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2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


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File: 167 KB, 823x720, 1699224566372.jpg [View same] [iqdb] [saucenao] [google]
10510289 No.10510289 [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
romhacks.org

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

AtariDev:
forums.atariage.com

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

VBDev
virtual-boy.com/development/

PokeMiniDev:
pokemon-mini.net

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

Previous thread: https://desuarchive.org/vr/thread/10433064/

>> No.10510393

Hello, /hbg/

>> No.10510737

>>10510289
That picture is stupid otherwise good thread

Been looking for 6th and 7th generation homebrew isos/bins,etc that don't need to be patched

>> No.10510779
File: 3.01 MB, 262x256, 1701942706307.gif [View same] [iqdb] [saucenao] [google]
10510779

NeoGeoDev and homebrew
https://www.ajworld.net/neogeodev/
https://www.neohomebrew.com/
https://www.neo-geo.com/forums/index.php?forums/neo-geo-and-general-homebrew-centre.60/

>> No.10511261
File: 1.43 MB, 1057x946, tanya.png [View same] [iqdb] [saucenao] [google]
10511261

>it's a tanya episode

>> No.10511530

bump

>> No.10511910

Anyone have Reshoot Proxima 3 for CD32? The dev dropped in and shamed everyone in NextGenROMs and they bitched out.

>> No.10511925

>>10510737
it's a good level. you're just jealous the princess never invites you over for a picnic

>> No.10511965
File: 25 KB, 480x320, blog_time.png [View same] [iqdb] [saucenao] [google]
10511965

Blog time: I've just finished the first month/chapter of the game.

>> No.10512043
File: 84 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
10512043

I wanted to swap character portraits in g gundam snes so Rain could pilot the Devil Gundam but all the sprites are compressed in tilelayerpro

>> No.10512061

How long until people can export Godot projects into retro consoles like PS1, GBA and SNES?

>> No.10512120

>>10511965
Soul. When it's done (eventually) I'll play it on my Gameboy Player. Can you add rumble support for GBP?

>> No.10512145

>>10512043
You understand this is just a video game, none of this exists, and no one is piloting anything, right? You could just print out a little picture and tape it to your screen to do that.

>> No.10512332
File: 15 KB, 240x160, fire_ball.png [View same] [iqdb] [saucenao] [google]
10512332

>>10512120
I don't have one of those, and I don't know if the rumble fits well in an RPG.

>> No.10512470

https://youtu.be/Ag3osij5WNo

>> No.10512474

>>10512470
This is really weird to see, especially with that SMW ROM hack that makes Mario look like he came from DKC

>> No.10512551

Any wizards of the Game Boy Color lurking and willing to give insight over the system's software/hardware quirks?

Learning that the compression format used in Pokémon Gold and Silver is faster, but less efficient, than the one used in Red and Green was somewhat surprising considering who wrote said algorithm.

>satoru iwata
>helped with developing pokémon stadium for the nintendo 64
>helped out with compressing data for gold and silver

I ran some tests against a few random samples of 56x56 16-bit gfx data from the Pokédex using the leaked source code of the G/S and N64 SDK,
and found that the N64's compression algorithm, an LZSS derivative, compressed these samples with hundreds of bytes of space reclaimed.

So what I'm wondering is:
Iwata was definitely aware of the N64 compression algorithm, it was simpler and more efficient on space,
but instead ported the algorithm he worked on in ~1989.
Why?

>> No.10512727
File: 16 KB, 480x320, second_month_porn_1.png [View same] [iqdb] [saucenao] [google]
10512727

In the game you can spend your nights watching porn instead of doing useful things.
I've made a couple more pornos for the second month of the game.

>> No.10512731
File: 10 KB, 480x320, second_month_porn_2.png [View same] [iqdb] [saucenao] [google]
10512731

>>10512727
More pics: https://c3-project.itch.io/c3/devlog/650900/more-porn

>> No.10513254

>>10512731
hot

>> No.10513261

>>10512061
>How long until people can export Godot projects into retro consoles like SNES?
That will never happen. SNES is too slow to be coded in anything but pure assembly, which is one major factor why nobody develops homebrew for it.

>> No.10513313

>>10513261
This. People make games for the 2600 in basic all the time. But that's impossible on the NES because it's such an inferior slow system. lmfao.

>> No.10513326

>>10513313
This unironically, because a lot of those Atari homebrews use powerful ARM processors in the cartridge.

>> No.10513365

>>10512470
Man, I'd love a rom hack where Donkey and Diddy's pre-rendered sprites were changed for regular pixel art, but I can see why no one has tried to do it. DKC has so many sprites; it would take a long ass time.

>> No.10513482

>>10513326
which ones?

>> No.10513550

>>10512145
pffft killjoy like no duh
the character portraits also have a couple frames of animation lol

>> No.10513563

>>10513326
But then if a SNES game did that, you'd cry about cheat chips.

>> No.10513653
File: 12 KB, 512x448, 1681619591055560.png [View same] [iqdb] [saucenao] [google]
10513653

>> No.10513660

>>10513563
My standard for what a "16-bit" console should be able to accomplish, much less the alleged "best system of all time", is much higher than my standard for the Atari.

>> No.10513683

>>10512551
The N64 processor is much more powerful (and faster) than the GB's 8-bit CPU. Although, the Game Boy Color can sometimes do double the speed of the original Game Boy. Not sure how relevant that fact is here. However, storage was far less of an issue with 2nd Gen. Pokémon. The English ROMs had twice the space of the early games. I seem to recall that JP Crystal was even bigger on account of the mobile features (using a special memory bank controller).

>> No.10513686

>>10513550
>the character portraits also have a couple frames of animation lol
Then don't tape it down to tight and use a lenticular lens and an oscillating fan. No solution, no matter how convoluted, could possibly be as retarded and autistic as anon wanting this in the first place.

>> No.10514004

>>10513660
You don't have any standards. If cheat chips are okay on the 2600 then they should be okay everywhere, or you're a faggy fanboy. Either make something or go whine about megahertz in some other thread.

>> No.10514412
File: 21 KB, 514x512, GAXHuyoXoAAlpi0.png [View same] [iqdb] [saucenao] [google]
10514412

>> No.10514427

Is the ninpen mamaru engine available?

>> No.10514546
File: 1.88 MB, 320x224, aVeryArenaChristmas.gif [View same] [iqdb] [saucenao] [google]
10514546

>>10510289
Hopefully I’ll have this all done with weapon animations and full Santa suite in a few days. Ho ho mother fucking ho, beetches

>> No.10514582

>>10510289
What's going on with romhacking.net nowadays? Back in the day it would be the main source of new hacks/mods, nowadays not only is shit split between a gorillion different websites, I've noticed some hack authors started pulling them from romhacking.net. Fully working ones too, like FASTROM hacks for the SNES games etc. I'm guessing some proper autistic drama that I've missed?

PS. Speaking of splintering to different websites (all the links posted in OP), I'm fairly sure there's active communities for hacking Castlevania and Fire Emblem games, might be worth adding them:
https://feuniverse.us/
https://castlevaniamodding.boards.net/

There's also a Castlevania SOTN (Saturn version) translation going on at SegaXtreme.

>> No.10514641

>>10514582
Yeah, it was some cringeworthy Discord drama that was explained in the previous thread.

>> No.10514742

>>10514641
Partly that, plus some RHDN submission reviewer went on a power trip. The site owner pretty much left a vacuum since the Patreon debacle. Whereas the earlier days had more of a community spirit. Makes sense to have a few backups in case of further meltdown.

>> No.10514983
File: 75 KB, 850x400, michelangelo:_rom_hacker.jpg [View same] [iqdb] [saucenao] [google]
10514983

Why haven't you started a disassembly of your favorite game, anon?

>> No.10514996

>>10508556
This could use a NES port, it really could.

>> No.10515007

>>10514641
>>10514742
I wasn't here for that. What's the TL;DR version?

>> No.10515024

>>10513683
Most GBC games are 1-2MB, a few 3-4MB games, and one 8MB release.

>> No.10515034

>>10513683
JP Crystal had more save memory to save the mobile stuff but the ROM was the same size.

>> No.10515042

>>10513261
>SNES is too slow to be coded in anything but pure assembly, which is one major factor why nobody develops homebrew for it.
All pre-CD consoles were coded in assembly except the occasional adventure or strat title that used a scripting engine.

>> No.10515067

>>10515042
Lots of games were written in C before that, anon. Back in the 80s it wasn't even uncommon to use languages like Forth.

>> No.10515071

>>10515024
>8MB
They really love their trains.
>>10515034
Ah, that's right. I've seen the odd thing about using MBC30, from JP Crystal, in a few hacks.

