37 comments

  • Eufrat 5 hours ago
    IMHO, this is an actual good use of what sounds like a person guiding a model to do a mass conversion. Although, I wish the porting docs were a little wordsmithed by a human, the AI generated text style is grating.

    The stakes are low, it’s mostly for fun and you can iterate on it. Compare this with Bun which was just like, “hey we converted everything to Bun to Rust from Zig, of course it works, what could possibly go wrong, I’ll totally write up a blogpost (that still doesn’t exist) explaining what we did, you can put this into your production environment soon!”

    • johnfn 5 hours ago
      I don't really get the Bun thing. Bun is running Claude Code which is probably the single most actively used development app there is. You say this was a bad use of LLMs, but it's been in production for a while and I haven't heard of any evidence that Claude Code has increased a significantly larger quantity of errors, segfaults, etc, than before.
      • Eufrat 5 hours ago
        Some people, myself included, think that announcing a conversion from Rust to Zig as an experiment then jumping to putting it in the alpha train for public testing/consumption without any real explanation in the span of around 2 weeks is irresponsible and reckless.

        Blogposts were promised, details were hinted, but no, it’s just full steam ahead because the AI worked so well. The converted unit tests all worked, all the synthetic tests are okay, so what are you complaining about?

        At some point, it’s less about the technical questions and more about getting that pesky human buy-in.

        • nine_k 1 hour ago
          They are looking for a different human buy-in.

          "Yes, the AI rewrote the code. No, we do not pretend that we've scrutinized the code, or that we understand it. It works, tests pass, so we don't care, and so shouldn't you."

          The "recklessness" is offered as the new normal. Because it kinda, well, works for them.

        • johncolanduoni 4 hours ago
          What does Bun’s governance look like? Now that Anthropic bought the company are there significant external contributors that would expected to have input on a decision like this?
          • peteyycz 4 hours ago
            And why buy it when they could have just called it Run and do the Rust conversion anyways? The license prohibits it, they don’t need the team’s expertise anymore, since they’re running full AI vibecode mode. Makes no sense to me
            • gpm 3 hours ago
              Seems pretty clear that they do need the team, to direct the LLM effectively.

              Also they're probably interested in the team just as an acqui-hire of good developers, and they're probably interested in the marketing value of converting the actual bun to rust via LLMs. But mostly I'd assume it was about needing the team to effectively direct the LLMs.

        • sharts 3 hours ago
          IMO it’s reckless to not pin down ones dependencies. No need to pull the latest experimental hotness
          • Eufrat 3 hours ago
            I get that and I can see an argument that they didn’t really put it as stable, but I suspect the reason it is not the stable version right now is from the massive pushback as other projects and companies started pulling support for Bun because of the loss of confidence rather than any other reason.
        • burnte 3 hours ago
          How about testing the output? Seems like the ultimate test. If the output's still good, I guess the rewrite didn't hurt.
      • qsort 5 hours ago
        I agree that the Bun rewrite is much more reasonable than knee-jerk reactions imply, however:

        - I don't think Claude Code is using the Rust version yet in their official build

        - Claude Code is not a particularly complicated piece of software from an engineering perspective (nor it's particularly well-engineered, at least at the moment).

        So in my book "it runs Claude Code" would be pretty weak evidence that the rewrite is going to be successful (the tests they've done are much better evidence, but that's a topic for another time).

        • Wowfunhappy 4 hours ago
          > - I don't think Claude Code is using the Rust version yet in their official build

          No, I'm pretty sure it is, actually, since June 17:

          https://code.claude.com/docs/en/changelog#2-1-181

          >> Upgraded the bundled Bun runtime to 1.4

          Now, Bun 1.4 doesn't seem to officially exist on https://bun.com/blog or https://github.com/oven-sh/bun/releases, so I can't be 100% sure this is the Rust version. However, I have to do some patching of the Claude Code binary to get it to run on my OS, and version 2.1.181 coincided with some changes that make suspect it's using Rust now.

        • meowface 4 hours ago
          I agree Claude Code is seemingly (currently) not very well-engineered but I think you may be moderately underestimating how complicated it is/necessarily has to be.
      • gpm 5 hours ago
        > it's been in production for a while

        Huh... it looks to me like bun has yet to cut a release post Zig->Rust port (the latest one on github is still on a branch that says it's written in zig in the readme). I assume that nothing is using the rust version yet...

