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vintagesongplayer.lha - audio/play
Feb 5, 2026
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libsdl3_gfx.lha - development/library/graphics
Feb 5, 2026
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libsdl3_image.lha - development/library/graphics
Feb 5, 2026
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libsdl3_ttf.lha - development/library/graphics
Feb 5, 2026
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amiarcadia.lha - emulation/gamesystem
Feb 5, 2026
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yt.lha - video/misc
Feb 5, 2026
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wbkillwin.lha - development/misc
Feb 2, 2026
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git_installer.lha - development/utility
Feb 1, 2026
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amissl-sdk.lha - development/misc
Jan 31, 2026
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annotatehollywoodsyntax.lha - development/misc
Jan 31, 2026
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Re: UE1 - Unreal 1 for PPC
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Posted on: 2025/9/27 5:05
#2
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Quite a regular 
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We can come up with all kinds of "what if" scenarios, this is an Amiga forum after all, but we can also look at a company's response or lack of response to past events to gauge how they are more likely to react to something. There is always a degree of risk unless the codebase is open source. If you are dealing with a litigious company that'll find a way to go after you. What is up for debate is the the amount of risk involved. Where I took and still take an issue is blowing things out of proportion and signaling some grave danger to others, and I'll keep hammering this as long as it's brought up.
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This is just like television, only you can see much further.
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Re: UE1 - Unreal 1 for PPC
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Posted on: 2025/9/26 16:26
#3
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Quite a regular 
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@balaton Let me be clear: I don't care if he releases his port or not. In my initial reply I didn't event address him directly to avoid putting pressure on him. I do however care about others who come into this thread and take the FUD at face value without considering Epic's attitude towards UE1 in the past decade or so. He is of course entitled to make a public spectacle out of this situation, and I can present a counter argument and point out the hypocrisy regarding UE1 and wipeout-rewrite.
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This is just like television, only you can see much further.
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Re: UE1 - Unreal 1 for PPC
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Posted on: 2025/9/26 8:40
#4
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Quite a regular 
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Sure, but that's their problem, not mine :) I brought this up to give an example of companies being trigger happy, not to make any hard statements about the legality of reverse engineering. I expect it to remain in the grey area for many years to come.
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This is just like television, only you can see much further.
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Re: UE1 - Unreal 1 for PPC
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Posted on: 2025/9/26 7:09
#6
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Quite a regular 
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This is just like television, only you can see much further.
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Re: UE1 - Unreal 1 for PPC
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Posted on: 2025/9/26 6:31
#7
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Quite a regular 
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That's not an argument. What's bothering me is hypocrisy and dishonest scare tactics. Look how confident you were proclaiming that you care deeply about legality of the sources, and now you have argued yourself into a corner with the argument about copyright notices in source files. If you really cared about being held responsible or the legal status of the sources then you wouldn't touched leaked sources period, just like Steffen. Companies can take you to task for any work derived from their property, even if it's created using reverse engineering. EULAs usually have a clause that explicitly forbids this. Their legal department won't just throw their hand in the air because there was no copyright notice in the source files.
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This is just like television, only you can see much further.
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Re: UE1 - Unreal 1 for PPC
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Posted on: 2025/9/26 6:04
#8
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Quite a regular 
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@smarkusg I almost forgot about this gem Quote: Licenses in the source code are always marked.
Are you seriously arguing that every single game company that ever existed meticulously put copyright notices and licenses in their source tree, just in case they ever get leaked? Do you want me to link the archive.org category for game sources so we can play a counting game of how many have it? 
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This is just like television, only you can see much further.
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Re: UE1 - Unreal 1 for PPC
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Posted on: 2025/9/26 4:33
#9
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Quite a regular 
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@smarkusg Now you don't care about it, but you were eager to start an argument about it, and came up with mental gymnastics about copyright lines in source files being the only determining factor in whether a company can take legal action or not. Anyway, let's continue with this claim: Quote: They wanted to release the Unreal Engine 1 source code. This was not done because not everyone working on the code agreed to it. That's the problem. What do you base this on? Where did anyone from Epic, or someone who is in direct contact Epic with them ever say this? If it's only speculation on your part, then let me turn this argument on its head. The leaked sources have been on GitHub since 2020. If Epic didn't want the sources to be out there, why didn't they take down this repository and all of its forks in all these years? Are we to believe that Epic now cares about UE1 sources more, after they pulled the game from all digital stores and released it as freeware? There is a PlayStation Vita port released in 2024 based on the same sources. This happened after making the game freeware, yet there has been no legal action taken against it. It remains available to this day. My point is that the PS Vita is arguably more high profile than all the Amiga-NG platforms combined, yet somehow the NG ports would be the canary in the coalmine?
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This is just like television, only you can see much further.
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Re: UE1 - Unreal 1 for PPC
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Posted on: 2025/9/25 21:02
#10
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Quite a regular 
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I'm asking you because you are spreading the FUD too. Had Sony wanted to pursue legal they could have taken down all the ports based on wipeout-rewrite. Rockstar issued DMCA takedowns on clean room reverse engineered GTA3 sources. Do you think those contained copyright information in their header? If copyright law worked the way you described it then all the software licenses would be completely unenforceable and useless.
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This is just like television, only you can see much further.
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Re: UE1 - Unreal 1 for PPC
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Posted on: 2025/9/25 20:39
#11
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Quite a regular 
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Okay, so the sole means of taking ownership of sources is the license in the file header, so every leak automatically become public domain if it gets removed. Got it. Let's move onto the next part. What makes you think Epic will take legal action on people doing ports based on the leaked UE1 sources?
