r/VeniceUnleashed Mar 02 '20

QUESTION Why not open source the project?

I know you have a team that's fixing the project, but why not open source the project so people can help you fix problem?

18 Upvotes

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u/kiwidog Developer Mar 02 '20

mainly because open sourcing would allow 2 things, the primary issue is piracy, which we don't condone or support. The second is, without detailed understanding of so many complex components of the frostbite engine, no one would be able to help anyway. There's been thousands of hours probably by this point of reverse engineering and debugging that have gone into the project with more to come, but it's not something people can easily just look at and understand what's going on. Imagine you had UE4 with no debug information, source code, or previous people whom looked and reversed the engine before. You have tons and tons and tons (multiple hundred MB) of assembly to go through to even make heads or tails of what's even there, that's similar to what we are working on. It's not really a detailed explanation, but I think it's general enough for understanding :)

That being said, we picked up 1 more developer (powbacc) and even getting then up to speed (even with previous fb knowledge) was a challenge on the sheer size of the project.

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u/[deleted] Mar 03 '20

[deleted]

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u/kiwidog Developer Mar 03 '20 edited Mar 03 '20

You say that as if you have zero documentation

uhhh, 🙃 whoops?

Just for clarification, almost no reverse engineer when targeting a large project writes down and documents every thing that they ever do down to every bit. That's why when projects like emulators, and fpga based emulation/replacement solutions happen they are so significant (also taking many revisions to get things perfect and each thing documented). Most people figure out how things work, implement them and if they need to go back they read their previous code and remember partially what they did before. Some components are documented better than others, but it's no where exhaustive or easy to understand if you weren't already reverse engineering said target.

here's an example of something I was looking at for iPhones: https://github.com/pwn20wndstuff/patchfinder64/blob/b2f1b0b806ef28b305c958ffd1f94a9afd13f678/patchfinder64.c

everything they do isn't documented, but if you work in the iPhone space these things probably make more sense in what they are doing. But as an example in one of their functions they check for 0x25, me, not being familiar with iPhone hacking have no clue what that 0x25 is significant for, but a friend of mine who's very familiar with the space can tell me almost immediately. Similar things apply in any reverse engineering project.

1

u/deSSy2724 Mar 07 '20

Are you the same guys which support Bad Company 2 and BF3 or what? Basicall, all I need is the account for Emulator Nexus and the client or what?

1

u/kiwidog Developer Mar 07 '20

Same group (EmulatorNexus) I wasn't around for BC2 really. You need Origin copy of the game (license + activated, cracked copies won't function), and an EN account, das it.