I imagine. What motivated using that combination?
Haskell is cool and I wanted to play with it.
Rust is cool enough, has libraries Haskell doesn't, can be faster, and is a way to stick the unavoidably imperative parts under the bed.
Browser was not in the original vision but turned out to be surprisingly painless-ish. Haskell can compile to wasm. Avoiding C-backed crates on vibes / for no particular reason happened to be quite helpful.
You could quibble about what counts but the core is "yeah".
Ppf3-with-undo stores literal "hey, we expect byte n to be 'foo'. on apply, replace it with 'bar'. on undo, put 'foo' back. remember: the copyrighted byte is 'foo'". Touch every byte in some way and your undo data is the entire original.
Some patches literally touch one byte. Their undo is, indirectly or indirectly, a recipe for retrieving one byte of copyrighted data. Is that fragmentary enough that it is entirely in the clear? I have no idea.
You could design a system that generates undo info while you're patching. But it's easier to make a full backup copy of the original rom, and have no way to actually reverse the patching process.
So around 30 years now.
Playing the title you backed up and patched is a different matter entirely
It's a really vibrant scene, with a lot of different hacks that go all the way to fully-fledged games, but because it's so rich it can be a pain to find what is available and what the latest version of a given ROM hack is.
This website has a neat feature where you upload any base Pokémon ROM file, and it filters all available ROM hacks that are compatible with it via a neat UI. And of course it offers you a one-click download (well, in-local-storage-patch) to the given ROM hack.
Source code: https://github.com/Hackdex-App/hackdex-website