What do you mean the text was made with "compressed sprite art"? And, what does Claude AI does? As an article, both of these things aren't really explained to the reader.
And, yet again, it's another thread bashing on AI for the sake of bashing on AI. Unofficial game translations are completely voluntary work. Nobody is losing jobs here to be against the usage of AI.
I don't like the ethics of AI and its effects on people's jobs as much as the guy next to me, but this isn't applicable here. It's a game translation done entirely on voluntary work.
We talk so much about AI, yet nobody raised an eyebrow for the many tools related to coding that HELPS the writer to write a program, or auto-correction tools that has existed since a long time. Sure it's not exactly AI, but it's a tool assisting you in creating something.
Yet... we are talking about ethics here while people are okay in just translating a game to another language without the copyright's owner permission? Like, at the end of the day, I don't really mind or care, as the chance of the official IP owners letting someone do that are next to slim, if they even care for such an old game.
It was the same sentiment I had with the Animal Crossing PC port that used AI. People were upset that it used AI, but nobody questioned the ethics to entirely reverse-engineer a completely computer-readable code back to human-readable code, just because it's Nintendo I guess. Yes, the port process is different than writing the entire code back to human-readable code, but still, the point still stands.
This is the type of thing I would think Kojima would do. Outside preservation-related issues, this sounds cool. As long the devs make the server-sided code open, then I wouldn't see an issue with this creative endeavor.
How exactly would AI be bad here? I am aware that decompiling a game is an incredibly time-consuming work, but that would be something AI would help a lot. You could have an AI-system decompile a game and a human would perhaps fix some issues or rename a couple things.
I suppose some people may like the title of being part of a decompilation project, but we have to be honest with ourselves, it's a gigantic work to decompile a game, and due to legality of it, a lot of people do that sort of thing in their free time as a voluntary work. So it's not like AI is taking the jobs of other people, this is all voluntary work.
Even a port to another system there's going to be a lot of workarounds in order to run under that different architecture without issues. To be completely fair, I have to applaud the team behind the PC Port to be completely transparent with their usage with AI, they could have just not say a word and people perhaps wouldn't notice it.
I am aware this article is regards to the PC Port and not the Decompilation code itself. Some people may not like that their entire decompilation process was used in AI to compile a port, but wouldn't that be similar to other teams who take the decompiled code to make the ports themselves?
Lastly, like the discussion in regards to Super Mario 64 not using an optimized build on its official release (which is a bit debatable), wouldn't be that sort of optimization setting be sorta AI-ish? We are taking human written code and running into a machine that makes things more optimized.
And even when writing code, multiple programs (be that Visual Studio or just a text editor) can detect behaviors and help the writer with already written actors and so many more. Assistance on making programs, like a port or a decompilation, already exists. It's nothing new, and AI is, honestly, a good use here.
There might be ethics in regards to using the decompiled's code work in a port, but as long as the person behind AI-coded Port, and is transparent on their website, I'm okay with. If the people behind it asked or not, I dunno. Though as pointed out in some comments, it may be against with some Licenses that the code has.
Decompilation code is kinda in a gray area, because all it does are a bunch of instructions that can turn a ROM image full of binary data into human-readable data. The reason Nintendo and the likes can't get rid of decompiled code is because of that, but they can get rid of already-compiled PC Ports due to the usage of the original ROM when compiled.
Lack of Banjo-Tooie on the Rare Super Pocket should be a crime. Yes I am the #1 Banjo-Tooie fan, and I was about to gloss over how they used Banjo-Tooie renders on the first picture. Banjo-Tooie Banjo-Tooie Banjo-Tooie.
If I want to play devil's advocate for a second, I'd guess it would be emulation issues, since that game is pretty complex and historically was a challenge to emulate.
I wonder what are the changes to the Banjo-Kazooie enhanced port, however. It seems they changed the Game Boy that Banjo holds on Save File 3 to an Evercade.
They could have added Grunty's Revenge in there too, so you would have all three "Nintendo" Banjos, even though the GBA was released by THQ at the last minute.
That's a thing with any widescreen AND ultra-wide mod for games that were made with 4:3 aspect ratio in mind. Games commonly have assets hidden from the view as the player wouldn't ever known their existence back then.
There is no point in making extra work for something that the player is not going to see.
Banjo-Tooie on N64 already has Widescreen support, however, though I am unsure if it follows the same principles as modern widescreen options. Ultra-wide support would cause issues, however.
@Exerion76 They are ok, I like the anime artstyle, but I usually don't like voice overs (a few here and there, it's fine, constant voices, it's annoying, for me at least).