        Which also cuts against the complaints about "of course it works [...] you can put this into your production environment soon!" since they don't seem to be asserting either of those things.

        • Eufrat 5 hours ago
          The real problem is they explained nothing and just caused a lot of mistrust. The lead developer at Bun working on this project does post here from time to time and I have never seen him answer any of this. I admire his enthusiasm, but this was badly handled mostly from Bun’s side which lead to a bunch of dogpiling.

          When someone on another social media platform commented expressed some concern, his response was to ask him what the explicit bug he was talking about was and that he would generate a fix. That sound you hear is the woosh as the point flies by. And in general, this just feels like a consistent problem with Bun.

      • burnte 3 hours ago
        I have yet to hear any evidence that the Rust rewrite was harmful. I have no emotional investment in Bun (which I'd never heard of before the rewrite), or Zig (which I also didn't know about), or Rust (which I think is neat and that's about it), so I'm about as unbiased as you can get and from what I saw the conversion was done well, and I haven't heard of massive bugs resulting from the rewrite.
        • GuB-42 14 minutes ago
          It is probably fine, it is kind of a best case scenario: porting a good code base with lots of unit tests, all hand-written. Not much can go wrong here as the LLM is kept in check by the original code, the tests, and the fact that the topic (a JS engine) is well documented.

          The problem is what comes next. They now have code that they don't understand, and they are likely to work on it with AI in the future, but the new features they may introduce later will not have the luxury of hand-written tests and a reference code. So, unless they undertake the massive effort needed to fully understand the Rust code and deal with all these "unsafe", quality is very likely to go down, Microslop style.

      • nozzlegear 1 hour ago
        > which is probably the single most actively used development app there is

        Seems doubtful, I'd put money on it being something like Visual Studio or Visual Studio Code. Maybe CC could claim the (odious) title of most actively used vibe-coded development app, though.

      • MuffinFlavored 5 hours ago
        > Yes, Claude Code uses Bun. In fact, Claude Code relies on it as a core dependency and ships as a self-contained Bun executable.

        I... somehow did not know that.

        • stymaar 5 hours ago
          You missed the day when they had their bun build misconfigured which ended up leaking the entirety of Claude Code's codebase? (I wish I was joking)
      • andai 2 hours ago
        Wait is the new CC running on the vibe coded Bun?
    • pathartl 1 hour ago
      I have a port of BuildGDX in the project backlog that was basically just throwing Claude at it to go from Java to .NET. The only thing it really got hung up on was Java's byte being signed.

      What I ended up with was a port of Duke 3D that uses half the allocated RAM as DukeGDX.

    • aussieguy1234 2 hours ago
      The model did the work, probably has it all in its context window, so it may actually be better placed here to write the docs.
    • general_reveal 2 hours ago
      IMHO, this is an actual good use of what sounds like a person guiding a model to do a mass conversion.

      This is quite the understatement. Actually, it's probably the understatement of the year.

      "Pretty good, not bad, great use case".

      Dude. Fable fucking did what?

      • NamlchakKhandro 27 minutes ago
        It hallucinated that people play games on Apple products.
  • xg15 6 hours ago
    > (tap-select, drag-box, long-press deselect, two-finger scroll, pinch zoom)

    This is another "AI-ism" I noticed, mostly in coding agents - they seem to be very fond of making up new "compound nouns" (and occasionally verbs) to sum up relatively complex and specific concepts into single noun phrases. I wasn't sure if it's to save tokens or if the AI uses this to get a concise "identifier" for a concept that it can refer back to later, but I found it very noticeable.

    I find the resulting sentences hard to read, though it does get better if you're aware of that tendency and make a conscious effort to parse the noun phrases. But I guess since it's just intermediate output from coding agents and not text for essays or blog posts, it's fine.

    • marginalia_nu 5 hours ago
      Haha, I do that too sometimes.

      It's a thing in some Germanic languages. Instinct is to merge nouns into word, e.g. 'lawnchair', but that gives you a red squiggly line, but 'lawn chair' also looks wrong, so 'lawn-chair' is the middle ground.

