NES Classic Error

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briefs
Posts: 32
Joined: Sat Jun 23, 2018 7:12 pm

Re: NES Classic Error

Post by briefs » Thu Sep 06, 2018 2:20 am

functionalform wrote:
Wed Sep 05, 2018 6:00 am
yeah, and what surprised me was how it wasn't just some famicom games either.
a few of the mega man games, some tengen titles, batman: return of the joker, etc.)

i don't get why nintendo decided to use an open source emu for the classic and then didn't try for a wider support one?

oh well a few simple clicks, and you're gold.
hakchi can't brick your system as it can reflash your system to factory settings.
They didn't use an open source Emu, they used an in house Emu developed by Nintendo NERD specifically to run the games on the system. No other games are meant to be played on the classic so there's no reason to have wider compatibility.

https://www.nerd.nintendo.com/
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functionalform
Posts: 80
Joined: Tue Mar 06, 2018 10:54 pm

Re: NES Classic Error

Post by functionalform » Thu Sep 06, 2018 6:22 am

you're right, sorry!

linux was their mistake which kept the system open, not the emu.
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Mihoshi20
Posts: 441
Joined: Tue Mar 06, 2018 11:47 pm

Re: NES Classic Error

Post by Mihoshi20 » Thu Sep 06, 2018 7:47 am

Really it wouldn't surprise me if it turned out to be a retron 5 type situation and that Nintendo studied open source emulator code before making their own implementation. After-all, iNES headers were found in Virtual Console roms and it's interesting how Nintendo was able to have so many different systems on the VC so quickly and easily. Let alone ported to ARM for the NES Classic Edition, though least with the Classic Edition they documented open source code and software used which is more then I can say for Hyperkin.
darkhog
Posts: 256
Joined: Sun May 13, 2018 10:02 am

Re: NES Classic Error

Post by darkhog » Fri Oct 12, 2018 3:54 pm

They could have also pay off emulator devs to port their emulator to the specific console (for VC). We wouldn't even necessarily know about it as it could be subject to an NDA deal. It would also explain why VC was seemingly reset on each console - they have had to make new deals both with emu devs and game companies.
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Mihoshi20
Posts: 441
Joined: Tue Mar 06, 2018 11:47 pm

Re: NES Classic Error

Post by Mihoshi20 » Mon Oct 15, 2018 2:06 am

darkhog wrote:
Fri Oct 12, 2018 3:54 pm
They could have also pay off emulator devs to port their emulator to the specific console (for VC). We wouldn't even necessarily know about it as it could be subject to an NDA deal. It would also explain why VC was seemingly reset on each console - they have had to make new deals both with emu devs and game companies.
Though I like the idea of emulator developers getting paid for their time and effort towards the hobby, it just doesn't seem Big N's style and nearly all emulators are released under the GPL and the fact that Big N hasn't released the source code they use for their emulators or if they tried to get the developers to sign an NDA would be a direct violation of the GPL. It's more likely IMO that Big N studied open source code and developed their own implementation or just pulled a Hyperkin/Ultracade and blatantly ripped the code off.
darkhog
Posts: 256
Joined: Sun May 13, 2018 10:02 am

Re: NES Classic Error

Post by darkhog » Mon Oct 15, 2018 2:11 am

GPL allows for dual licensing, you know. Many projects I know have GPL for non-commercial use and separate for commercial usage.
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