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/vr/ - Retro Games


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10252836 No.10252836 [Reply] [Original]

Gameplay and development discussion:
What homebrew / hacks are you playing /vr/?

Are you working on anything? Would you like to learn? Projects and questions welcome.

Active Communities:
romhacking.net
smwcentral.net
metroidconstruction.com
gbatemp.net
sonicretro.org
mariopartylegacy.com
pokecommunity.com
baddesthacks.net
pouet.net

Huge Community List:
pastebin.com/edWKBJqn

IPS/BPS Patcher:
romhacking.net/utilities/1040

Huge Archive:
archive.org/download/En-ROMs/En-ROMs/

Other Archives:
archive.org/details/rom-hack-patch-archive
mediafire.com/folder/50m95vbbuyf25/vr's_ROM_>Hack_Recommendations
archive.org/details/hbmame_0244_roms

Quality of Life Improvements:
https://pastebin.com/4gmM7wc6

Desplash Patches:
mega.nz/folder/FZtzjZJa#qtrGXSbVNjiXUrnGUGSVMw

NESDev:
wiki.nesdev.org
forums.nesdev.org

SNESDev:
snes.nesdev.org/wiki/Main_Page
github.com/alekmaul/pvsneslib
wiki.superfamicom.org

N64Dev:
n64dev.org
n64vault.com

GC/WiiDev:
devkitpro.org
github.com/devkitPro/gamecube-examples

SegaDev:
smspower.org

MegaDev:
gendev.spritesmind.net/page-doc.html
github.com/Stephane-D/SGDK

SaturnDev:
antime.kapsi.fi/sega/docs.html
segaxtreme.net
jo-engine.org

DCDev
dreamsdk.org

PSXDev:
psxdev.net
problemkaputt.de/psx-spx.htm

PS2Dev:
github.com/ps2dev

XboxDev:
xboxdevwiki.net/Main_Page

GBDev:
gbdev.gg8.se/wiki

GBADev:
forum.gbadev.org
github.com/pret
forums.serenesforest.net/index.php?/topic/26913-nintenlords-hacking-utilities

DSDev:
ndshb.com
dsgamemaker.jada.io

PC98Dev:
hackipedia.org/browse.cgi/Computer/Platform/PC,%20NEC%20PC-98
target-earth.net/wiki/doku.php?id=blog:pc98_devtools

PokeMiniDev:
pokemon-mini.net

Previous:
desuarchive.org/vr/thread/10213673

Want something here? Post it for the next thread.

>> No.10252941

Best yoshi island hacks?

>> No.10252979

>White, Red, Black, Yellow
RWBY reference?
https://www.youtube.com/watch?v=Sf036fO-ZUk

>> No.10253406
File: 14 KB, 256x224, 7304screenshot1.png [View same] [iqdb] [saucenao] [google]
10253406

finally doing a play through of Pocky & Rocky now that I found this twin stick hack
https://www.romhacking.net/hacks/7304/

the game plays so much better like this, like it's how it should have been from the start

>> No.10253428

>>10253406
I love twin stick shooters. adding this to my to do list.

>> No.10253691
File: 545 KB, 792x524, 64_akira.png [View same] [iqdb] [saucenao] [google]
10253691

What's your dream game /vr/ ?
and why is it Dragon Quest V for the Bandai Wonderswan?

Also, what are you working on?

>> No.10253780

>>10253691
Argonaut Malice but reskinned Princess Daisy 64

>> No.10253823
File: 63 KB, 800x800, 1666941867176743.jpg [View same] [iqdb] [saucenao] [google]
10253823

Anyone recalls an Earthbound romhack that added this guy as an enemy? I'm still not entirely sure if I just dreamed this up.

>> No.10253826

>>10252836
So I managed to extract a model from an n64 rom but… I’m not sure how to read the verts/tris/Tex etc… it doesn’t seem to be in a normal format or maybe I’m just retarded. Any tips? I’m thinking of reworking some tools that read coordinates from hex data to try and see if this pattern I see is the verts just in a weird format…!?!?!

>> No.10253836 [SPOILER] 
File: 36 KB, 794x596, 20230915_170825.jpg [View same] [iqdb] [saucenao] [google]
10253836

>>10253691

>> No.10253986

>>10253826
The N64 is using SGI hardware, and the devkit was literally an SGI workstation. I'm willing to bet the graphical data is in some special snowflake SGI format you just didn't see anywhere but on SGI workstations.

>> No.10253989

>>10253826
N64 models are mostly stored in a display list format. These are basically a semi-standardized list of graphics commands. Extracting a model essentially involves emulating those commands.

To give you a rough idea, here is a list of commands used by the F3DZEX2 microcode (a minor variant of F3DEX2 that's used by the N64 Zelda games): https://wiki.cloudmodding.com/oot/F3DZEX2/Opcode_Details

Most games use that same format, or a minor variant thereof. But do keep in mind that each game uses the commands a little differently, so writing a generic extractor isn't really feasible.

Anyways, have fun. Hehe.

>> No.10254042
File: 149 KB, 420x307, 1690510385900867.jpg [View same] [iqdb] [saucenao] [google]
10254042

I tried to make a thread about this a month ago, but was just mocked and
and caused some very over-dramatic anger, but I figure cool guys here should be able to me with this issue:

The English translation of Custom Robo (and Chameleon Twist (JP), for that matter) "Fails to save" on (at least) Wii's N64 emulators like Not 64 and Wii64. It not only displays that message, but it doesn't even create save data AND it doesn't even let me save state!

Any idea how to fix this? What line of code in a hex editor do I need to edit? Every change I've made to it causes worse issues, and I've got almost zero programming knowledge, so I really appreciate your help, anons.

>> No.10254059

>>10253826
>>10253989
Adding to that, here are a few things to look out for:

- Graphics state: Similar to an API like OpenGL, a display list context contains a lot of associated state. It's a lot to keep track of and, to make matters worse, display lists commonly expect a certain starting state. So a display list from one game might expect one configuration, while a display list from another game might expect something entirely different. Nothing is standardized, not even within the same game.

- Embedded LODs: A display list may contain multiple variants of a model, often for LOD purposes. These can be swapped out automatically using the G_BRANCH_Z command, or based on other factors. If you want all the model data, you'll need to try every possible branch.

- Dynamic code: Sometimes a display list will branch to a location in RAM to execute some other code. Often, that code is generated at runtime. This can be used for basically anything, from simple texture animations, to drawing entire pieces of geometry generated on the fly.

Anyway, that's just a few of the joys you can look forward to. Hehe.
It's a pretty interesting endeavor, though, if you're up for it.

>> No.10254507
File: 22 KB, 480x320, guiri_bar.png [View same] [iqdb] [saucenao] [google]
10254507

Teaching the german girl how people eat in Spain (tortilla de patatas and oreja for four).

>> No.10254521

where can i get high res cover art scans of pc engine cdrom games

>> No.10255140

>>10253989
>>10254059
NTA but interesting info, thanks.

>> No.10255145

>>10254507
Also teach a Polish clean toilet in Sweden.

>> No.10255146

What's a good pokemon romhack that is a true complete adventure and not just a minor edit on top of the original game's story.

