Good luck in avoiding a C&D! Sometimes it's better to just spring stuff on the world out of nowhere...
I doubt it, other then when it's released it's possible... the URA Project never got a word from Nintendo, and the news of that spread everywhere. It got cancelled, but that was never a C&D call. In fact, I'm well-known on Youtube as a hacker/modder, and never received warnings or copyright notices from Nintendo (except content ID automated claims by Youtube for music).
Also, if a C&D happens on me, I won't be the only one to back down.
You can claim it hurts video game sales, but I lack money (too poor) to buy games, and also ROM hack players either don't have money to buy more games, or already buy plenty of their favorite games. ROM hack gamers usually prefer to look up games that give them nostalgia, but want a refreshing jump on that nostalgia.
Just because I mod, too, doesn't prevent me from buying new games. It's something I do when I'm bored of other things. That's the misconception of modding, and copyright issues. I am very careful about making sure the original content is preserved other ways.
I also mod for the inspiration, and mainly do this to give ideas for Nintendo. If they take offense to it, I still have fun creating new concepts by re-inventing the wheel.
This project is never firmed.
C&Ds usually happen on fan created games rather than ROMs, such as recreating OoT in GameMaker as a 2D game, or a custom game.
In the end, I doubt Nintendo will really care considering the original game still exists.
June 09, 2014, 12:20:52 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Fishing Rod and Pond test in Zora's Domain (modified to work):https://www.youtube.com/watch?v=R-xbwX8XQFc
Using an existing function in the game, I managed to get the Fishing Pond to use the waterbox according to Link's position. Not the "best" idea, however it does the job. It is still malfunctioning in Lake Hylia, but changes can be made for it to work in a custom map.
This custom modification prevents the pond from putting its water surface at the ceiling, causing some odd bugs.
The modifications use a custom function to store the waterbox's RAM address to an unused instance variable slot in Link's instance, and all the fish will read this instance variable in order to position according to the actual waterbox instead of the pond's "fixed" waterbox boundaries.
The only downside to this is if there is no waterbox read, and the Fishing Pond actor attempts to use ABABABAB as an address, but it doesn't seem to affect anything. More changes will have to be made to make sure that that is not used, and other spots in the AI have not yet been changed to read from the proper variable yet. There could be hardware issues if it is not resolved.
This is also incomplete until I am able to relocate the pond to anywhere in a map, hopefully resolving any other weird issues. That, or I'll use a work-around if that fails. This doesn't mean I can't just place the fish where I want to, however this does cause issues for the rod and the fish to work properly, which also includes making the custom procedure work for the fish and lure.
The problem with the custom procedure is that is does not work without the full fishing pond added, but things can still be altered to just isolate the fish and the rod.
Fishing Rod now equips when needed, rather than having it constantly active (also to have it usable whenever needed rather than having it only when you pay the fishing pond man):https://www.youtube.com/watch?v=hYZANrye6kY