>> No.10515080

>>10515067
>Lots of games were written in C before that, anon. Back in the 80s it wasn't even uncommon to use languages like Forth.

Maybe strategy games, not action stuff.

>> No.10515084

>>10515080
Micronics games used some kind of C compiler. (^:

>> No.10515089

assembly language isn't that hard, in fact it's easier to understand than C--less abstract

>> No.10515120

>>10513261
no, nobody develops for it because it's an overcomplicated mess of an architecture

>> No.10515127

>>10510289
what is this weird-ass hack?

>> No.10515130

>>10512551
That's the nice thing about the NES. The CHR ROM setup lets you have totally raw graphics and never have to bother with compression bullshit (unless it's a CHR RAM game). It also makes graphics editing infinitely easier.

>> No.10515146

>>10515127
It's Super Mario /v/orld 2: Moot Point, a collaborative hack. The trilogy was way better than it had any right to be.

>> No.10515152

https://tuxnes.sourceforge.net/nesmapper.txt

128k PRG/128k CHR is one of the most common NES ROM sizes. Now try and compress 128k of graphics into same amount of PRG space. Not much fun and it would be horribly slow to de-pack.

>> No.10515183

>>10512551
The main differences between GBC and GB are that the former has color (obviously), more RAM, and a faster CPU but otherwise the architecture is not meaningfully different. The CPU doesn't offer any more instructions or processing power and it still can't access more than 32k of ROM without bank switching.

>> No.10515225

>>10513326
NTA but I think there's a big difference between using enhancement chips that are actually contemporary to the console you're developing for, and flat out throwing a modern CPU into a cartridge.

>> No.10515234

>>10515183
Pretty much this. If anything programming games for use with super gameboy gives you interesting options for colors and sound iirc…

>> No.10515347
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10515347

>>10515234
GBC colors are way more capable than SGB colors. Unless you pull the trick of uploading code to the actual SNES CPU, which I'm pretty sure was only done by Space Invaders.

>> No.10515367

>>10515347
Isn't that technically not even a GameBoy game?

>> No.10515370

>>10513563
>No chip for SNES
https://www.youtube.com/watch?v=ptunPRaNMZI&si=bUwAfWw37s9n2mnX

>> No.10515402

>>10513683
>N64 have no dedicated soundchip
Why tho?

>> No.10515560

Any good Christmas hacks?

>> No.10515672
File: 675 KB, 322x224, CandyCaneTest.gif [View same] [iqdb] [saucenao] [google]
10515672

>>10514546
Ok got the weapon animations tears are in the works. Though, it looks more like a flaming staff than a candy cane. Maybe I’ll get a low poly candy cane and do the animations that way. I was also thinking a bag of toys for a shield? Any suggestions.

>> No.10515675

>>10515672
Tests*

>> No.10515734

>>10512043
Have you tried checking the headers? Very likely it’s a form of lz compression.

>> No.10515926

>>10513683
https://files.catbox.moe/pmtfar.s
>slidec.s
This is too much for a game boy (color)?
>reduce 32-bit values to 16, treat them on a byte-by-byte basis
>use the stream format over the block format
I'm aware the LZ data in the retro games use a terminator over checking against a defined buffer size,
and the file above can't reap the aforementioned benefit, but at least the limitations of 16-bits [0-65535] can be defined in the header.

>> No.10516085 [DELETED] 

>>10515560
None, because Christians are parasites..

>> No.10516170 [DELETED] 
File: 107 KB, 646x438, 1701375004878545.jpg [View same] [iqdb] [saucenao] [google]
10516170

>>10516085
That's strange, considering they are the most charitable people on the planet. But, ok Satan, go off.

>> No.10516267

Did he ever finish Super Vampire demo?

https://forums.nesdev.org/viewtopic.php?p=189025&hilit=Darkstalkers#p189025

>> No.10516358

>>10515007
Skip ahead as you like
>end of '05, nightcrawler creates rhdn to replace defunct translation site (whirlpool)
>times were good
>byuu/near gets banned for some reason or another; does his own thing
>various forums pop up around hacking popular games
>2016 leads to a bunch of rhdn political drama
>long-time hackers get banned or pushed out for wrongthink
>nightcrawler leaves things up to moderators (who apparently hate ice cream)
>sets up a patreon account in 2017 to raise money
>huge backlash for paywalling site
>nc starts keeping a low profile
>gamma male named lex starts brown-nosing, becomes submission reviewer
>gradual shift from forums to discord servers
>discord mods/trannies kick off about alternative sites
>rhdn limits downloads to 1mb due to scraping complaints
>lex starts treating the site as his kingdom, rigidly clinging to old rules

>> No.10516381

>>10515402

cost

nintendo consolidated everything into the RSP if they broke out sound processing into a secondary chip it would have given anywhere from a 1 - 30% increase in overall performace due to the reduced memory cycles for playing samples

>> No.10516392 [DELETED] 

>>10516085
It's still a fun aesthetic and theme you sourpuss trilbian. Like any Christmas flavored game or hack has Jesus or nativity anywhere in it anyway.

>> No.10516921

Shit man, the GBA was only supposed to have 32k of RAM until Nintendo saw the PSP's specs and decided to give it 256k.

>> No.10516931

>>10514983
i don't know C

it sucks. the PSX ghidra plugin is amazing and it fucks me up that I can basically disassemble and decompile machine code in a nanosecond but i don't understand anything

>> No.10516936
File: 34 KB, 512x448, 6355screenshot4.png [View same] [iqdb] [saucenao] [google]
10516936

>>10515560
Umihara Kawase Christmas Community Challenge
https://www.romhacking.net/hacks/6355/

>> No.10517072

>>10516931
How do you think people learn programming languages, anon? That they all start out with a blank text editor and build more complicated programs until they finally know enough to understand a whole game? I learned how to program by looking at the code in my favorite games, starting with small the bits and pieces I could understand, then expanding those chunks and finding patterns.

>> No.10517171

>>10515560
Merry Mountain Christmas Adventure:
https://www.smwcentral.net/?p=section&a=details&id=35062

>> No.10517186

>>10515152
but CHR RAM games did have graphics compression, no?

>> No.10517736 [DELETED] 

>>10516085
>he says this while living in a Christian country
Look in the mirror, anon (without gagging, this time).

>> No.10517803

>>10517186
They did but in my experience they tended to have fewer unique graphics. Trying to compress 128k of graphics into 128k of ROM is painful even though it can be done.

>> No.10517951
File: 16 KB, 307x153, Bombers, this is your mindset.png [View same] [iqdb] [saucenao] [google]
10517951

>>10514412
KILL YOUR FUCKING SELF.

>> No.10518554
File: 20 KB, 320x224, nogeo.jpg [View same] [iqdb] [saucenao] [google]
10518554

bump

>> No.10518969

>>10514412
>>10517951
what the fuck is going on here in this exchange?

>> No.10519038

>>10518969
NTA but >>10517951 seems to be calling >>10514412 a toddler based on context. Looks pretty sweet though. Is Kuromi in this SMW hack?

>> No.10519168

>>10512061
Retard.

>> No.10519198

>>10519168
its open source, anything can happen

>> No.10519207
File: 116 KB, 1165x1167, joaquin-phoenix-joker.jpg [View same] [iqdb] [saucenao] [google]
10519207

>>10516358
kek, lefties really did a number on society

>> No.10519210

>>10513261
C is viable on the snes the only thing missing is an SGDK tool I know gens is stronger but

>> No.10519279
File: 2.08 MB, 640x480, 1701090978376970.gif [View same] [iqdb] [saucenao] [google]
10519279

>>10519207
They though they were going to be on the right side of history, now they don't even know what a women is. That's some strong Kool aid.

>> No.10519323

>>10519210
Most SNES games were coded in assembly language, and probably 98% of action ones. Some RPGs and strategy titles may have not been.

>> No.10519332

>>10519210
>but
Exist as pvsneslib

>> No.10519749

Any romhack tools for Oracles games yet or should i wait for a pc port of the two games?

>> No.10519752
File: 15 KB, 400x277, laughing spittaker.jpg [View same] [iqdb] [saucenao] [google]
10519752

>>10517951

>> No.10519764 [DELETED] 

>>10516170
>>10516085
>>10516392
>>10517736
But what does all that have to do with a pagan holiday ?

>> No.10520075 [DELETED] 

>>10519764
>
>>>/his/16020386

>> No.10520206

There's a game called Hardwar (1998) which I have liked for a long time, how hard would it be to take apart the binaries in order to study the source with a view to rebuild it for newer systems?
I haven't tried anything like this before but I know my way around programming (I do devops and api shit for a living).
Never really cared about homebrew because everything was already done. Actually I did think about picking up the Syndicate Wars source port at some point as that was the other game from my childhood I really loved.

