup needed is a far more labour intensive effort than hacking the binary. Note that GTA3 was a bit of a special case here since the binaries was not stripped so all the debugging symbols where present, but still the generated source code needed manual cleanup before it compiled, do take a look at that 1h video that I linked above, it shows the steps for the litter function in GTA3.
7 Sep 2021 at 10:02 pm UTC
Quoting: slaapliedje#1 that would required a build environment matching that of the original build, which for various reasons can be quite difficult to get hold of.Quoting: F.UltraNo one have claimed that "you can just decompile" and have a finished product, nor do I see how piracy can be any more rampant. Is there a game or application in history that isn't pirated?Simple, if you could 'just decompile' (other wise translate the binary to source code that works in a compiler) than you could remove any copy protection checks easier than the current method of hacking the binary.
#2 actual copy protection is usually built with decompilers in mind so they apply various tricks and run the result through the existing decompilers to make sure that they have obfuscated their code enough.
#3 the manual cleanup needed is a far more labour intensive effort than hacking the binary. Note that GTA3 was a bit of a special case here since the binaries was not stripped so all the debugging symbols where present, but still the generated source code needed manual cleanup before it compiled, do take a look at that 1h video that I linked above, it shows the steps for the litter function in GTA3.
Turnip Boy Commits Tax Evasion restored full Linux support in the latest update
6 Sep 2021 at 5:32 pm UTC Likes: 1
6 Sep 2021 at 5:32 pm UTC Likes: 1
Quoting: EikeI read by one developer after they released the Linux version with delay that they had fought with setting executable rights in a zip file for Linux. You might find this sad by itself, but my point is: The little indies really should ask for help when needing some to make a Linux version. Many of us a helpful and grateful.Sometimes I wonder if one should not create a complete build+ship service for game devs and release as either a vm-image or ami or whatever the cool kids runs these days on Windows.
Take-Two filed a lawsuit against the reverse-engineered GTA III and Vice City developers
5 Sep 2021 at 11:57 pm UTC
Everyone is mentioning the Switch because it was mentioned once so it become a talking point when discussing ports to systems where GTA3 currently is not available.
That T2 should embrace this is something that I think that we are all in agreement with, under the current copyright laws however they don't have to and have chosen not to do so. Please don't see my disagreement on if this is copyright infringement or not as endorsement for T2:s behaviour.
5 Sep 2021 at 11:57 pm UTC
Quoting: slaapliedjeNo one have claimed that "you can just decompile" and have a finished product, nor do I see how piracy can be any more rampant. Is there a game or application in history that isn't pirated?Quoting: slapinThanks, you basically said what I was trying to. That you can't just 'decompile' code... if you could do that, piracy would be a hell of a lot more rampant than it is, alsi game ports would happen all over the place.Quoting: F.UltraIt looks like you never seen a line of code in your life. They get "decompiled" junk which is mostly useless, and look at assembler output to guess what that is really doing and implement particular piece of code. No "decompiled" "code" remains in the process. Because that code is useless unreadable piece of junk. Usually the "decompile" portion is used to have sense of progress and have easier feel of control flow because disassembly might be too intimidating in large hunks, also compilers add various generated portions of code which can be lots and lots of jumps in there and it is a bit easier to look at these in "decompiled" output because semantic labels are there and some control flow operators and function calls are there. It does not produce useful code however, it is just better disassembly. It does not change the notion of looking at machine code then writing your own code. You should write totally your own code in the end. The decompile part is just to produce aid, it is impossible to use the output directly. And even if you manage to make that decompiled code work in your case, that will be too obvious because it will look like gibberish and there is no such code in re3 as I can tell. So it is safe to assume that reverse engineering was done right and the code produced is not Take-Two's code. All the harm portions are also sound not spectacular. There might be some if somebody would sell these games with assets of original games, but nothing like that happens. I guess Take-Two is the only game company in the world which considers modders as harm to their sales. So I guess the harm of the processing will surpass any harm which ever could be from modding these games.Quoting: slapinWell I do hope for their sake that you are correct and they can prove it, because the T2 lawyers have the main Re3 dev quoted as having written: "So what we typically do is work with the output of the decompiler and massage it back into readable C++"Quoting: F.UltraIIRC there is no decompiled code in re3 source. Also they explained they used dll injection process which would be totally meaningless if they had just decompiled it.Quoting: slapinThat is not what they did, what they did is:Quoting: F.UltraClaim 28 is quite damaging to the reverse-engineering team:This shows that plaintif and you did not understand what reverse engineers say:
28. Papenhoff has admitted that the source code developed via the re3 and reVCIf this is true and it appears to be so, then this is in fact copyright infringement and not something that any of us really can defend.
projects is not original, but rather is (and was intended to be) a copy of the original. In fact,
Defendants have bragged that their derivative source code was created by working backwards
from Take-Two’s final “machine” code to re-create the human-readable code in which GTA was
programmed:
“GTA 3 and Vice City were originally written in [programming
language] C++ . . . The compiled executables that are shipped are in
machine code. So the general task is to go from machine code back to
C++. . . . To go back to C++ is by no means a simple 1:1 mapping, but
over the last 10 or so years decompilers have appeared that help with this
process. . . . So what we typically do is work with the output of the
decompiler and massage it back into readable C++.” Id.
