So we can finally put to bed the idea that Nintendo downloaded their own VC game from an illegal pirate site.
Huh, I hope so but I wouldn't hold my breath. If Eurogamer do that, I would be very surprised.
So we can finally put to bed the idea that Nintendo downloaded their own VC game from an illegal pirate site.
that's self promotion.All interesting stuff, but this is indeed the big one. Be sure to create a thread when the video series is ready for public consumption.
Bumping because i decided to do some research of my own (I'm working on a video series about the history of the three console manufacturers attempts at backwards compatibility/emulation re-releases over the years.)
First off, calling Tomohiro Kawase the "Animal Crossing emulator" developer is a bit of an understatement. He (Alongside Hideaki Shimizu.) actually handled a lot of emulation projects for Nintendo. His first role at the company was making the "GB Tower" mode in Pokemon Stadium, which was effectively a Game Boy emulator that could run the 1st gen (2nd gen in Stadium 2/GS) mainline Pokemon games by inserting their carts into the transfer pak.
In fact, almost all of his work at Nintendo revolves around emulation.
Pretty much everything he's credited for involves it in some form, he's listed for "Connectivity Programming" in Metroid Prime (Which allowed you to play the NES Metroid on a Gamecube, unlocked by syncing a completed Metroid Fusion save file to the game using a link cable.) "engineering" on the Zelda Collector's Edition disc (Which was a compilation of NES and N64 games running on an emulator.) and even the "NES Emulator Programmer" on the E-reader.
(About 1:24 in if the timestamp doesn't work.)
So it's highly likely he was indeed hired for working on iNES.
As for the header situation, here's what i discovered.
The first thing i did was extract the Super Mario Bros ROM from Animal Crossing, a fairly easy task, as all the NES emulator content is conveniently stored in a single compressed file named "famicom.arc", which is then in turn stored as a bunch of ".szs" files. Using ARCtool and Uwizard in that order did the trick. Giving us a unnamed 41kb file.
(before and after extraction, note that the ".nes" was added myself to make sure it could run on an emulator, as noted, the file was completely unnamed when i extracted it.)
After verifying said unnamed file was indeed Super Mario Bros by using an NES emulator. I then acquired the Virtual Console version of Super Mario Bros. Thankfully, there's a tool known "vcromclaim" that completely automates the process of extracting VC titles, so i used that.
This worked, but there's one problem. The file size is incorrect! Super Mario Bros is a 41kb game, while my dump turned it into 320kb. Fortunately, fixing it was pretty easy, it turns out VCromclaim grabbed a bunch of text and data from the VC emulator and appended it to the end of the rom. After chopping that out, the file size was fixed to the correct size of 41kb.
and the result of doing a comparison after this?
Yep, the Virtual Console ROM does in fact originate from Animal Crossing. iNES header and all. In fact, all of the NES games in Animal Crossing have it, with the notable exception of Clu Clu Land D, which lacks a header entirely, starting with the "*NINTENDO-HVC*" text that is normally used by the FDS bios to verify that it's a legit disk image, the NES emulation community didn't start using standardized headers for FDS games until around November 1998 with the release of the fwnes emulator. About 3 months after the release of Pokemon Stadium, Tomohiro Kawase's first project at Nintendo.
I feel like the most logical conclusion here is this.
and that's basically everything you need to know about the subject.
- Nintendo discovers iNES and, rather than sending a C&D, hunts down one of the devs and hires him to help implement a Game Boy emulator into Pokemon Stadium (Not to be confused with the US/EU release of the game, which is actually a sequel in Japan), released in 1998.
- Animal Crossing starts development on the Nintendo 64DD, at some point the decision was made to add playable NES games to it. So the team brought Tomohiro on board due to his experience with the hardware.
- With Tomohiro's help, the NES games are dumped internally for the game, most likely using the same tech the iNES team used, leading to the header issue. The fact that Clu Clu Land D lacks the standardized "FDS" header used by the emulation community at that point outright confirms they didn't "download the roms off the internet".
I am glad someone finally has a thorough explanation for what I think we all knew deep down was reality, Nintendo don't download roms from the internet to sell on their digital stores.
Wonder if the hundreds of websites that ran with the original story will offer lengthy coverage of the new news.
Fascinating work though, I really thought this would be a question mark forever.