>> No.10255192
File: 15 KB, 480x320, english_freshers.png [View same] [iqdb] [saucenao] [google]
10255192

>>10255145
kek

>> No.10255507

>>10253989
>>10254059
Well damn ok. The model file contains animations, those are easy to see, but the model data or what I think could be looks like this
>A4 D0 00 00 5B C2 00 00
Before diving into microcode do you have any ideas on what kind of format this is? If not that’s ok I’ll just keep learning about it

>> No.10255575

>>10255146
Gaia

>> No.10255616

>>10255507
>A4 D0 00 00 5B C2 00 00
This could mean basically anything. It's hard to know without context. Also keep in mind that N64 games tend to use custom formats, so don't expect to find a .3ds file crammed in there. There's a good chance you'll need to bust out a disassembler to really figure things out.

>> No.10255756

>>10255616
I used tools to extract the file from the rom in gex 3. I guess it’s a .obj file but I’m not seeing anything that’s looks like a model. Which is probably because the model I extracted is a costume for gex to wear…. So I’m guessing it’s all textures, Tex coords and animations. But I’m not sure how the models work yet. If it’s just a costume would that mean there’s a skeleton base model with possibly faces or tri coordinates that are being held in the model file I extracted??

>> No.10255781

>>10253691
A blood omen MSU-1 port on super nintendo

>> No.10256045

>>10255756
>I guess it’s a .obj file
This is pretty unlikely. The .obj file format isn't really suitable for a resource-constrained platform like the N64. You can generally expect these to be a custom-made binary format specific to a game or development studio.

>> No.10256254
File: 12 KB, 259x194, images (43).jpg [View same] [iqdb] [saucenao] [google]
10256254

>>10252836
>Mobas are just an offshoot of RTS games
>Dota is just an offshoot of Warcraft which is in itself an offshoot of Warhammer Fantasy
>It would stand to reason to make a dawn of war mod that doesnt add a new faction or some new units, but throws it into early 2000s moba gaming
>The vehicles were the only thing that mattered anyway so make those the models
>Call it World Of Jank to satire World of Tanks

Trying to get my faggot friends to give the game a chance and see if they'd wanna partake in such a project together.

>> No.10256284

>>10256045
You are correct that’s something else idk why I added that. I know that there are tris and vertex colors in each model file, but I’m too noob to figure out wtf I’m doing. I’m looking at some code and It says there’s a header and it’s supposed to have offsets for the verts and tris and vertex colors but I can’t make heads or tails of it. Even if I’m reading it big or little endian I’m not getting the right offsets.

>> No.10256829

>>10253691
Shantae (TG-16/PC-FX)

>> No.10256886

>>10255146
Unbound

>> No.10257285

Anybody played that Time's Anguish mod for Chrono Cross? I fucking love this game, and a difficulty mod sounds cool, but it feels like most of the time they go overboard with the difficulty and require a lot of knowledge about the game. I've played through CC 4 times but there's always a good amount of time between replays and I don't always remember shit that well.

>> No.10257474

>>10252836
can you add this to the rom patcher section? it's a browser based online patcher, it can also create patches from a patched rom
https://www.marcrobledo.com/RomPatcher.js/

>> No.10258240
File: 858 KB, 480x432, window drag test.webm [View same] [iqdb] [saucenao] [google]
10258240

It moves. Now you can click and drag windows around.

The way it works is a bit rough, so there's a lot of unnecessary overdraw. This means there's some extra flickering, but it's not a big deal. There's still plenty of room for improvement.

>> No.10258481

>>10258240
>absolute madman actually went and paletted the taskbar
nice

>> No.10258494
File: 624 KB, 566x396, mj kneel.webm [View same] [iqdb] [saucenao] [google]
10258494

>>10258240

>> No.10258548

>>10253406
Nice, I can think of a few more games that need controller fixes including making amiga games work with 2 buttons.

>>10255192
nice

>>10258240
Is that image made in a ram buffer before sending to the ppu, wondering as it looks like a challenge to make the graphics go into the right tiles. You have source file? might be good to try it on the master system or msx.

>>10253691
Doom on casio loopy, its got an sh2 so might be able to do something like the 32x

>> No.10258612

>>10258548
>Is that image made in a ram buffer before sending to the ppu, wondering as it looks like a challenge to make the graphics go into the right tiles.
Everything is drawn to a framebuffer in RAM, so it completely ignores the tile grid problem. Of course, the framebuffer itself is still made of 8x8 tiles internally, but this fact is hidden behind simple drawing commands like 'drawImage' and 'drawRectangle'. That said, drawing to a framebuffer of that sort is a little trickier compared to a regular image format, but it's not too bad.
>You have source file? might be good to try it on the master system or msx.
The GB uses a custom CPU that isn't binary-compatible with anything else, so porting it to another system is easier said than done. I think I'll be sticking with the Game Boy for this one.

>> No.10258921

>>10253691
vampire the masquerade redemption = 5th gen console
vampire the masquerade bloodlines = 6th gen console

>> No.10259359

So I have a little bit of c++ knowledge and a dash of assembly. Where would one start? Is there a step by step tutorial for dummies of any rom hack?

>> No.10259441
File: 39 KB, 487x372, 36.jpg [View same] [iqdb] [saucenao] [google]
10259441

>>10258240
Do you know/remember pogoshell for the GBA? You should something similar for the GBC with that sweet GUI.

>> No.10259472
File: 16 KB, 250x337, 1694720962962450.jpg [View same] [iqdb] [saucenao] [google]
10259472

>>10259441
Hey, i have a question, is there an App that allows you to make or convert image pictures into a GBA rom?

Or a similar app to convert pictures into a Genesis Rom?

>> No.10259475

Finally gonna start a translation project for the DS soon (Angelique DS) but I had one question.

For people who have had experience with abcde, https://www.romhacking.net/utilities/1392/

What was your experience with it and would you recommend it over cartographer and atlas?

Right now I'm somewhat figuring out how to rearrange/recalculate pointers

>> No.10259495

>>10253691
Here are some of my dream game ports.
>Abadox on PC Engine/TG-16
>SRW RPG on the PC Engine
>A Gundam fighting game for the N64
>Zork IV for IBM MS-DOS, Atari-8 bit family, Apple][ Apple ||GS, ZX Spectrum, Tatung Einstein, Atari ST, MSX, NEC PC-88, Fujitsu FM-7, Commodore 64, Amstrad CPC, Macintosh 512k, and Commodore Amiga.
>Blood 1997 on PS1 and Sega Saturn
>SS2 on the Dreamcast and PS2
>Black and White on the Sega Dreamcast
>Fallout 1 on PS1, Mac, N64, and Sega Saturn
>King's Field 1, 2, and 3 on the Sega Saturn
>King's Field 1, and 2 additionally ported to the 3DO.
>Caesar's Palace N64 and PS1
>Unreal Gold on N64
>Fallout 2 on N64 and Sega Dreamcast, the latter supporting the mouse
>Soulstar on 32X CD, PS1, and Sega Saturn.
>Rayman 2 on Sega Saturn
>System Shock 1 on the N64, and Sega Saturn
>Star Wars Episode I on Sega Saturn
>Star Wars Arcade port for Sega Saturn
>Hexen 2 for N64 and Sega Saturn
>Robotron 2084 on Bally Astrocade and Intellivision
>GTA III on Dreamcast.
>Battletoads on SNES
>Armored Core 1 for Sega Saturn (JP only)
>Armored Core: Project Phantasma for Sega Saturn (also JP only, seeing as the Saturn lasted until the year 2000 over in the Far East)
>Frontier Elite 2 for the PS1, Amiga CD32, and 3DO

