Legal Boundaries (code vs original game assets)

The legal line that keeps a re-implementation safe is new code you may write and license freely versus original assets you may neither copy nor redistribute — the user must own and supply those.

Why it matters

Get this wrong and the project is dead: bundling copyrighted sprites or music invites a takedown, and copying decompiled code makes the whole codebase a derivative work. Every contributor to OpenClaw must internalize where the line sits, because one tainted commit endangers everyone’s work. (Note: this is engineering guidance, not legal advice — laws vary by jurisdiction.)

How it works

Sort every artifact into one of three buckets:

ArtifactCopyrightable?May the project ship it?
New engine source codeYes — owned by youYes, under your chosen licence
File-format byte layoutNo (interface/fact)Yes — document and publish freely
Sprites, levels, music, storyYes — Monolith/ownerNo — user supplies at runtime
Trademarks (“Captain Claw”)Separate (trademark)Avoid implying endorsement

Two ideas do the heavy lifting. Idea/expression — the idea of “a tile-based platformer” is free; Monolith’s specific expression (its art, its levels) is protected. Interoperability — reverse-engineering a format purely to read your own data files is broadly treated as legitimate, which is why a WWD parser is fine but the level bytes are not yours to ship. See clean-room-vs-asset-dependent-ports.

Example

OpenClaw’s stance, made concrete:

  • The repository ships engine code only; there is no CLAW.REZ and no extracted PNG/WAV in releases.
  • The README instructs users to provide their own retail data file.
  • Parsers and format notes are public — describing structure, not redistributing content.

A contrasting unsafe move: attaching an “asset pack” to a GitHub release “for convenience”. That redistributes the copyrighted work regardless of intent.

Pitfalls

  • CI fixtures with real assets — a test that needs a real .PID must fetch it from the user’s install, never from the repo.
  • “It’s abandonware, so it’s free” — abandonware has no legal standing; the copyright still holds.
  • Leaking assets through git historygit rm does not erase prior commits; a rip committed once lives on until history is rewritten.
  • Decompiled snippets in issues/PRs — pasting original disassembly to “explain” logic can taint the discussion and any code derived from it.

See also