botw
RBDOOM-3-BFG
botw | RBDOOM-3-BFG | |
---|---|---|
13 | 15 | |
1,437 | 1,364 | |
1.5% | - | |
6.3 | 9.2 | |
8 days ago | about 22 hours 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.
botw
- The Legend of Zelda: Breath of the Wild Decompilation Project
- The Legend of Zelda Breath of The Wild PC Port
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Is it possible that someone may port the games on his own and will upload them like unofficial ports someday or do you think apple will step in?
I beg to differ, there is currently a project to decompile Breath the Wild. The goal of this project is for understanding the game’s mechanics, not to create an executable file, but if someone really wanted to and didn’t care about the legal ramifications they absolutely could reverse engineer the source code of a game
- In-Progress Clean-Room Implementation of the Legend of Zelda: Breath of the Wild
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PC Ports, Decompilations, Remakes, Demakes, Fan Games, Conversion Mods, Texture Packs!
There is a decomp of Breath of the Wild but the dev says is not for playing is just to understanding the game code and how it was made https://botw.link/
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backporting TotK to Wii U hardware
I've been inspired by the BotW disassembly (see https://github.com/zeldaret/botw) as well as the success in backporting Sonic Mania to the Wii U (https://github.com/Clownacy/Sonic-Mania-Decompilation-Wii-U). So clearly this is something that's doable. The only minor complication is that this will require soldering a bit more RAM into the Wii U, I already did this myself when I made a portable Wii U a few years ago; should be no problem for anyone with even a modest background in EE. You would of course also need a soft-modded Wii U and external HDD to run the game; there are plenty of tutorials on how to do this.
- BOTW code
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Code oversight causes Star Fragments not to spawn 1.67% of the time
I was browsing the BOTW decompilation project here to better understand how Star Fragments spawn. I've noticed when I'm waiting for Star Fragments on top of Dueling Peaks, for example, occasionally one doesn't spawn when it "should".
- Decompilation of the Legend of Zelda: Breath of the Wild
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Is anyone working on a The Legend of Zelda Ocarina of Time PORT now that it has been completely decompiled??
I think they are working on that. Unless I'm misunderstanding this page
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
What are some alternatives?
oot - Decompilation of The Legend of Zelda: Ocarina of Time
DOOM-3-BFG - Doom 3 BFG Edition
ghidra - Ghidra is a software reverse engineering (SRE) framework
dhewm3 - dhewm 3 main repository
JoyCon-Driver - A vJoy feeder for the Nintendo Switch JoyCons and Pro Controller
fhDOOM - Modernized DOOM3/idTech4 engine: ported to modern OpenGL (core profile), enhanced visual effects, improved performance, improved editor, more to come
urde - A native reimplementation of the Metroid Prime engine
actions-per-minute-tracker - An Actions-Per-Minute Tracker (APM) to provide insights into your APM while you play
JustDecompile Engine - The decompilation engine of JustDecompile
DarkRadiant - DarkRadiant is the map editor for The Dark Mod and other idTech4/Doom3-based games
botw - Parameter files in a human readable format. Models, sound files, etc. and any other copyrighted content ARE NOT INCLUDED. This CANNOT be used to play the game.
DOOM-3-BFG-VR - Doom 3 BFG VR: Fully Possessed. Doom 3 BFG with native Oculus Rift/Touch or OpenVR support