Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable (github.com)

633 points by asronline a day ago

tangenter 14 hours ago

I think the next 10 years or so are going to see a chucklefuck of games reversed thanks to LLMs, which can easily pattern match and operate on contrivedely optimized assembly and output reasonably accurate C/C++ code. I’m one of many right now using Ghidra + LLM workflow. It’s doing the thing it needs to and I’ve helped several communities revive and port their games this way. It is a huge time saver. While I’d personally prefer an actual source code leak, a working reverse job is good enough, even if it’s partial as long as it’s accurate.

I wonder if we’ll get to a situation where a new game is reversed in the first few months by a team effort. Right now it’s mostly solo devs, but a technical team that’s capable without LLMs is unstoppable with them, and given the nature of modding communities, the only thing they are missing is an LLM to grind away at the details of the game that would otherwise take years to find out.

jsiepkes 10 hours ago

If you think this port is related to tour point; The source code for Command and Conquer generals (and other C&C games) was released a while back. This port uses that source code. So this port is not based on reverse engineering. The port even states someone else (manually) already did the hard work of porting it to macOS and Linux (so not an LLM):

> 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

port11 10 hours ago

Then the title is incorrect. Generals has been on the macOS App Store for years.

embedding-shape 10 hours ago

pjmlp 8 hours ago

We are also going to get shovelware without end.

1983 will seem like nothing by comparison.

Tiberium 11 hours ago

10 years is far too pessimistic for this being a routine task, I think 2 years max. As you mentioned, you can already do this today by just giving GPT 5.5/Opus 4.8 an IDA/Ghidra tooling (a CLI or MCP, I have a custom CLI for it). You can start with the LLM going from the string anchors and renaming functions/globals, then when you have enough functions, the LLM can start working on typing - IDA has a very powerful typing API for HexRays-decompiled code, you can even type locals and it all persists in a DB.

My custom IDA CLI is just a simple thing on top of IDA Python's integration + ida-domain + some higher-level helpers, and works as a daemon with workers, so a stale/bad request doesn't corrupt an IDA DB (an issue I had when I was using idasql).

A bit offtopic, but: do you have any links to your efforts? I'm curious to see what other people do in this area.

swiftcoder 11 hours ago

Have you published your IDA CLI anywhere? I'd be interested to see what that looks like

Tiberium 11 hours ago

nerdsniper 8 hours ago

I added several quality-of-life features / UX improvements to a very old game, “Deadlock: Planetary Conquest”[0]

I had no idea how to do any of this. I let GPT-5.5 download Ghidra + MCP connectors, start the project, and do all the work. I gave it my vision and gave it iterative user testing feedback.

Now I have a MUCH more playable UX.

O: https://store.steampowered.com/app/328440/Deadlock_Planetary...

Teever 2 hours ago

I loved that game. You may me excited to know that there was a song from the developers on the CD: https://www.youtube.com/watch?v=RuV4Oe9n5T0

unnamed76ri 7 hours ago

Are your changes available to download?

PaulRobinson 8 hours ago

The mild alarm for me is that this won't be limited to just games.

I've spent almost 30 years building applications for the web. I've been switching my attention to different models of distribution in part because I see a desire for people to not be paying monthly seat subscriptions, but also because it can simplify my own operations - I want to move to a solo indie dev model, and giving you an executable you run means you look after "operations", and I don't. Desktop applications in particular have the potential for you to integrate them with your agent workflows.

But if I put effort into building some secret sauce into an application, and there is then a risk that by distributing it, it gets reverse engineered and then rebuilt by competitors, malicious actors, whoever, there is now the same economic risk to software distribution as there is to DRM-free media distribution. As a result, I might just not do it.

Now, some people will argue software wants to be free - build on the F/LOSS economic model, this becomes less of an issue - but there isn't really a viable F/LOSS economic model for most developers.

Per seat monthly subscriptions with remote access seems like the way we need to be, then...

tyingq 8 hours ago

One area I think is really going to get slaughtered by LLMs are marketplace plugins. Those monthly fee plugins people release for things like Jira, Shopify, Salesforce, etc. There's a subset of those that don't have some backend that's hard to replicate, and asking an LLM to reverse engineer and make your own plugin is trivial.