As long as the game has an option to adjust voice sliders, I'm good. Which is something that Inti Creates should probably do, so many games that have constant voice acting with no separate volume sliders whatsover. It's a shame.
It's not that I'm discrediting the people who did the voice roles, it's just that it becomes way too much.
What a mess. I don't have much else to say outside what I have mentioned in the comments section of the other reports here on TimeExtension. There's so many sides to the story that it's hard to point out exactly what's going on.
@Hexapus Yeah. My bad in not understanding the story completely, many people are coming with assumptions and it's hard to pin-point who exactly is to blame and how exactly it happened.
Here's the thing. Not counting the whole discussion regarding the SWAT (which is a big thing, I won't deny), that's the problem about trying to "preserve" prototypes and such. At the end of the day, many of those prototypes (either hardware, being prototype consoles, or software, prototype games), have very big disclaimers about not allowing distribution, reselling, and everything.
The person could have bought this to keep by himself, even though it would still fall under the rule that it shouldn't be distributed or being sold. But the blame is still more to the van driver who, first, was going to dispose the games (anyone could just put all of this on a regular trash, and cases like this HAVE happened before, of prototypes being on trash and someone else finding it), and second, selling them.
I'm to the side of game developers and even publishers to keep those things saved by themselves, so I don't like when prototypes are destroyed or just tossed away. I think prototypes are interesting and I love seeing old versions of games. Preservation does not mean accessibility, though. If anything goes, the Nintendo Leaks showcased us that Nintendo have an absurd library of their old works, still saved on their offices.
Games are one of the few media that prototypes are usually seen. We don't often see prototype of movies or books. Sometimes an early version of a movie might leak, but it's way less common than games. That sort of thing are usually reserved to who's making it, and there can be cases of personal information being leaked (one of the Forest of Illusion releases was some sort of test tool that had one of the developers face on it, while it was censored on the blogpost, I don't think it was when the actual ROM was released).
Before we end on conclusions in regards to the actions the buyer had with the whole situation, we need to remind ourselves what he has been through. He did everything legally, just buying something that was considered "junk" by whoever was disposing it.
So, imagine how does it feel for, out of the sudden, one day, you wake up with a loud knock on your door and ten officers seizes your house, and you have no idea what is happening. It's very understandable how he felt with the whole thing, and I don't blame the guy.
He was behind a cell for eight hours, all because of a misunderstanding. This is a very scary behavior, and I'm on his side in trying to understand what has happened. I don't think Nintendo would go after the guy, but instead was after SEGA, as they were at fault here. It seems SEGA panicked, and tried to resolve matters very poorly.
Sadly, those sort of things can happen if we publicly post about our lives in social media and the things we plan to do. However, no public traction means that wouldn't be enough funds to get these prototypes in the first place.
Game preservation is a grey area, and, while prototypes are cool to see, they are usually very confidential, it even says on the consoles and usually on game carts/discs as well. We did have Forest of Illusion shutdown and, as far as I know, we don't know exactly what happened.
Regardless of all that, if the person who sold these things had no idea about the values or how confidential these were, that's a problem in regards to the SELLER, and not the BUYER. In the end of the day, the person who bought those should kept the things, and the real person responsible should be whoever thought they could throw these things in the trash in the first place. Raiding the buyer's house was a very bad idea and, dare I say, dystopian.
The whole situation is a mess, and it's likely we may never know all the details.
Comments 15
Re: "I Sympathise With The Negative Sentiment" - Technosoft's 'Fantastic Pinball' Gets An AI-Assisted English Translation
What do you mean the text was made with "compressed sprite art"? And, what does Claude AI does? As an article, both of these things aren't really explained to the reader.
And, yet again, it's another thread bashing on AI for the sake of bashing on AI. Unofficial game translations are completely voluntary work. Nobody is losing jobs here to be against the usage of AI.
I don't like the ethics of AI and its effects on people's jobs as much as the guy next to me, but this isn't applicable here. It's a game translation done entirely on voluntary work.
We talk so much about AI, yet nobody raised an eyebrow for the many tools related to coding that HELPS the writer to write a program, or auto-correction tools that has existed since a long time. Sure it's not exactly AI, but it's a tool assisting you in creating something.
Yet... we are talking about ethics here while people are okay in just translating a game to another language without the copyright's owner permission? Like, at the end of the day, I don't really mind or care, as the chance of the official IP owners letting someone do that are next to slim, if they even care for such an old game.
