A question about project originality

So for my projects I haven’t been using a base version of FE8. This is because I’m constantly running into technical issues in a base version of FE8 regarding patches. When I try to download them, an error message pops up and the patch stays not downloaded (and my music tester and play tester don’t even work properly regardless of ROM, I swear, my copy of FEBuilder is cursed). A frick-ton of those are necessary for my projects, so instead of brute-forcing the problem away I instead used a Norwegian of name withheld’s FE8 PME (CMU specifically) as my base. It’s incredibly helpful seeing a lot of popular classes already downloaded there as well as no errors blocking the patches. From there on, THEN I add my original (or shared from Klok’s repo) content. However, this brings up a serious question. What makes a project your own and not stolen? I’d love to share my project when it’s done, but I don’t want to release it if using someone else’s project as a base for the ROM instead of a vanilla FE8 is considered thieving.

Well, the first, and arguably most important thing would be to ask permission from the original hack’s creator before posting anything. It’s only polite, really. If they’re fine with it, I don’t see why anyone else would have an issue.

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In fact, as long as the cracker is skilled enough, I think there is no single player game in the world that cannot be cracked. So it’s actually not a matter on technology. Fortunately, since most people is not skilled in programming but just rely on FEBuilder, you can theoretically block most of the secondary modifications as long as you find a way to prevent FEB recognizing your game data (one typical scenario is that people don’t want others to steal their original battle animations). Of course, there are other methods, such as verifying the CRC for your own ROM data, so that you can also identify whether the ROM has been further modified after publishment.

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This sounds like you haven’t set up the paths for the additional add-ons like Event Assembler, emulators, and sappy. What does this part of your settings->options look like?

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AH. OK, using your pic as reference, my primary emulator wasn’t connected to NO$GBA. That might work for playtesting, but then there’s the problems of patches not downloading…

Edit: Alright, let’s see here… the palytest is working… Can’t believe I used FEBuilder as the primary emulator. Why are my patches always crashing?.. Hold on… My base FE8 is a .emulator.gba file… AW, CRAP!
So, basically that was me just now. I think I found out the problem of the patches crashing. I think FEBuilder trying to emulate FE8 for a playtest messed up the file and there’s no backup. If you can, I’d like to know if this is repairable. Until then, I’m stuck with the band-aid solution…

Well, this certain PME has almost all animations from a repo, and the few that are original aren’t being used, so I guess it should be fine, right?

it’s in poor taste especially given the dickhead in question, but it doesn’t really matter if you’re not using anything unique to that project (which then begs the questions why did you use their version in the first place)

you’re better off solving your actual problem then using this bandaid solution long term

Hi,

If you are looking to make your work original, then it can vary on many factors, such as your story lore and chapter concept, game mechanics, characters, etc. You can experiment with a lot of factors to make your project unique. Have fun with editting!