RussianCow an hour ago

xpct 6 hours ago

MetaWhirledPeas 3 hours ago

The games industry will push us even harder toward streaming everything.

dalleh 12 hours ago

Would you please explain more your Ghidra+LLM workflow? What you are doing and how does the LLM help you? Thanks!

tonyarkles 12 hours ago

Not the person you asked but I frequently use Claude (Opus primarily) to reverse engineer embedded hardware. It uses a mix of Ghidra, Radare2, and just the arm-none-* tools. I can’t say I have a particular workflow though, I just say “we’re reverse engineering foo.bin. It’s the firmware for a servomotor. We talk to the servo over RS485 and it seems that if I send it command X it will sometimes silently reject the command. Can you dig into the data reception and command parsing layers to see if there’s an explanation. Let’s keep notes in @20260704-reverse-engineer-foo-motor.qmd”

It works great just like that.

bornfreddy 7 hours ago

gf263 13 hours ago

I hope we get Skyblivion soon

tangenter 13 hours ago

Completely unrelated but I find it amusing in a good way that Oblivion is recognized more favorably now. I never understood the disregard for it (horse armor nonsense aside), as it has a very compelling, unique atmosphere and a not so terrible storyline/writing.

wqaatwt 10 hours ago

Auracle 11 hours ago

brendoelfrendo 12 hours ago

fullstackwife 11 hours ago

Your take is very interesting, but please do not forget that pirating games is a crime.

swiftcoder 11 hours ago

Reverse engineering and pirating are not the same thing (although the former may certainly be used as a means to achieve the latter). As long as you aren't distributing the game, distributing code that legitimate owners of the game can use to run their game on more platforms is not a crime.

Quothling 10 hours ago

charcircuit 8 hours ago

onion2k 11 hours ago

I don't think the "it's piracy to use the code generated by an LLM because it closely resembles the code the LLM was trained on" argument has been fought in court yet.

wqaatwt 10 hours ago

Depends on the jurisdiction? However usually it is a civil matter not an actual crime..

Eufrat 21 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 21 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 20 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 17 hours ago

johncolanduoni 20 hours ago

sharts 19 hours ago

burnte 18 hours ago

qsort 21 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 20 hours ago

meowface 20 hours ago

gpm 21 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 20 hours ago

burnte 18 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 15 hours ago

nozzlegear 17 hours 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 21 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 21 hours ago

andai 18 hours ago

Wait is the new CC running on the vibe coded Bun?

pathartl 16 hours 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 18 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 18 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?

didibus 13 hours ago

It added iOS support, the upstream repo had already ported the game to Linux and MacOS.

NamlchakKhandro 15 hours ago

It hallucinated that people play games on Apple products.

latexr 8 hours ago

jwithington 11 minutes ago

It's crazy that the title is largely clickbait because he's a Deepmind employee who reps Gemini AI Studio.

So if you're just gonna do a clickbait project...why pump the competition?

didibus 13 hours ago

Diff of the changes Fable added to the parent fork (which does not appear to have used AI): https://github.com/ammaarreshi/Generals-Mac-iOS-iPad/compare... for those curious.

tomalbrc 13 hours ago

That is really not a lot. A human could have easily done this. How much did it cost / how many tokens were spent?

didibus 13 hours ago

Ya, because the upstream repos already did the majority of the work to port the game to Linux and MacOS. This fork used Fable to add iOS support with touch controls.

tomalbrc 13 hours ago

xg15 21 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 21 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 20 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 19 hours ago

trentor 21 hours ago

Maybe LLMs are just Germans.