It was the same sentiment I had with the Animal Crossing PC port that used AI. People were upset that it used AI, but nobody questioned the ethics to entirely reverse-engineer a completely computer-readable code back to human-readable code, just because it's Nintendo I guess. Yes, the port process is different than writing the entire code back to human-readable code, but still, the point still stands.
Re: This Game Boy Cart Uses ChatGPT To Create "Personalised Scenarios Tailored To Each Player"
This is the type of thing I would think Kojima would do. Outside preservation-related issues, this sounds cool. As long the devs make the server-sided code open, then I wouldn't see an issue with this creative endeavor.
Re: Evercade Nexus Has A Better Screen, Dual Analog, Banjo, And Nintendo's Most Consumer-Friendly Feature
My beloved Banjo-Tooie, I am so happy. They didn't forget it this time.
Re: "AI-Coded Slop, No Thanks" - Animal Crossing's Native PC Port Was Made Using Claude Code
How exactly would AI be bad here? I am aware that decompiling a game is an incredibly time-consuming work, but that would be something AI would help a lot. You could have an AI-system decompile a game and a human would perhaps fix some issues or rename a couple things.
I suppose some people may like the title of being part of a decompilation project, but we have to be honest with ourselves, it's a gigantic work to decompile a game, and due to legality of it, a lot of people do that sort of thing in their free time as a voluntary work. So it's not like AI is taking the jobs of other people, this is all voluntary work.
Even a port to another system there's going to be a lot of workarounds in order to run under that different architecture without issues. To be completely fair, I have to applaud the team behind the PC Port to be completely transparent with their usage with AI, they could have just not say a word and people perhaps wouldn't notice it.
I am aware this article is regards to the PC Port and not the Decompilation code itself. Some people may not like that their entire decompilation process was used in AI to compile a port, but wouldn't that be similar to other teams who take the decompiled code to make the ports themselves?
Lastly, like the discussion in regards to Super Mario 64 not using an optimized build on its official release (which is a bit debatable), wouldn't be that sort of optimization setting be sorta AI-ish? We are taking human written code and running into a machine that makes things more optimized.
And even when writing code, multiple programs (be that Visual Studio or just a text editor) can detect behaviors and help the writer with already written actors and so many more. Assistance on making programs, like a port or a decompilation, already exists. It's nothing new, and AI is, honestly, a good use here.
There might be ethics in regards to using the decompiled's code work in a port, but as long as the person behind AI-coded Port, and is transparent on their website, I'm okay with. If the people behind it asked or not, I dunno. Though as pointed out in some comments, it may be against with some Licenses that the code has.
Decompilation code is kinda in a gray area, because all it does are a bunch of instructions that can turn a ROM image full of binary data into human-readable data. The reason Nintendo and the likes can't get rid of decompiled code is because of that, but they can get rid of already-compiled PC Ports due to the usage of the original ROM when compiled.
Re: Evercade Range Expands With Two New Carts And A Banjo-Kazooie-Packing Super Pocket
Lack of Banjo-Tooie on the Rare Super Pocket should be a crime. Yes I am the #1 Banjo-Tooie fan, and I was about to gloss over how they used Banjo-Tooie renders on the first picture. Banjo-Tooie Banjo-Tooie Banjo-Tooie.
If I want to play devil's advocate for a second, I'd guess it would be emulation issues, since that game is pretty complex and historically was a challenge to emulate.
I wonder what are the changes to the Banjo-Kazooie enhanced port, however. It seems they changed the Game Boy that Banjo holds on Save File 3 to an Evercade.
They could have added Grunty's Revenge in there too, so you would have all three "Nintendo" Banjos, even though the GBA was released by THQ at the last minute.
Re: XeGrader, A "Puzzle Adventure Shooter" From The Creator Of Hydlide, Is Coming To Steam
Skipmore makes good games. I am buying this, even though it was only on the graphics department.
Re: Random: "We Should Have Anticipated This 28 Years Ago, I Guess" - Banjo: Recompiled Throws Up An Amusing Issue
That's a thing with any widescreen AND ultra-wide mod for games that were made with 4:3 aspect ratio in mind. Games commonly have assets hidden from the view as the player wouldn't ever known their existence back then.
There is no point in making extra work for something that the player is not going to see.
Banjo-Tooie on N64 already has Widescreen support, however, though I am unsure if it follows the same principles as modern widescreen options. Ultra-wide support would cause issues, however.
