|
| |
I would look at it as the code in a save file is every bit as copyrighted as the code in the game.
|
Some save files could contain copyrighted code/data, but it seems unlikely that such a practice is common. Generally, data processed/generated by a program does not "inherit" the copyright of the program. Probably the reason you don't see lots of saves for GBA is that the hardware/software necessary to use them is associated with warez, whereas Dreamcast has official support for downloading them and PSX/PS2 can get them through Gameshark / Action Replay (or DexDrive for PSX).
| |
Think it this way... are cheat devices legal?
|
In the US they generally are (see Galoob v. Nintendo). The early EMS ones probably infringe on Datel's copyrights though.
| |
The "not endorsed by" thing is something to consider...
|
That's there generally to avoid false advertising and trademark lawsuits, because they usually have the name of the system on the packaging.
| |
Backwards engineering isn't legal, as far as I know.
|
It depends on the methods used, any contracts between the parties involved, and the law of the country / province you are in. AFAIK in the US it is generally held to be legal but it's possible to do it in an illegal way or come up with an illegal product. The de facto standard for doing it right is called "clean-room reverse engineering". This is when you put together two teams to develop the product, and only one team gets to do the actual reverse engineering. This team produces documentation for the design team, which is isolated from all contact with the original product/code. The only communication between the two teams consists of documentation that does not contain any of the original code or product design. This approach is not required by law but is a defense against claims by the developer of the original product that your team accidentally copied code, design elements, etc. |