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Game engine recreations and source ports

1,814 bytes added, 19:44, 21 March 2023
Single game engine: Added Freespace 2 SCP.
* In rare cases, games are released as open-source by the publishers themselves, allowing developers to perform a '''source port''' of the code. This skips the step of figuring out how the game works. The most common example that's often used is id Software's release of Doom in 1997. It led to [[wikipedia:List of Doom source ports|so many ports being released]] that the community began to joke about what devices haven't gotten it running yet.
Some projects are implemented in ways that the original developer did not intend; for example, for a platform other than which publishers marketed it for. And they're not just limited to game engines either; [https://webamp.org/ Webamp] is a JavaScript application that reimplements Winamp in the web browser. These projects are almost always open-source which also allows new programmers to fix bugs that could have been difficult to track down during development (alternatively, the bugs may be emulated to allow old mods to continue to safely exploit them). When most of the effort is on programming, the project will usually require the original game's assets (such as files in the installation directory or ROMs) until those ever get remade. This lets the developers claim they aren't infringing the game's copyrights since the player must obtain the original to use it; if the game is still being sold, this could allow the publisher to even earn revenue from the project. This aspect is debatable however, as some source code recreations did result in cease-and-desist letters and even lawsuits from companies such as in the case of re3 and reVC for the 3D-era ''Grand Theft Auto'' games, with Take-Two Interactive alleging that the source ports were made to facilitate piracy and that "the work is not licensed in any way"; some have speculated that the suit among others was to keep fan-made mods from getting in the way of their much-maligned ''Definitive Edition'' remasters.
For the sake of brevity, most of these projects often refer to themselves under some variety of '''fan remakes'''. The [[#External links|External links]] section has lists for a number of known and available projects.
! scope="col" |Operating System(s)
! scope="col" |Latest Version
! scope="col" |[[Libretro|Libretro Corelibretro]]
! scope="col" |Active
! scope="col" |[[Recommended Emulators|Recommended]]
|[https://github.com/OpenNFS/OpenNFS/releases git]
|{{✗}}
|{{}}
|{{~}}
|Need for Speed I–III, Need for Speed: High Stakes, Need for Speed: Porsche Unleashed, Need for Speed: Hot Pursuit 2
! scope="col" |Platform(s)
! scope="col" |Latest Version
! scope="col" |[[Libretro|Libretro Corelibretro]]
! scope="col" |Active
! scope="col" |[[Recommended Emulators|Recommended]]
|Ship of Harkinian
| align="left" |{{Icon|Windows|Linux|macOS|WiiU|Switch}}
|[https://buildswww.shipofharkinian.com/job/SoH_Multibranch/job/develop-zhora/ Build], [https://github.com/HarbourMasters/Shipwright git{{SoHVer}}]<br />[https://github.com/dcvzHarbourMasters/Shipwright/blob/zelda64_mac/BUILDING.md macOS fork#nightly-builds Nightly builds]<br />[https://github.com/GaryOderNichtsHarbourMasters/Shipwright Wii U fork]<br />[https://github.com/KiritoDv/Shipwright/tree/znx Switch forkgit]
|{{✗}}
|{{✓}}
|{{✓}}
|The Legend of Zelda: Ocarina of Time (PAL GameCube version)<ref group="N">Ship of Harkinian requires either the GameCube's PAL Debug version ROM (recommended) , PAL Master Quest Debug ROM (for Master Quest mode's dungeons; supported as of v5.0.0), or the regular PAL GameCube version ROM (not recommended) of ''The Legend of Zelda: Ocarina of Time'' to generate an <code>oot.otr</code> file from OTRGui (from the PC download) to play it.</ref>|-|Zelda3| align="left" |{{Icon|Windows|Linux|macOS|Switch}}|[https://github.com/snesrev/zelda3 git]|{{✗}}|{{✓}}|{{✓}}|The Legend of Zelda: A Link to the Past
|-
|[https://open-goal.github.io OpenGOAL]
|{{✓}}
|{{✓}}
|Jak and Daxter<ref group="N">The project de-compiled the game into [[Wikipedia:Game_Oriented_Assembly_Lisp|GOAL]] code. The project also developed a general-purpose GOAL compiler. Ports of ''Jak 2'' & ''3'' may be viable because they were made in GOAL too.</ref>
|-
|OpenRakis
| align="left" |{{Icon|Windows|Linux|macOS|FreeBSD}}
|[https://github.com/OpenRakis/OpenRakisgit]
|{{✗}}
|{{✓}}
|{{✓}}
|In Persuit of Greed
| rowspan="443" |FPS
|-
|Aleph One
|{{✓}}
|Marathon 1–2, Marathon Infinity
| rowspan="42" |FPS
|-
|[http://bibendovsky.github.io/bstone BStone]
|{{?}}
|Freespace 2
|-
|[https://www.hard-light.net/ Freespace 2 Source Code Project]
| align="left" |{{Icon|Windows|Linux|macOS}}
|[https://fsnebula.org/knossos/ Knossos installer and mod manager]
|{{✗}}
|{{✓}}
|{{✓}}
|Freespace 2, also includes Freespace 1 and expansion Silent Threat through fanmade ports to the FS2 engine.
|-
|Hammer of Thyrion
|[https://theforceengine.github.io The Force Engine]
| align="left" |{{Icon|Windows}}
|[https://theforceengine.github.io/downloads.html 1.0.02.001]
|{{✗}}
|{{✓}}
|{{?}} <small>(WIP)</small>
|Star Wars: Dark Forces, Outlaws
|-
|Five Nights at Freddy's 4
|-
|SpacePinballCadetSpaceCadetPinball
|Multi-Platform
|[https://github.com/k4zmu2a/SpaceCadetPinball/ git]
|{{✗}}
|{{?}}
|{{✓}}
|3D Pinball for Windows – Space Cadet
|{{✓}}
|Cave Story
|-
|C1
| align="left" |{{Icon|Windows|Linux}}
|[https://github.com/wurlyfox/c1 git]
|{{✗}}
|{{✓}}
|{{~}}
|Crash Bandicoot
|-
|Jazz² Resurrection
| rowspan="12" |RPG
|-
|[https://www.dfworkshop.net Daggerfall Unity]
| align="left" |{{Icon|Windows|Linux|macOS}}
|[https://www.dfworkshop.net/projects/daggerfall-unity/live-builds Beta 0.13.2]<br />[https://github.com/Interkarma/daggerfall-unity /releases git]
|{{✗}}
|{{✓}}
|{{✓}}
|{{✓}}
|RollerCoaster Tycoon 2, (with RollerCoaster Tycoon RCT1 and expansions from both games being importable) or RollerCoaster Tycoon Classic (as of v0.4.2)
|-
|[https://www.openttd.org/en OpenTTD]
|{{~}} <small>(WIP)</small>
|ChäoS;HEAd NoAH
|-
|TheXTech
| align="left" |{{Icon|Windows|Linux|macOS|Android|Haiku|Vita}}
|[https://github.com/Wohlstand/TheXTech/releases git]
|{{✗}}
|{{✓}}
|{{✓}}
|Super Mario Bros. X<ref group="N">The Super Mario Bros. X fan game project was written in VB6 originally and being a closed source for a long time. It was founded in 2009 and supported up to 2011, later abandoned by its author. For a long time, various people hacked it and attempted to reverse-engine and make clones. After 11 years, the source code was finally open. Later, by an independent developer, it was ported from VB6 into C++ with the SDL2 library and released as "TheXTech". The TheXTech, unlike the original game engine, is cross-platform and lightweight. It's able to work on a variety of operating systems and processor architectures.</ref>
|Platform
|}
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