>> No.10520251

>>10515130
Graphics are available instantly. Any other system has delays while copying or de-packing graphics data.

>> No.10520329

>>10519749
Looks like there's a disassembly plus level editor
https://github.com/Stewmath/oracles-disasm

>> No.10520851
File: 300 KB, 1136x2462, dynamicanimationflowchart.png.7cdada7f7d0a893af399e77e10a54d76.png [View same] [iqdb] [saucenao] [google]
10520851

>>10513261
VRAM can get overturned.

>> No.10520924
File: 867 KB, 1468x1261, astroboy nes.png [View same] [iqdb] [saucenao] [google]
10520924

https://www.youtube.com/watch?v=i_2iIEVkqPM&list=UUdM89yToEpXuB_wFv5LMCng
I don't get it, is this thing translated or not? I can't find the patch, prepatched ROM, or a place to even buy it anywhere, even on pacnsac'd site. Anyone have this or know what the fuck's up?

>> No.10520952

Decided to learn NES programming so I can port Puzzle Bobble and also rewrite Space Harrier to make it look closer to Arcade as possible.
Is there any reason why the SH's sprite is smaller in the NES version compared to the Master System's version, but the NES versino has a background and the MS hasn't?

>> No.10521017 [DELETED] 

>>10520075
you have no artistic skills to make such a hack

>> No.10521026

>>10519038
Neither of the 2 demos have her so, no

>> No.10521157

>>10520952
>Decided to learn NES programming so I can port Puzzle Bobble and
Nice. Now you have to decide which of the 972 mapper setups to use.

>> No.10521207

>>10521157
>Puzzle Bobble SNES (4 megabits)
>Dr. Mario SNES (4 megabits)
>Yoshi's Cookie SNES (4 megabits)

>Dr. Mario NES (CNROM)
>Yoshi's Cookie NES (192k MMC3)

Broadly speaking a 4 megabit game on SNES is equivalent to a 64k NES game (like say 64k PRG) but Nintendo didn't particularly care themselves and just used whatever.

>> No.10521212

>>10521157
worse he'll have to disassemble the SNES ROM to figure out how everything works

>> No.10521348

>>10510289
There's occasionally a file or a MEGA of homebrew, anyone got a current one? Specifically for Coleco, most Coleco homebrew is pirated MSX games now for whatever reason and I have a CV flashcart.

>> No.10521469 [DELETED] 

>>10521017
nut

>> No.10521512

>>10521207
they were on the Gameboy as well and had same ROM size (well, PRG size) as NES

>> No.10521519

>>10521512
http://www.devrs.com/gb/files/gbmbcsiz.txt

Que?

>> No.10521530

>>10521519
Right. Gameboy ROM sizes are similar to NES ones for the most part except of course there's no CHR ROM and all games work like a CHR RAM cart with compressed graphics that are unpacked and copied into video RAM. Note that for example Gameboy Castelian was 32k while the NES version was UNROM because they needed CHR RAM to do the rotating tower effect. There are any number of UNROM games that have a lot of unused space and only really need it for animated tiles.

>> No.10522130

>>10521212
>disassemble the SNES ROM to figure
No need to do that, anyway. It's not like people didn't port games from arcade without having the code, just looking at the arcade game.

>>10521157
MMC5, probably. Not going to waste my time deciding on it. I don't want a perfect SNES copy, it's mostly for me to learn NES programming. I could just do the lazy version and use NROM, but there is no reason to limit ourselves to that if the end result is still a rom, not a cartridge.

>> No.10522323

>>10520952
Based, but good luck with the yellow bubbles.

>> No.10522723
File: 268 KB, 686x386, file.png [View same] [iqdb] [saucenao] [google]
10522723

This is a fun little homebrew :)

https://www.youtube.com/watch?v=9Rw_JA94riY

>> No.10522745

>>10522130
>No need to do that, anyway. It's not like people didn't port games from arcade without having the code, just looking at the arcade game.
Yes and the results weren't pretty. We can all do better than this.

https://www.youtube.com/watch?v=6RDgt26Zcio

>> No.10522753

>>10522745
R-Type for the Spectrum was beautiful, though. Same for the Amiga one.
https://www.youtube.com/watch?v=jiQxq98OYfA

Besides, I have far more games to learn from instead of just the arcade version.

>> No.10522778

>>10520924
I'm also interested in this. one of the few Konami game on the system I haven't played.

>> No.10522793

>>10522130
>MMC5, probably
That seems like overkill for this game for which UNROM seems sufficient.

>> No.10522813

https://www.youtube.com/watch?v=ilS1wU3WY6g

The game only has a fixed single screen gameplay that never changes so there's not much code in there but it has several unique backgrounds. For the NES I don't think you need more than 32k of PRG ROM but you will need to switch out graphics pages for the backgrounds.

>> No.10522837

>Puzzle Bobble got a European release but not a NA one

>> No.10522848

>>10522837
Nobody here picked it up and decided to localize it. I should add Japan doesn't decide what games get localized, it would be the local branch of a publisher that would see a game and go "oh we like this we want to bring it here."

>> No.10522960

>>10515120
No, you just a noob at math.

>> No.10522995

>>10522793
Tbh, I'll also use that as an excuse to learn how to use mappers. Overkill or not, I want to try the best option, if possible.

>> No.10523256

>>10516267
Well must’ve ask in atariage or youtube.

>> No.10523403

kino
https://youtu.be/LWbfLLo6uJY

>> No.10523721

When people port game A to console B, assuming it's not even the same CPU, so from Sega to Nintendo, how much of the original stuff they can use? Art, music, whatever? Or do they have to create everything?
For example, anon here >>10520952 will not be able to use anything, I guess, because the SNES version will probably use different kinds of sprites, musics, etc. But what if he were to port Super Mario Bros. to Master System?

>> No.10523813

>>10523721
Real tough, you'll have to rewrite everything pretty much. It's easier to port a ZX Spectrum game to the Master System than it would be a NES game.

>> No.10524020

Yeah MMC5 for fucking Puzzle Bobble is dumb. Just use UNROM or something.

>> No.10524051

if he uses UNROM of course he'll have to compress his title data

>> No.10524058

>NES devs are all lazy, they refuse to use anything that is not UNROM
>anon decides to use something that is not UNROM
>people start calling him dumb because of that
Can't win with NES fans.

>> No.10524063

>>10524058
That is an interesting strawman you made up, I must say.

>> No.10524070

>>10524020
I mean, it's his decision but he could have picked a more interesting game to port tbqh.

>> No.10524084

>>10524058
i thought it was they were lazy and only wanted to use NROM

>> No.10524092

https://www.youtube.com/watch?v=Wv_wxy_Q-0U

This would be a really fun game to do NES port of but is Z80 code so would be a lot of work to convert.

>> No.10524104

>>10524070
>he could have picked a more interesting game to port tbqh
Anon >>10520952 here. I decided Puzzle Bobble because it's one of my favorite games, the one I used to play a lot with my mother (although it was the PS1 version).
As for the MMC5, it's because it's not the only game I want to make on NES, so decide to use it so that when I make my own(or port something else) I'll already know how to use mappers.

>> No.10524112

>>10524092
>but is Z80 code
How would you get the Z80 code of it? Just a disassembly and done?

>> No.10524115

what mappers are best if you want save ram

>> No.10524127

>>10524112
>How would you get the Z80 code of it? Just a disassembly and done?

Yes. You would do a disassembly and trace where everything goes. This game is just 8k though so there's not that much to disassemble. Converting code to the completely different 6502 though, oh boy.

>> No.10524137

>>10524115
Anything that can support PRG RAM would allow save games but MMC1 required you to hold Reset down when powering off to avoid corrupting your save game.

>> No.10524154

>>10517951
Fuck you I was eating

>> No.10524181

wish there was NES port of Jr. Pac-Man

>> No.10524186

>>10524181
Better, redo of Boulder Dash that's not the shit we did get.

>> No.10524291

interesting but the MSX ports of Namco games were copypaste of the Famicom ones. or maybe it was vice versa.

>> No.10524523

>>10524112
Yes.

