Oh, hey, I'm totally down with people not being into this project, or this pursuit. That's completely fine. I didn't expect much of the existing development community to really dive into this, because they've built (and shared) their own tools, which they use. Which is why I think it's hilarious that there are some of those same people with animosity towards THIS project being "tool based", despite the fact that their development cycles also involve various tools. But I digress...yes, it's fine if folks are disinterested in this. It's disappointing they're not supportive considering the lengths I've tried to go to to support them, and it's disappointing they're not more jazzed about more people getting involved in NES development (and yes, MOST are doing deep dives into ASM). I'm not all that surprised, honestly. But don't pretend that there isn't a subset with an elitist attitude by some...and that just has me boggled, because the logic is rather senseless. I usually address hyperbole (or weird ad hominem) when I see it...or when I see misconceptions. At the end of the day, it doesn't rattle me, just surprises me.
But here's a riddle for you in the context of what you're saying. You know I've been working on the Mystic Searches project for years. The Mystic Searches engine was the base code for NESmaker. NESmaker is the suite of tools that we built in order to create Mystic Searches. We continue Mystic Searches in our suite of NESmaker tools, based on OUR long development cycle, created from scratch. So, when that game is finished, which category does it fall under? Should it be slighted as "only a game made with NESmaker tools", discounting 5 years of from scratch ASM R&D and tool creation in order to create it? Why would it not be considered in the same regards as something like Lizard or Micro Mages or Derek Andrew's stuff or the Sly Dog stuff (all of whom created tools, which they re-use as a starting point for new projects)? By extension, then, if Austin, member of the team, who has been working on Mystic Searches with me the entire time, uses those tools to create his Stellerator sci fi project, what about that? He was PART of the team that developed these tools and developed this engine...so if HE makes a game with it, is it a "real NES homebrew", or is it "just one that used the tool"? What if we make a sequel, and use our existing code base? What if we license our code base to another user? What if we create written tutorials based on our code base and people use that to create? This is why the whole conversation gets nonsensical.
But let's go down the path you are laying out here. You said "There is an entirely different movement when creating a game from scratch versus using someone else's game creation suite of tools". We are creating our own music composition software from scratch to aid in development. So, then, as a musician creating game music, should I regard anyone NOT creating a music engine from scratch the same way? Should I insist that anyone who uses tools like famitracker should make sure to qualify that they used said tools in their game, because someone who just creates with famitracker certainly has not put the same level of effort into creating their game music as we are, building an entire composition suite from scratch? Like you said - you should appreciate that as a dev. By your exact logic, they should SAY their music was created with FamiTracker, and that they had to rely on an external tool....no reason to hide it, and if they don't, they're lying to the community and putting forth work that is not their own...and I should feel compelled to tell them so. Is that how that should work?
Or anyone who uses Shiru's screen tool, or even Photoshop...we created our own pixel editor tools and our own screen building tools. So should we take the same opinion for anyone who uses a pixel editor or nametable generator that they didn't create from scratch? They just relied on a suite of tools to create their graphics rather than creating it all in hex like they did back in the day, or putting in the effort to build their own tools...they should SAY their graphics were created using external tools, and we should feel compelled to point out the difference...right? See how dumb that sounds?
Here's a list of tools literally on the NESdev site. Which ones of these tools fall under the category that have to be declared for a game to be a "real" homebrew project versus one that depends on tools? They ALL simplify the "from scratch" model of NES development for a purist, which most developers wouldn't be able to create games without...so really you're not talking about the difference of tools versus "from scratch", you're talking about what you personally, subjectively believe to be an acceptable threshold.
https://wiki.nesdev.com/w/index.php/Tools
I mean...have YOU created an assembler? I'm not sure. Maybe you have. But I don't think so. And if you have not, and you haven't explicitly said that your game was assembled using a particular assembler crediting its creator, then you, too, are being dishonest by depending on effort that was not your own. How about an emulator...did you test your game using an emulator? Did you write that emulator? If not, did you use any of its debugging tools, which you did not write? Did you write your own flashing software to get it to a cartridge? Did you create all your graphics in notepad, or did you use an image editor? If the latter, did you create the image editor? Did you use any code gleaned from tutorials, advice on NESdev, etc? And when you did start writing code, did you write the notepad program?
People make tools to aid in software and game development all the time. Almost all AAA titles use existing game engines. Unity and Unreal are powerhouses for development, and are not some hobbyist or amateur development environment, they're widely used by professionals and users familiar with them are in demand at game companies. Most websites are built in Wordpress and Drupal these days, not in straight HTML editors. The reason that early homebrewers were even able to reverse engineer the NES to facilitate your ability to know how to create NES games is due to tools they built that you had no part in building that you ended up benefiting from, making your ability to program a NES game infinitely easier than it was for them.
I'm not sure why a game can't be judged on the merits of said game. If you can't tell how it was created...if it plays well and offers a compelling interactive experience, and it is original IP, that should always be the primary metric of whether or not its good. Considering there to be some hierarchy to it all means that any game current homebrews are creating are intrinsically inferior to "real" NES games of the 80s by default, since homebrewers have access to tools that they didn't back then. Maybe that's your opinion...but to me that's a ridiculous concept.
I mean this with all due respect, but most people today that learn to program learn to program with the aide of some sort of front end. If you had a master at JavaScript or C# that cut his teeth by programming games in Unity, you wouldn't try to suggest his projects were inferior or his coding ability crutched just because he used a tool to create.