Talk:DS Shroom Ridge (SuperMario64DS)
A year later
Plainly: both versions are based off the same branch (presumably Wiimm's v1.1i) and should never have been introduced as separate articles. Indeed, Sniki's versions introduced a major graphical overhaul and various other changes, but the fact is I'm still a co-author on that version (unwillingly), and it would not make sense to list me as an author on two pages for the same exact work. This merge is also occurring to prevent further lack of proper credit on track distributions.
I finally relinquish my hold on the work used by Sniki, but in the same move I am not going to allow "sanctioned spinoff" nonsense to go on any longer. Please respect my part in this (unwillingly) "shared project." It's an update - a reworking of data I previously collected and arranged. Sniki undoubtedly did an excellent job updating and modernizing my work, and at this point I'm willing to refer to it as such.
So again, I'm happy with the work produced by this "collaboration," and all this merge is intended to reflect the other version's status as an update (it is), and remove my detachment from distribution credit. Great job team.
To close, I'm going to state I still reject any notion that any of port work is "free to use" on that basis that Nintendo (or other parties) designed the source files. This is not how copyright works. While Nintendo owns the source files, I own any transformative work applied. Sniki greatly added and expanded upon the groundwork I laid - the effort I put in is exactly what this update was built upon. This is plain and simple. Wiimm has kindly laid out information on the update within this talk page, which also includes the rest of the relevant discussion. As you can see, this update includes a blend of original content by Sniki, original content by me, and fusion of these concepts (such as remodeling various aspects of the course model). Thank you very much for the insightful write ups, investigation, and updates applied. I appreciate it! --SuperMario64DS (talk) 00:03, 14 May 2019 (UTC)
- Allow me to state again: I recognize the extensive reworking and additional asset implemented by Sniki. However, the fact that this it is still (in any way) a version of my work frames it as an update. The car routes were supposedly reused because they were highly favored by players and authors/members involve - these were made by me and were very difficult to balance, plan out, and program correctly into the track files. I no longer wish to lose credit on the portrayal of the course and its major traffic-oriented gameplay.
- Genuinely, thank you all for liking my work so much that you wanted to reuse it. It was the hardest part of the course to implement, and I'm happy it's popular. --SuperMario64DS (talk) 00:09, 14 May 2019 (UTC)
- A year ago I wrote: "I have compared both tracks too. Sniki remade the track and also modified BRRES files for cars, trucks and bomb. Only VRCORN and some parts of KMP are copied and optimized." So it is a new port. And the copied parts were noticed at the page. Meanwhile, other part differ too.
- This was your best argument of your rhetorical speech: "It is stolen, because Snikie's version has the same number of check points" And you known, that the check points are total different (I posted images). Feel free to continue that discussion and disprove my arguments. I think it's impossible and so you try the rhetorical speak -- not acceptable.
- And about your argument "groundwork": Nintendo did it, but you claimed it as your work.
- Anyway, other tracks, that are more identical are split to 2 pages.
- -- Wiimm (talk) 15:24, 14 May 2019 (UTC)
- I restored the old discussion between us: Talk:DS Shroom Ridge (SuperMario64DS)/Old Discussion
- Especially I like the comparison of the visualized KMP: SM64.png, Sniki.png. Compare Check points, Item routes, width of roads and other objects. For me it looks like a new port, even if the number of total check points are identical. -- Wiimm (talk) 16:11, 14 May 2019 (UTC)