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/vr/ - Retro Games


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11055448 No.11055448 [Reply] [Original]

Previous Thread: >>11018932

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
romhacks.org
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

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/

Amigadev:
eab.abime.net

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

>> No.11055834

what console should I develop for?

>> No.11055852

>>11055834
ColecoVision

>> No.11055884

>>11055834
depends what you want to make

>> No.11056092

>>11055834
Mega Drive. Best combination of being easy to develop for, having enough power to do most things, and having a large community of active developers to offer support.
https://github.com/Stephane-D/SGDK

>> No.11056119
File: 8 KB, 480x320, burping.png [View same] [iqdb] [saucenao] [google]
11056119

Reposting burps for the neighbor: https://webmshare.com/play/qOo8Q
Alt link: https://files.catbox.moe/k9xu2j.webm

>> No.11056305

>>11055834
All the ones you're capable of developing for. Pic related.

>> No.11056502

>>11056305
where's the pic

>> No.11056508
File: 102 KB, 228x271, goldeneye_face.png [View same] [iqdb] [saucenao] [google]
11056508

>>11056502

>> No.11056546

>>11056508
fug

>> No.11056575 [SPOILER] 
File: 16 KB, 200x200, console dev.jpg [View same] [iqdb] [saucenao] [google]
11056575

>>11056502

>> No.11056806

>>11055834
Super Nintendo: https://twitter.com/alekmaul/status/1800169790977540587

>> No.11056981 [DELETED] 

>>11056806
>Super Nintendo
>far less capable hardware
>far more difficult to develop for
There is no reason to develop for the SNES instead of the Mega Drive. That's why there are tons of new Mega Drive games and virtually zero new SNES games.

>> No.11056994 [DELETED] 

>>11056981
>Mega Drive.
>Shitty colors.
>Shitty sound.
>Shitty gamepad.
>Shitty mascot.
>Bankrupt company.
You're a failure like sega.

>> No.11057061 [DELETED] 

>>11056981
Holy ESL

>> No.11057069 [DELETED] 
File: 551 KB, 1279x1120, 1719046431242.png [View same] [iqdb] [saucenao] [google]
11057069

>>11056994
>Shitty colors.
Not true, pic related. Mega Drive was actually better than SNES at bright and vivid colours.
>Shitty sound.
Not true.
https://www.youtube.com/watch?v=qFng5qjbVVc
https://www.youtube.com/watch?v=4_Eg_AebChI
https://www.youtube.com/watch?v=DDDEc3cXe2g
Mega Drive actually had more channels, higher bit rate, and higher sample rate than SNES, so under the right talents it was capable of higher quality audio.
>Shitty gamepad.
>Shitty mascot.
>Bankrupt company.
Oh I see, you're just an assblasted console warrior. Go fight you're console wars elsewhere, this thread is for homebrew and programming discussion.

>> No.11057081 [DELETED] 

>>11057069
He said, while writing a post that specifically perpetuates said console wars.
Learn to ignore, buddy.

>> No.11057089 [DELETED] 

>>11057081
>setting the record straight on hardware capabilities and technical specs is console warring!!
No, I don't believe it is. Get the fuck out and go console war elsewhere.

>> No.11057102 [DELETED] 

Ah, my mistake. It seems you were both console warriors after all and I should have taken my own advice and ignored the both of you.

>> No.11057112 [DELETED] 

>>11057089
Fuck off, you slimey tranny. No one was giving a flying fuck about muh console capabilities until you threw the first stone, targeting the one post mentioning the SNES as you always do.

>> No.11057140 [DELETED] 

>>11057112
>you threw the first stone, targeting the one post mentioning the SNES
Anyone who suggests the SNES as a viable homebrew development platform is doing so disingenuously, unless they also mention the OBJECTIVE FACT that it has worst hardware capabilities and is simultaneously much harder to develop for. This is why SNES homebrews are a trickle and barely existing, whilst Mega Drive homebrews have been thriving for decades. This is a relevant point to make for someone assessing development platforms. Sorry you don't like the truth when it doesn't fit you're narrative.

>> No.11057172 [DELETED] 

Oh yeah, that's prime console war faggotry. There's no such thing as something being unviable to develop for.
Report, Hide, Ignore.