>> No.10524528

>>10524291
the best MSX games were typically cartridge ones with disk/tape releases being more ZX Spectrum tier

>> No.10524602

>>10515370
The thumbnail is literally showing a massive amount of sprite drop out with maybe 4 enemies on screen all doing the exact same frame of animation with no AI whatsoever.
>>10519332
pvsneslib isn't bad but it's not nearly as fleshed out and feature rich as SGDK. That said, C is definitely viable on the SNES, the SNES port of Wolfestein 3D was written in C after all. The issue is more that no decent modern C compilers support the SNES CPU as it was only really ever used in the SNES and Apple IIGS. So you're pretty much stuck with whatever compilers were available for it in the early 90s. Meanwhile the 68000 was used in everything and is still supported in modern GCC.
>>10520851
That's a ton of effort to do something the Genesis and PC-Engine can do without any issue. There's no real getting around it, the SNES is dead last when it comes to how it handles sprites for it's generation. It sort of balances it out with the features it has for backgrounds, but also gimps itself there with not having enough VRAM to fully utilize those features.

>> No.10525163

>>10524528
I have no idea what you mean in that sentence, anon. Anyway, the best MSX games were 99% from Japan.

>> No.10525696

bump

>> No.10525713

>>10524602
>support the SNES CPU as it was only really ever used in the SNES and Apple IIGS
Some at least have try.

https://forums.nesdev.org/viewtopic.php?t=24813

>> No.10525718

>>10524602
>the SNES is dead last when it comes to how it handles sprites for it's generation
Someone not actual programmers.

>> No.10525987

>>10525718
Actual programmers have flat out stated why multiple times. The SNES is the worst of the 3 with how it handles sprites, and considering it came out over 2-3 years after it's direct competition makes it even more disappointing.

Yes if you jump through a bunch of hoops like Aaendi is doing in his demos you can get something decent. You also end up with a pile of non reusable spaghetti code doing that. Which that is what Aaendi is currently dealing with and why after 10+ years he hasn't really gotten that much farther along and still hasn't implemented actual Enemy AI. Finally the fact still remains that you could pull that off on the Genesis and PC-Engine without having to jump through all those hoops. On those systems you can even pull off doing an entire tilemap layer with sprites:

https://www.youtube.com/watch?v=1iq8nQ2Bd80

You flat out can't do this on the SNES because with it's ass backwards sprite system the high priority sprites end up getting dropped first. So in that part where Bonk is behind an entire layer of high priority sprites, that layer would be dropping out on SNES completely breaking the illusion. While on PC-Engine and Genesis the low priority Bonk Sprite is dropped first allowing the illusion to continue working.

It's also why beat'em ups generally have less enemies on screen on SNES. In a lot of those games the player sprite is high priority for sorting reasons and to give it priority over other sprites. But on SNES if you reach your sprites per scanline limit the high priority sprite will drop first. So in a beat'em up the player sprite will drop out first. You can see this happening in Rom Hacks for SNES Beat'em ups that increase the enemy counts. In most cases the player sprite will completely disappear when too many enemies are on screen.

>> No.10526074

>>10525987
>Actual programmers have flat out stated why multiple times.
It's clear you're not one of them.
This is a thread for actual devs. Go to >>10526067 and don't come back.

>> No.10526082

>>10525987
>It's also why beat'em ups generally have less enemies on screen on SNES. In a lot of those games the player sprite is high priority for sorting reasons and to give it priority over other sprites. But on SNES if you reach your sprites per scanline limit the high priority sprite will drop first. So in a beat'em up the player sprite will drop out first. You can see this happening in Rom Hacks for SNES Beat'em ups that increase the enemy counts. In most cases the player sprite will completely disappear when too many enemies are on screen.

That's not a technical fault, it was because Nintendo banned them from going over the sprite scanline limit while Sega and NEC didn't care.

>> No.10526095

>>10526074
Actual dev explaining why:
https://forums.atariage.com/topic/357389-why-snes-lacks-sprite-scaling-while-gba-does-featuring-sprite-scaling/?do=findComment&comment=5366900

Secondly the person I was responding to isn't an actual dev. They just go around in these threads posting other peoples homebrew demos they have no understanding of trying to start console wars.

>>10526082
> It was because Nintendo banned them from going over the sprite scanline limit while Sega and NEC didn't care.

Then why do those beat'em ups still hit that limit and drop out sprites? Turtles in Time does that all the time in 2 player.

>> No.10526098

>>10525987
>a guy can't do in 10 years what countless programmers in the 90s could do in a couple of months
Sounds like the problem is him.

>> No.10526116

>>10526098
No need to be a bully to him. When I was a kid I tried to write a Breakout game in QBASIC but I only got so far as drawing the playfield. When it came to actually moving a ball around or other game logic, I was completely stumped as to what to do and gave up. Some people have a better innate programming talent than others.

>> No.10526127

>>10526098
It's more specifically what he's trying to do. He's trying to replicate the same amount of sprite variety, animation, and number of sprites on screen as a Genesis game with 1/4 the available VRAM to do it. Most games in the 90s didn't pull that off and instead made cuts to work in the VRAM available.

>> No.10526132

>>10526127
So, the problem is him. He's too retarded to work within the hardware constraints.

>> No.10526140

what anon is trying to say is that the SNES has twice the MD's VRAM yet also arbitrarily limits you to only using 16k of it for sprites

>> No.10526462

>>10526116
>Some people
They're called "Asians"

>> No.10526493

>>10526462
Is this the same cope as in /ic/, where you need asian genes to do something?

>> No.10526568

>>10525987
>still hasn't implemented actual Enemy AI
He currently work around the technical stuff.

>> No.10526894

bump

>> No.10526901

>>10510289
did anything ever come of the Sotn level editor that one dude was working on?

>> No.10526956

>>10526140
The SNES doesn't have twice the VRAM. The PC-Engine, Genesis, and SNES all have 64KB of VRAM. Which is what makes it even more disappointing with the SNES. Sprites are limited to no more than 16KB while also having these 8bpp color modes but not nearly the amount of VRAM to use them effectively.

>>10526568
>He currently work around the technical stuff.
No, he's trying to refactor his code at the moment to make it more modular and useful because he realized it's single purpose spaghetti code and trying to add AI into it is becoming a coding nightmare.

>> No.10527090

>>10520851
Interesting than whatever people whine about 65c816 code.

>> No.10527121

the Mega Drive doesn't limit how much of the video RAM can be used for sprites, though in practice most of it will probably be taken with background tiles. however you can do a similar trick to NES games like Mega Man where you
blank most of the background and fill the space in video RAM with sprite data. This is not possible on the SNES where 16k total may be used for sprites.

>> No.10527127
File: 123 KB, 1500x844, Wolf3D.jpg [View same] [iqdb] [saucenao] [google]
10527127

>>10514004
You are the only one complaining about "cheat chips", the rest of us are having a technical discussion about hardware and code.

Also, for everyone else, what are the most notable examples of "official cheat chips"? I know that Castlevania III had an extra chip in the cart of the Japanese release that allowed it to have better music, which the U.S. release lacked. What are some other instances of this?

One of the things I've always liked about carts over CD's is that carts let you expand the capabilities of the original hardware. My favorite example of this is the guy who put an extra CPU into a custom Game Boy Color cart and he then ported Wolf 3D to the GBC using it.

https://m.youtube.com/watch?v=3j6W-UF_7X0

https://www.happydaze.se/wolf/

>> No.10527132

anon is a bit mixed up. the SNES has more work RAM than MD but not more video RAM.

>> No.10527148

>>10527132
Now the SNES has some nice features like the more advanced graphics capabilities, more WRAM, and more controller buttons but it's also a comparative PITA to develop for compared to MD.

>> No.10527159

>>10527148
Did I mention memory broken up into 64k segments like a DOS PC? (although the segmenting on 65816 is still much simpler and more logical than how it works on x86).

>> No.10527163

>>10527159
yes. on SNES it's just like pick a segment from $0-$FF instead of the utterly retarded relative segments on x86. but still not as nice as the flat 68k memory space.

>> No.10527174

>>10527148
plus it lets you set low color mode (2-bit color depth) which conserves space in small ROM games while MD has a fixed 4-bit color depth

>> No.10527179

>>10527174
>plus it lets you set low color mode (2-bit color depth) which conserves space in small ROM games while MD has a fixed 4-bit color depth

It's 3 bit color (8 colors per graphics object) while the normal mode is 4 bit (16 per object).

>> No.10527186

>>10527179
ok yeah i know. low color mode means tiles only use 16 bytes of memory same as NES while normal tiles take 32 bytes. it also takes 64 bytes to store Mode 7 objects.

>> No.10527192

>>10527174
Unfortunately 2bpp color looks pretty awful unless your goal is to make a glorified NES game with more background layers.

>> No.10527198
File: 6 KB, 256x224, Beethoven's 2nd SNES.png [View same] [iqdb] [saucenao] [google]
10527198

>>10527192
Usually you only see it in 4 megabit games where space is limited. One exception is Civilization which was 12 megabits and sticks to low color mode to maximize available ROM space as it was a port of a PC game that was originally over 4MB.