The idea that Nintendo couldn't build a simple piece of hardware to extract their own roms has always been ridiculous.
I am glad someone finally has a thorough explanation for what I think we all knew deep down was reality, Nintendo don't download roms from the internet to sell on their digital stores.
Wonder if the hundreds of websites that ran with the original story will offer lengthy coverage of the new news.
Fascinating work though, I really thought this would be a question mark forever.
Wow this is really cool...
...and this isn't. Come on man, he clearly said he's making his own video.
It's in Nintendo best interest to put the utmost care on managing their legacy.To be fair, I don't think anyone thought they are unable. It's a matter of convenience.
That being said, great work OP!
It's in Nintendo best interest to put the utmost care on managing their legacy.
Using scene resources isn't even unusual for established devs either. A good example is M2, the company we like to think of as the golden standard bearer for official emulation and retro stuff, who just used GoodROMs sets for their PS2 Sega Ages stuff. I wouldn't be surprised if their later Sega effors (Virtual Console, Sega Ages Online, 3D Classics, etc) also did as well given how notoriously bad Sega is at preservation.Tying it back to Kawase is a bit of a leap. Sure he could have been the guy that downloaded them, but it similarly could have been anyone else working on the project at the time.
Redistributed to consumers, you mean. This is about about internal management (like archiving, preserving).You'd think that, yet the way they've managed it so far has left much to be desired.
Redistributed to consumers, you mean. This is about about internal management (like archiving, preserving).
Technically speaking the major legwork wasn't done by OP.To be fair, I don't think anyone thought they are unable. It's a matter of convenience.
That being said, great work OP!
Assuming a major company who takes pride in their legacy doesn't preserve their work is a major stretch beyond belief and the major piece of evidence that may prove it could've been the case has basically been debunked.Which we have no real information on beyond the investigative work done here, so it's hard to say anything about it, really.
Agreed. It's an absurd notion.The idea that Nintendo couldn't build a simple piece of hardware to extract their own roms has always been ridiculous.
I think he'd be into it. He's more concerned with accuracy I've found than being right.
Well, we do. We know they keep a ton of design documents around (as we have frequently seen when they do PR for re-releases,e ven for shelved titles such as Star Fox 2 where they put out concept art and the full design doc publicly, for example.Which we have no real information on beyond the investigative work done here, so it's hard to say anything about it, really.
Well, we do. We know they keep a ton of design documents around (as we have frequently seen when they do PR for re-releases,e ven for shelved titles such as Star Fox 2 where they put out concept art and the full design doc publicly, for example.
Count the entire Iwata Asks series as well, because documenting discussions with the developers of either current or legacy titles and hardware is part of that too. We know a great deal, it's just not really appreciated widely.
I have no idea what you are referring to.You'd think that, yet the way they've managed it so far has left much to be desired.
I mean, they're not the worst in the industry regarding this. I think the issue most people have with Nintendo's emulation legacy is they keep starting over and make everything mainly hardware specific, but really that's not much different from Sega, Capcom, Konami, Sony, Atari, SNK, Hamster, Coleco, etc.You'd think that, yet the way they've managed it so far has left much to be desired.
- With Tomohiro's help, the NES games are dumped internally for the game, most likely using the same tech the iNES team used, leading to the header issue. The fact that Clu Clu Land D lacks the standardized "FDS" header used by the emulation community at that point outright confirms they didn't "download the roms off the internet".
Bumping because i decided to do some research of my own (I'm working on a video series about the history of the three console manufacturers attempts at backwards compatibility/emulation re-releases over the years.)
First off, calling Tomohiro Kawase the "Animal Crossing emulator" developer is a bit of an understatement. He (Alongside Hideaki Shimizu.) actually handled a lot of emulation projects for Nintendo. His first role at the company was making the "GB Tower" mode in Pokemon Stadium, which was effectively a Game Boy emulator that could run the 1st gen (2nd gen in Stadium 2/GS) mainline Pokemon games by inserting their carts into the transfer pak.
In fact, almost all of his work at Nintendo revolves around emulation.