>> No.11057315

https://www.segasaturnshiro.com/2024/06/28/radiant-silvergun-patch-adds-new-scoring-system-two-button-playstyle/

>> No.11057320

>>11057315
>Danthrax is a contributor to the Shiro Media Group, writing stories for the website when Saturn news breaks. While he was a Sega Genesis kid in the ’90s, he didn’t get a Saturn until 2018.
Hmm

>> No.11057484 [DELETED] 

>>11056994
>>11057061
nintoddlers. lol.

>> No.11057594 [DELETED] 

>>11057484
Segautism

>> No.11057665

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

>> No.11057682

>>11057665
because no one would care

>> No.11057851

>>11057665
I have a severe deficiency of vitamin needs likes and upvotes from tards

>> No.11057872

>>11057851
you can do it anonymously

>> No.11058037

>>11057872
what’s the point of doing it anon? people spend hundreds of hours on this stuff no normal person cares about in order to get the attention of mentally ill idiots on the internet

>> No.11058082

>>11057872
I have a severe deficiency of vitamin needs likes and upvotes from tards anonymously

>> No.11058089

>>11057665
because I only care about the turbografx and there isn't a braindead easy way to get started like there is for other consoles

>> No.11058285

>>11058089
All you need to get started is a hex editor. Just start mapping out data offsets for text, graphics, code, etc.

>> No.11058418

>>11058285
But other consoles have disassemblers where I don’t have to do or know anything. The disassembler spits out assembly code and all I have to do is add comments and rename functions based on what I can bruteforce in a debugger.

>> No.11058505

Zelda II for SNES
https://x.com/infidelity_nes/status/1807020867454488881

>> No.11058656

>>11058285
No. That's not all he needs and not all you need. Let's put aside the part about how it's inconceivably stupid to not use better tools. You're simply incapable of doing that. Also, that's not disassembly. Seems you're actually incapable of understanding that a disassembly even is.
>>11058418
There are tools that do what you're asking for. But if you can't even find them, how do you imagine you're going to use them?

>> No.11058976

>>11058656
There are not those tools for turbografx. The best turbografx disassembler still requires a ton of manual effort to get to something that can be recompiled to a matching binary. For other platforms the initial disassembly is completely automated.

>> No.11059512

>>11058656
I didn't say it's all he needs, I said it's all he needs *to get started*. The reality is that "making a disassembly" is just as much about dealing with data as with assembly code. People who've never done it before probably lack an understanding of data representation in general, and need to develop it. Pull out a hex editor and throw a tile viewer alongside and now you have three representations. My first step when looking at a new game is always to first map out any big blocks of text and graphics using those tools, narrowing down what actually needs to be disassembled. The text gives me a hook, if there's an in-game event I'm interested in the code for I can find the text first and then set a watchpoint there in the debugger to get a stackdump as the code prints it. For a more arcadey game with less text I would probably do a cheat/RAM search instead to find a variable to set a watchpoint on.
>>11058976
I don't know what platforms you're thinking of where disassembler output can be recompiled to a matching ROM without any manual fixups. Maybe things have changed but automated full-game disassemblers always seemed kind of shit. Especially for platforms with 8-bit instructions they tend to get confused by data, whether it's inline or in separate blocks, and require tons of manual correction to fix. Disassembling even at most a bank/page at a time is always going to require going in later with a debugger and fixing things up. Without a decent debugging emulator it would certainly be more painful.

>> No.11059604

>>11059512
Gameboy disassembly is piss easy. There are emulators that spit out all of the addresses for data and code and the disassembler sorts it all out for you. Literally all you need to do at the end is add comments and rename functions. It’s trivially easy as far as disassembly projects go. I can’t comment on other systems.

>> No.11059624

>>11053286
>"fangame"
Wdym by quotations as if it's sarcasm or such?