Rexxar 21 hours ago

That's the G in AGI.

sscaryterry 21 hours ago

lacy_tinpot 21 hours ago

This isn't good news...

shibel 20 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 19 hours ago

Its hard for native speakers. Information density makes for rough reading.

causal 14 hours ago

Obscurity4340 7 hours ago

f3408fh 21 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 17 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 17 hours ago

xg15 21 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 17 hours ago

skerit 21 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 21 hours ago

futuraperdita 20 hours ago

mikeryan 20 hours ago

manmal 14 hours ago

I’d recommend to instead write a de-slop skill that instructs to launch a sub agent with fresh context, and analyze for such phrases in the new commits, and remove those. Find -> fix just works better than preemptive instructions, in my experience.

And if you manage to do this automatically before committing, you’ve built the backpressure everybody is talking about.

smejmoon 12 hours ago

spudlyo 19 hours ago

NO DEFORMED FINGERS!!!

lostlogin 21 hours ago

> Yes! It's infuriating.

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

wonnage 19 hours ago

It’s crazy that straightforward rules like this can’t be followed and yet they think they can gate Fable

arcanemachiner 19 hours ago

blharr 14 hours ago

jorl17 21 hours ago

Excessive-hyphenization is ai-hyperfixation

topgrain2 21 hours ago

That’s… about how I might have written that.

rossant 20 hours ago

That, and also the very long comma-separated lists with sometimes 10+ items.

mikeryan 21 hours ago

That and finishing a statement with an em dash — that’s what AI does.

daveguy 21 hours ago

FYI, AI isn't fond of a goddamn thing. They have token prediction quirks that don't follow typical English.

ben_w 20 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.

daveguy 7 minutes ago

folkrav 18 hours ago

sawjet 20 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.

lazy_moderator1 12 hours ago

clickbait, right? it did not port it to macos, that was already done. all fable did (and it might've been opus for all we know) is adding the last few commits for ios/ipados support after all of the heavy lifting was done

still cool but the title makes it sound like it was done from scratch

flohofwoe 7 hours ago

TL;DR: nothing to see here, HN title is extremely misleading

> rendering DirectX 8 → DXVK → Vulkan → MoltenVK → Metal.

Ok, *this* is a bit weird. Why create such a jenga tower of indirections instead of directly letting the LLM port the rendering code from D3D8 to Metal either through a D3D8-to-Metal shim or even better by creating a new Metal-based render layer beneath the higher level game specific rendering code? I would expect that the LLM can 'see through' all those redundant shims and collapse them into the equivalent Metal code.

Also the readme says 'no emulation', but then goes on to describe the rendering layer as emulating D3D8 on top of Vulkan on top of Metal ;)

(also why are both Meson and CMake required)

PS: after reading more, it can be explained by what this project does (and it's not what the HN title says): it's not a port from the original C&C Generals code release to macOS/iOS, instead all the heavy lifting (of making the original code base portable, and providing example ports to Linux and macOS) was all already done by an existing project (https://github.com/fbraz3/GeneralsX), all that this project did was slightly enhance the existing macOS version so that it also runs on iOS.

Suddenly this is much less impressive and could probably have been done just as well with older and simpler models (or tbh, a few hours or at most a few evenings of manual coding - macOS and iOS code is nearly identical for this type of application).

namuol a day 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 a day ago

I have a Renegade one going that does all of this from scratch (different engine) so it's def more than capable!

ozyschmozy 13 hours ago

Regardless of other ongoing work, title seems inaccurate? Doesn't sound like fable did any porting to macos

ilteris 14 hours ago

Old renegade? Damn that was one of the first app.I played on a pc.bqck when I had 8086 hercules graphics card. Bring it back please!

bananaboy 13 hours ago

risyachka 18 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

bearjaws 14 hours ago

I read this and laugh a bit because just 7 months ago the bar was so much lower and now we go "well duh of course it was able to make a working ios app from a game made 20 years ago... a game that was made 3 years before the first iPhone"

MrPowerGamerBR 12 hours ago

lelandfe 13 hours ago

risyachka 8 hours ago

hypercube33 20 hours ago

This needs a backport to Winx64 since this game runs like crap on modern windows

Aurornis 12 hours ago

The title is contradicted by the README:

> 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)

It’s cool that someone took the extra steps to run it on iPad and iOS, but if the README is correct then it was already ported to macOS? Going from Mac to iPad isn’t trivial, but it’s a much smaller jump than porting into the Apple world the first time.

