RBDOOM-3-BFG
papermario
RBDOOM-3-BFG | papermario | |
---|---|---|
15 | 16 | |
1,364 | 1,218 | |
- | 1.9% | |
9.2 | 8.7 | |
3 days ago | 9 days ago | |
C++ | C | |
GNU General Public License v3.0 only | - |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
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For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
RBDOOM-3-BFG
- 1+ Years of Unemployment Lately, What To Do Next?
- DX12/Vulkan Doom 3 port with Blender maps
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PC Ports, Decompilations, Remakes, Demakes, Fan Games, Conversion Mods, Texture Packs!
RBDoom3bfg, same thing, but for the BFG edition.
- C++: idtech 4.5 math library
- RBDOOM3-BFG 1.5.0 released: replaces OpenGL with DX12 and Vulkan using NVRHI API
- Rbdoom3, open source fork of Doom 3 BFG, ported to DX 12 and Vulkan via NVRHI
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id Software consolidates its Steam listings. "We’re rounding up id games on Steam for an improved shopping experience."
On the other hand BFG edition supports 120Hz rendering and has some great gamepad support. However the "shoulder lamp" and some tweaked brighter lighting destroys the game's atmosphere IMO while some textures and lights appear worse. I'd still recommend it if you liked the original game, but perhaps also play it with RBDoomBFG and its GI datapak - it introduced PBR shaders and changes the lighting considerably, but the game wasn't designed for that so i'd recommend it only for a second playthrough (you can disable most of the effects but even then it still looks off). The official BFG edition is closer to the original Doom 3 but still has its own issues so unless you want 120Hz rendering and/or gamepad support, i'd still recommend the original (with Dhewm3). Also note that the original BFG edition doesn't allow you to skip cutscenes which is annoying for a second playthrough.
BFG has better out of the box support, but both versions are open source and as such the community has made source ports for both of them to the point they are essentially equivalent and you only pick the one with the features you want the most, last time I played was using BFG because RBDOOM3 added support for PBR so the game isn't so absurdly dark but your mileage may vary and may prefer dhewm3's more faithful experience using the original release
- Id Tech 4 being ported to Nvidia's NVRHI
- Doom 3: BFG Edition lutris installers have very old RBDOOM-3-BFG version
papermario
- Decompilation of Paper Mario for N64
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PC Ports, Decompilations, Remakes, Demakes, Fan Games, Conversion Mods, Texture Packs!
Paper Mario Decompile: https://papermar.io/
- Porting C Game to Unreal
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Paper Mario PC ports beckon as coder completes decompilation of the N64 classic
> Apologies, I don't know much about (disassemblers for) modern ISAs; I'm mostly aware of "dumb" assembly languages used in the 70s and 80s, before macro assemblers, instruction modifier prefixes, instructions with opcodes that change based on argument types, etc.
I was literally thinking about assemblers from the 80s, which are _anything_ but dumb. If anything, it is _todays_ assemblers which may be dumb. Just think how many 8086 assembler kits there were (and are) and whether their syntaxes resemble each other at all. Now single MASM itself and think of how many million ways you have to create a program that builds to the same object code, whether you use macros or not. (Did you use .if or CMP?)
> it definitely did to whatever assembly language the IBM bootloader was written in.
No. Just no. We have assembly listings of the IBM BIOS. Even the first line of it may be different depending on whether you use DW or DB and still compile to the same machine code.
> There are no "technological measures" used to protect IP rights (i.e. DRM) in these older works;
This is also wrong, because _there are_. We literally discussed 10NES which is one such method for a console two generations older, and you can see the ones from Paper Mario 64 right in the decompiled source: https://github.com/pmret/papermario/blob/main/src/general_he...
> Re: ReactOS, and Re: 10NES... [Wall of text]
No one is claiming that reverse engineering is illegal. What is claimed is that decompiling a protected work in full and then distributing that decompilation is definitely illegal.
You can definitely decompile for reverse engineering. I have done it as part of my regular work, at least in the EU. But it is ridiculous to think (and I emphasize: ridiculous) that just because I apply a simple transformation to a protected work I can end up with a non-protected work that is legal for me to distribute without authorization.
It would mean the end of copyright for computer programs as we know it.
In fact, it is so ridiculous, that even since the act of _compilation_ is also a non-revertible transformation (or in your terms, non-bijective), the actual object code would NOT be subject to copyright ! (Because, despite what you're saying, what is copyrighted is the actual source code).
- Decompilation of Paper Mario
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The task is complete
Here's the website from OP's image, if you wanna read a bit more about the project.
- List of unofficial console PC Ports with Tutorial
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Zelda ocarina of time pc port gives 9 1/2 hours on full charge since it only runs in 20fps you can prob get a bit more if u tweek a few stuff
Paper Mario: https://papermar.io
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working on a texture pack
PM64 has had basic modding capabilities for a while, but judging by this site’s progress bar, an actual decomp is just days away. (I’m really hoping for a 3DS port like SM64 got)!
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Other decomps like SM64Decomp
https://papermar.io/ 98.67% Paper Mario 64 Decomp. Mario, libpm64 Though I don't think either will be that interesting tbh. Mario might be fun to see what story skips you can do.
What are some alternatives?
DOOM-3-BFG - Doom 3 BFG Edition
ReC98 - The Touhou PC-98 Restoration Project
dhewm3 - dhewm 3 main repository
mischief-makers - In-progress decompilation of mischief makers for the N64.
fhDOOM - Modernized DOOM3/idTech4 engine: ported to modern OpenGL (core profile), enhanced visual effects, improved performance, improved editor, more to come
Animal-Crossing-Decomp - Decompilation of Animal Crossing for the Nintendo GameCube
actions-per-minute-tracker - An Actions-Per-Minute Tracker (APM) to provide insights into your APM while you play
evangelion - WIP Decompilation of the only anime game on N64
DarkRadiant - DarkRadiant is the map editor for The Dark Mod and other idTech4/Doom3-based games
kirby64 - A work-in-progress decompilation of Kirby 64: The Crystal Shards, brought to you.
DOOM-3-BFG-VR - Doom 3 BFG VR: Fully Possessed. Doom 3 BFG with native Oculus Rift/Touch or OpenVR support
body-harvest-decompilation