1. GTA code was written in C++
2. They managed to create their own code in C++ working in the same way as GTA code.
If you read they took original GTA code, you need to check your sight.
1. GTA code was written in C++
2. They used a decompiler to turn the GTA binary into fully working C++ code
3. They did changes to the generated C++ code to implement the changes they wanted to make
T2 owns the copyright to the C++ code of the game, but they also of course owns the copyright to the compiled binary so when you use a decompiler to turn the copyrighted binary machine code into autogenerated C++ code then you have just made a 1:1 transformation of the copyrighted code, so this step does not remove any copyrights.
Had they instead used a disassembler to look at how the game engine worked and then wrote their own C++ code based on that observation then what you said would be true, but that is not what they did according to their own wording. Hence why they will have a very hard time making a defense here. But then I'm not a lawyer, not do I play one on TV.
We were lucky that we had symbols from PS2 gta3 and the android games. other than that it was a lot of reading code in IDA and massaging it back into c++. I made a little video about part of the process [1] but i never did part 2.You can also read whole discussion: https://news.ycombinator.com/item?id=26130320 [External Link]
The strategy for gta3 was to replace function by function of the game until we had everything replaced. for VC we evolved our existing code base by, again, reversing function by function until we had everything done. Just not by dll injection this time.
[1] https://www.youtube.com/watch?v=22BeuOOERLo [External Link]
edit: He have also made a YouTube video where it's quite clear that he cleans up autogenerated decompiler c++ code: https://www.youtube.com/watch?v=22BeuOOERLo&t=48s [External Link]
And they should fail now or else lots of projects now are in danger.
Why is everyone mentioning the Switch? You would still have to do a port to ARM, and somehow distribute it and Nintendo wouldn't touch it!
Having an open source engine really only helps x86 people, unless the engine actually has been ported to ARM, then you are looking at hacked Switches, new Macs and Raspberry Pis...Take Two just wants to make sure people buy their remasters instead of using this to mod their originals to look as good or better...
Here is a thought for them, instead of irritating their fan base by suing them, embrace ports to non-Windows!
Everyone is mentioning the Switch because it was mentioned once so it become a talking point when discussing ports to systems where GTA3 currently is not available.
That T2 should embrace this is something that I think that we are all in agreement with, under the current copyright laws however they don't have to and have chosen not to do so. Please don't see my disagreement on if this is copyright infringement or not as endorsement for T2:s behaviour.
Take-Two filed a lawsuit against the reverse-engineered GTA III and Vice City developers
5 Sep 2021 at 11:44 pm UTC Likes: 2
Did you even see the video that I linked? That is Papenhoff cleaning up the output from a decompiler to have it compile and it's for the part of GTA3 that handles environmental garbage (newspapers and leaves). Please inform me on how this didn't happen, you know the very thing that he himself documented in a video!
And to quote Papenhoff for the third time since you keep ignoring it: "So what we typically do is work with the output of the decompiler and massage it back into readable C++." - that is his own words - not mine - and it's from those that I base my comments on that it looks like they indeed did commit copyright infringement.
And again I do hope that you are correct and there is just some form of miscommunication by Papenhoff when he describes what he did. But IF he did what he himself have told that he did then he is on the wrong side.
edit: and you are also forgetting that the GTA3 binary contained debugging symbols, T2 forgot to strip the binaries.