>> No.10259539

>>10259472
Yeah, I distinctly remember using a compiler and toolchain over a decade ago that could convert arbitrary 256 color bitmaps into a format the GBA could use as a background layer. That was meant for writing and compiling full games in C, though. You might be looking for something more like www.gamebrew.org/wiki/GBA_picture_viewer

>> No.10259559

>>10259539
>www.gamebrew.org/wiki/GBA_picture_viewer

oh thank you, ill check it out asap

>> No.10259573
File: 100 KB, 396x385, file.png [View same] [iqdb] [saucenao] [google]
10259573

>>10252836
>Want to play pokemon crystal
>just want some rom hack with some minor QOL improvements
>Every rom hack states it wants to be as close to the "vanilla experience" as possible
>Every rom hack filled with cringe and changes that stray far from the og experience
I fucking hate discord trannies.

>> No.10259606

>>10259475
not retro, /vg/ /hbg/

>> No.10259656

>>10259573
I've been looking for something like this too. Specifically I wanted compatibility with Stadium 2.
>Polished Crystal is probably the best one but all the data is restructured so it will never work with Stadium 2
>have to use the faithful branch because the regular one adds Fairy and new moves and even removes Gen 2 Pokemon for future evolutions unless you're using the experimental 9-bit version
>Crystal Clear is compatible but completely changes how the game is played by making it "open world" which probably isn't what you want if you just want to play Crystal again
>also makes a ton of the NPCs brown and replaces the Elite Four with shitty OCs
>Sour Crystal is compatible with Stadium 2 and seems to have the least drastic changes
>leaves a bit more to be desired compared to all of the new features of other hacks
I just don't know.

>> No.10259672

Anyone have an archive/Mega of aftermarket roms from Incub8 games? They are all GB/GBC.
https://incube8games.com/blogs/games

>> No.10259764

>>10259656
Can you explain polished crystal to me? I looked at it and it looked like sperg shit with drastic changes.

I ended up going with "patched crystal" and so far it hasn't had too many spergy changes. So far the most noticeable changes are swapping dark to physical and ghost to special and the times of the day. They also added an icon for day/night on the battle menu. I'm not sure why...

>> No.10259786
File: 29 KB, 480x288, unknown-34.png [View same] [iqdb] [saucenao] [google]
10259786

>>10259764
From what I've seen it's basically Crystal on steroids. Expands Kanto and adds a lot of QoL shit like tweaking Pokemon locations, adding the Kanto legendaries, items for trade evolutions, reusable TMs, etc. Of course you're forgoing compatibility with Stadium 2 or existing save editors since the data is all different.

The "faithful" branch seems fine if you're looking foran experience that's close to regular Crystal. The regular branch adds physical/special split, changes stats, Fairy type, removes Gen 2 Pokemon to add the Gen 4 evolutions, and removes old moves for newer ones. Probably shit that you don't want if you're interested in just playing Crystal.

I guess this 9-bit version is supposed to be able to add all of this shit without compromising old Pokemon and whatnot. The overhauled box system looks incredible at least.

>> No.10260316
File: 539 KB, 720x498, 2hu1adv-demo-4.webm [View same] [iqdb] [saucenao] [google]
10260316

>>10259472
https://www.gbadev.org/tools.php?section=Graphics
https://www.coranac.com/man/grit/html/grit.htm

>> No.10260334

>>10259573
The absolute INEXISTENCE of rom hacks that remove the HM requirements is fucking insane
I feel like it wouldn't be that hard of a thing to do compared to the absolutely complex changes people do in pokémon hacks already

>> No.10260687
File: 15 KB, 480x432, file.png [View same] [iqdb] [saucenao] [google]
10260687

>>10260334
There is one.
Pokemon Sour Crystal

>> No.10260718

>>10260687
>PPS
Heh. Peepees.

>> No.10260815

>>10260718
heh

>> No.10260849
File: 9 KB, 664x304, 3D border test.png [View same] [iqdb] [saucenao] [google]
10260849

Today I added a window-focus system along with a few visual upgrades. It's now getting pretty close to my initial goal of making a basic windowing system. Not sure how much further I want to go with it.

By the way, the on-screen "keyboard" doesn't actually do anything. It's really just there for laughs (and for seeing how well it would fit on-screen).

>>10259441
PogoShell... Now that's a name I haven't heard in years.

Having some similar features would be really cool, but it could never replace a purpose-built file browser and launcher. A desktop environment just isn't very practical to use on the Game Boy.

>> No.10261014
File: 134 KB, 320x213, Pogoshell02.png [View same] [iqdb] [saucenao] [google]
10261014

>>10260849
It doesn't have to be practical, just fun to use.

>> No.10261018
File: 3 KB, 240x160, pogoshell3.png [View same] [iqdb] [saucenao] [google]
10261018

>>10261014
This pic is better.

>> No.10261772

Is there a beginners guide to doing GameBoy decompilation? I've run my rom through a decompiler and have all of the assembly code, but have no idea what to do now. I tried using wasmboy to play the game while inspecting memory, cpu state, etc but have no idea how to decide what memory addresses to inspect.

>> No.10261787

>>10261772
You need to learn ask for the Gameboy architecture. No real easy way but to do it, no real easy guides either. The gb is a frankesteins monster of three different microprocessors so you'll need to learn a little bit of a few different instructions sets. Luckily there is lots of documentation on the Gameboy and even interpreters/compilers. You might want to start here.

https://gbdev.io/pandocs/

Then check out this
https://gbdev.io/gb-asm-tutorial/

>> No.10261790

>>10261787
Asm*

>> No.10261847

>>10261772
>GameBoy decompilation
You mean like create a commented disassembly? In that case, yeah, you should learn about how the hardware works (see >>10261787 ). You'll also want to get the code assembling with your assembler of choice (RGBDS is most popular).

After that, I guess you could start adding names for basic stuff like "player health" and "number of lives". Then it's just a matter of expanding on that until it becomes readable (or as readable as assembly can get).

>> No.10261889

>>10261847
I can already re-assemble my disassembled code. I'm at the point where I want to go through and start adding comments, variable names, etc. I'm just not really sure how to start. I'll take a look at the docs that other anon linked.

>> No.10261906

>>10261889
As the lads said, you need to start to learn how to do that. There isn't some magic youtube video that turns you into a leet haxor in 10 minutes.

>> No.10262121

>>10261906
So I've tried setting a watchpoint at FF00 to see when the joypad register is read or written. My plan was to see what assembly code accesses it at various times in game (e.g. the title screen) and then jump to that address in the assembly files and start annotating. However, the addresses in my emulator's debugger don't seem to line up with what is in my assembly files. I've tried both wasmboy and sameboy.

>> No.10262129
File: 425 KB, 400x671, 164949567594734.png [View same] [iqdb] [saucenao] [google]
10262129

>>10253691

>> No.10262130

>>10262121
Some more info would be useful. What do the addresses look like?

