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Welcome to the HackerOoT wiki!
Differences between "ZeldaRET" and HackerOOT
Though ZeldaRET does encourage modding, their main goal prioritizes matching on a binary level. HackerOOT will never match due to the team making decisions to aggressively improve the modding experience. We don't make the effort to make sure it matches. With that said, it's a fork that regularly syncs with ZeldaRET's code and tool makers, supported by many ZeldaRET members.
What has been added?
Added features include changes to how the debug features function without removing functionality or reducing stability of features. It introduces a modular system for features we add so you can cherry-pick what you actually want to use. We added experimental microcode options out of the scope for ZeldaRET's project and a more open development style that. It is more free in developer freedom and processing commits. We will never ban you from our organization unless you cause a community wide disaster. (We've only have done this once)
Can we reuse code? Can we use it as a reference? Can we use this for the base of our own oot repo?
The simple answer is Yes! That's how open source works.
Are we a PC port?
No! We aren't as anal about this as ZeldaRET itself, but don't ask us how to compile on non-N64 platforms. We offer tools to get it working on other platforms, but the code itself is always SGI hardware specific. We are in discussions on how to handle n64-recomp. Even though ZeldaRET really does not want PC ports we see some people there contribute to recomp so we are assuming we aren't in the wrong. Our policy is we aren't policing this but please respect upstream.