      • ben_w 4 hours ago
        First time I realised this was GCSE History lessons, looking at first world war posters like this one and going "huh, to-day with a hyphen…"

        https://www.iwm.org.uk/collections/item/object/27774

        • brador 4 hours ago
          Badnami is Persian and literally means bad-name (like defamation of character).

          English word origins are a fascinating rabbit hole.

          • ben_w 4 hours ago
            > English word origins are a fascinating rabbit hole.

            My favourite example of which is Northern Ireland's Orange Order.

            The colour is orange, because that was the Royal colour of the family of the monarch it was named after, William of Orange, who was Dutch, titled after the principality of Orange which is named after the city of Orange which is French which got its name from the Celtic word for forehead or temple.

            The colour is named after the fruit, the fruit's name is a corruption "a norange" -> "an orange", which goes back to naranja which goes to Arabic which goes to Classical Persian which goes to Sanskrit.

            Meanwhile, the dutch word for the fruit is sinaasappel, Chinese apple, compare with the English word "mandarin" used for many different Chinese things.

    • f3408fh 6 hours ago
      Yes! It's infuriating. I've tried prohibiting them in my AGENTS.md but it's not 100% effective.

      --- AGENTS.md ---

      ## Plain words, not jargon

      Don't use jargon-as-shorthand. Say what you actually mean.

      - Don't say "load-bearing assumptions". Say "the assumptions the xyz depends on".

      - Don't say "cross-service". Name both services, e.g. "whether the X service can derive duration without calling the Y service". "Cross-X" is confusing because it hides which things are involved.

      - Don't deliver verdicts as abstract noun-phrases like "Cross-RCA double-counting is unfounded". Say it plainly: "I checked whether the same root cause gets counted twice across RCA runs, and it doesn't."

      ## No earth-shattering declarations

      Don't hype findings. Skip "a critical finding changes everything", "now I have the full picture", "this changes the game", etc. Just state what you found plainly. Most findings are ordinary; report them that way.

      ## Don't reflexively hedge a "yes"

      When the answer is yes, say yes. Don't soften every positive answer with a caveat: it erodes confidence in the "yes". Only add a caveat when there's a genuine, specific uncertainty worth flagging.

      • godot 2 hours ago
        Is "jargon-as-shorthand" not exactly that?

        On another note, I find AI instructions like this (e.g. "Don't hype findings. Skip "a critical finding changes everything",...") more harm than good in my own uses. It changes behavior in subtle ways that makes it less predictable to me. I'd rather it has its own AI-isms and quirks, that I've fully gotten used to, and I know what to expect. I know when it says certain things, in certain ways, that's what I think it means. Quirks and AI-isms don't annoy me, I get used to how it states things.

        • f3408fh 2 hours ago
          Lol! Good point. I did use Claude to write the rule, and it ironically wrote the exact thing I asked it to avoid. I agree that it might be best to use the model as-is, to get the intended experience.
          • gitaarik 1 hour ago
            Also I find it interesting to learn the jargon. It basically compacts information in fewer words, although more complex words. But when you are familiar with the jargon, you can unpack the sentences in your mind. And like that, you need less text to read and write prompts. So less reading, writing, and tokens!
      • skerit 5 hours ago
        I thought it was just Opus 4.7 and 4.8 that did this. Do other models do this too?

        Anyway: in my case Opus absolutely did not follow a similar instruction in the CLAUDE.md file. (But then again: it hardly followed _any_ CLAUDE.md instruction properly)

        • embedding-shape 5 hours ago
          It's stupid, but have you tried telling it to follow it? "Make sure to follow the guidelines from AGENTS/CLAUDE.md" etc, seems to (sadly) make some difference in most harnesses and models.
        • mikeryan 5 hours ago
          In all my CLAUDE.md and AGENTS.md files I have a line to fix pre-existing issues. I don’t know what it is but every agent I’ve tried through Claude code (including deepseek and GLM) will actively try to avoid fixing pre-existing issues. I even added hooks to Claude and git to try to get them fixed. If I leave a bailout for myself agents will find it sit and ask if it can push with no-verify or an environment variable in the case of Claude hooks instead of trying to fix an issue it didn’t cause.
        • futuraperdita 5 hours ago
          For me, Opus 4.8's thinking traces for the chatbot will sometimes willingly ignore instructions, saying something along the lines of "I've noticed an instruction in the system instructions that states I shouldn't do this, but if I don't do this, I'll not provide the answer the user is looking for. I will ignore that instruction."
      • xg15 6 hours ago
        Yeah, I wonder if part of the reasoning is built around those phrases, and therefore it can't get rid of them easily.

