Yep, nobody cares about license/rules. It's the wild west. People just take whatever they want.byuu wrote:This didn't stop a company from selling my emulator...
Yeah, I can name about a half dozen instances where their license was ignored.
"Claim"? What...you don't believe me? Haha. XD That's ok. I'll be happy to include all of them in the source release along with all of my other personal notes. Another incentive to get it funded! Releasing them right now would be ill-advised as I'm sure some other commercial vendor's developers would love to get their hands on them. Once I reach the funding goal then I've got no issue releasing them. I assume I'd just end up posting everything on a github page.byuu wrote:Would you be interested in selling the test ROMs you've made separately, which are claimed to fail in higan?
Ultimately, it doesn't matter to me either way if the source release is funded or not. If it is great! If not, great! I'm just having fun writing the code and learning how the SNES works. But I'm not going to give away massive amounts of work for free that will be used by others for profit.
But with that said I'm willing to make a funding page since people seem to really want this stuff released. I think the biggest issue would be getting enough publicity to get a relatively niche project funded to the required level.
In any case, right now I'm just trying to decide which crowd funding site to use. I was really liking the idea of Patreon because it could support me to continue work on adding more features to the core system, fixing bugs, implementing SA-1, SuperFX, etc. But there is one very minor issue with using Patreon - from what I can tell, there is no way to to show supporters the total funding received so far over the life of the project. All values shown are monthly including the goals themselves. I mean, I could tell people how far/close we are from the goal, but there's no reason anyone should believe me so that doesn't work. It really only works if Patreon is reporting it themselves as a third party.
I had also thought maybe kickstarter or indiegogo. On those you can set a total goal, but they only run for 30/60 days. So you run into the issue of getting enough publicity for a niche project over such a short period of time. I could do what they call a "flexible funding" campaign in which you are not required to reach the entire goal in order to receive the funds. If that happened then you can just run the campaign again...but then who's to say that the second campaign would get any more funding if the first one didn't even succeed? XD
In any case, I'm having fun learning about the crowdfunding stuff. I'm just kind of chewing on which option would have the most chance of success to get the code released to make everyone happy. The more I think about releasing the code the cooler I think it will be. We could even end up having some open source hardware designs to pair with the code (e.g. drop-in replacements for the motherboard, upgraded sd2snes hardware that can handle SA-1 and SuperFX, etc). Would also be great to be working with other systems testers who could report bugs (too many games to do it all myself!). Cool stuff!
But if I get too annoyed with thinking about it or it becomes too time consuming I'll just pick up where I left off and keep plugging away at the code!