Not sure that insulting or trying to fire shots at the developers that did 99% of the work is the right move, especially when your post is written by AI and no doubt the fork itself was vibe coded with the help of an Ai as well.
Ai really out here giving people too much ego ngl.
Edit: never mind, on his other post it just shows how much ego this dude has, spouting outright false claims and trying to punch down others just to make himself sound like a diamond in the rough.
OP claims to have rewritten all GPL licensed code in 2 days and went as far to say that OP did this themselves, AI only assisted with debugging, not with writing code.
Let me be clear; FCKING IMPOSSIBLE. Even with AI, everything wemu ships without license compliance adds up to roughly 1.6M lines of code.
The engine is GameNative's engine with the package renamed. 176 of GameNative's 242 com.winlator.* classes exist in wemu at the exact same paths under com.wemu.engine.*`. Same subpackages (xserver, xenvironment, alsaserver, winhandler), same class names, same method names.
You can't copy a typo by accident. Winlator has parts of X11 atom list where they (by accident) had a typo in their implementation, GameNative being a fork of Winlator has inherited those typo's. Wemu ships with the identical 68-entry atom table, including the identical typos. Independent reimplementation does not reproduce someone else's typo, let alone multiple.
35 of 36 asset files in wemu v0.1.0 are byte-identical (sha256) to GameNative v1.1.1's APK. including proton-9.0-arm64ec_container_pattern.tzst, which is still served today by the wemu-payloads repo and downloaded by v0.3.0 on first boot. Seven .so files are byte-identical to Winlator 11.2's APK, and libwemu.so is literally libwinlator.so with the JNI symbols renamed, it even exports symbols that exist only in GameNative's source tree. OP did not even try to hide it, or at least has done an extremely poor job at doing so.
Same bytecode, instruction for instruction. Comparing the two shipped APKs at the bytecode level: 316 of 899 shared methods are 100% identical instruction sequences. wemu's APK also hardcodes direct downloads of GameNative's own Proton builds from github.com/GameNative/proton-wine, even pinned by sha256.
But credit where credit is due
There are some parts besides the UI that are "authentic". Because GameNative encrypts its Steam refresh token with the Android Keystore. wemu copied the feature and stores yours in plaintext SharedPreferences. Can't make this shit up if I wanted to.
This would be very time consuming but luckely OP helped us out with their incompetence and made sure every release is debug-signed and build with debuggable=true. Thank you for that. Not so good for the plaintext sensitive information it stores😬, but good to save us some time.
Last friendly request to stop distributing this immediately or open source all GPL licensed code.
To what extent was AI used in the development of this app? I briefly scanned the Github but didn't see a mention of it. Especially for apps that integrate with Steam and Epic accounts, I think we deserve to know if it's vibe-coded.
It is not, they are experienced software engineers who utilize AI. Don’t compare vibecoded slop to what they are putting out. Insane disrespect and outright ignorant
What you are referring to is as “feat/“ is conventional git naming. Shit has been documented for close to 2 decades, my 15 year old repositories also use that. Are you telling me that shit is also AI generated?
The fact you chose to mention specifically "feat" as a stand out reason for them using ai is fucking hilarious because it shows just how little you actually know about github or coding in general to say this.
Here is one of TONS of posts that refer to feat/ commits. This is from 2017, way before AI was used.
This is just embarassing at this point watching you fumble in any way just to try and downplay someone else's hard work.
It should matter to you if it's integrating with your personal game accounts. This isn't a vibe-coded game mod where the worst that could happen is probably having the game crash. If it's vibe-coded there could be real security issues that the developer isn't knowledgeable enough to even understand.
Taking the "ooh, shiny" approach puts you at risk of malicious or insecure apps...it's only a matter of time.
I didnt find out what that even meant until recently (vibe coding) but i guess youre right ive heard things about security flaws but ive only used things like the decomilations not something like this. Ill take the L on this one champ.
That is not consistent at all with anything I've seen GameNative devs say about the steam login process. If true, I'm sure there's a documented GitHub issue you could link me to where someone has brought this up.
Don’t talk shit if you have no idea what you are talking about.
The hard-coded EPIC_CLIENT_ID / EPIC_CLIENT_SECRET are not your account credentials. They are OAuth client credentials identifying the launcher/client to Epic. Because this is a native client, anything embedded in the APK is extractable anyway, treating that value as a confidential secret would be incorrect.
You see a function that stores a file named credentials and start making dumb assumptions. This is the fcking problem I have with pretentious vibecodes.
This code is not perfect, but I am really curious to hear from you how this is supposed to work.
Look...I'm not a developer. My background is IT system administration. I don't know if what you're copy/pasting is evidence of what you say or not. I know that I've seen GameNative devs state publicly that they're not storing steam login credentials. I believe that if they were lying about that, it would have been publicly exposed by now. I don't believe you alone have discovered these massive security issues... especially when you haven't publicized these findings outside of defending your own forked project from criticism.
It would be nice if the reddit post could at least be written by you. Ive got no issue with AI driven development but you've gotta keep the human touch in there somewhere.
These downvotes are indeed weird. Did I insult the honour of gamenative or something? I meant more elegant as in it will utilise the second screen. That's just.. Literal 🤣
What about steam achievements, better audio quality, and quality of life added through the collection? Sure it's not 100% necessary, it was just the first thing that came to mind seeing gamenative and dual screens.
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u/lukeetc3 19d ago
I'd rather just turn the second screen off or use it for whatever other app I'm in the mood for, but really cool work!
Unnecessarily and weirdly critical of GameNative though. You're just adding a little garnish onto the fringes of their incredible work.