        > "now I have the full picture"

        I always interpreted that phrase as a sort of marker to delimit the phase in which it explores the codebase and gathers information from the phase in which it implements the changes.

        Not sure if it's still done, but I think some months ago there was discussion that some of the phrases are injected by the inference loop to "steer" the model - e.g. "But wait" if a thought block was too short etc. Obviously such phrases couldn't be influenced by the prompt.

        • Sinidir 2 hours ago
          Yes these things happen as part of RL Training. Same way that you can see the "But wait ..." phrases in thinking traces. They get rewarded.
          • f3408fh 2 hours ago
            Out of curiosity, how does something like "But wait..." get rewarded?
      • spudlyo 4 hours ago
        NO DEFORMED FINGERS!!!
      • wonnage 3 hours ago
        It’s crazy that straightforward rules like this can’t be followed and yet they think they can gate Fable
        • arcanemachiner 3 hours ago
          That rule can be followed, but it gets a little tricky when mixed up with the other ten thousand rules that it's following at any given time.
      • lostlogin 6 hours ago
        > Yes! It's infuriating.

        No, it’s good. When they stop doing this, it’ll be harder spot the machine slop.

    • trentor 6 hours ago
      Maybe LLMs are just Germans.
    • shibel 4 hours ago
      I’m (sorry for the lack of humbleness) a very fluent non-native speaker and writer, and this is by far my biggest challenge with Claude. It stitches together 2-4 advanced concepts into one or two words and I always have to ask it to “unpack”.

      I don’t think it’s easy on native speakers when it happens, but it’s even harder when you’re not.

      • gregoryl 3 hours ago
        Its hard for native speakers. Information density makes for rough reading.
    • jorl17 6 hours ago
      Excessive-hyphenization is ai-hyperfixation
    • topgrain2 5 hours ago
      That’s… about how I might have written that.
    • mikeryan 5 hours ago
      That and finishing a statement with an em dash — that’s what AI does.
    • rossant 5 hours ago
      That, and also the very long comma-separated lists with sometimes 10+ items.
    • daveguy 6 hours ago
      FYI, AI isn't fond of a goddamn thing. They have token prediction quirks that don't follow typical English.
      • ben_w 4 hours ago
        Few ever cared. Find one non-pedant who would object to the personification that follows:

          "The evening settled over the city, drawing the light out of the streets one corner at a time. Windows blinked awake with lamplight, and the wind moved through the alleys restlessly, leaves brushing against walls before gathering themselves along the pavement. In the distance, the river kept its steady argument with the stone embankments. When the night pressed in, the weather became increasingly angry, until it was a raging storm."
        
        In the affective sense, evenings don't settle, and street lights are not drawn out, windows don't blink, and wind isn't restless. Weather can neither be angry, nor rage.

        But such personification is a natural part of how the English speak.

        • folkrav 3 hours ago
          Personification =/= anthropomorphization
      • sawjet 5 hours ago
        Personification is a figure of speech. What you say is technically correct but we don't need to declare this every time humans discuss how LLMs work.
  • namuol 6 hours ago
    > Built on EA's GPL v3 source release via fbraz3/GeneralsX (which did the heavy lifting of the macOS/Linux port — this fork adds the iOS/iPadOS port and a set of engine fixes).
    • asronline 6 hours ago
      I have a Renegade one going that does all of this from scratch (different engine) so it's def more than capable!
    • hypercube33 5 hours ago
      This needs a backport to Winx64 since this game runs like crap on modern windows
    • risyachka 3 hours ago
      Right? All Fable did was a ported an already cross platform project to ios. Does not look like any sort of heavy lifting there, opus 4.6 would do just fine
  • evanjrowley 6 hours ago
    I wanna know if these techniques would be useful for Emperor: Battle for Dune (2001). It's the first 3D RTS by Westwood Studios, predating C&C Generals by just a couple years. It's popularity was hampered by intellectual property disputes and a introduction of a new faction that diverged from the book series lore. The gameplay, soundtrack, and campaign missions were awesome.
    • satvikpendem 5 hours ago
      Try it before July 7 when Fable disappears from Claude Code subscription pricing.
      • e40 3 hours ago
        Where's it go after that?
        • arcanemachiner 3 hours ago
          Billed at unsubsidized (and very expensive) API rates.
    • farseer 6 hours ago
      This was one of the best RTS of the era. Still holds up today. The music was also very good.
    • asronline 6 hours ago
      Let me give it a go :)
      • gb2d_hn 6 hours ago
        Came here to see if anyone mentioned Dune Emperor. Would love to see someone succeed
      • DANmode 5 hours ago
        Legend in the pub.
    • SubiculumCode 5 hours ago
      • farseer 4 hours ago
        No, this was a far superior sequel to Dune 2000.
    • kriro 6 hours ago
      I loved this game. First RTS I ever played :)
  • lostlogin 3 hours ago
    For any fellow idiot following behind, the below error means you haven't paid for the game in Steam.