Pretty much everything he's credited for involves it in some form, he's listed for "Connectivity Programming" in Metroid Prime (Which allowed you to play the NES Metroid on a Gamecube, unlocked by syncing a completed Metroid Fusion save file to the game using a link cable.) "engineering" on the Zelda Collector's Edition disc (Which was a compilation of NES and N64 games running on an emulator.) and even the "NES Emulator Programmer" on the E-reader.
(About 1:24 in if the timestamp doesn't work.)
So it's highly likely he was indeed hired for working on iNES.
As for the header situation, here's what i discovered.
The first thing i did was extract the Super Mario Bros ROM from Animal Crossing, a fairly easy task, as all the NES emulator content is conveniently stored in a single compressed file named "famicom.arc", which is then in turn stored as a bunch of ".szs" files. Using ARCtool and Uwizard in that order did the trick. Giving us a unnamed 41kb file.
(before and after extraction, note that the ".nes" was added myself to make sure it could run on an emulator, as noted, the file was completely unnamed when i extracted it.)
After verifying said unnamed file was indeed Super Mario Bros by using an NES emulator. I then acquired the Virtual Console version of Super Mario Bros. Thankfully, there's a tool known "vcromclaim" that completely automates the process of extracting VC titles, so i used that.
This worked, but there's one problem. The file size is incorrect! Super Mario Bros is a 41kb game, while my dump turned it into 320kb. Fortunately, fixing it was pretty easy, it turns out VCromclaim grabbed a bunch of text and data from the VC emulator and appended it to the end of the rom. After chopping that out, the file size was fixed to the correct size of 41kb.
and the result of doing a comparison after this?
Yep, the Virtual Console ROM does in fact originate from Animal Crossing. iNES header and all. In fact, all of the NES games in Animal Crossing have it, with the notable exception of Clu Clu Land D, which lacks a header entirely, starting with the "*NINTENDO-HVC*" text that is normally used by the FDS bios to verify that it's a legit disk image, the NES emulation community didn't start using standardized headers for FDS games until around November 1998 with the release of the fwnes emulator. About 3 months after the release of Pokemon Stadium, Tomohiro Kawase's first project at Nintendo.
I feel like the most logical conclusion here is this.
and that's basically everything you need to know about the subject.
- Nintendo discovers iNES and, rather than sending a C&D, hunts down one of the devs and hires him to help implement a Game Boy emulator into Pokemon Stadium (Not to be confused with the US/EU release of the game, which is actually a sequel in Japan), released in 1998.
- Animal Crossing starts development on the Nintendo 64DD, at some point the decision was made to add playable NES games to it. So the team brought Tomohiro on board due to his experience with the hardware.
- With Tomohiro's help, the NES games are dumped internally for the game, most likely using the same tech the iNES team used, leading to the header issue. The fact that Clu Clu Land D lacks the standardized "FDS" header used by the emulation community at that point outright confirms they didn't "download the roms off the internet".
I'll go ahead and report this (to request a title change). Apparently, the forum alert system didn't notify me this thread has new posts for me.
There is a point in time where you would accidentally cross the line and would annoy someone about it, but if that person is fine with it, go ahead. But in my opinion, I don't think it matters. But if we're able to get in contact with Tomohiro Kawase himself, then it would be a completely different story.Wouldn't contacting marat fayzullin be able to shed light on this? I would but I kept poking fun at him on irc 20 years ago :p
Japanese developers are historically notorious for not putting any consideration into preserving their code and assets. After a game shipped, that was it. If the source disks ended up in a dumpster, that was fine, they never planned on needing them in the future anyway.Always seemed odd that people so readily accepted that Nintendo pirated their own games. Software companies SHOULD be keeping years worth of different software stored through source control. I would expect part of this to be built ROMS for their classic games, especially since file size isn't a concern.
Surprisingly enough, Nintendo's a hoarder. Old masters and even retail new products can be found on their shelves in offices or in storage rooms. Hell, even the Sky Skipper Arcade Archives port was because they had a cabinet still on the premises.Japanese developers are historically notorious for not putting any consideration into preserving their code and assets. After a game shipped, that was it. More titles than not only have their retail release in existence.
I've seen those photos before. I can't imagine the treasures they have in that archive. But, Nintendo has the space. Their Kyoto campus is huge. Most developers there operated out of small offices, especially tiny in the pre-32-bit era, and have no space for full archives... or are simply gone.Surprisingly enough, Nintendo's a hoarder. Old masters and even retail new products can be found on their shelves in offices or in storage rooms. Hell, even the Sky Skipper Arcade Archives port was because they had a cabinet still on the premises.