evanjrowley a day 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 21 hours ago

Try it before July 7 when Fable disappears from Claude Code subscription pricing.

e40 19 hours ago

Where's it go after that?

arcanemachiner 19 hours ago

farseer 21 hours ago

This was one of the best RTS of the era. Still holds up today. The music was also very good.

rudcodex 10 hours ago

I remember that game! Cinematics! and some units had dune realistic shields so when hit with laser, both attacker and defender died. I don't think i've finished it, ending had some worm timer mission i couldn't get to in time.

asronline a day ago

Let me give it a go :)

DANmode 21 hours ago

Legend in the pub.

gb2d_hn 21 hours ago

Came here to see if anyone mentioned Dune Emperor. Would love to see someone succeed

1123581321 14 hours ago

Emperor was a great game. My only real complaint was the five sub-factions seemed to be imbalanced. I’d like to revisit to see if the was missing something.

SubiculumCode 21 hours ago

farseer 20 hours ago

No, this was a far superior sequel to Dune 2000.

kriro 21 hours ago

I loved this game. First RTS I ever played :)

siva7 21 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)

throwaway314155 15 hours ago

I’ve been using it to use Ghidra to do reverse engineering for modding Zelda: Tears of the Kingdom. Pre-ban it would flag immediately, post-ban it _rarely_ flagged anything and when it did I realized I could just make a memory telling it to convert reverse engineering speech into game development speech, not mentioning pointers, memory, addresses and decompiling. Then the flags mostly went away.

You can sidestep flags by just compacting and then changing the model back at any rate.

winrid 14 hours ago

post-ban I've even had Opus 4.8 say it cannot let me continue (I was analyzing a nodejs heap dump)

cogman10 19 hours ago

lol, I'd expect that as it starts reading of sections of code dealing with the chinese and terrorist factions.

lostlogin 19 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.

Reubend 19 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 19 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).

debugnik 8 hours ago

Proton itself doesn't exist for macOS, but CrossOver already existed instead, which is mostly the same tech, and indeed supports D3D either through DXVK over MoltenVK, or through Apple's D3DMetal.

debugnik 11 hours ago

Technically there're just 3 layers: DXVK over MoltenVK over Metal. D3D8 and Vulkan here are just the APIs implemented by those adapter layers.

There're some D3D implementations over Metal that could skip the Vulkan layer but none implement the old D3D8 so you'd still need another layer that implements e.g. D3D8 over D3D9-11. Also, DXVK and MoltenVK have got a lot of traction and fixes on their own, so they're probably the most accurate pipeline for D3D on Metal.

dools 21 hours ago

How is it done "using Fable" when the first commit was Feb last year??

debugnik 20 hours ago

He forked GeneralsX and added just the last few commits.

dawnerd 19 hours ago

Still seems weird to give fable credit when the heavy lifting was already done.

debugnik 10 hours ago

OsrsNeedsf2P 18 hours ago

Dfiesl 21 hours ago

Probably not exclusively using Fable.

dools 21 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 20 hours ago

Madmallard 20 hours ago

bakugo 19 hours ago

It wasn't, this is just another free marketing piece for Anthropic.

OsrsNeedsf2P a day 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 21 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 15 hours 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 a day ago

Sweet!!

bel8 20 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 20 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.

momocowcow 8 hours ago

I recently threw an llm at porting an old title I had published more than 25 years ago. 150 loc in a very modular codebase. It's not easy. I got rendering and a few modules working within a week. There's a reason why the heavy lifting for this C&C port had already been done by humans.

IgorPartola 11 hours ago

Amazing. I have always maintained that Fallout 1 and 2 have nearly perfect UI for mobile. RTS games are hard to port directly while turn based games seem like a very natural fit, as long as they aren’t very reliant on full keyboard control. Fallout does not!

joehabeebs 17 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.

Aperocky 12 hours ago

The issue with these kind of porting is edge case bugs - far smaller project/physic simulation has hit the same thing especially when original code isn't exactly clean, or sometimes only worked because of a logic bug.