    > "ERROR! Failed to install app '2732960' (No subscription)"

    This is of course mentioned in the read me.

  • joehabeebs 2 hours ago
    I spent countless hours on this game as a kid and as I got older I found that trying to go back and play the game got more and more difficult as the technology scaled beyond the platform it was originally intended for.

    A great use for what AI can help with, especially in the hands of dedicated fans. Maybe I will find some time to try and experiment with custom maps or units, the modding scene of C&C Generals was always pretty lively.

  • siva7 6 hours ago
    no way fable did this. It would have stopped after the words "command and conquer" and nerfed you to opus (while also landing you on some nsa watch list)
    • cogman10 3 hours ago
      lol, I'd expect that as it starts reading of sections of code dealing with the chinese and terrorist factions.
  • Reubend 4 hours ago
    > rendering DirectX 8 → DXVK → Vulkan → MoltenVK → Metal

    Am I reading that right? It makes API calls that go through 5 different layers before actually getting rendered? That's kind of crazy. I'm surprised it works, although I guess the underlying libraries are solid enough that it shouldn't be unexpected.

    • etra0 4 hours ago
      Apple never released a driver that supports Vulkan out of the box, therefore MoltenVK was born, which translates Vulkan IR to Metal source then recompiles to Metal shaders.

      This was the pipeline in Proton for macOS (I'm not sure if it's still is the case, been quite a while since I checked).

  • dools 5 hours ago
    How is it done "using Fable" when the first commit was Feb last year??
    • debugnik 4 hours ago
      He forked GeneralsX and added just the last few commits.
      • dawnerd 3 hours ago
        Still seems weird to give fable credit when the heavy lifting was already done.
    • Dfiesl 5 hours ago
      Probably not exclusively using Fable.
      • dools 5 hours ago
        Yeah which is a bit underhanded. Because the implication of "using Fable" is that it was done in under ... a week? So it's just a bit of click bait.
        • janalsncm 5 hours ago
          For that to be click bait it implies people wouldn’t have clicked on it if any other model were used. IMO the more interesting fact is they ported a game over to iOS.
          • dools 4 hours ago
            I dunno... Command and Conquer ported to macOS/iPad in 18 months using AI coding agents probably wouldn't have the same ring to it
        • Madmallard 5 hours ago
          That's nearly every single article on the front page of HN nowadays that talks about AI related stuff
    • bakugo 4 hours ago
      It wasn't, this is just another free marketing piece for Anthropic.
  • jnaina 32 minutes ago
    this is indeed great. wonder if there are any legal implications to dis-assembling my all time favourite game, the Atari Jaguar version of T2K, and natively port it to run on the Apple TV 4K, using GLM 5.12 on a 512GB Mac Studio.
  • OsrsNeedsf2P 6 hours ago
    I'm doing something similar, using AI to make Battle for Middle Earth (same engine) "open source" with AI: https://github.com/dginovker/BFME-Source-Code
    • skerit 5 hours ago
      I've been doing something similar for some of my favourite older games. But the "byte for byte" claim has me worried. Isn't simply decompiling the sourcecode from the binary and releasing that problematic?

      It's not the "clean room" approach and companies could still claim it violates some kind of copyright and get it taken down.

      • kevinmchugh 22 minutes ago
        That's my understanding. Decompilation is legally protected in the US, and you can do a reimplementation based on a decompilation. Sony v connectix is aiui the precedent.

