The original source code for the first two Saints Row games is lost

The original source code for the first two Saints Row games is lost.
Confirmed by Gene Park (a journo that made an interview to Deep Silver staff).
twitter.com/GenePark/status/1273736492632936456

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Other urls found in this thread:

twitter.com/frankcifaldi/status/851263162670133248
kotaku.com/nobody-can-find-the-source-code-for-icewind-dale-ii-1796724450
wiki.scummvm.org/index.php/HOWTO-Reverse_Engineering
twitter.com/NSFWRedditImage

how do companies keep losing source code for their games?

I don't care. The only reason why it would matter is if they expected to extort people by porting a game to a different platform years after the fact instead of simply making new games.

So the SR2 update is dead?

nobody cares to back it up and hard drives die or go sent to the dumpster

I thought they found it months ago? It's the reason why SR2 on PC is getting fixed.

They recovered the source code for the PC version, but it very recently and it was a very poor port overall. It can't be used as the basis of a remaster yet.

Why is a fossil like Nintendo one of the few devs that's been forward thinking enough to start preserving so much of their own shit?

>original source code
>original
Saints Row 2 for Microsoft Windows was a port.

How can a source code be lost? Isn't that what literally anyone who downloads the game has access to in their folders?

Literally all people want is for the PC version to get patched, which is still happening.

oof

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2 isn't getting a remaster, just two guys patching the already shoddy port.

I know.

Tose Software and Electronic Arts also keep their source code.
twitter.com/frankcifaldi/status/851263162670133248

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Why do companies not value the source that basically made the games that made them who they are?

There's even a mother 3 n64 cart out there. This has been confirmed multiple times. What do the devs gain by just deleting 122mb.txt

it's not like people go out of their way to delete them. people quit companies, divisions go under, hardware gets thrown out or dies.

Skies of Arcadia also lost its source code so that's why there's no remaster after more than a decade.

His argument is sound though. Original prints of basically every film ever made exist for a reason. You'd think that some employee would make a back up for posterity's sake when he left the company to say, "Hey - I worked on that." Shit like the moon landing was a fluke because they just assumed they had copies.

>not having backups and having backups to those backups
shiggydiggy

Okay so then remake them

>The original source code for the first two Saints Row games is lost.
literally nothing of value was lost

Fair but consider the obviously small file sizes. Like assets are one thing yeah, but code is extremely small, why not have a company folder? Even if the business folded someone would be willing to buy it,

>EA has all their source code
>There's nothing from EA when it comes to remasters of classics like Battlefield, Medal of Honor, Need for Speed, Madden, Maxis games, SSX, or those really cool well made Lord of the Rings action games on consoles.

Command and Conquer Remaster is a nice start but damn have they been slow at this.

Speak for yourself. SR2 is among one of the best GTA clones ever.

>madden 96 is on par with 2020
as much as a madden hater i am, let's be real that's not what the playerbase cares about. I'd be much more interested in a bugfixed 2k5.

they found the source code for SR2 last year, a couple (two or three) people from the SR team are working on updating the game so that it actually works

Saints Row IV is the best anyways

>You'd think that some employee would make a back up for posterity's sake when he left the company to say, "Hey - I worked on that."
Al Lowe and William Salvador/Rebecca Ann Heineman kept a lot (if not all) of the source code they wrote. So did BioWare employees.
>While developing enhanced versions of Baldur’s Gate, Planescape: Torment, and the first Icewind Dale, Beamdog was able to get source code directly from BioWare. “I drove over to the BioWare offices and dug through hard drives and backups for a day and a half, building a big pile of everything I could find,” Oster said. “We pulled some of the Planescape source from BioWare archives and some from the [Wizards of the Coast] archives which came to them via Interplay and Atari. The Icewind Dale source code was also from both sources...
kotaku.com/nobody-can-find-the-source-code-for-icewind-dale-ii-1796724450

...

Since other anons just gave you sarcastic replies, no.

Source code is the source programming that then the commercial build is exported from, basically to run on different platforms. Having access to the source code means you can basically do whatever to the game, from adding new content, systems, mechanics, etc; porting it to new platforms, and so on; wheras the ability to do that with a commercial build is, while not always totally impossible, much more limited.

An easy way to think of it is that the source code is a native photoshop files that has all the layers intact, text as editable text, etc; wheras the code you have on a commercial copy is an exported png or jpg.

saints row sucks enough that i am ok with it being lost to the ages.
what is really important is the source code for all of the wizardry games.

>what is really important is the source code for all of the wizardry games.
For the most part, those are DOS games.
Very easy to reverse engineer compared to games for the rest of systems.
wiki.scummvm.org/index.php/HOWTO-Reverse_Engineering