This means you can play for maybe 10 minutes on the happy path but just as you are getting into the zone either a CTD or some strange event would make the game/simulation unplayable.

And while debugging is made easier, it's much more effort than telling the model to convert the code. Hence it's usually not done in these demos.

captn3m0 12 hours ago

This is a OS port (iOS) of an existing functional and maintained fork (MacOS) of the official release (Windows).

Most of these low-hanging bugs would have been caught upstream by now.

AltruisticGapHN 8 hours ago

Completely misleading title.

simonebrunozzi 11 hours ago

All right, when someone will do this for Railroad Tycoon Deluxe, Master of Magic, Master of Orion II, I will have to waste hundreds of hours playing these again... And it will hopefully be much more fun, because the computer "AI" will most likely be stronger / more interesting.

Tiberium 11 hours ago

You can do this yourself with LLMs, but I admit that it's still not a trivial process. For the actual best results and the highest chance of progressing quickly, you really need a $200 OpenAI/Anthropic sub and a lot of free time. I seriously recommend OpenAI over Anthropic for this, as in my experience GPT 5.5 is far more thorough in reverse engineering and makes mistakes less often.

Then, you first need some tooling, either Ghidra (open-source) or IDA (paid), and some tooling to expose them to an LLM. I have a custom IDA Python-based CLI that lets LLMs trivially call into IDA's Python APIs from CLI, but there are tens of different Ghidra/IDA MCP/CLI/SQL projects out there.

After that, it becomes more mechanical, you just let the agent (or multiple agents) explore and start renaming (easier to start with functions + globals), better if it's something that's directly applied to the suite you're using, so that all names show up everywhere. This is actually quite a quick process, especially for older/smaller games. After you have enough function names, you need to instruct and have LLMs add actual types, so that the decompile doesn't have raw casts and offsets, but real fields + types. They will also need to apply types to globals and functions.

Afterwards comes the hardest part - you can export this very well named/annotated decompile, and do one of:

1) Have the LLM try to directly polish the code enough to be compilable. Despite of the decompile quality, this isn't as hard as it sounds.

2) Have the LLM recreate the project from scratch in another language, something like https://banteg.xyz/posts/crimsonland/. This can be easier to get initial results, but you're sure to hit tons of bugs due to the differences in implementations.

The 1st approach is more thorough, especially because you can find a matching C/C++ compiler and start doing actual decomp.dev-like work - binary matching functions so your source code compiles down to the exact bytes as in the original binary. This is the longest, hardest part, human community projects take years to complete, and LLMs still struggle with getting matches for 100%, so you might spend weeks-months, and tons of LLM usage - an agent can take like an hour to match a single 1000-byte function in worst case.

As a small note - you do not need to binary match 100% to have the game be absolutely playable. Compilers are often very tricky to lead, so you might already have the code that does exactly the same thing, but just a different local variable layout might make the compiler use different registers.

rswail 11 hours ago

No one seems to be worried about the fact that a vibe-coded app or conversion or rewrite is not copyright-able. It is not a derivative, it's a machine translation, without a human author.

So if that is released to the public, it's in the public domain, no license is applicable.

tjpnz 9 hours ago

If they're using the same graphical assets they're violating copyright. Even if it's a reimagining of said assets it's probably still grounds for takedown.

Ericson2314 12 hours ago

Good job, but the parent fork already did macOS, so this wasn't too hard.

HaloZero 21 hours ago

Is there any hope for Red Alert 2?

HaloZero 21 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 21 hours ago

I wish they open sourced RA2 - I love that game, I heard they lost the source code :/

swat535 21 hours ago

HelloUsername 20 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 21 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

de6u99er 11 hours ago

>No game assets are included or distributed. You need your own copy (Steam, ~$5 on sale).

Damn, I still have the CD in one of my unopened boxes from our last move.

delichon 20 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 20 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.

feverzsj 9 hours ago

Pretty much a clickbait.