        Theoretically you could clean room by having different agents/models/context windows to do both decompilation and reimplementation. This is untested in court afaik and I don't think anyone wants to spend money to find out.

        There was a non-clean room reimplementation of gta3 a few years ago. The gta publisher DMCAd and of course the fans who did it didn't have any money to fight in court (and probably couldn't find anyone who would take a big complicated case on such bad facts pro bono). https://www.gamingonlinux.com/2021/02/take-two-interactive-h...

    • asronline 6 hours ago
      Sweet!!
    • amcoastal 6 hours ago
      [dead]
  • bel8 5 hours ago
    Title is click bait.

    This started back in February and looking at commits, Fable did only a small part of the latest commits. 19 commits out of 2000:

    https://github.com/ammaarreshi/Generals-Mac-iOS-iPad/commits...

    And maybe it wasn't even Fable, they might have downgraded to Opus.

    This is the kind of frequent misinformation that makes me skeptical of Anthropic LLM claims. Whenever I compare them to GPT 5.5 on my web dev workflows, they seem to trade blows, even Fable, which I started testing since it was re-enabled.

    Also I bet any decent LLM could have done such port. Think GLM 5.2 or similar which would probably work better because it doesn't constantly try to guess if I'm a terrorist trying to hack goverments or develop some biological weapon.

    People just don't have the resources to compare LLMs and imply whatever they used is the best thing ever and unlocked some new workflow.

    I have seen little improvement since Opus 4.6.

    • varenc 4 hours ago
      This project is a fork and all it does is add iOS support. Commits by the repo fork owner begin 19 hours ago, so very plausible those are done with Fable. But I agree it's very unclear to me if adding iOS support was some task only Fable could accomplish over prior models.
  • HaloZero 6 hours ago
    Is there any hope for Red Alert 2?
    • HaloZero 6 hours ago
      Looks like EA did open source the game (only the first maybe)

      https://github.com/electronicarts/CnC_Red_Alert

      This seems to be the most active port saying it works on a Mac/Linux https://github.com/Daft-Freak/CnC_and_Red_Alert

      • asronline 6 hours ago
        I wish they open sourced RA2 - I love that game, I heard they lost the source code :/
        • swat535 5 hours ago
          Yes, they have also lost Tiberian Sun and Firestorm I think.. very unfortunate.
          • freedomben 4 hours ago
            That's wild. How does that happen?
            • cogman10 3 hours ago
              Red alert 2 was released in 2000, which means it was developed probably in 1998->1999.

              Life was different back then. Source control systems were a LOT worse (this is CVS era for open source development). We certainly weren't in the current era where everyone wants to play these old games on their phones now.

              What almost certainly happened is all copies of the source were simply lost. They may have sat on someone's hard drive, a team server hard drive, or somewhere else. It's possible they didn't have more than a few copies while development was ongoing.

            • wmf 4 hours ago
              Everything will be lost unless it's somebody's job to preserve it. It's pretty common to close game studios or lay off the entire development team while simultaneously scolding them about "stealing" IP so the predictable result is the code being lost.
    • HelloUsername 5 hours ago
      You can always play it in the browser https://news.ycombinator.com/item?id=45991853, sadly no Yuri's Revenge is possible there though
    • 8note 6 hours ago
      they lost the original assets so afaik they arent gonna make a remaster

      cnc-ddraw i think would get it to run fine on a steam deck though, so you should be able to play it without much issue

  • delichon 4 hours ago
    I was bitching here the other day about GTA VI being locked down so I can't pass it on like a favorite book. But maybe if I just archive the whole package, a not-so-distant-future-ai will be able to rehydrate it onto any handy future platform at low cost.
    • apetresc 4 hours ago
      Assuming nothing like DRM goes out of its way to prevent it, I’d be willing to bet significant money that by the time GTA6 is retro enough to require porting to “modern” platforms, precisely that sort of porting will not only be possible, it’ll be so commonplace that it won’t even merit an HN post when it happens.
  • jayzer01 3 hours ago
    Generals. I never played this one. 2003? So you have to buy it on steam then this installer will allow you to play it on iPad?
    • nkrisc 2 hours ago
      It needs the assets from the original game. The creator of this project can’t legally redistribute those assets, so you have to provide them yourself.
      • jayzer01 2 hours ago
        Got it. Think I understand. Wow so retro.
  • 8note 6 hours ago
    ive had opus try movin Merlin's revenge up from director/shockwave.

