That's most of the N64 stuff. I'm terrible about actually getting around to posting/updating it though. There's stacks of games not listed.
Hacking is derivative
work, which has a lot to do with how court rulings affect it. It isn't appropriation or privateering; both are piracy.
Gideon has a point. Nobody gives a whoop about the N64 and half the people who do don't understand assembly code so it doesn't apply in that scene, but 'open' implies multiple developers. Let me confess to you, when you did the al Bhet release for Tactics Ogre I transliterated the text just because I was that impatient. There's problem one: WIP files. Do you provide what you're actively working on at that moment, code still requiring debug or code still being analyzed? Then there's annotated disassemblies, which might be incomplete as you work out the registers and linked dependancies, disassembling them. Also, there's the issue of maintenence. How much non-hacking time is spent managing this stuff?
We're also assuming the audience doesn't consist of a bunch of annoying fanboys demanding constant updates and questioning why the feature they insist is the most important and pivotal of all isn't being pursued full-force at this very second.
I don't know about you, but I find myself writing a lot of highly-specialized user-unfriendly scripts to automate grabbing/compiling/etc data structures or filelists. Oftentimes providing a tool like that is counter-productive.
Then there's data formatting. It's interesting that a discussion about just that--in fact, one of the most common minor issues to arise--is going on simultaneously in this thread. I've had complaints that certain things aren't formatted to some insane standard. Why don't I use excel? I don't own excel. Why don't I use some silly table system? It doesn't make sense with the data. Why not a ''user-readable' format like xml? How the heck is that user-readable anyway? Besides, then you need a blasted parser and a special editor just to work on the data sanely.
Then, incompatibility. Script dumpers are great. However, when it comes to placing scripts back into a modified ROM and now there's different formatting and specialized code not everything goes to plan. So, do you deal with the inevitable "HELP!!!!! I NEEDZ TO PLASE TEH SCRIPTS INTOTHIS ROM CAN U HELP M333??????".
Theft only applies to personally-copyrightable work, such as newly translated scripts, fonts, images, or codework specific to your project. Trying to push the point with disassemblies is idiotic to say the least, as you can only interpret a particular piece of code so many ways. It's functional. It only can do so much.
Anyone who wants a lesson in how annoying it can be dealing with simultaneous borrowing should take a peek at Homeworld mods. People releasing models of each other's ships prior to the actual release of the ship. Bit like the 'new side' in StarCraft that beat its own expansion by a month. It only leads to drama.
At the very least, I can understand if nothing at all is released until the project is complete. At that point, you can also understand withholding segments of your own work just because you'd rather not see it reused. For instance, providing the tools for a translation but not the translation itself. After all, the whole point is to help others implement derivative hacks, not proliferate knockoffs of your own.
I've always opted to release on the off-chance it might prove useful to somebody, if only because the system I work with is obscure enough most people find it difficult to hack. Can you say that's also true of SNES Enix translations?