Re: reverse engineering/decompilation is somehow magically legal... that is not the reading most would give you on such matters. I am as shocked as anybody that Nintendo, especially given their past actions, has not gone after people publicly hosting things (or the disassemblies that have been around far longer still) but code is still a copyrighted asset and this is derived from said same. Decompiling something and calling it your own makes about as much sense as getting a film script, firing it through two machine translators to get it back to the original language and saying well I am free to use this now.
I don't understand you, as Discord is amazing.
Proprietary application, protocol, no option to host your own servers and thus beholden to their arbitrary rules where they ban for reasons you will never know... Discord to me is then the latest in fad chat applications that will join MSN, AIM, YIM teamspeak, ventrillo, mumble and all the rest in obscurity.
I had hoped with the rise of Telegram we might see self hostable, encrypted, open source... become a thing again but it seems I get to wait a while longer. I also thought with as many scandals and dubious moderation calls on the part of discord it would have fallen already but once more I overestimate.
noob question if the game of Zelda Ocarina only its reversed code to play in pc ... Can we expect to have this game in other platforms like android,ios or the nintendo 3ds? because the team only announce the project from pc version and i dont see for any other system besides to pc gaming .
Probably. Indeed the initial decompilation getting out there in the world all but assured it, never mind this.
While C (the language most N64 games were coded in) is considered pretty portable compared to assembly (see also the many commented disassemblies of NES, SNES, megadrive, old PC, gameboy and more besides, also what pretty much everything was written in prior to the 32 bit era. Assembly being not really portable at all -- even an otherwise identical piece of hardware but with a different memory layout would be a nightmare recoding job a lot of the time where it would be trivial for C) it will still have a bunch of things based around the N64 hardware. This dependence on N64 hardware is what these PC ports (PC being the easiest target -- everybody knows it, has all the resources, has all the compilers, is the most flexible, has the biggest user base...) either attempt to write around, write specialist emulators/hypervisors to handle and generally make easier to interface with/make more generalised.
I have yet to make a proper comparison here/see one made to see what was done for this as far as making it a more portable piece of code (usually a more resource intensive effort but resources to run an N64 game today* could probably be lost from your phone and you would need specialist equipment to tell) or whether it is a bunch of hacks, equivalent leanings into say Windows APIs and quasi emulated setups that will make porting it out to more limited devices and/or those not running Windows as much of an ask again. What I saw of the Zelda code and compared to both the original mario 64 decompilation and eventual PC has the Zelda one being a lot more tricky. They said they expected it on Linux and OSX in a fairly short timeline, and anybody good enough to port out from decompiled old embedded N64 code would be the healthy eating advocate gorging on cake equivalent if they did not go for a general portable case and swapped one bad master for another, so I imagine it is going to be on the better side. Timeline wise for ports then just as people were probably waiting for this PC port to use as a base they will probably do well to wait for any further framerate boosts and HD works -- if the framerate is tied to the game itself (and the N64 had the same clock speed whatever you did vs PC where you kind of have to make an internal timer, especially by the time of the N64 as even then I had to use means to slow down old DOS games) then that is further stuff to try to work out in the code.
*not as in emulation, as in lose the same amount of RAM as the N64 had, number of instructions it could handle per second and so forth.