It wasn’t the Unix subsystem, but was a subsystem… it implemented the various Linux syscalls and binary format directly and forwarded them to the NT kernel, similarly to how the various win32 syscalls call into the NT kernel. So WSL was a “peer” of the win32 subsystem in the same way SFU or SUA was. But it wasn’t implemented “via” SUA.
Then in WSL2 they just switched to using a VM, which is way more boring but probably less work to keep up with (I’m sure the Linux kernel has a lot of stuff that needs translating/implementing and it’s simpler to just use a hypervisor)
The source code repo is still on Epic's Github, not sure if everything else is that easy to get currently. The problem about picking it up by a 3rd party is the fun of getting approval on basically anything.
I compiled the project on a whim during COVID. It played okay. There was even a very small pool of players who had presumably just done exactly the same thing.
Nope, piece selection in the unmodified NEStris uses only the player input to generate pieces and it also starts from the same seed, so frame-perfect inputs after loading the game will result in the exact same pieces. The first perfect level 18 run (only tetrises to score) was dismissed by community because it was made by replicating a TAS run with a suitable piece sequence.
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