>> No.10527219

in general SNES games tend to be greedier in ROM space used due to three background layers, space-hogging Mode 7 objects, and sample-based sound which may be why there are lots of 32 megabit games while the Mega Drive had only 19 in total

>> No.10527236

In that spirit it's impressive how they shoehorned SMW into 4 megabits with the normal color depth and Mode 7 objects.

>> No.10527249

>>10526462
lolno. Japanese are better game designers but worse programmers compared to American/Europeans.

>> No.10527308

>>10527249
American have crappy composer

>> No.10527537

>>10527308
The fat man is great.

>> No.10527647

>>10527127
>You are the only one complaining about "cheat chips"
Nigga what? The faggot who acts like the SNES raped his family is the one who complains about cheat chips. I don't give a shit.

>> No.10527681

>>10527647
Is the Super Nintendo in the room with us right now?

>> No.10527685

>>10527681
Read the reply chain, but after you get better reading comprehension.

>> No.10527732

And all homebrew progress was lost.

>> No.10527895

>>10527685
Bro stop worrying about hardware, its just a game

>> No.10528574

>>10527219
Wasn't the Mega Drive the platform with a number of games to use Rob Northen Compression?
Meanwhile the Sūpā Famicon had games use a custom Run-Length Encoding format.

>> No.10528687

For me is FX fighters (SF EX1 or Tekken)

>> No.10528691

>>10528574
Bro this an American website, use the English names.

>> No.10528830

>>10528691
Give how he wrote supa, he had to use Google for that. Suupaa would be the same.

>> No.10528873

>>10528830
>he had to use Google for that.
No?
Try watching anime at some point in your life.

>> No.10529206

>>10527127
>scanlines on a GBC screen
dafuq is this chinacanery?

>> No.10529426

I've started translating the Famicom version of The Bard's Tales (a game released in the US a year afterwards but with a lot of changed or cut content, ROM size cut in half).

By that I mean I imported the alphabet and characters from the US version and translated one word, just as a proof of concept that I can do this. I don't actually speak Japanese so my plan is just to import the US version text and then I'll see how things go when I stumble on exclusive content like enemy names. Perhaps translators will be more likely to join if there is already work done.

Anyway the game uses an interesting compression technique for its characters: two subsequent characters are stored within a single 8*8 tile. The first colour in the palette is for the pixels only the first character uses, the second colour what only the second character use, and the third colour for shared pixels; and the output only uses a single colour. Smart technique. I had to redraw all the characters this way since the offset was different (9 was stored with A rather than with 8; and I need it to match the US version so that I can import the bytes of text as is)

>> No.10529489

>>10529426
It's a CHR RAM game; most CHR RAM games use compressed graphics. This and BT2 very much do need to be translated and fuck FCI US for halving the ROM size to save $5.

>> No.10529579

that's kind of a nice thing about NES homebrews. unless you're using CHR RAM you don't have to bother with the extra work of compressing graphics.

>> No.10529587

>>10529489
I've never hacked a CHR RAM game before, what does it entail? I did notice that graphics were stored at the end of the ROM as well as in the middle, I know that is possible, what else? Does this give me more freedom if I need to squeeze bits of texts here and there?

>> No.10529632

>>10529587
As was already mentioned, the tile and sprite data will be compressed and the method of doing so varies by game. Also like you have found out, tile data can be stored anywhere in the ROM although generally it's preferred to use a separate bank for it. Once copied into video RAM, the tiles may be manipulated on the fly; usually for animation or rotoscope effects.

Note that this is normal for all cartridge-based consoles and the NES's CHR ROM setup is unusual and not shared by anything other than the Neo Geo.

>> No.10529657

>>10529587
CHR RAM games use a writable buffer as a graphics page, giving the devs control over every pixel in it. Devs can do effects like Chaos melting in Final Fantasy and use whatever compression algorithms they want, but it's slow because they have to use the NES' limited CPU to do it. So I mostly see uncompressed graphics scattered throughout the ROM. CHR ROM was popular because while you couldn't edit graphics tiles, you could easily swap out one page for another to make fluid animations or transitions

>> No.10529668
File: 259 KB, 956x566, IMG_0937.jpg [View same] [iqdb] [saucenao] [google]
10529668

hey fellas, i have a korean(?) HKT-3010 dreamcast which I believe puts it at a VA0 model or an even weirder version of one.

gdemu doesn’t work on VA0 without some additional janky resistor mod iirc which leaves the MODE, usb-gdrom, gd-sata, and the phode for ODE options. does anyone have suggestions / input on what’s worth doing mod wise? MODE seems like the best but comes at the highest cost, and i’d like to still have a GD-ROM drive for use if possible, but that eliminates most of the ODE options I think.

>> No.10529870

>>10529657
>but it's slow because they have to use the NES' limited CPU to do it.
The issue was really that you cannot alter the CHR RAM while active screen render is in progress or you'll get corrupted graphics. You can only do it during blank.
>CHR ROM was popular because while you couldn't edit graphics tiles, you could easily swap out one page for another to make fluid animations or transitions
CHR ROM is raw, uncompressed graphics. They're instantly available at power on, can be swapped out instantly, and no compression, de-packing, or copying data required. They also do not take any space in the PRG ROM that could be used for additional sound, level data, or game logic; this was especially useful in the early days when there were only 16k or 32k ROMs.

>> No.10530178

if you play CHR RAM games there's usually a noticeable pause when switching screens although some of them like Mega Man are better at hiding it than others

>> No.10530316

>>10528873
>Try watching anime at some point in your life.
Pretty sure anime are subbed and even if they aren't, they do not write the - above latin letters.

>> No.10530323
File: 265 KB, 1280x665, Nintendo-Super-Famicom-Set-FL.png [View same] [iqdb] [saucenao] [google]
10530323

>>10530316
They don't.

>> No.10530330

Hello guys. I know there are some sites teaching how to develop for the NES, but they are quite limited in content. But what are the best sources to understand the video? How everything in it works, how the CPU uses the PPU, etc.

>> No.10530331

On more bump.

>> No.10530351

>>10530330
the PPU is the biggest overall headache to deal with because the registers aren't especially logically designed (a lot of latches and serial writes) and you can't touch anything except during blank. the screen attribute system is also a little strange and you have to refresh the OAM table every frame or at least every couple of frames or it loses its contents and you get corrupted sprites.

>> No.10530474

>>10530165
Pooyan is on four of the major 6502 platforms, all it needs yet is a VIC-20 and Atari 2600 port.

>> No.10530479

Anyone know if there's some obscure BR site or whatever where I can find Forbidden Memories mods?

>> No.10530495

>>10530479
>obscure BR site
Why BR?

>> No.10530539

I'm trying to use a ps2 emulator on my quest 3. For some reason every time I get an iso onto the quest it isn't there. I've tried downloading zips of isos directly onto the start and uploading them from my PC using sidequest. No idea what I'm doing wrong.

if I unzip directly on the quest it only leaves an empty folder. If I upload a folder with an iso directly from my PC, I still get an empty folder on the quest.

>> No.10530551

>>10530495
Forbidden Memories is really, really popular in South America, and I just threw BR in because they seem to spearhead a lot of modding communities down there.
It doesn't need to be a BR site. I just want a good place to get FM mods.

>> No.10530556

>>10530551
>Forbidden Memories is really, really popular in South America
Yet I don't see know many hues here that are into that game. Weird shit.

>> No.10530707
File: 153 KB, 1008x766, 376.jpg [View same] [iqdb] [saucenao] [google]
10530707

>>10530316
Never said anything about subtitles.
At any rate, it's not my fault that I'm aware of charmap.exe and foreign linguistics.

>> No.10530718

>>10529489
normally the way you structure a NES ROM is like so:

>core game engine
this is usually a fixed bank at $C000-$FFFF but some mappers like MMC1 let you swap it so multiple engines are possible. any PCM samples must go in here. usually it's the last 16k of the ROM but some mappers have undefined conditions at power on and may put any bank in $C000-$FFFF so you'll need to waste space with redundant boot code and CPU vectors in each bank.
>object code banks
these contain code and sound data specific to the level currently being played; they are swapped in and out of $8000-$BFFF as needed
>level bank
this bank contains level data. when a level is started, this is swapped into $8000-$BFFF, the data read to set up the level, and then switched out for the object bank.

as for graphics data, if it's a CHR RAM game you may place it wherever you want but usually it's divided by level and kept in the object code bank for the particular level using it. a typical 128k ROM game (the single most common PRG size) can have eight 16k banks.

>> No.10530734

concerning game boy graphics having 4 possible shade values, is it unreasonable to consolidate graphics information at 2bpp, 4 pixels per byte?