>> No.10262147

>>10262130
So I set a watchpoint for $FF00 and it triggers on the title screen of my game (World Bowling (Japan)). Here's what I see in the sameboy debugger:

Watchpoint: [rJOYP ($ff00)] = $10
.code:0058:
->4318 <+02b>: LDH a, [rJOYP & $FF] ; =$00
431a <+02d>: LDH a, [rJOYP & $FF] ; =$00
431c <+02f>: LDH a, [rJOYP & $FF] ; =$00
431e <+031>: LDH a, [rJOYP & $FF] ; =$00
4320 <+033>: LDH a, [rJOYP & $FF] ; =$00

> disassemble 4317
.image:1800:w128:
10dd <+d52>: LDH a, [rJOYP & $FF] ; =$00
10df <+d54>: LDH a, [rJOYP & $FF] ; =$00
10e1 <+d56>: LDH a, [rJOYP & $FF] ; =$00
10e3 <+d58>: LDH a, [rJOYP & $FF] ; =$00
10e5 <+d5a>: RST $38

So I think I should be looking for 4317 in my assembly code, but I don't see if anywhere.

>> No.10262163

>>10262147
>I should be looking for 4317 in my assembly code, but I don't see if anywhere
Looks like it's indeed writing to $10 to register rJOYP at address 1:4316. However, the instruction there is two bytes long and 1:4317 points to the middle of it. That might be why it's not showing up in your disassembly. Maybe look for address $4316 instead?

>> No.10262174

>>10262163
So I looked at 4316 in the debugger and see

> disassemble 4316
.image:1800:w128:
10dc <+d51>: RST $38
10dd <+d52>: LDH a, [rJOYP & $FF] ; =$00
10df <+d54>: LDH a, [rJOYP & $FF] ; =$00
10e1 <+d56>: LDH a, [rJOYP & $FF] ; =$00
10e3 <+d58>: LDH a, [rJOYP & $FF] ; =$0

but I don't see 4316 or any of those 10d addresses in my assembly.

>> No.10262201

>>10262174
> disassemble 4316
4316 (decimal) is 10DC (hexadecimal). Looks like you're using the wrong base. The fact that there are writes to rJOYP at both locations is a pretty mean coincidence.

>> No.10262205
File: 43 KB, 733x808, BGB.png [View same] [iqdb] [saucenao] [google]
10262205

>>10262174
Also, you might want to consider using something with a graphical debugger like BGB if you can. It might be easier to use.

>> No.10262210

>>10262205
I'll give bgb a try, however I also don't see 10DC in my disassembly. I had used mgbdis with a sym file generated by an emulator if that helps explain anything.

>> No.10262219

>>10262210
$10DC is the wrong address. Your breakpoint hit at $4318 (hexadecimal), which then got misinterpreted as decimal.
>Watchpoint: [rJOYP ($ff00)] = $10
>.code:0058:
>->4318 <+02b>: LDH a, [rJOYP & $FF] ; =$00

>> No.10262239

>>10253691
Splatterhouse 3 and Darkstalkers: The Night Warrior (SNES)

>> No.10262247

>>10262219
Right so since the breakpoint triggered at the next address (4318) shouldn't I step back to 4316? When I disassemble 4316 I get that 10DC address. I'm sorry if these are basic/dumb questions.

>> No.10262248

>>10259472
Ironic…

https://www.sankakucomplex.com/2023/09/16/dragon-quest-monsters-3-grossly-censors-nerfs-sexy-dancer-girl-maya/

https://nichegamer.com/dragon-quest-monsters-the-dark-prince-covers-up-manyas-classic-outfit/

>> No.10262263

>>10262247
>since the breakpoint triggered at the next address (4318) shouldn't I step back to 4316?
It looks like the debugger you're using is the type that breaks after the instruction is executed instead of before, so yes. You'd need to move one instruction back.
>When I disassemble 4316 I get that 10DC address
That's because you're disassembling at 4316 (decimal) instead of 4316 (hexadecimal). 4316 (decimal) is the same as 10DC (hexadecimal). You need to tell the debugger that you mean hexadecimal.

>> No.10262385

>>10262263
Maybe this will make more sense if I use bgb, but this is what I see now

> disassemble $10DC
.image:1800:w128:
10dc <+d51>: RST $38
10dd <+d52>: LDH a, [rJOYP & $FF] ; =$00
10df <+d54>: LDH a, [rJOYP & $FF] ; =$00
10e1 <+d56>: LDH a, [rJOYP & $FF] ; =$00
10e3 <+d58>: LDH a, [rJOYP & $FF] ; =$0

10dd is also not in my disassembly.

>> No.10262408

>>10262385
>>10262263
Ok so one thing I just noticed while watching the debugger is that $4306 comes up a lot so I put a breakpoint on it and it triggers constantly. So I guess this is part of the main game loop. I run a backtrace on it and see

> ba
1. .code:0058+$019 ($01:$4306)
2. .code:00c8+$086 ($01:$43de)
3. .code:02c1+$1c6 ($01:$41c8)
4. .code:0090+$067 ($00:$3ea7)

I don't see 3ea7 in my disassembly however I do see 41c8 both in the code and in my sym file. So I guess I've stumbled into making a bit of progress.

>> No.10262410

>>10262408
actually just noticed that 41c8 never calls 43de, but 43de calls 4306, interesting

>> No.10262623

>>10262121
Yup. I really can't over emphasize how important the word "start" is. You need to learn many things before you'll be able to seriously attempt what you want to do. It's like you're trying to do a 5 mile swim in the ocean when you should be in the wading pool with water wings.

>> No.10263397
File: 198 KB, 871x826, gameboymanual.jpg [View same] [iqdb] [saucenao] [google]
10263397

>>10261772
I've dabbled a bit in using emuliscious, its does a real time decompilation so the more you play the more it decompiles. I'd like to use it to convert master system games, it looks like it can be done going through each line and making it sms z80 compatible but that would be many days of work for each game, an easier way would be a search and replace or even using ai for help.

For you I suggest get emuliscious and a list of z80 instructions and change some stuff around. The z80 instructions are different but see if you can see similarities.

In the debugger you can set trigger points, look in the first couple of pages of ram and see if you notice stuff that changes when you do things in the game or just random stuff to ram to see if stuff changes.

>>10258612
According to the dev manual the same instructions can do different things. The way I understand it is stuff like halt is used for battery saving on gb but on sms its used to wait for an interrupt and while on sms only the out port of the z80 is used for graphics but gb has DMA only. Sure hand converting is possible but I'm hoping a simpler way can be found so every single game can be converted. Sms will be the best place for 8 bit Nintendo games, yep sorry nintendies.

>>10261787
gameboy manual is a good read
file:///home/billaa/Documents/GameBoyProgManVer1.1.pdf
I'm going to go out of my way to make a game that calls the link cable the video link

I haven't done z80 for a few weeks, I feel like going on a bobsgames style stay in my room programming rampage.

>> No.10263454
File: 1.39 MB, 1892x832, 1632310745931.png [View same] [iqdb] [saucenao] [google]
10263454

>>10263397
>file:///home/billaa/Documents/GameBoyProgManVer1.1.pdf

>> No.10263491
File: 78 KB, 500x500, artworks-000130012725-qjqcnn-t500x500.jpg [View same] [iqdb] [saucenao] [google]
10263491

If I don't know shit about programming and would like to fuck around with Pokemon TCG on GBC (changing some moves, some typings, some opponent decks...) what should I look into in order to learn?