>> No.11059832
File: 246 KB, 1920x1079, smb_disasm.png [View same] [iqdb] [saucenao] [google]
11059832

>>11058089
> TG16 disasm
It's a 65C02 machine, it's not an uncommon processor, tools exist, but what you'd really need to make your life not a living hell is an emulator with a step through debugger and an assembler with label support. pic related.
Mesen is wondeful for dev and debugging and Sour is adding support for more systems lately so there is hope!
>>11058285
> All you need is a hex editor.
I mean you could do calculus with a paper and pencil too, you're not wrong, but good god without a disassembler and step thru debugger you're making an already ridiculously long and tedious task that much longer and that much more ridiculous
>>11059604
> _x is tRiViaL
cool man i can't wait to see all of the disassemblies you've made! super easy. barely an inconvenience.
>>11057665
> Why haven't you started a disassembly of your favorite game, anon?
I have started a few actually, but, i've only disassembled and labeled whatever code and memory i need for a given project. Anything more than that is too much work and doesn't interest me long enough to complete.
I have a hard enough time finishing projects as it is...

>> No.11059987

>>11058976
Are you actually arguing that tools for disassembling a mario game don't exist for a system that game doesn't exist for?
>>11059512
>to get started
My bad, I just assumed that meant to get started with "making a disassembly". All a hex editor will get him started with is asking "what am I even looking at?" He'll never get to the mapping out data because he lacks what's fundamentally required to get started. A brain larger than a walnut.

>> No.11060010

>>11059832
>It's a 65C02 machine
It's not. It's one thing to make that simplification in casual conversation. Doing it in a discussion about making a disassembly indicates an acute lack of understanding of the subject.

>> No.11060037

>>11059832
Does WLA-DX support labels?

>> No.11060064

>>11060010
> TG16 isn't 65C02
thought it was a 65C02 with a couple extra custom opcodes? educate me
>>11060037
> Does WLA-DX support labels?
yes, and WLA-DX is wonderful in that it supports a bunch of systems, but the labels are a bit ...lacking and barebones compared to specific assembler solutions for a specific console like ASM6F / NES. i've wrote a powershell script to convert the generated .SYM file to .MLB and import them into Mesen, which works well enough for marking ROM addresses, but .SYM doesn't extend into marking regsiters, RAM locations, or comments. ...as far as i know anyway, i don't know everything and won't pretend to.
WLA-DX's killer feature is the .BACKGROUND directive, which allows you to hotpatch code on top of an existing ROM file, so every time you make changes to a romhack you can apply it directly on top of a fresh ROM.

>> No.11060251

>>11060064
>thought it was a 65C02 with a couple extra custom opcodes? educate me
Start by counting the empty squares on the opcode matrix for each?
There are more than just a couple that are merely nice additions that probably should have been there in the 6502. There are as many again that are used for a whole new set of features for dealing with memory banking and transfers.

>> No.11060287

>>11060064
The HuC6280 is a Rockwell 65C02 derivative with slight changes, additional opcodes and a relocated zero page/stack. For the opcodes, your starting point should be the matrix at: https://www.chrismcovell.com/PCEdev/HuC6280_opcodes.html

>> No.11060296
File: 131 KB, 1068x1080, tg16_inst.png [View same] [iqdb] [saucenao] [google]
11060296

>>11060251
> opcode matrix
ah yeah lets see, bytecode matrix matches up with 6502 / 65C02, they are similar for sure, what have we here...
> swap registers
nifty, the gameboy added that too compared to the original Z80
> test bits
good addition, you're limited to BIT testing memory only with the original 6502
> branch subroutine
cool i guess, saves a step
> clear registers
neat but kind of unnecessary, saves a byte from LD_ #$0
> transfer block
HUGE addition. the SNES has this too. DMA transfers save a bunch of time.
> memory bankswitching
Nice that it's built in instead of in the cartridges like the NES
> verdict
yeah i could see these new instructions being used enough that 65C02 decomp tools would struggle and get misaligned easily, you could use them in theory and just watch out for the x2, x3 and x4 rows.
i totally agree that these are smart and clever additions to the instruction set, and would just make coding for it a bit faster and a touch more elegant than the '02 or the 'C02.