>> No.10530765

>>10530734
Gameboy graphics are 16 bytes per object same as NES so storage requirements are about the same (the code portion will be smaller as the Gameboy's CPU has better code density).

>> No.10530963

>>10530718
This is more-or-less also applicable to the Gameboy and Master System; the NES of course has mucho many mappers and banking granularities while they only have one.

>> No.10531121
File: 60 KB, 907x309, 1676456920140247.png [View same] [iqdb] [saucenao] [google]
10531121

I'm gonna cum

>> No.10531358

Think I'm going to have to restart my Metroid Desolation playthrough...as far as I can tell there is no way to leave the Ridley area without beating Ridley and I'm massively underprepared (4 Super Missiles, 34 Regular Missiles, 3 Energy Tanks). And I was never good at fighting this asshole to begin with.

>> No.10531496

>>10530707
You are deluded. No Japanese person ever uses - above latin letters. The only thing you are already is about reading english wikipedia about japanese topics.

>> No.10531498

>>10531496
>already
aware

>> No.10531852
File: 1.39 MB, 512x480, bt_trans.webm [View same] [iqdb] [saucenao] [google]
10531852

Some progress, here are the classes portraits that were cut from the US version

Importing the text has been surpringsly easy so far but tedious. Surpringsly I only stumbled on one piece of text that was longer in the US version (which I decided to cut because it was redundant), so I already managed to free some bytes which I'm sure will come in handy.

>> No.10531860

>>10531496
>>10531498
No, you're the one who is clearly deluded at this point.
I said I was aware of foreign linguistics, but I'd never mentioned *where* in particular.
>recognize usage of vowels with pronunciation characteristics from germanic, baltic, and romance languages
>āēīōū - prolonged vowels
>say, these can be quite useful
>suupaa/su-pa- ... sūpā
Wikipedia articles had nothing to do with any of this.
Just because you're an American [derogatory] and see the world map as
>USA <-+-> Not USA
doesn't give you the right to schizo shitpost.

>> No.10532249

>>10531860
I'm not even American, retard.

>> No.10532423

>>10532249
hence why i took the precaution of placing the brackets to suffix;
that way in the event you weren't a native burger, you'd still be subject to the same disgrace of having the qualities of a close minded ignoramus all the same.

>> No.10532675 [DELETED] 
File: 82 KB, 1199x710, luigi.jpg [View same] [iqdb] [saucenao] [google]
10532675

>download VLDC 12
>kaizo trash everywhere
What the hell happened?
Played until VLDC 9 and it used to be a very cool collab. Now there is "precise jump" autism and retry doors everywhere.

They also removed the "Worst" world. Why? It was fun to go through the trainwreck, snowflakes must've cried too much.

>> No.10532763
File: 2 KB, 125x123, mario.jpg [View same] [iqdb] [saucenao] [google]
10532763

Downloaded VLDC 12 and there is kaizo trash everywhere.

What the hell happened to that collab? Played until VLDC 9 and it used to be cool, none of that "precise jumping" autism.

They removed the usual "Worst" world too, where the lowest ranked entries went.

>> No.10532803

>>10532763
is that true??
I havent kept up with vldc since 9 as well, but what the fuck

>> No.10532854

>>10532803
There are many cool stages, but I've encountered too many obtusely hard levels to my liking. Kaizo is prohibited, but the spiteful faggots make them as close as possible as to *technically* not be kaizo. Far too many "retry door" stages that have no place in VLDC.
And it was fun to play the trainwreck of Worst, now there are trash levels scattered through out the map instead.

>> No.10532956

>>10532921
Right down to the most vanilla cartridge hardware possible (128k PRG+128k CHR+MMC1)

>> No.10532965

>>10532763
>>10532803
>>10532854
shame, worst world tends to have the most kino levels. from what i remember retry doors barely were even a thing in the early VLDC's, i only know worldpeace who did it often. my guess is that everyone just copied along what he made since his levels always scored so high.

>> No.10532975

well I'm glad they didn't mutilate the US release of NES Might & Magic anyway to save $2

>> No.10533104

What old consoles I can make games without need assembly and just use C? I saw a lot of people doing MD games using C, but why is not SNES the same?

>> No.10533128

>>10533104
>What old consoles I can make games without need assembly
You don't, lol. At least not if you're hoping to make an action game--C might be possible for a strategy or adventure title.

>> No.10533151

>>10533104
There alternative.

https://github.com/SNES-Dev/SNES-Dev

>> No.10533158

>>10533128
Not even PS1? I was sure PS1 games was coded in C.

>> No.10533159

>>10533104
Assembly isn't harder than C, arguably it's easier--not as abstract.

>> No.10533164

>>10533159
>Assembly isn't harder than C
Agreed. But it's one thing to learn one language, it's another to learn all the fuck ups stuff one console had so you could program in assembly for that console. Using C libraries is far easier.

>> No.10533175

>>10533164
>it's another to learn all the fuck ups stuff one console had so

that's part of the challenge. programmers complained PS1 was too easy so Sony responded by making PS2 much trickier and more dependent on bare metal coding. any coder worth his salt is like John Carmack and loves a challenge.

>> No.10533183

>>10533175
>John Carmack
Only good up to Quake 3. Everything else he did was not that much challenge, sadly.
Don't get me wrong, I have always been a fan of his work, but after Quake 3, you can ignore everything he did.

>> No.10533185

>>10533175
>programmers complained PS1 was too easy so Sony responded by making PS2 much trickier and more dependent on bare metal coding. any coder worth his salt is like John Carmack and loves a challenge
You're not wrong but 80s-90s programmers were familiar with the basics of doing logic and other such concepts. Those aren't really taught in school anymore so people today are too low IQ to code an Apple II in 6502 assembly language.

>> No.10533196
File: 83 KB, 500x500, mario that will visit your home.png [View same] [iqdb] [saucenao] [google]
10533196

>>10532965
>we also abolished the worst world completely, because we believe the times where the 10 lowest ranked levels get represented as "bad" are over
https://www.smwcentral.net/?p=viewthread&t=121819
Fucking piece of shit. Fucking goody-two-shoes cock gobling FAGGOT.
Can't "trigger" le frienderinos, there is "no bad, only less good :)" - Fuck you, man.

There ARE stages which better than others, it's the whole point of ranking all stages. The worst ranked are the worst, they ARE BAD and that was what was fun about them in a specific trashy world. Now we can't have a fun thing because Mr. Snowflake can't take hurting the fee-fees of his incompetent friends, he has to virtue-signal how considerate he is.

>> No.10533197

You're not wrong but at the same time nobody likes or wants to do SNES coding because it's a royal PITA compared to the Mega Drive.

>> No.10533204

just so you know, Micronics programmed their games in C so you can see how well pre-PS1 games run in a compiled language. enjoy your 12 fps, sucker.

>> No.10533206

>>10533151
>https://github.com/SNES-Dev/SNES-Dev
Any game done using that?

>> No.10533214
File: 323 KB, 512x512, mario..png [View same] [iqdb] [saucenao] [google]
10533214

>the announcement thread for VLDC 14 stated that Kaizo levels will be allowed in this contest for the first time
It's over. They succeeded in ruining VLDC.

No, no, no, can't have it as a cool collab as always. They HAD to include their kaizo retard friends.

>> No.10533264 [DELETED] 

imagine what kind of a lazy low T individual thinks he can cheese it by coding in HLLs

>> No.10533269

>>10513653
that koopa is chunky as fuck

>> No.10533270

>>10533204
Micronics were fucking retards just like you, there's plenty of homebrew NES games made in C that run fine

>> No.10533273

>>10533264
>lazy low T
Say that for people that coded games for PS1 and other retro consoles of that gen.

>> No.10533276

>>10533273
>for
to the

>> No.10533279

>>10533204
the 6502 is not well-suited to C at all

>> No.10533290

>>10533273
>Say that for people that coded games for PS1 and

With the PS1 Sony didn't let developers do bare metal coding, you wouldn't pass Q/C (only Naughty Dog actually did it and got away with it). Everyone complained so they made the PS2 more of a challenge.

>> No.10533369

retro systems in relative easy of difficulty in coding them

easy: C64, Colecovision, Master System, Gameboy, VIC-20, Mega Drive, PS1
medium: NES, Atari 8-bit, Gameboy, PC Engine, retro PCs, ZX Spectrum
masochist-tier: Apple II, N64, Saturn, Atari 2600, SNES

>> No.10533384

>>10533369
Saturn and N64 are only hard if you try to use certain advanced features of them.

>> No.10533446

>>10533369
>SNES
How come it got so many games?
>Apple II
Wait wat? I thought it was C64 level.