>> No.10263506

>>10263491
https://github.com/pret/poketcg

>> No.10263513

>>10263506
I mean yeah but like a tutorial on the general basic principles of changing code for the desired effects?

>> No.10263564

>>10263513
Go to pokecommunity forum, they have a lot of information about hacking pokemons games
https://www.pokecommunity.com/index.php

>> No.10263632

>>10263397
>Referring to the Nintendo Game Pak by an unacceptable term, such as; what Nintendo refers to their "Cassette"s as

>> No.10263728

>>10261772
if you have absolutely have no idea where to start, watch this.
https://www.youtube.com/watch?v=cwBoUuy4nGc

Same concept, but you are doing this from scratch with literally everything.

What were you planning to decompile?

>> No.10263735

>>10263632
from https://archive.org/download/GameBoyProgManVer1.1/GameBoyProgManVer1.1.pdf

>> No.10263829
File: 96 KB, 879x672, Might and Magic Book Ⅱ.png [View same] [iqdb] [saucenao] [google]
10263829

Just tried out the fantranslated Might and Magic II for Super Famicom, and it has a really ugly splash screen. Any idea how to remove it?

>> No.10263849

>>10263829
https://problemkaputt.de/fullsnes.htm
Get to work.

>> No.10264108

>>10252836
>GC/WiiDev:
>devkitpro.org
>github.com/devkitPro/gamecube-examples
Why won't any of these Gamecube/Wii fuckers document their projects? Look at literally any decompilation project on Github and there's windows binaries included all over the place and no one explaining how they actually got the base assembly to start with

>> No.10264132

>>10263735
Do you zoomies even know what words mean?
Asking for your gran

>> No.10264152

>>10263829
Probably use a debugger to trace the startup for the hack and the original and find where they diverge

>> No.10264179
File: 47 KB, 965x381, input messages.png [View same] [iqdb] [saucenao] [google]
10264179

Still working on that Game Boy OS thing.

The only major change today is that input reading and cursor movement have been completely redone and moved to a different thread. This way, the cursor never slows down and button presses never get missed, even if the main thread is busy (e.g. if it's redrawing stuff). It might not look any different, but it sure feels a lot more responsive now.

The way it works is by converting the raw button inputs into messages which get queued up for later. Basically, it records the inputs so they can be played back and processed later (when there's time). Not exactly groundbreaking, but I thought I'd mention it anyways.

>> No.10264281

>>10264179
I’m fascinated by this. How did you implement typing?

>> No.10264331
File: 146 KB, 1199x675, WorkBoy.jpg [View same] [iqdb] [saucenao] [google]
10264331

>>10264281
It doesn't really support typing per se. Two of the buttons are mapped to generate key presses (start=enter, select=escape), but that's about it. There's technically an on-screen keyboard too, but it's non-functional for now. Would be nice if BGB emulated PS/2 keyboard adapters (or at least the WorkBoy keyboard), but just getting the on-screen keyboard working would be plenty good enough I think.

>> No.10264450

>>10264331
Who thought that was a good idea

>> No.10264724

>>10264179
Are you writing this in C or assembly?

>> No.10264770

Anyone done a gamecube hack before? I'm trying to extract my target game's .dol file and when I look at the filesystem in Dolphin I don't see it. I see all of the assets but no dol.

>> No.10264832

>>10264450
In an era when business men might have had a Game Boy to entertain on a long flight, where celebs and politicians were seen playing Tetris, prior to the Palm Pilot and Blackberry's becoming big, it was actually a good idea.
>sit down for flight, put some notes in
>practice German until bored
>pop in Tetris and play for a while
Keep in mind Palm Pilot and Blackberry effectively made their fortunes by doing exactly what the WorkBoy was trying to do.

>> No.10264905

>>10262205
Can you explain the memory viewer at the bottom to me? I've been playing my game in BGB while scrolling through the memory viewer and I've found some locations that seem to update when I perform certain actions. I've jotted down some notes so I remember what they are. The issue is I have no idea how to find the corresponding assembly code. I'm assuming those memory locations are encoded differently in the code than how they are displayed in the debugger since I can't find them in my disassembly.

>> No.10264996
File: 2.20 MB, 1000x1001, 1683967530769.png [View same] [iqdb] [saucenao] [google]
10264996

Are there any hacks of Super Mario Advance 2 that restore the old damage system? As in, you get hit as Fire/Cape Mario and go straight to small instead of big?
>>10264770
>Anyone done a gamecube hack before?
Yes. I've never played one before, but there are some for Pikmin, Melee, Sunshine, etc.

>> No.10265007

>>10264996
Can you explain how I can get the dol so I can start disassembling?

>> No.10265046

>>10264905
>how to find the corresponding assembly code
you typically do this by setting a access breakpoint on the ram address, causing the debugger to pause when any code accesses that memory location.

>> No.10265183

>>10265046
So I set a breakpoint in the bottom window and then when it triggers see what line the top window is on?

>> No.10265508

Really sorry to ask again, but can anyone help with this? >>10254042

If needed, I'll upload the roms I'm using. I'll upload any fixed roms if that happens, of course.

>> No.10265759

>>10263513
There are quite a few docs (>>10261787) for learning the code side of things. If you just want to keep it simple and mess around with data, you can either experiment with what works or ask the tranny discord.

>> No.10265992
File: 171 KB, 1030x839, gameboybowl.jpg [View same] [iqdb] [saucenao] [google]
10265992

>>10262147
Title screen is just waiting for button input and will go somewhere depending on the button pressed. The state of the button is stored in a buffer so it doesn't act like a turbo button. Many other games use the exact same code.

>>10265183
in emuliscious and fceux what I do is go into the memory viewer, right click on the address I think might do something. Then I add break on write to memory and then once it gets there you will see exactly what code changes that memory. If its writing a number you can change that or just put in a nop which is 00 on z80 and EA on 6502 to see what happens. It seems hard at first but it gets easier pretty quickly. You shouldn't feel embaressed to ask questions because it can be pretty confusing and it is all for fun afterall.
The debugger you are using looks pretty difficult to use.

>>10263632
The credits for micro machines on genesis say something like thanks to the Nintendo original, seems like that Nintendo wouldn't allow something like that in their own game.

>> No.10266102

>>10264905
>I'm assuming those memory locations are encoded differently in the code
You may be right. Memory addresses aren't always written out in plain form. Sometimes they're split in half or even calculated at runtime. The easiest way to find out where a piece of memory is being accessed is, like others have said, to set a breakpoint.

>>10264724
>Are you writing this in C or assembly?
100% assembly. Wouldn't have it any other way.

>> No.10266146

>>10266102
>100% assembly. Wouldn't have it any other way.
Is this project open source, or will it ever be? I think it's really quite interesting.

>> No.10266254

>>10259573
literally me and moemon
i just want the sprites and vanilla fire red

>> No.10266298

>>10266146
It's not open-source, no. I guess it could be eventually, but it's too incomplete to release anything at this point.