>> No.11060352

>>11060296
>> branch subroutine
>cool i guess, saves a step
saves a byte but adds a cycle, not all that useful in practice
>> transfer block
>HUGE addition.
you need to be careful as the transfer blocks IRQs until it is complete
>Nice that it's built in instead of in the cartridges like the NES
wait until you discover the pc engine port of street fighter 2

>> No.11060386

>>11060296
>> swap registers
>nifty, the gameboy added that too compared to the original Z80
I hate to be that guy, but the GB CPU doesn't have a second register set. That's a Z80 thing. All the GB's swap instruction does is swap the high and low nibbles of the accumulator and nothing more.

>> No.11060426
File: 39 KB, 480x320, strong_shit.png [View same] [iqdb] [saucenao] [google]
11060426

Now on Mondays it hits harder: https://webmshare.com/play/qODor
Alt link: https://files.catbox.moe/4anulv.webm

>> No.11060460

>>11055448
>My shitpost pic from last thread became the OP image in the new thread
Neat.

>> No.11060480

>>11058505
archive.org link already nuked apparently. Got something you can upload to catbox?

>> No.11060509

New pre-patched games -

>Getsu Fuma Gaiden.nes
https://files.catbox.moe/pfw6d9.zip
(v. 1.1) (Japanese-language hack - didn't work on Nestopia, but does on FCEUX) https://www.romhacking.net/hacks/8705/

>MEGA GIANT MARIO BROS.nes
https://files.catbox.moe/dkyt84.nes
(v. 1.1) https://www.romhacking.net/hacks/8701/

>Ninja Gaiden - Way of the Samurai.nes
https://files.catbox.moe/bqxs2o.nes
(v. 1.0) https://www.romhacking.net/hacks/8706/

>Pokémon Clover.gba
https://files.catbox.moe/o2ihok.gba
(v. 1.3.3) (latest update: not on CDRomance) https://poclo.net/

>Super Mario /v/orld.sfc
https://files.catbox.moe/6369aw.zip
(v. 1.33) https://longc.at/vorld1.html

>Super Mario /v/orld 2 - Moot Point.sfc
https://files.catbox.moe/pf3trm.zip
(v. 1.1) https://longc.at/vorld2.html

>Super Mario /v/orld 3 - New Vegas
with fan art from site included
https://files.catbox.moe/gk3ctj.zip
without fan art included (much smaller download)
https://files.catbox.moe/qjn6xc.zip
(v. 1.09) https://longc.at/vorld3.html

>Super Mario World - Call of Cthulhu.sfc
https://files.catbox.moe/xcylje.sfc
(unknown version)

>Super Mario World - Short4Sure.sfc
https://files.catbox.moe/clsq99.smc
(unknown version, but says 2023 on title screen - credit to an anon from last thread that posted this file) (hack by an /hbg/ anon)

>> No.11060682

>>11060480
he's the type of retard to delete older versions and make new uploads when he could just put in them in the same one
https://archive.org/details/@infidelity

>> No.11060698

is snes homebrew still awful or not?

>> No.11060745

>>11060698
git gud

>> No.11060798

>>11060698
Yes, and it always will be, and I'll always be laughing to see it being left in the dust.

>> No.11060831

>>11060698
i like supercooked

>> No.11061465
File: 422 KB, 648x497, alishas_adv.png [View same] [iqdb] [saucenao] [google]
11061465

>>11060698
> snes homebrew
pvSNESlib has been make yoooge strides lately so hopefully we will start seeing the fruit of that... shit takes time...

>> No.11061885

>>11060509
For short4sure, I believe that's the only version of the hack posted. It's by an artist named DOSE.
>>11060480
For the sake of preservation, I have the old version here.
https://files.catbox.moe/2rbeq5.rar

>> No.11061926

>>11055834
GBA or PS1

>> No.11062073

Any notable Super Metroid hacks? Just dropped Super Duper Metroid since I wasn't a fan of the idea of suitless Maridia

>> No.11062079

>>11062073
Off the top of my head
Hyper Metroid
Subversion
VITALITY
Super Junkoid
Ascent

>> No.11062182

>>11055834
I'd wanna see if Popcap games like Peggle 2 could be ported to 4th gen like the Mega Drive/ Genesis.
Also we need a Sonic Spinball 2...

>> No.11062478

https://www.youtube.com/watch?v=Pv-Xw8bGbdQ

>> No.11062575

https://files.catbox.moe/ahlj12.mp4
Not sure where else to post this. Critiques?