>> No.10533449

>>10533206
Not know one under radar.

>> No.10533454

>>10533446
>Wait wat? I thought it was C64 level.
Oh my no. XORing bitmaps around a really janky bitmap screen on a potato of a CPU and having a clicker for sound is not much fun.

>> No.10533461

>>10533446
the SNES got a lot of games because it dominated the Japanese market and anyway its library was skewed more towards slower paced stuff

>> No.10533469

>>10532763
Yeah, I've also lost interest in those hacks. I don't understand what is supposed to be "vanilla" about all the drawn out, boring horseshit that infests those collabs. It feels like they're trying to imitate JUMPteam hacks.
>>10533214
Source? That sounds retarded. There's already KLDC, so this would also be redundant.

>> No.10533489

>>10533454
The ZX Spectrum offers a similar experience but with a better, more user-friendly CPU and the color attribute system is much easier to understand.

>> No.10533502

>>10533214
They already combined Kaizo and OLDC, what is the need to ruin everything with Kaizoshit? Like, come on, you have your own contest for it, stop ruining other contests

>>10533469
https://smwc.me/1629693

>> No.10533538

>>10533204
>>10533270
>Micronics
>In 2007, an anonymous poster on the Japanese message board 2ch claimed that co-founder Yagi was just a college student when he started Micronics with the intent of developing original games, but being stuck doing porting work allegedly led to him ceasing to care about bugs or other quality control issues. How close this is to the truth may never be known...

>> No.10533565

>>10531121
Doesn't fix the slow text and badly-edited tile work oversights, impulsive coomer.

>> No.10533618

>>10533565
go home tilefag you're drunk

>> No.10533680

>>10533538
Lots of college kids were making games back then. You just needed a Famicom and an electronics journal where they printed the tech info for the console as well as a computer with a 6502 cross-assembler and an EPROM kit and then pitch your work to a publisher.

>> No.10534219

>>10533502
Lel, this kind of thing is why I don't interact with SMWC

>> No.10534279

>>10533618
>he thinks there's only one of us
But I like DX, too, even though it's a downgrade in all but the superficialities.

>> No.10534821

bump

>> No.10534841

>>10533538
Not everyone likes doing ports mostly because a lot of the time you don't get to pick the game you're porting. It's easier to make a good port when it's a game you like and feel passionate about.

>> No.10534865
File: 23 KB, 500x500, dkc1.jpg [View same] [iqdb] [saucenao] [google]
10534865

>>10533469
I deleted VLDC 12. There's kaizo trash even among the Best world.

Those fucking faggots destroyed VLDC, I'll never forgive them. It's a *Vanilla* contest, the name makes it clear what it is supposed to be.

The last good on was VLDC 9, apparently. #10 is just a bunch of bps files you'd have to manually turn each into a rom separately, no world map, and without an order of rating. And later entries all have kaizoshit contaminating them, with #14 explicitly accepting (despite the, you know, "VANILLA" on the title).

They should call it something else, instead of luring people into downloading the collab.

>> No.10535106
File: 1.91 MB, 512x480, bt_trans2.webm [View same] [iqdb] [saucenao] [google]
10535106

Translation import progress report, I got the entirety of the Adventurer's Guild menu , including changing the layout of the letters for the name creation screen, started on the character's Status screen (got the first screen but not the subscreens) and got the "Hold RESET to turn off" screen as well. For that one the layout and text isn't perfect but I did with what I could, I might come back to it to try and figure out how to change the layout at some point, it's seperate from the text itself.

>> No.10535126

BT2 should be the next project but it will be harder since it lacks a pre-existing translation.

>> No.10535138

>>10535126
I'll worry about a next project when I'm done with this one. There is another RPG I want to do: Dungeon Kid, because there is a 90% translation already available (a guide on gamefaqs, only thing it doesn't have translated is flavour text and there isn't a lot of it, like 3 screens worth at best). The problem is that the graphics are compressed, there is a tool to de/recompress them available, but using that tool I couldn't figure out how to import the characters I wanted without fucking up the rest of graphics....

>> No.10535140

>>10535126
or you know, we could just finish Tom Sawyer already since it's about half translated

>> No.10535462

>>10533489
>>10530323
>>10527681
>>10527685
Well than? You knew here?

https://www.youtube.com/watch?v=UgX2k-1r6wg

>> No.10535480

>>10535462
I'm not sure what a post about how Japs spell Super has anything to do with what you're talking about.

>> No.10535489

>>10510289
Why did Dr. Dahm/Zero swap Ash's head with Luigi's?

>> No.10535691

>>10510289
https://www.romhacking.net/hacks/1879/

>> No.10536005

>>10535480
Don’t you know France, the original otaku

>> No.10537690

bvmp

>> No.10537913

>>10512332
Boom

>> No.10538062

bump

>> No.10538352

Castlevania for Amiga: https://danteretrodev.itch.io/akumajou-dracula-aga

>> No.10538361

>>10520206
Ida/ghidra and cheat engine for a debugger.

>> No.10539406

>>10538352
Cool mate. Is there Super Nintendo port of Castlevania Chronicle remake?

>> No.10539589

>>10538352
Scorpion Engine has made Amiga-dev so goddamn boring.
>another week, another janky 'port' with cracks showing everywhere because every amateur hour clown-shoes can do it now

>> No.10539602

>>10539589
>another week, another janky 'port' with cracks showing everywhere because every amateur hour clown-shoes can do it now
>now
Uh...

https://www.youtube.com/watch?v=6RDgt26Zcio

>> No.10539604

>>10533183
idtech4, while not the most practical engine, was definitely pushing the envelope and quite and ambitious. Normal maps everywhere, never before seen commitment to realtime lighting and shadows, those cool terminal interfaces, one of the last engines to support non-RT mirrors. 5 and its console-centric crap was rather lame, though. Doom 3 was downgraded to work on it.

>> No.10539606

>>10539602
The point is there are hardly any interesting, original, soulful projects for it being announced anymore. It's just dorks 'porting' old games over with this new engine. C64 has a far more interesting scene. At least Devil's Temple was kinda cool.

>> No.10539621

>>10539602
Another thing to keep in mind about that port is it was the 80s and they had to 'eyeball' a lot of shit. There weren't refined tools and perfectly ripped assets just lying around like today.

>> No.10539630

>>10539606
>It's just dorks 'porting' old games over with this new engine.
If I didn't hear it was done in 68k assembly language they can sod off.

>> No.10539640
File: 78 KB, 256x224, newsimage2999a.gif [View same] [iqdb] [saucenao] [google]
10539640

>front page announcement for a hack that just changes the playable character sprites and snippets of text with no new mechanics, graphics, music, levels, or anything else of significance
I do so ponder the demographics.

>> No.10539712

>>10539640
News on romhacking.net is user submitted. It actively encourages you to write something for the front page when you submit stuff. I had the option when I posted my utility but I never got around to it

>> No.10539787

>>10514412
It's a demo of Onegai My Melody by Big Brawler. Thanks for labeling it anon bangup job.

>> No.10539980

>>10539589
So it would be better if there were no games instead?

>> No.10540135

>>10539787
I thought he only played romhacks

>> No.10540340

What is the name of OP's hack/homebrew?

>> No.10540535

>>10539640
third world lgbtqp+

>> No.10540587

Andaron Saga is great and no amount of Reddit shilling will convince me otherwise.

>> No.10540637

>>10539980
I'd prefer games not made with lazy Game Maker software because Millenial tard can't grasp anything but Java script.

>> No.10540669

>>10540340
Super Mario /v/orld Moot Point
https://longc.at/vorld2.html

>> No.10540779

>>10539640
ojisans

>> No.10540927

>>10539604
Yes, you are right. I forgot about idtech4.

>> No.10541023

>>10539406
>>10540340
Forgot about it.
https://www.youtube.com/watch?v=Xq91yIPLf-M&si=8SCKqttks8nAm_D5

>> No.10541182

Is there a difference between learn2kaizo and 2kaizo2learn for an absolute beginner?

>> No.10542002

>>10521207
think of CNROM as like NROM but with more graphics sets

>> No.10542008

>>10542002
you can have slightly longer games as CNROM usually puts the level data in the CHR ROM so saving some PRG space for other stuff

>> No.10542019
File: 103 KB, 1000x1000, 1703319518792753.png [View same] [iqdb] [saucenao] [google]
10542019

Best romhacks of all time?

>> No.10542396

I was here six months ago asking what new aftermarket rom dumps had been since I was last here. Anyone have anything new?