Bumping because i decided to do some research of my own (I'm working on a video series about the history of the three console manufacturers attempts at backwards compatibility/emulation re-releases over the years.)
First off, calling Tomohiro Kawase the "Animal Crossing emulator" developer is a bit of an understatement. He (Alongside Hideaki Shimizu.) actually handled a lot of emulation projects for Nintendo. His first role at the company was making the "GB Tower" mode in Pokemon Stadium, which was effectively a Game Boy emulator that could run the 1st gen (2nd gen in Stadium 2/GS) mainline Pokemon games by inserting their carts into the transfer pak.
In fact, almost all of his work at Nintendo revolves around emulation.
Pretty much everything he's credited for involves it in some form, he's listed for "Connectivity Programming" in Metroid Prime (Which allowed you to play the NES Metroid on a Gamecube, unlocked by syncing a completed Metroid Fusion save file to the game using a link cable.) "engineering" on the Zelda Collector's Edition disc (Which was a compilation of NES and N64 games running on an emulator.) and even the "NES Emulator Programmer" on the E-reader.
(About 1:24 in if the timestamp doesn't work.)
So it's highly likely he was indeed hired for working on iNES.
As for the header situation, here's what i discovered.
The first thing i did was extract the Super Mario Bros ROM from Animal Crossing, a fairly easy task, as all the NES emulator content is conveniently stored in a single compressed file named "famicom.arc", which is then in turn stored as a bunch of ".szs" files. Using ARCtool and Uwizard in that order did the trick. Giving us a unnamed 41kb file.
(before and after extraction, note that the ".nes" was added myself to make sure it could run on an emulator, as noted, the file was completely unnamed when i extracted it.)
After verifying said unnamed file was indeed Super Mario Bros by using an NES emulator. I then acquired the Virtual Console version of Super Mario Bros. Thankfully, there's a tool known "vcromclaim" that completely automates the process of extracting VC titles, so i used that.
This worked, but there's one problem. The file size is incorrect! Super Mario Bros is a 41kb game, while my dump turned it into 320kb. Fortunately, fixing it was pretty easy, it turns out VCromclaim grabbed a bunch of text and data from the VC emulator and appended it to the end of the rom. After chopping that out, the file size was fixed to the correct size of 41kb.
and the result of doing a comparison after this?
Yep, the Virtual Console ROM does in fact originate from Animal Crossing. iNES header and all. In fact, all of the NES games in Animal Crossing have it, with the notable exception of Clu Clu Land D, which lacks a header entirely, starting with the "*NINTENDO-HVC*" text that is normally used by the FDS bios to verify that it's a legit disk image, the NES emulation community didn't start using standardized headers for FDS games until around November 1998 with the release of the fwnes emulator. About 3 months after the release of Pokemon Stadium, Tomohiro Kawase's first project at Nintendo.
I feel like the most logical conclusion here is this.
and that's basically everything you need to know about the subject.
- Nintendo discovers iNES and, rather than sending a C&D, hunts down one of the devs and hires him to help implement a Game Boy emulator into Pokemon Stadium (Not to be confused with the US/EU release of the game, which is actually a sequel in Japan), released in 1998.
- Animal Crossing starts development on the Nintendo 64DD, at some point the decision was made to add playable NES games to it. So the team brought Tomohiro on board due to his experience with the hardware.
- With Tomohiro's help, the NES games are dumped internally for the game, most likely using the same tech the iNES team used, leading to the header issue. The fact that Clu Clu Land D lacks the standardized "FDS" header used by the emulation community at that point outright confirms they didn't "download the roms off the internet".
Always seemed odd that people so readily accepted that Nintendo pirated their own games. Software companies SHOULD be keeping years worth of different software stored through source control. I would expect part of this to be built ROMS for their classic games, especially since file size isn't a concern.
Japanese developers are historically notorious for not putting any consideration into preserving their code and assets. After a game shipped, that was it. If the source disks ended up in a dumpster, that was fine, they never planned on needing them in the future anyway.
More titles than not only have their retail release in existence.
That's awesome! AndreGX , I think you guys would love this story!