8note 21 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

ChrisMarshallNY 21 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 19 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 18 hours ago

I have wireless game controllers for both Mac and mobile. They do support them.

jayzer01 18 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 18 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 18 hours ago

Got it. Think I understand. Wow so retro.

pjmlp 20 hours ago

In the old days this would have required a proper team...

110bpm 18 hours ago

The code appears to be based on other people's forks:

> The naive plan (port EA's raw source) is a multi-month job. The actual job was "port the best community fork," which was a one-session job.

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

pjmlp 12 hours ago

Well, like most stuff used in AI training.

Still, it represents a possible way how AI gets rid of team members.

lelanthran 2 hours ago

> In the old days this would have required a proper team...

Fable contributed 19 commits; that's well within a solo effort.

bigyabai a day 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...

wewtyflakes 19 hours ago

Worked for me; it was a nice surprise.

brailsafe 20 hours ago

I wonder if this will work on my iPad 3, maybe with some Swift... 3 backport code?

OsrsNeedsf2P 21 hours ago

I just noticed a Flatpak folder in the repo. Does MacOS Support Flatpak somehow??

captn3m0 21 hours ago

upstream is a MacOS+linux build. https://github.com/fbraz3/GeneralsX.

Jyaif 21 hours ago

I tell folks there's a chance GTA6 will be ported to PC before it's officially released to PC.

AussieWog93 18 hours ago

Does this work with Generals Online (Zero Hour mod)?

wewewedxfgdf 20 hours ago

This is one of the best of Command and Conquer games.

vaygr 21 hours ago

Tiberian Sun next.

arikrahman 20 hours ago

Finally, I can play Zero Hour everywhere

indyjo 10 hours ago

Absolutely not to be confused with the equally AI-assisted recent port of Command&Conquer (1995) to the Atari ST. https://indyjo.itch.io/commandconquer

advenn a day ago

someone do it for debian, omg. i use debian family, it has been years, i haven't played this gem

asronline a day ago

I can't tell you how many new hours I've poured in it since bringing it to my iPad

akho a day ago

fbraz3/GeneralsX

gigatree a day ago

This is an actual dream come true

asronline 21 hours ago

Right!!

Quitschquat 12 hours ago

I vibe code myself to sleep and implemented a rewrite of civ1 in Common Lisp. It works well, has all the DOS nostalgia I wanted (uses the same sprites etc.) 10/10 will continue doing this kind of shit.

bel8 9 hours ago

Kudos to you.

Every time I try to vibe code myself to sleep I blink once and it's 5am. Creating is too much fun.

Any tips?

Quitschquat 2 hours ago

worktrees I suppose. That was a speedup when I learned about them.

ziofill 17 hours ago

Do homeworld next *_*

ellis0n 19 hours ago

AI is a data Xerox you can copy and transform anything with it (c)

zuzululu 14 hours ago

Absolutely insane that Fable 5 was able to pull this off although I'm curious how much it cost

didibus 13 hours ago

It seems it didn't:

> 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)

Fable added 19 commits on top of the parent fork, which did not use AI.

You can see the diff of what Fable added here: https://github.com/ammaarreshi/Generals-Mac-iOS-iPad/compare...

diogenescynic 14 hours ago

Very curious how much it cost to do this.

TacticalCoder 16 hours 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?

gyomu 11 hours ago

32x memory isn't that big of a jump if you go from storing a bunch of low res, low color count textures to a bunch of high res, high color count ones. I don't know if that's what's going on here but given the advertised "DirectX 8 → DXVK → Vulkan → MoltenVK → Metal" rendering pipeline I could easily see some leaky abstractions there that end up consuming a bit more memory than originally.

Madmallard 21 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.

oynqr 11 hours ago

The parent of the parent project has ground truth replays, which get compared to new PRs. The game uses lockstep networking, so this is required to prevent desyncs.

Madmallard 9 hours ago

That sounds nowhere near adequate

asronline a day 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 20 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 a day ago

Great stuff

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

DANmode 20 hours ago

Don’t worry - China inf is for noobs

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

8note 21 hours ago

nice!

baq a day 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 21 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 21 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 21 hours ago

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