>> No.10542754
File: 2 KB, 256x240, Eno&#039;s Dark World_006.png [View same] [iqdb] [saucenao] [google]
10542754

>>10533196
>>10533214
What happened to SMWCentral?
It was comfy early on, now it's identical to that certain forum I've been years ago, that I got shadowbanned because I have "insufficient priviledge" now, bitch I post commonly there and even participated in some threads, tho it was a blessing to unbind me since that and the thread that cleaned my mind, SMWCentral, like that other forum I mentioned, has discord mods who rules are thee but not for me when it comes to off-topic politics, when it had nothing to do with the discussion in the first place.

>> No.10543590

>>10542754
Are you conspicuously avoiding naming r*ddit, or some other site? Please name it.

>> No.10543595

>>10541182
>kaizo
It's one thing to waste your youth playing video games. Even hard video games. But to waste your youth savescumming to shitty gimmick hacks, I think is a bridge too far.

>> No.10543620

Does anyone know where the optimized version of Mario 64 that Maze made can be found, and can it run on everdrive? Also is there are optimized version of OOT as well thanks to the decomp?

>> No.10543646 [SPOILER] 
File: 7 KB, 480x320, porn_social_link.png [View same] [iqdb] [saucenao] [google]
10543646

If you're good at it, you can also direct porn movies: https://c3-project.itch.io/c3/devlog/655857/porn-director

>> No.10543647
File: 2 KB, 256x240, Eno&#039;s Dark World_007.png [View same] [iqdb] [saucenao] [google]
10543647

>>10543590
It's SRB2Forum.
https://mb.srb2.org/threads/hogwarts-legacy.37479/

>> No.10543934

>>10543646
What if I'm not good at it

>> No.10543964
File: 5 KB, 256x240, bardtalesmod5 - Copy (4)_000.png [View same] [iqdb] [saucenao] [google]
10543964

Some progress, got about 75-80% of the player's menu translated, I managed to change the placement of character and item names when looking at or using / discarding / trading items as it differs depending on the language. Then I've done most of the equipment shop and I've started translating item names (lists like this are the easy part).

Thankfully there is a lot of free space in the Japanese version, though not in every bank, so in some cases I had to take some liberties and simplify some things. I'm also fixing inconsistencies with spacing and capitalization for item names.

So it's now possible to create/manage characters, exit the guild and go to the shop, buy some starting equipment / items, equip/use those, and save.

>> No.10543967
File: 33 KB, 480x320, colorao_ray_attack.png [View same] [iqdb] [saucenao] [google]
10543967

>>10543934
It's a way of speaking, anon.

>> No.10544452

>>10543620
Another is there are optimized version of CV64?

>> No.10544865

>>10519168
You sound upset.

>> No.10544869

>>10513261
>pure assembly
How bad could it be?
Sounds like a piece of cake. Never did coding before, btw.

>> No.10544962

https://youtu.be/Cj0WNfTIAwY

>> No.10544986

>>10543964
>Thankfully there is a lot of free space in the Japanese version
The ROM download on wowroms is about 140k compressed suggesting close to half the space is not used (the US ROM is 78k compressed so that also has a fair bit of unused space)

>> No.10545046

>>10544986
know what's amusing? check out Pool of Radiance. that's one of the largest NES games by ROM size (512k PRG+128k CHR) yet if you disassemble it there is a lot of unused space in there. what a waste; the game really could have gotten away with a 256k PRG.

>> No.10545119

>>10545046
>>10544986
>>10543964
surprisingly few games use all of their ROM space, normally there is always some leftover. although sometimes you can be surprised at how much is wasted, one example I remember was Bugs Bunny Crazy Castle which had 96k total ROM and uses less than half of it--it could have almost fit into NROM size.

>> No.10545151

>>10545119
https://www.youtube.com/watch?v=vmqWmLZQRMo

It has a couple unique graphics sets but there's only a couple of sprites that repeat for the entire game so I don't think it even uses all of a single 256 object sprite table.

>> No.10546098

bump

>> No.10546174

>>10539640
Does this port everything the mobile port had?
https://youtu.be/mFoXwrOfxBI?si=doUps4vTjgXpH6vG

>> No.10546678

>>10546174
No, because it's not attempting to do so in the first place. Roll-chan hacks are primarily sprite replacers, with small modifications to the story bits to accommodate Roll instead of Rock. Roll has access to special weapons, she can't charge if Rock couldn't charge in the original game, Tango replaces Rush, etc.
Even the sprites are original and not ported from Rockman Mobile.

>> No.10547048

>>10539640
>appending a "-chan" to Roll's name simply because the hacker wants it to rhyme with Mega Man/Rockman
Cringe and forced.

>> No.10547349

>>10531358
Follow-up, I finished the true ending for Desolation. Having the "NG+" with a completely different route through the game was very unexpected but welcome. The Ridley and Yakuza fights were a bit too brutal but otherwise a really solid and original feeling Metroid experience.

>> No.10548406
File: 2.22 MB, 512x480, bt_trans3.webm [View same] [iqdb] [saucenao] [google]
10548406

Some progress, got the item shop done as well as the item list, the player menu when exploring + the list of songs, spells, and names for the monster companions you can cast (there is an issue with how it erases the previous line when casting but I'll fix it); and now just did the first pub.

>> No.10548412

>>10548406
very nice, keep it up.

>> No.10548792

>>10514582
>the translation still isn't combined with the RAM expansion hack
Jesus why?

>> No.10549191

Are there any hacks that remove the need super superfx chip from snes games so you can play them on cheaper flash carts? (ie yoshi's island?)

>> No.10549227

>>10544962
cool!

>> No.10549301

>>10549191
No, you'd need to code the whole game from scratch for that, and it wouldn't be same game afterwards anyway

>> No.10549395

>>10549301
Frick.
I was hoping that only certain parts of the game access the fx-chip and you could just kind of cut the calls to it.

REEEEEEEEEEEEEEEEEEEEEE

>> No.10549713 [DELETED] 

>>10539640
I'm ok with this if it's not from the pedos that made other versions.

>> No.10549736

>>10520924
>>10522778
Y'think that's another stolen hack?

>> No.10549748

>>10520924
>or a place to even buy it anywhere, even on pacnsac'd site
The link on his site for this points to Patreon.

>> No.10549834 [DELETED] 

>>10549713
>muh pedo
go back

>> No.10549856 [DELETED] 

>>10549834
Ligma

>> No.10549874

>>10549856
balls

>> No.10550119 [DELETED] 

>>10549713
other versions..?

>> No.10550647 [DELETED] 

>>10549713
>>10549856
Are you the one lurking faggot that streams jarpig romhacks and ask this question all the time?

>> No.10550662

>>10546678
The mobile screen looks better, they should just have an option to have a recreation of that+the Where the Wind Blows arrangement.

>> No.10550679

>>10547048
and you'd be clapping the day Capcom finally does it

>> No.10550683
File: 767 KB, 500x271, gohan_sleep.gif [View same] [iqdb] [saucenao] [google]
10550683

>>10547048
>"Roll"

>> No.10550774 [DELETED] 

>>10550647
No, I'm the one glownigger with a frontal lobe

>> No.10551295

>>10550662
Zynk doesn't know how to do anything more advanced than play with graphics editors, so you'll have to do it yourself.

>> No.10551454 [DELETED] 

>>10550647
No, I'm not your personal boogeyman.

>> No.10551657

>>10550679
No, unlike you, I don't defend slop simply because it's being served.

>>10550683
>thinks calling the name of the game after the character is the only method
Something like Mega Man: Roll Edition would be better without sounding forced.

>> No.10551786 [DELETED] 

>>10551454
and you're still a giant faggot.

>> No.10551796
File: 21 KB, 255x290, eddy laffin.jpg [View same] [iqdb] [saucenao] [google]
10551796

>>10551657
>Edtion
Kek, he's crying it's not labeled like some shitty Bethesda or Rocksteady game.
Pathetic.

>> No.10552054 [DELETED] 

>>10551786
Your opinion never mattered, pedo.

>> No.10552082

Graphics hacks will forever dominate the hacking scene with no end in sight.

>> No.10552240

>>10552239

new thread because the old one is about to reach the two week mark

>> No.10552383

>>10552082
And That's A Good Thing

>> No.10552415

>>10552082
In what, sheer number? They're the easiest type of hack to make so I wouldn't be surprised. It's not like they spark discussion, make anybody's top 10 lists, or are otherwise prominent. It's like saying mobile shovelware dominates the gaming scene.

>> No.10552916 [DELETED] 

>>10552054
Are you a f*minist?

>> No.10552969

>>10531852
Sweet

>> No.10553063 [DELETED] 

>>10552916
No, why would I? What a random schizo idea.

>> No.10553113 [DELETED] 

>>10553063
So is your "pedo" idea.