Re: Twilight Sword Is A Tabletop RPG Inspired By Zelda, Dragon Quest And Wonder Boy
what if zelda was a girl
Re: Compile & M2's New Aleste / Zanac Crossover 'Zaleste' Won't Release This Year After All
@Exerion76 They are ok, I like the anime artstyle, but I usually don't like voice overs (a few here and there, it's fine, constant voices, it's annoying, for me at least).
As long as the game has an option to adjust voice sliders, I'm good. Which is something that Inti Creates should probably do, so many games that have constant voice acting with no separate volume sliders whatsover. It's a shame.
It's not that I'm discrediting the people who did the voice roles, it's just that it becomes way too much.
Re: The Arcade Shoot 'Em Up Series 'Psyvariar' Is Finally Getting A New Sequel After 22 Years
Including Cotton from the Cotton series! Reminds me of something else...
Re: Company That Cleared Sega's Offices Of "Stolen" Nintendo Dev Kits Is A Charity, New Evidence Reveals
What a mess. I don't have much else to say outside what I have mentioned in the comments section of the other reports here on TimeExtension. There's so many sides to the story that it's hard to point out exactly what's going on.
Re: Random: Looks Like We All Owe The BBC An Apology - It Didn't Twin Windows 95 With An Apple Mac After All
They played 4D Chess with everyone who complained and nobody noticed.
Re: Sega Accused Of Using Police To Recover Nintendo Dev Kits It Had "Negligently Disposed Of"
@Hexapus Yeah. My bad in not understanding the story completely, many people are coming with assumptions and it's hard to pin-point who exactly is to blame and how exactly it happened.
Here's the thing. Not counting the whole discussion regarding the SWAT (which is a big thing, I won't deny), that's the problem about trying to "preserve" prototypes and such. At the end of the day, many of those prototypes (either hardware, being prototype consoles, or software, prototype games), have very big disclaimers about not allowing distribution, reselling, and everything.
The person could have bought this to keep by himself, even though it would still fall under the rule that it shouldn't be distributed or being sold. But the blame is still more to the van driver who, first, was going to dispose the games (anyone could just put all of this on a regular trash, and cases like this HAVE happened before, of prototypes being on trash and someone else finding it), and second, selling them.
I'm to the side of game developers and even publishers to keep those things saved by themselves, so I don't like when prototypes are destroyed or just tossed away. I think prototypes are interesting and I love seeing old versions of games. Preservation does not mean accessibility, though. If anything goes, the Nintendo Leaks showcased us that Nintendo have an absurd library of their old works, still saved on their offices.
Games are one of the few media that prototypes are usually seen. We don't often see prototype of movies or books. Sometimes an early version of a movie might leak, but it's way less common than games. That sort of thing are usually reserved to who's making it, and there can be cases of personal information being leaked (one of the Forest of Illusion releases was some sort of test tool that had one of the developers face on it, while it was censored on the blogpost, I don't think it was when the actual ROM was released).
Re: Sega Accused Of Using Police To Recover Nintendo Dev Kits It Had "Negligently Disposed Of"
Before we end on conclusions in regards to the actions the buyer had with the whole situation, we need to remind ourselves what he has been through. He did everything legally, just buying something that was considered "junk" by whoever was disposing it.
So, imagine how does it feel for, out of the sudden, one day, you wake up with a loud knock on your door and ten officers seizes your house, and you have no idea what is happening. It's very understandable how he felt with the whole thing, and I don't blame the guy.
He was behind a cell for eight hours, all because of a misunderstanding. This is a very scary behavior, and I'm on his side in trying to understand what has happened. I don't think Nintendo would go after the guy, but instead was after SEGA, as they were at fault here. It seems SEGA panicked, and tried to resolve matters very poorly.
Sadly, those sort of things can happen if we publicly post about our lives in social media and the things we plan to do. However, no public traction means that wouldn't be enough funds to get these prototypes in the first place.
Game preservation is a grey area, and, while prototypes are cool to see, they are usually very confidential, it even says on the consoles and usually on game carts/discs as well. We did have Forest of Illusion shutdown and, as far as I know, we don't know exactly what happened.
Regardless of all that, if the person who sold these things had no idea about the values or how confidential these were, that's a problem in regards to the SELLER, and not the BUYER. In the end of the day, the person who bought those should kept the things, and the real person responsible should be whoever thought they could throw these things in the trash in the first place. Raiding the buyer's house was a very bad idea and, dare I say, dystopian.
The whole situation is a mess, and it's likely we may never know all the details.
Re: '50 Indie Games That Changed The World' Explores How Indies Altered The Industry Forever
...no Yume Nikki?