5 Sep 2021 at 11:44 pm UTC Likes: 2
Quoting: slapinYes, only having coded since 1982 makes me never have seen a single line of code if I'm in disagreement with you. Further I did both crack games when I was a teenager and have reverse engineered both software and communications protocols on a professional basis long before decompilers where as good as they are today.Quoting: F.UltraIt looks like you never seen a line of code in your life. They get "decompiled" junk which is mostly useless, and look at assembler output to guess what that is really doing and implement particular piece of code. No "decompiled" "code" remains in the process. Because that code is useless unreadable piece of junk. Usually the "decompile" portion is used to have sense of progress and have easier feel of control flow because disassembly might be too intimidating in large hunks, also compilers add various generated portions of code which can be lots and lots of jumps in there and it is a bit easier to look at these in "decompiled" output because semantic labels are there and some control flow operators and function calls are there. It does not produce useful code however, it is just better disassembly. It does not change the notion of looking at machine code then writing your own code. You should write totally your own code in the end. The decompile part is just to produce aid, it is impossible to use the output directly. And even if you manage to make that decompiled code work in your case, that will be too obvious because it will look like gibberish and there is no such code in re3 as I can tell. So it is safe to assume that reverse engineering was done right and the code produced is not Take-Two's code. All the harm portions are also sound not spectacular. There might be some if somebody would sell these games with assets of original games, but nothing like that happens. I guess Take-Two is the only game company in the world which considers modders as harm to their sales. So I guess the harm of the processing will surpass any harm which ever could be from modding these games.Quoting: slapinWell I do hope for their sake that you are correct and they can prove it, because the T2 lawyers have the main Re3 dev quoted as having written: "So what we typically do is work with the output of the decompiler and massage it back into readable C++"Quoting: F.UltraIIRC there is no decompiled code in re3 source. Also they explained they used dll injection process which would be totally meaningless if they had just decompiled it.Quoting: slapinThat is not what they did, what they did is:Quoting: F.UltraClaim 28 is quite damaging to the reverse-engineering team:This shows that plaintif and you did not understand what reverse engineers say:
28. Papenhoff has admitted that the source code developed via the re3 and reVCIf this is true and it appears to be so, then this is in fact copyright infringement and not something that any of us really can defend.
projects is not original, but rather is (and was intended to be) a copy of the original. In fact,
Defendants have bragged that their derivative source code was created by working backwards
from Take-Two’s final “machine” code to re-create the human-readable code in which GTA was
programmed:
“GTA 3 and Vice City were originally written in [programming
language] C++ . . . The compiled executables that are shipped are in
machine code. So the general task is to go from machine code back to
C++. . . . To go back to C++ is by no means a simple 1:1 mapping, but
over the last 10 or so years decompilers have appeared that help with this
process. . . . So what we typically do is work with the output of the
decompiler and massage it back into readable C++.” Id.
1. GTA code was written in C++
2. They managed to create their own code in C++ working in the same way as GTA code.
If you read they took original GTA code, you need to check your sight.
1. GTA code was written in C++
2. They used a decompiler to turn the GTA binary into fully working C++ code
3. They did changes to the generated C++ code to implement the changes they wanted to make
T2 owns the copyright to the C++ code of the game, but they also of course owns the copyright to the compiled binary so when you use a decompiler to turn the copyrighted binary machine code into autogenerated C++ code then you have just made a 1:1 transformation of the copyrighted code, so this step does not remove any copyrights.
Had they instead used a disassembler to look at how the game engine worked and then wrote their own C++ code based on that observation then what you said would be true, but that is not what they did according to their own wording. Hence why they will have a very hard time making a defense here. But then I'm not a lawyer, not do I play one on TV.
We were lucky that we had symbols from PS2 gta3 and the android games. other than that it was a lot of reading code in IDA and massaging it back into c++. I made a little video about part of the process [1] but i never did part 2.You can also read whole discussion: https://news.ycombinator.com/item?id=26130320 [External Link]
The strategy for gta3 was to replace function by function of the game until we had everything replaced. for VC we evolved our existing code base by, again, reversing function by function until we had everything done. Just not by dll injection this time.
[1] https://www.youtube.com/watch?v=22BeuOOERLo [External Link]
edit: He have also made a YouTube video where it's quite clear that he cleans up autogenerated decompiler c++ code: https://www.youtube.com/watch?v=22BeuOOERLo&t=48s [External Link]
And they should fail now or else lots of projects now are in danger.
Did you even see the video that I linked? That is Papenhoff cleaning up the output from a decompiler to have it compile and it's for the part of GTA3 that handles environmental garbage (newspapers and leaves). Please inform me on how this didn't happen, you know the very thing that he himself documented in a video!
And to quote Papenhoff for the third time since you keep ignoring it: "So what we typically do is work with the output of the decompiler and massage it back into readable C++." - that is his own words - not mine - and it's from those that I base my comments on that it looks like they indeed did commit copyright infringement.
And again I do hope that you are correct and there is just some form of miscommunication by Papenhoff when he describes what he did. But IF he did what he himself have told that he did then he is on the wrong side.
edit: and you are also forgetting that the GTA3 binary contained debugging symbols, T2 forgot to strip the binaries.
