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Wine 6.14 Implements More 32-bit To 64-bit Thunks, Updated Mono

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  • #21
    Originally posted by Azrael5 View Post
    it's very interesting. So, my question deals with the possibility to realize a gaming recompiler able to convert 32 bit libraries in 64 bit libraries. A 64bit program converter. A program which acts as video converters act.
    Wine hangover is is using qemu for a lot of the conversion heavy lifting. Programs are not as simple as what video converters do. Video converters normally decode the video then run encode of the decoded video streams to make a new video file. This would be equal to having a fully functional binary translation.

    Yes in theory it possible to take part a 32 bit binary and make a 64 bit one. But doing it without upsetting copy protection, alteration to timings..... becomes very hard.

    There is a long list of times that X game/program will not work under wine the game vendor says its not a problem then windows gets a update and that very same section breaks on windows because windows altered the timing of something so making the hidden defect absolutely a problem. The reality here is the 32 bit libraries are likely to be expecting behaviours that a 64 bit platform will not have.

    So what you asking for is not impossible Azrael5 but the likely hood of being able to use the tool generically is very low and likely to be a bigger debugging problem than most people will presume. Hangover project by wine is large uphill battle and that is using dynamic/runtime recompile were you are not needing solve the complete problem.

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    • #22
      @oiaohm I understand that to manage the complexity is never simple. Probably an AI could do this in order to test, have feedback and intervene to fix, so to get the aimed result. The other legal question deals with the copyrights of the games. Conversion of a 32bit game could cause a violation of the copyright? Probably if the conversion was made by an accredited gaming manager as Valve or Steam the conversion would be legal.
      Last edited by Azrael5; 01 August 2021, 08:31 AM.

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      • #23
        Originally posted by Azrael5 View Post
        @oiaohm I understand that to manage the complexity is never simple. Probably an AI could do this in order to test, have feedback and intervene to fix, so to get the aimed result. The other legal question deals with the copyrights of the games. Conversion of a 32bit game could cause a violation of the copyright? Probably if the conversion was made by an accredited gaming manager as Valve or Steam the conversion would be legal.
        Copyright is many levels of nightmares. Think music licenses for music in games those can be for the original binary platform with new license for new platform. So Valve/Steam doing non dynamic binary translation may not be legal. Do also remember how many games have disappeared over the years after DC or some other party had not renewed their char licenses. I was sticking to technical side. The copyright side is down right another level of nightmare where you will basically need to legally audit every single program you to a static binary translation on to work out if you could without having some form of copyright infringement. Yes valve distribution rights don't extend to being able to alter how the content is used majority. Why valve works with wine and dosbox is because they have content/games don't have legal rights to static binary translate. Some are early works of Valve where yes they have the source code but the chars or the music or key models were licensed for particular platform release so without replacing those parts valve could not make Linux native port even if they wanted to(copyrights a bitch at times)..

        There is work on dynamically guided static binary translation out there. This is not AI this is run program and mine the used code paths out.

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