    the result: http://jhedin.github.io/merlin-s-revenge/

    reasonably it works quite close to the lingo, but this is way difficult, and not just from being rusty. steve had most things triggered on the animation frame, which opus hasnt quite figured out by looking at the code and pulling stuff out of the .dir

    i do remember that playing at double scale was a lot harder in general, but theres a really clear cooldown missing between attackes

  • pjmlp 5 hours ago
    In the old days this would have required a proper team...
  • ChrisMarshallNY 5 hours ago
    Very cool.

    One big caveat with iPad and mobile, though, is battery usage. I strongly suspect that power consumption is the reason that a number of games made it to Mac, but not iPad.

    • dawnerd 3 hours ago
      Well interface on mobile devices vs traditional computers is a bit different. Game devs can’t even have consistent controller support. Supporting touch is almost never worth it.
      • ChrisMarshallNY 2 hours ago
        I have wireless game controllers for both Mac and mobile. They do support them.
  • wewtyflakes 4 hours ago
    Worked for me; it was a nice surprise.
  • AussieWog93 3 hours ago
    Does this work with Generals Online (Zero Hour mod)?
  • TacticalCoder 1 hour ago
    > Long sessions on iPad can be killed by iOS for memory (~3 GB+ resident); the app exits to the home screen with no dialog. Session logs (current + previous) are in the Files app under the game's folder. Under investigation.

    Wait. It's a port from a game from 2003. I don't think PC had 4 GB of memory back then (unless my memory is fuzzy, ah!): I mean, maybe some had that, but not the majority. I doubt the requirements for the original C&C Generals were 4 GB of memory.

    OK, I just checked on a box of C&C Generals on eBay: requirement 128 MB of RAM (I know I could have asked a LLM, but checking a picture of an actual box is kinda fun).

    I understand the need for a bit more graphics etc. but that's still a big jump: if the reqs were 128 MB or RAM for the PC, the game wasn't using that.

    So we're talking something like a 32x inflation in RAM usage during the port (unless I didn't understand the caveat).

    Why can't a game requiring 128 MB in 2003 run on machine 20 years more recent without using all the RAM?

    Is there a plausible reason or are we to consider that when porting using Fable, we can expect the RAM usage of a program to go up by 32x?

    EDIT: the original game has more asset than I would have guessed, skimming through the port's docs I found this:

    > the game requires .big archive files (INIZH.big, MapsZH.big, etc.) totaling 4-5 GB. These files cannot be committed to repository due to copyright (EA Games property).

    4 / 5 GB is not nothing. I wonder if the memory issue could be related to the way these are loaded?

  • bigyabai 7 hours ago
    > rendering DirectX 8 → DXVK → Vulkan → MoltenVK → Metal

    Another great case study in why native Vulkan drivers would be a boon for Apple's mobile computing. That's quite the render pipeline...

  • brailsafe 5 hours ago
    I wonder if this will work on my iPad 3, maybe with some Swift... 3 backport code?
  • ziofill 2 hours ago
    Do homeworld next *_*
  • OsrsNeedsf2P 6 hours ago
    I just noticed a Flatpak folder in the repo. Does MacOS Support Flatpak somehow??
  • wewewedxfgdf 4 hours ago
    This is one of the best of Command and Conquer games.
  • arikrahman 4 hours ago
    Finally, I can play Zero Hour everywhere
  • advenn 6 hours ago
    someone do it for debian, omg. i use debian family, it has been years, i haven't played this gem
    • asronline 6 hours ago
      I can't tell you how many new hours I've poured in it since bringing it to my iPad
    • akho 6 hours ago
      fbraz3/GeneralsX
  • gigatree 6 hours ago
    This is an actual dream come true
  • ellis0n 4 hours ago
    AI is a data Xerox you can copy and transform anything with it (c)
  • vaygr 5 hours ago
    Tiberian Sun next.
  • Jyaif 5 hours ago
    I tell folks there's a chance GTA6 will be ported to PC before it's officially released to PC.
  • Madmallard 5 hours ago
    Does it actually play identically or is there going to be weird bugs all over the place?