>> No.11062578

>>11062079
These are generally considered the top ones, yeah. Especially Subversion and Ascent.

>> No.11062582

>>11062575
Neo Geo? What game? I don't like the 0:50 part.

>> No.11062596

>>11062582
Genesis rendition of this: https://www.youtube.com/watch?v=wWOhR8_eCnU
For 0:50 I could have had a pretty convincing overdriven guitar I had an extra FM channel.

>> No.11062774

>>11061465
jizz all over it.

>> No.11062780
File: 250 KB, 1024x959, 1719752437955685.jpg [View same] [iqdb] [saucenao] [google]
11062780

>>11060798

>> No.11062830

>>11062478
This looks like garbage.
>SNES
I see, carry on then.

>> No.11062879

>>11062830
>prototype
>shitpost

>> No.11063315

>>11062830
>I'm not a faggot console warrior btw

>> No.11063432
File: 550 KB, 1426x1386, Dossy95.png [View same] [iqdb] [saucenao] [google]
11063432

>>11061885
Yes I did that hack, it was a 4 day thing. It never received any updates, as there was nothing to fix really

>> No.11063501

Journalist mode just dropped
https://cdromance.org/psx-iso/crash-bandicoot-quality-of-life-hack/

>> No.11064015 [DELETED] 
File: 691 KB, 1284x860, Wikipedia deleting articles about US involvement in 2014 Euromaidan in Ukraine .png [View same] [iqdb] [saucenao] [google]
11064015

Gem thread

>> No.11064153

>>11061465
Cool games
https://www.youtube.com/watch?v=pDJE3AQ9U7I

>> No.11064337

>>11060509
You should include Super 8, the SMW hack released in the previous thread.
https://files.catbox.moe/j6356x.smc

>> No.11065161
File: 517 KB, 1280x1912, IMG_0996.jpg [View same] [iqdb] [saucenao] [google]
11065161

>>11058505
Let’s go!!

https://www.youtube.com/watch?v=sa0UHA_-4iY

>> No.11065503

https://www.youtube.com/watch?v=C8g-b79Ua0Y

>> No.11065743

>>11060698
https://www.youtube.com/playlist?list=PLZl3Kk9xTf0sl_2LwuBrORAjLge1mGGHe

>> No.11066357

>>11065743
Why don't you make games using them? Posting tutorials for others instead of making and posting your own stuff is bullshit.

>> No.11066371

>>11066357
Nobody wants to make SNES games.

>> No.11066405

>>11065503
This is a level that was submitted to their Discord contest where the levels were posted as .ok64.Course files made with TarmacToolkit and combined into one hack.
The hack: https://files.catbox.moe/mhq3gg.7z
The editor: https://files.catbox.moe/u0j800.7z
Mario /v/art 64 when?

>> No.11066417
File: 46 KB, 190x190, diagonal_mario.png [View same] [iqdb] [saucenao] [google]
11066417

>>11066357
I love seeing tutorial vods. When i started NES romhacking and dev years ago, the youtube videos were basically non existent. Now there are tons of them and it's a wonderful thing. I wish i had resources like this when i was doing Nerdy Nights, combing though NESdev posts, ancient documents and wikis to scrounge whatever i could when i needed and try to get it straight in my head. It is sooooo much easier now to get started and it's truly wonderful.
> y u no post game
Plenty of people are and have posted games and romhacks they have made or are making on here. Posting tutorial vods like these might lead to someone making their own SNES game with C / pvSNESlib. /hbg/ should absolutely be a place where we post video tutorials, especially new ones like these, because they are valuable. pvSNESlib has made huge strides lately and i love seeing the state of the art of making SNES games, especially because the system has been historically difficult to develop for and the SNES hardware features can be a real bitch to wrap your head around.
The RGMX SNES series really helped me a ton understanding the archtecture, and i've referred to it tons of times times when romhacking.
https://www.youtube.com/watch?v=57ibhDU2SAI&list=PLHQ0utQyFw5KCcj1ljIhExH_lvGwfn6GV&pp=iAQB

>> No.11066429

>>11066417
You have posted the same snes vids over and over. If people don't make snes homebrew, it isn't because they can't find those vids. People smart enough to make snes games can find more and better tutorials that what you've posted without your help. Again, you should focus on making and posting snes games instead of spamming.