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This is just like television, only you can see much further.
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Re: UE1 - Unreal 1 for PPC
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Posted on: 2025/9/25 20:08
#12
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Quite a regular 
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The point of this discussion is to stop the FUD and fearmongering. Here are the examples: https://os4depot.net/?function=showfil ... =game/driving/wipeout.lhaQuote: There is none. This code may or may not be based on the source code of the PC (ATI-Rage) version that was leaked in 2022. If it were, it would probably violate copyright law, but it may also fall under fair use https://phoboslab.org/log/2023/08/rewriting-wipeoutQuote: However, neither the Phantom Edition nor XProger's version come with the source code. Understandably so. The legality of re-distributing the leaked source is questionable at best.
So let's just pretend that the leak was intentional, a rewrite of the source falls under fair use and the whole thing is abandonware anyway: So are you saying that if I remove Epic's copyright messages then the leaked sources are fine to use?
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This is just like television, only you can see much further.
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Re: UE1 - Unreal 1 for PPC
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Posted on: 2025/9/25 5:58
#13
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Quite a regular 
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How many peole were sued by Sony for Wipeout-rewrite beause it's based on leaked sources? How many ports based on the Wipeout-rewrite were taken down by Sony? The answer is none. What makes people think Epic would do any of that for UE1?
I also wonder available information do you mean specifically. So far all the FUD is based on a single person's speculation, who proudly proclaimed they didn't even look at the leak. I can back up all of my claims with publicly available information, and give a detailed breakdown of my risk assessment regarding Epic's attitude towards UE1.
Edited by BSzili on 2025/9/25 9:03:03
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This is just like television, only you can see much further.
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Re: UE1 - Unreal 1 for PPC
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Posted on: 2025/9/25 4:53
#14
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Quite a regular 
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I'd like to remind everyone that wiepeout-rewrite was also based on leaked sources. Nobody tried to spread FUD and fearmonger that Sony is about to ruin everyone, so I hope cooled heads will prevail.
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This is just like television, only you can see much further.
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Re: "What if" you have money to develop only one feature of AmigaOS?
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Posted on: 2025/9/16 20:12
#15
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Quite a regular 
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For the people thinking that $10k or $100k would get them a working and usable browser, let me quote a relevant part of the TenFourFox post mortem: Quote: Writing and maintaining a browser engine is fricking hard and everything moves far too quickly for a single developer now. However, JavaScript is what probably killed TenFourFox quickest. For better or for worse, web browsers' primary role is no longer to view documents; it is to view applications that, by sheer coincidence, sometimes resemble documents. You can make workarounds to gracefully degrade where we have missing HTML or DOM features, but JavaScript is pretty much run or don't, and more and more sites just plain collapse if any portion of it doesn't. Nowadays front ends have become impossible to debug by outsiders and the liberties taken by JavaScript minifiers are demonstrably not portable. No one cares because it works okay on the subset of browsers they want to support, but someone bringing up the rear like we are has no chance because you can't look at the source map and no one on the dev side has interest in or time for helping out the little guy. Making test cases from minified JavaScript is an exercise in untangling spaghetti that has welded itself together with superglue all over your chest hair, worsened by the fact that stepping through JavaScript on geriatic hardware with a million event handlers like waiting mousetraps is absolute agony. With that in mind, who's surprised there are fewer and fewer minority browser engines? Are you shocked that attempts like NetSurf, despite its best intentions and my undying affection for it, are really just toys if they lack full script runtimes? Trying and failing to keep up with the scripting treadmill is what makes them infeasible to use. If you're a front-end engineer and you throw in a dependency on Sexy Framework just because you can, don't complain when you only have a minority of browser choices because you're a big part of the problem. This was 5 years ago. Things have gotten much, much worse since then.
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This is just like television, only you can see much further.
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Re: Next Project: Serious Engine/Serious Sam
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Posted on: 2025/9/11 15:54
#16
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Quite a regular 
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@TheMagicSN The makefile is anything but special, a list of source files CXXFLAG, LDFLAGS - standard fare. If you've got it building with CMake then you are already there. TinyGL didn't need any integration either, everything is handled via SDL2. I think the OS4 version of SDL2 can handle MiniGL too along with the rest of GL implementations.
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This is just like television, only you can see much further.
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Re: Next Project: Serious Engine/Serious Sam
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Posted on: 2025/9/10 20:31
#17
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Quite a regular 
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The big endian fixes were hidden in plain sight.
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This is just like television, only you can see much further.
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Re: better file sharing between os4 on qemu and windows, how ?
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Posted on: 2025/7/30 6:03
#18
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Quite a regular 
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I apologize for the bump, but does anyone have a download link to the updated os4welt rtl8139 driver? I tried searching "rtl8139 treiber" the forums, but I couldn't find anything :(
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This is just like television, only you can see much further.
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Re: Catching memory corruption "in the act"
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Posted on: 2025/7/10 5:36
#19
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Quite a regular 
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Thanks, I'll try with Adélie first, but Debian would also be helpful to have as a backup.
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This is just like television, only you can see much further.
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Re: Catching memory corruption "in the act"
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Posted on: 2025/7/9 3:45
#20
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Quite a regular 
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Unfortunately the problem only manifested on OS4 so far, so I'm trying to catch it there. I don't even know if it'll happen on big endian Linux, it's just a backup plan if the QEMU OS4 path fails.
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This is just like television, only you can see much further.
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