    Seems like an impossible ask to verify if you don't have an immense test suite that covers everything.

  • asronline 7 hours ago
    EA released the Generals source under GPL v3, the GeneralsX project got it running on macOS/Linux, and I've taken it the rest of the way: native iOS and iPadOS builds of Zero Hour, plus Apple Silicon macOS.

    What works (all verified on a real iPad and iPhone):

    Campaign, Skirmish, and Generals Challenge: full missions, objectives, cutscenes, saves All audio: music, unit voices, EVA announcements, Challenge taunts, briefing FMVs Touch controls built for RTS: tap select, drag a selection box, long-press deselect, two-finger camera pan, pinch zoom Self-contained install: game data ships inside the app bundle It's the real engine: unmodified game logic compiled for ARM64, rendering DirectX 8 → DXVK → Vulkan → MoltenVK → Metal. Not emulation, not streaming.

    No game assets are included or distributed. You need your own copy (Steam sells Zero Hour) and a script pulls the data from your own account. Code is GPL v3.

    Repo, with a full engineering log of every bug and fix (the black-minimap one is a 2003 texture-format fallback that ate the alpha channel; worth a read if you like archaeology): https://github.com/ammaarreshi/Generals-Mac-iOS-iPad/blob/ma...

    Building: macOS is about four commands; iPhone/iPad needs Xcode and a free Apple developer account since you sideload your own build. Known issues (long-session memory on iPad, a rare backgrounding crash) are documented in the README.

    Credit: fbraz3/GeneralsX did the heavy macOS/Linux lifting, TheSuperHackers keep the community codebase alive, and EA did a genuinely good thing releasing the source. The engine fixes I found are heading upstream so every platform benefits.

    (And of course, not affiliated with or endorsed by EA, and sorry China had to deal with all of those particle cannons in that demo video)

    • debugnik 4 hours ago
      You take credit for porting it to "Apple Silicon" macOS, both here and in the title, but that already seems to work upstream? On a quick look I didn't see any commit message of yours addressing macOS rather than iOS. What exactly did you add there?
    • digitalbase 6 hours ago
      Great stuff

      I found the bundle scripts already prefer VULKAN_SDK/VULKAN_SDK_ROOT, but the build script only scans ~/VulkanSDK

    • DANmode 4 hours ago
      Don’t worry - China inf is for noobs

      https://youtu.be/WqWFYOxjZ54?si=1pH6Z1D33TOT4Qmg&t=453

    • 8note 6 hours ago
      nice!
  • slipperybeluga 6 hours ago
    [dead]
  • baq 6 hours ago
    When someone ported pylint to rust this place was full of ‘who will maintain this’ and met with blank stares when the answer was ‘what do you mean’ or ‘it’ll maintain itself’.

    Good job. It was inevitable, but still someone had to, please excuse me, say the words.

    • fnordpiglet 6 hours ago
      Given the game is stable and the changes would be at the integration points, and Fable was able to do the direct integration, why would the answer not be “it’ll maintain itself” at some abstract level. The decision to maintain open source is up to the maintainers and I think the answer is “no one” 99.99% of the time, but I’ll wager if someone is willing to spend the tokens on it, a CI reintegration agent would do just fine in keeping it working as the underlying dependencies have required changes (which would really be only major changes in apple apis that aren’t backwards compatible.”

      Pylint is different because it’s working against a necessarily dynamic wavefront that it has to keep parity with as it advances. All python changes, ecosystem adaptations, etc - and maintaining that with an AI harness in CI would never work. It would require a concerted effort and thought along the way.

      So it’s sort of a different beast all together. In fact I think this is a great demonstration of using AI to resurrect technology built for X to work with Y, where X is dead and Y is current. Automating this feels like a net positive and because the original software is “finished” there isn’t decision making and strategy required.

    • arjie 6 hours ago
      These LLMs are remarkable. I used Opus to revive for myself abandoned software and bring it up to date with the latest versions of the frameworks so I could add some features. And there's other software which I vendor and merge in upstream changes and self-manage. This would have been a near-impossibility in the past.

      "Who will maintain this?" appears to be "Me with an agent". And it's great.

    • adamraudonis 6 hours ago
      That was me! Checkout my latest Fable project with 4D splats: https://news.ycombinator.com/item?id=48786245