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Backwards Engineering

Some of you seem confused about how I'm doing all of this and the nature of the files you are downloading from here. I'll go ahead and clarify some things.

Look in your game folder. You will see .lmu, .lmt, .ldb and possibly .lsd files.

Using datasheets that can be found on a Japanese website that for some reason URLs won't copy here, I can read the four types of files created with RPG Maker 2003. Because I have made great gains in deciphering these, I can create a new engine that can execute this data. What I am doing here is parsing the file and using my own methods and technology to act upon the data gathered. You are the author of these files and they could have been generated with any program.

Now you know those mess of folders with materials, right?

These are just pictures. I load the artwork into the video card and then draw it. If it's sound, I play it. You've likely either made them yourself, or are using them for non-commercial purposes in a hobby. These are often used for other, non RPG Maker 2003 games as well.

And the RPG_RT.exe?

This is the program which rights belong to Enterbrain, and the binary code inside is their intellectual property. You're using this program for its original purpose to run RPG Maker 2003 games for non-commercial purposes, so it's all good. However, the 20XX Engine here is meant to replace RPG_RT.exe and HARMONY.DLL completely such that this is the game engine. This means you can ship game folders containing data that is as much yours to distribute as the GNU Lesser General Public License will allow.

You are able to get a copy of the source code and modify the program to fit your purposes as long as you follow the LGPL. You could even perhaps sell your game given that you have rights to the graphics and sounds you're using. This is perhaps one of the most important features of 20XX that can easily be overlooked.

Backwards Engineering is a term I've heard coined by the authors of React OS. Reverse Engineering would be me opening up RPG_RT.exe and seeing how it ticks or referencing a stolen copy of the source code for RPG_RT.exe.

Either wouldn't help me write the engine any better and would probably actually hinder me. Instead, I started from scratch and decided to use my own methods for everything. In other words, I could have not a shred of Enterbrain software and still have the information required to write this program. I'm only making sample projects as a reference much like how you'd use a real SNES to help you write a SNES emulator. It sure helps a lot though and is more fun~

From what I've seen, it's not like you'd object to reverse engineering with all your title skip patches, number patches and whatnot. You could be invalidating your EULAs, not like you actually agreed to any. RPG Maker 2003 patches seem fine on this site so it's good. You're going to have to get a copy of the original software yourself- just as an emulator author usually won't give you ROMs of commercial games. And this isn't a ROM or WAREZ site so I'm not going to either. I've even asked permission to post data from the testing samples from the original game authors listed above instead of just rolling with a bundle of random games.

I'm going to ignore future requests for the original software since I've written all this down once for you so you understand.

Posts

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Is this anything like the ass-backwards engineering Microsoft uses?
Well, seeing as how the original RPG_RT.exe is ass-backwards engineering, I would be backwards engineering something ass-backwards to reverse the ass.
Pages: 1