>> No.10266460

>>10265992
Seems like cope

>> No.10266669

Anyone here done a gba mod? Trying to understand how to distinguish arm_func from thumb_func in this config https://github.com/camthesaxman/gbadisasm/blob/master/fireemblem8.cfg

>> No.10266689

>>10266669
what do you mean by distinguishing them?

>> No.10266750

>>10266689
Nevermind I'm retarded, figured it out.

>> No.10266759

>>10266669
I would suggest you don't bother with GBA. The devkitpro developers are asshats who force you to install Arch linux's package manager in order to install their tools. It's absolute insanity and can lead to all sorts of weird breakages on your system where it conflicts with your intended package manager.

>> No.10266776

>>10266759
It's not like you even need devkitpro for romhacking, and for homebrew development there are other alternatives

>> No.10267193

>>10265007
I've attempted to look this up, and it's confusing. I don't know if it's expecting some sort of "dump yourself" shit or not as it seems it may require the use of something called Swiss. It seems to say it converts as you're attempting to put it on an SD card. Try asking the /hbg/ or /emugen/ guys on /vg/.

>> No.10267336

>>10266759
SGDK is an excellent alternative, it runs quite well in Windows, and the Mega Drive offers much higher resolution, better audio, and a comparably fast CPU.

>> No.10267350

>>10266759
>not running a vm box of windows xp

>> No.10267525

>>10267336
gba resolution is really annoying especially for console ports but what about this, you connect 4 gba's using link cables and somehow join the images together or just have tv's stacked on top of each other for a console like resolution.

>>10267336
How do I learn C, any good books? On archive.org they have a bunch of 68000 and other cpu books but they only let you download a little bit at a time. Can't even buy books for that cpu really, there are some recent ones I brought that really helped me for C64, Atari and Amiga.
I got the chibiakumas book but that isn't a full book teaching you 68000, it bit of an overview.

>> No.10267550

>>10267336
gba cpu shits in megadrive's face

>> No.10267590

>>10267550
Stop console warring. The Mega Drive's CPU is fast enough for software rendered 3D, 2D games with no slowdowns, and homebrew coding in C, just like the GBA, except at a much higher resolution. It's not as fast, but realistically you wouldn't miss it.

>> No.10267702

>>10267590
>It's not as fast, but realistically you wouldn't miss it.
I'm sure you would miss it a lot when trying to port a PSX game to the Mega Drive (even 32X runs it slower):
https://youtu.be/igEUjEci-eg?t=39
>Stop console warring.
Avoid saying stupid shit if you don't want to be corrected.

>> No.10267712

>>10267590
>realistically you wouldn't miss it.
They're both primarily 2D systems, but the GBA is such a world apart from the Mega Drive hardware-wise that saying this is just retarded. It's a 32-bit portable. This conversation is also retarded since anon just wanted help understanding some Fire Emblem code.

>> No.10268182

>>10267590
are you the mhz retard?

>> No.10268397

>>10266102
>>10264724
PVsneslib support c language

>> No.10268403

>>10267550
based
>>10267590
cringe

>> No.10268589

>>10268403
Back to /v/ with you.

>> No.10268957

>>10266669
I didn't do anything with GBA, but I made DS cheats. One ARM instruction takes up 4 bytes, one THUMB instruction takes up 2 bytes. One function contains either ARM or THUMB code, not both. Look at it in the disasm.

>> No.10270241

has any good romhack ever come out of this place?

hard mode: don't shill your own in the reply

>> No.10270298

>>10270241
no

>> No.10270307

>>10270241
yes

>> No.10270421

>>10270241
maybe

>> No.10270475
File: 1.04 MB, 614x613, file.png [View same] [iqdb] [saucenao] [google]
10270475

Can someone please do an English patch for the PS1 ISO of Bokujou Monogatari: Harvest Moon for Girl?
Basically, port the official translation from Harvest Moon: Boy & Girl on PSP to the original PS1 version.
It looks like Boy & Girl is having some weird issues with PPSSPP, so it's better to emulate the PS1 ISO.

The PSP version also doesn't have the vibration feature from the original PS1.

>> No.10271065

>>10252836
Hey fuckers how feasible would it be for me to make the sword in mgs2 available early in the big shell scenario? Say I just wanted to replace the trigger for picking it up with like a ration underwater or something. Would that be easy to do? Like could I open up PCSX2 or whatever and set a breakpoint for them or idk. I'm pretty noob so I'm not sure if how exactly to do that for 3d stuffs.

>> No.10271238

>>10270241
i don't know

>> No.10271310

>>10270241
/vr/-specific? Haven't the foggiest. There's clearly overlap with other places, but you'll likely get banned for misgendering fruitcakes or questioning uptight staff. This place is good for sharing info and the odd cool thing from what I've seen.

>> No.10271656

>>10270241
In /hbg/? The hack in OP's pic was posted here. It's decent. A while ago someone also posted a bunch of Kirby's Adventure stuff. There's that SimCity SNES mouse mod in the works which should be great if it gets finished.

>> No.10272802
File: 669 KB, 640x480, solstice nes hack no audio.webm [View same] [iqdb] [saucenao] [google]
10272802

>>10270241
dont tell me what to do

>> No.10272996

>>10264179
Keep it up anon

>> No.10273259
File: 22 KB, 480x320, topless.png [View same] [iqdb] [saucenao] [google]
10273259

Teaching the german girl how to sunbathe topless.

>> No.10273617

>>10273259
hot

>> No.10273883
File: 600 KB, 320x288, window resizing.webm [View same] [iqdb] [saucenao] [google]
10273883

Game Boy "OS" thing update: Window resizing now works. To go along with that, it also now supports changing cursors (can't have window resizing without that).

It ended up being a little trickier than expected. Some parts feel like they're held together with thoughts and prayers. Nonetheless, it seems to work alright.

That's all for now, I guess. A few more features (like working close buttons), and it'll be "complete" (as far as my initial plan went, anyways).

>>10272996
Thanks, but please don't get your hopes up. It probably won't end up being more than a small proof of concept.

>> No.10273912

>>10273259
Hold on, that's more than topless.

>> No.10274227

I finally found a copy of Chrono Cross enemy edit after having to PM some guy. Anywhere I can upload it just so this shit isn't lost to the ether when I inevitably lose it again?

>> No.10274237

>>10274227
Why not just archive.org?

>> No.10274378

>>10264331
You could implement your own keyboard protocol and send it through the serial port.

you can use a python script and connect to bgb through the local network.

Here's a sample by TheZZAZZGlitch that emulates the gb printer using a python script.
https://ia601702.us.archive.org/7/items/bad-art-lisa-frank-thomas-kinkade-ed-hardy/TheZZAZZGlitch/Emulating%20Gameboy%20Camera%20and%20Gameboy%20Printer%20in%20BGB%20%28work%20in%20progress%29.mp4

http://pastebin.com/raw.php?i=NavWYtnr

For this printer example you just load up a game in BGB, rightclick->link->listen then run the python script and it will act as a gb printer.

>> No.10274458

>>10256254
I approve of this idea

>> No.10274476

>>10274378
That's a really clever idea. I didn't even consider the possibility of using BGB's network interface. It would certainly be a lot easier than what I had in mind (modifying an existing emulator). And it could theoretically support both a keyboard and mouse at the same time, even if that wouldn't be very hardware-accurate (assuming no go-between device). It's definitely something I'd like to try.