Take-Two filed a lawsuit against the reverse-engineered GTA III and Vice City developers
4 Sep 2021 at 11:17 pm UTC
edit: He have also made a YouTube video where it's quite clear that he cleans up autogenerated decompiler c++ code: https://www.youtube.com/watch?v=22BeuOOERLo&t=48s [External Link]
4 Sep 2021 at 11:17 pm UTC
Quoting: slapinWell I do hope for their sake that you are correct and they can prove it, because the T2 lawyers have the main Re3 dev quoted as having written: "So what we typically do is work with the output of the decompiler and massage it back into readable C++"Quoting: F.UltraIIRC there is no decompiled code in re3 source. Also they explained they used dll injection process which would be totally meaningless if they had just decompiled it.Quoting: slapinThat is not what they did, what they did is:Quoting: F.UltraClaim 28 is quite damaging to the reverse-engineering team:This shows that plaintif and you did not understand what reverse engineers say:
28. Papenhoff has admitted that the source code developed via the re3 and reVCIf this is true and it appears to be so, then this is in fact copyright infringement and not something that any of us really can defend.
projects is not original, but rather is (and was intended to be) a copy of the original. In fact,
Defendants have bragged that their derivative source code was created by working backwards
from Take-Two’s final “machine” code to re-create the human-readable code in which GTA was
programmed:
“GTA 3 and Vice City were originally written in [programming
language] C++ . . . The compiled executables that are shipped are in
machine code. So the general task is to go from machine code back to
C++. . . . To go back to C++ is by no means a simple 1:1 mapping, but
over the last 10 or so years decompilers have appeared that help with this
process. . . . So what we typically do is work with the output of the
decompiler and massage it back into readable C++.” Id.
1. GTA code was written in C++
2. They managed to create their own code in C++ working in the same way as GTA code.
If you read they took original GTA code, you need to check your sight.
1. GTA code was written in C++
2. They used a decompiler to turn the GTA binary into fully working C++ code
3. They did changes to the generated C++ code to implement the changes they wanted to make
T2 owns the copyright to the C++ code of the game, but they also of course owns the copyright to the compiled binary so when you use a decompiler to turn the copyrighted binary machine code into autogenerated C++ code then you have just made a 1:1 transformation of the copyrighted code, so this step does not remove any copyrights.
Had they instead used a disassembler to look at how the game engine worked and then wrote their own C++ code based on that observation then what you said would be true, but that is not what they did according to their own wording. Hence why they will have a very hard time making a defense here. But then I'm not a lawyer, not do I play one on TV.
We were lucky that we had symbols from PS2 gta3 and the android games. other than that it was a lot of reading code in IDA and massaging it back into c++. I made a little video about part of the process [1] but i never did part 2.You can also read whole discussion: https://news.ycombinator.com/item?id=26130320 [External Link]
The strategy for gta3 was to replace function by function of the game until we had everything replaced. for VC we evolved our existing code base by, again, reversing function by function until we had everything done. Just not by dll injection this time.
[1] https://www.youtube.com/watch?v=22BeuOOERLo [External Link]
edit: He have also made a YouTube video where it's quite clear that he cleans up autogenerated decompiler c++ code: https://www.youtube.com/watch?v=22BeuOOERLo&t=48s [External Link]
Take-Two filed a lawsuit against the reverse-engineered GTA III and Vice City developers
4 Sep 2021 at 10:03 pm UTC
4 Sep 2021 at 10:03 pm UTC
Quoting: emphyFair Use applies to you the end user so you are not performing a copyright infringement by running Re3 with your purchased data files, the devs behind Re3 however infringes on T2:s right to sell the game at a premium on the Switch if they infringed on T2:s copyright when they created Re3.Quoting: F.UltraClaim 28 is quite damaging to the reverse-engineering team:Since running the software requires the original data files, it is easily defended as a case of fair use. If it turns out not to be so in the courts, it'd be time to ask some pointed questions as to why copyright law is so broken that it isn't.
28. Papenhoff has admitted that the source code developed via the re3 and reVCIf this is true and it appears to be so, then this is in fact copyright infringement and not something that any of us really can defend.
projects is not original, but rather is (and was intended to be) a copy of the original. In fact,
Defendants have bragged that their derivative source code was created by working backwards
from Take-Two’s final “machine” code to re-create the human-readable code in which GTA was
programmed:
“GTA 3 and Vice City were originally written in [programming
language] C++ . . . The compiled executables that are shipped are in
machine code. So the general task is to go from machine code back to
C++. . . . To go back to C++ is by no means a simple 1:1 mapping, but
over the last 10 or so years decompilers have appeared that help with this
process. . . . So what we typically do is work with the output of the
decompiler and massage it back into readable C++.” Id.
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