>> No.10274540

>>10270241
Honestly, I doubt any (real) romhacker uses these threads as their only, or even main, place to share stuff. I don't think there's any project that you would say comes specifically from "this place". But I bet a bunch of cool romhacks have come out from people who have at some point participated in these threads.

Mines are pretty well known and well received :^)

>> No.10274579

>>10259656
>Crystal Clear is compatible but completely changes how the game is played by making it "open world" which probably isn't what you want if you just want to play Crystal again
>also makes a ton of the NPCs brown and replaces the Elite Four with shitty OCs
The multiracial update was only added in version 2.0 I think, so any version of Crystal Clear prior to 2.0 will be very similar to original Crystal version. I started playing CC with version 1.3b and it still had the battle tower then as well, but either way its still open world with custom elite four of course.

2.0 is also the version that added the ability to have any pokemon follow you in the overworld, which I like, so pick your poison I guess. It is possible to migrate saves from older versions to newer versions though so there is that.

>> No.10274763

I'm working on some gba decomp and what the fuck is this

bx lr
.byte 0x00, 0x00, 0x10, 0xB5, 0x07, 0x4C, 0x20, 0x68, 0x00, 0x28, 0x06, 0xD1, 0xFF, 0xF7, 0x19, 0xFE
.byte 0x05, 0x49, 0x05, 0x4A, 0x20, 0x1C, 0xFB, 0xF7, 0x2A, 0xFB, 0x20, 0x1C, 0x10, 0xBC, 0x02, 0xBC
.byte 0x08, 0x47, 0xA0, 0x72, 0x00, 0x03, 0x88, 0xCB, 0x02, 0x08, 0x80, 0x72, 0x00, 0x03, 0x00, 0xB5
.byte 0xF2, 0xF7, 0xBF, 0xF8, 0x01, 0xBC, 0x00, 0x47, 0x00, 0x00, 0x10, 0xB5, 0x07, 0x4C, 0x20, 0x68
.byte 0x00, 0x28, 0x06, 0xD1, 0xFF, 0xF7, 0xFD, 0xFD, 0x05, 0x49, 0x05, 0x4A, 0x20, 0x1C, 0xFB, 0xF7
.byte 0x0E, 0xFB, 0x20, 0x1C, 0x10, 0xBC, 0x02, 0xBC, 0x08, 0x47, 0xB0, 0x72, 0x00, 0x03, 0xA0, 0xCB
.byte 0x02, 0x08, 0x80, 0x72, 0x00, 0x03, 0x00, 0xB5, 0xF2, 0xF7, 0xA3, 0xF8, 0x01, 0xBC, 0x00, 0x47
.byte 0x00, 0x00

There's enough bytes there that it feels like that's probably an image asset or something, but I'm confused how it would work.

>> No.10275117

What emulator are you supposed to use for the Star Revenge games? Nothing I've tried goes past the title screen of 6.25.

>> No.10275160

>>10274763
Where is it loaded from? Easy to tell once you know. Gb only loads sprite information from a specific block.

>> No.10275173

>>10275160
what blocks does it load from?

>> No.10275189

>>10275173
Why the fuck are you even trying to decomp when you don’t know how the hardware works? Anyways you need to read this whole document but here is the information you require.

https://gbdev.io/pandocs/Graphics.html

>> No.10275309

>>10275189
he was asking about gba retard

>> No.10275315

>>10274763
>I'm confused
Indeed

>> No.10275321

>>10275309
Whoops my bad, then this will do, similar theory though.

https://ianfinlayson.net/class/cpsc305/notes/15-sprites#:~:text=The%20GBA%20has%20128%20sprites,a%20number%20of%20values%20together.

>> No.10275327

>>10275321
This might be more helpful, who knows? Not me

https://www.coranac.com/tonc/text/regobj.htm

>> No.10275547

>>10274763
Looks like undisassembled code
0x00, 0x00 = padding for word alignment
0x10, 0xB5 = push {r4, r14}

>> No.10275898
File: 54 KB, 546x157, Sprite glitch.png [View same] [iqdb] [saucenao] [google]
10275898

I need help.

I want the Dread suit in Metroid Vitality, but applying the suit hack in Vitality breaks several rooms. If I apply the Vitality patch AFTER putting the Dread suit in a vanilla rom of Super Metroid, the rooms are fine, but breaks the sprite when she is facing right.

Can someone who knows what they are doing help fix this for me?

https://mega.nz*/file/ztN3DI5Y#S2be5eZsU7tu0mkgzgdnYsxKwsatOKqjOTfoRZA8hJg
(delete *)

I would really appreciate it.

>> No.10276487

https://www.youtube.com/watch?v=qL5lb9_U2KQ&si=fFc0k9jyqGVw-byI

>> No.10276495
File: 3 KB, 256x224, gaplus_000.png [View same] [iqdb] [saucenao] [google]
10276495

https://archive.org/details/gaplus-for-nes

>> No.10276804

>>10276495
Wasn't that an arcade game orginally?

>> No.10277929
File: 548 KB, 256x240, NLGOpening.gif [View same] [iqdb] [saucenao] [google]
10277929

>> No.10279418
File: 127 KB, 256x224, solstice endless loop.webm [View same] [iqdb] [saucenao] [google]
10279418

bump

>> No.10279431

>>10275898
Just don't face right

>> No.10279439
File: 715 KB, 756x414, serial mouse.webm [View same] [iqdb] [saucenao] [google]
10279439

>>10274378
I tried using your example as a reference, but to be honest I don't understand this link port stuff at all (never used it). Even so, I still managed to trial-and-error myself into emulating some kind of mouse-like device. It doesn't use the real PS/2 mouse protocol, and there's a bit of slowdown on the emulation side (probably due to my implementation being faulty), but it's a start at least.

>> No.10280997

Hoho

>> No.10281084

>>10279439
Who is going to play with a GBC and a mouse at the same time?

>> No.10281126
File: 687 KB, 3440x2576, JvgwUY9.jpg [View same] [iqdb] [saucenao] [google]
10281126

>>10281084
There's gotta be someone out there who's nutty enough. People already use it with a keyboard, so there's a non-zero chance.

>> No.10282110

https://www.youtube.com/watch?v=fP0wBpNTXv8

>> No.10282351

>>10262129
Wouldn't be impossible.

>> No.10282631

>>10279439
very cool

>> No.10283270

so I believe UNROM was the most popular discreet NES mapper, no?

>> No.10283284

>>10283270
Yeah because it was cheap and easy to implement.

>fixed lower PRG bank simplifies things somewhat
>128k ROM is a pretty good amount of space for a NES game
>CHR RAM setup means you can use only exactly as much graphics data as you need instead of storing it in multiples of 8k

CNROM was a little too limited, it was essentially NROM but you could have more graphics and it was ok for the early period of Famicom games when it was just basic arcade action but as stuff got more complex and ambitious developers needed more than that. The only major limitation of UNROM was that it didn't provide an IRQ so you still had to do sprite 0 polling for status bars.

>> No.10283293

>>10283270
and no PRG RAM

>> No.10283308

>>10283293
In fact you could implement PRG RAM on a discreet mapper board with an extra logic chip to provide RAM decoding but it was never actually done since it just made more sense to use an ASIC mapper when that capability was needed.

>> No.10283325

they usually used MMC1 for that and MMC1 had more board configurations than any other NES mapper--a few such as banked PRG RAM never appeared outside Japan

>> No.10283703

>>10283325
>>10283308
>>10283284
MMC1 is kind of shit because it's so slow. Banking takes like six CPU instructions while it's only three on MMC3 and two on most discreet mappers. Lots of MMC1 games could have been implemented in UNROM perfectly fine where PRG RAM or single screen mirroring wasn't needed. I guess devs liked the extra flexibility just in case they turned out to actually need PRG RAM.

>> No.10285276

romhacking is unethical and antiart

>> No.10285349

>>10283284
MMC3 has scanline IRQ and 8k PRG banking. those are nice features but if not needed then usually discreet mapper was best.

>> No.10285365
File: 9 KB, 256x224, teenage mutant ninja turtles NES.png [View same] [iqdb] [saucenao] [google]
10285365

wish there was an MMC3 hack for TMNT because the status bar breaking up when too much stuff is happening drives me nuts

>> No.10285371

>>10285365
I believe this game would have been developed before MMC3 was widely available. It again could have gotten away with UNROM as it doesn't have battery save or PRG RAM.

>> No.10285378
File: 262 KB, 512x511, 1637935156514 (1).png [View same] [iqdb] [saucenao] [google]
10285378

>>10285276
HAHAHAHAHAHAHA NO!
GO FUCKING DROWN IN SEWAGE!
https://youtu.be/OLpeX4RRo28

>> No.10285457
File: 63 KB, 958x1034, map_history.png [View same] [iqdb] [saucenao] [google]
10285457

Has anyone in this thread ever used RPG Maker?
If you have, I bet you missed a map history in the editor to navigate between the last maps you visited.
So I just added it to my editor.

>> No.10285479

>>10285365
yeah MMC1 was kind of shit because it offered no particular advantages over discreet mappers except ability to use PRG RAM

>> No.10285529

usually on NES games you have $C000-$FFFF fixed as that contains your CPU vectors, jump tables, essential subroutines. on some mappers like AxROM the entire 32k PRG bank is swapped all at once but that's a pita because you usually have to put some jump code in the WRAM and use some of your precious 2k of space.

>> No.10285549
File: 3.37 MB, 600x656, IMG_1164.gif [View same] [iqdb] [saucenao] [google]
10285549

>>10264179
I love you

>> No.10286021

>>10285457
God yes that would've been a nice feature to have.

>> No.10286360

Can we shill our own stuff here?

>> No.10286365

>>10286360
That's half the reason the thread exists

>> No.10286389

>>10286365
Well then let me shill what I did with my cousin. aeon-star-interactive.itch.io/steel-legion Metroidvania made using NES Maker. The demo is up and we'll ship the ROM soon enough, game is mostly done.

>> No.10287002

>>10286389
Demo wasn't bad. Aesthetic was just right. Metal Storm looking characters with a Journey to Silius plot and soundtrack and a Metroid style overworld is a pretty solid combination. The game had the balls to kill me fair and square and I respect that immensely.

I think my least favorite thing was bumping the ceiling and losing all horizontal momentum. Looks like your horizontal collision check triggers before the vertical one has the chance to push you out. Seriously, fix that. I also hate the lag before you can toss a grenade. I don't mind if diagonal down can't grenade because it's supposed to do something else later on, but at least check controller input instead of player momentum. If you put that in because outrunning your 'nades feels dumb, reverse the cause and effect and have grenade launching kill your momentum from recoil.

At first the shield icon over the boss conveyed the opposite of what it should; I thought it was trying to tell me none of my shots were damaging him. But no, it was just a really weird way to convey post-damage invulnerability after a successful hit. There's already a universal, intuitive way to show that. Just have him blink intangibly like everyone else.

Also I managed to crash the game on the intro screen by mashing start at the wrong time. It started trying to print the text but it was garbled, then it froze.

>> No.10287045

>>10268182
it's absolutely him

>> No.10287058

>>10286389
Some of the idle animations of your characters are pretty bad. But the light playing off one of the bosses when he fires in the trailer was good.
Did you use AI to make that poster art? It kinda looks like it.

>> No.10287385

>>10286389
>Well then let me shill what I did with my cousin.
Absolutely not. This is a work safe board Mr Lewis.

>> No.10288123

>>10287058
Placeholder AI retouched (don't tell anybody). We'll probably get something better for the real release DESU. Thanks for the comment on the idle animations. Is it because they're too "big"?

>>10287002
Thanks for the comment. The freeze issue I thought was fixed, I'll check it out. As far as the rest of your gameplay comments goes, they're really usefull we'll check them out. Appreciate the feedback!

>> No.10288214

>>10288123
I'm not >>10287058 but it definitely looks like most of them are awkwardly dancing instead of idling. I didn't say anything because an 80's game where all the characters are perpetually grooving is right up my alley. If anything you could lean into it and have them dance harder.

Either way, you could make the head bobbing and such less discontinuous. Even normal breathing is more rhythmic than that, let alone stylized animation.

Player running animation was really good though.

>> No.10289319

>>10288123
It could be that the NES just doesn't have enough colors to do subtle animations. Also it could be because some of the characters have that awkward bad box art Mega Man posture with their legs

>> No.10289360
File: 3.93 MB, 1392x1056, 1684417510278.webm [View same] [iqdb] [saucenao] [google]
10289360

>>10289319
>It could be that the NES just doesn't have enough colors to do subtle animations
That doesn't even make sense. You can do intricate animations with only two colors. Assuming you're trying to say the resolution is too low, that does make subtle motions harder but far from impossible. Look at games like Moon Crystal.

>> No.10289570
File: 10 KB, 512x448, 1688255313192771.png [View same] [iqdb] [saucenao] [google]
10289570

World 4's almost complete! Just need to find a misdreavus sprite.

>> No.10289581

Anyone have any MSX/MSX2 homebrew?, I've been having a go with that system and was curious if anyone had anything not currently available as I've had mixed luck on finding stuff myself, I'm willing to drop more stuff from what I've got (even if nobody has any MSX homebrew games, but still)

>> No.10289734

>>10289360
I mean like this https://2dwillneverdie.com/tutorial/give-your-sprites-depth-with-sub-pixel-animation/
Obviously you can have animations with lots of frames

>> No.10290629
File: 4 KB, 192x240, 16446493-mr-do-arcade-collecting-cherries.png [View same] [iqdb] [saucenao] [google]
10290629

NES port of Mr. Do would be really fun project

>> No.10290681

Just a beginner here, and I wanted to start with a (seemingly) simple project that involves substituting the music in master system and game gear games. The smspower site is full of great resources, but I think the main thing I want to know now is how to find the location of music data in each ROM.
So far I've seen how to use a game's music engine to change music on the fly, but ideally I'd ultimately like to do a custom music romhack.

>> No.10290713

>>10290681
Set a breakpoint on writes to audio registers. This should take you right to the heart of the audio engine. After that, work through the code to find out where it's reading the audio data from.

It's basically the same process as anything else of that sort. But do be mindful that the audio engine can be one of the most complex parts of a game, so it might not be easy. You really need to have a good grasp of Z80 assembly to do it.

>> No.10291160

bump