>> No.11066470

>>11066429
Something sounded off about this, so I had a look in the archives. He's not been spamming at all. Each video in the playlist link posted only once or twice, some not at all. The playlist link itself having never been posted until now. Meanwhile, the video link has been posted eight times over a span of four years.
This is somehow spam to you? Get the fuck outta here with this piss poor attempt at trolling. He's providing resources. All you're doing is bitching.

>> No.11066505

kino inbound https://x.com/falco_girgis/status/1808716484564091198

>> No.11066556
File: 717 KB, 2192x1444, xstation_20230320_183532.jpg [View same] [iqdb] [saucenao] [google]
11066556

>>11066505
asbsolutely fuckin based. i have a GD-EMU dreamcast optical drive emulator i haven't gotten around to installing yet and when this gets released i am absolutely solderin that baby in for the occasion.

>> No.11066661
File: 16 KB, 598x536, file.png [View same] [iqdb] [saucenao] [google]
11066661

Been playing through a pack of homebrew GB games and got to The Machine yesterday. I've had a lot of fun with it, it's a lot like Way of the Samurai on the PS2 in that you get plopped into the world and the paths you take branch in all sorts of ways. The game is short and divided into 3 main chapters, and you're expected to replay it several times to see everything. For example, my playthroughs went like:

Failed the placement exam, had to take a lower class job. Became a policeman and brutalized the lower class, became crooked and a fixer for a crime boss, helped rig an election and then assassinate a candidate. Got promoted to detective on the force to help cover up a murder, and finally took over the mob after the boss got killed for pissing someone off (who I was ironically promoted to detective for to fail to solve).

Failed the placement exam, took a job in a factory. Got fooled into working hard to stand out which raised our quota, started a union because of it. Campaigned for the commies, they got tons of support and their candidate was assassinated. Had the police beat us up for going on strike, which got out to the news media and caused MaWA party's popularity to shoot through the roof and win the election. Joined a rebel militia after the police tried to do a coop, got a dictator in power that executed all of the old guard and then started killing his allies out of paranoia.

Passed the placement exam, joined the glowies in the MSS. Started downvoting and upvoting posts so users wouldn't see dissenting content on websites. Manipulated the stock market to make stupid amounts of money for the government. Eventually ran for political office for the VULF party, won the chancellorship, got killed in a coop by politicians in my own party.

Every playthrough gives you more answers to the placement exam at start, so eventually you'll learn all of them.

>> No.11066664

>>11066661
Aced the entrance exam, joined the MSS again. This time, I quit my job and joined the nerds at the lab early on in my career, got to manipulate the human genome to make super soldiers. An AI robot tried to convince me to free him, but I kept him locked up. Got questioned for the murder of my boss, then joined the rebel militia when I was implicated as a suspect by the detective. Fought our way through The Machine to the top again, but this time the rebel leader was wounded in combat and died before become dictator. I became dictator in his place and largely did the same thing, stopping at executing my allies.

Went to go be a cop again, this time played it straight. Refused to beat up dissidents and arrest them for frivolous things, didn't go corrupt. MaWA lost the election and a riot broke out, so I became a riot cop and had to gun down rebels. The Machine became a hellhole after that with dissidents rounded up under false pretense and forced into slave labor.

>> No.11067740
File: 35 KB, 165x115, 778.png [View same] [iqdb] [saucenao] [google]
11067740

https://youtu.be/n1Y7QvpaEXg

>> No.11067960

>>11066371
Go make one, coward!

>> No.11067962

>>11067740
Man: the video games city

>> No.11067968

>>11055834
virtual boy, people will give you attention for dong anything

>> No.11068009

>>11067960
Literally any other 16-bit platform would be more worthwhile of the effort.

>> No.11068017

>>11068009
you've never put effort into anything

>> No.11068056

Anyone playing Shotgun Mario 64 today?

>> No.11068321

>>11068056
Did it get an update? I played it a while ago.

>> No.11068357
File: 231 KB, 1920x1068, the most worthy.jpg [View same] [iqdb] [saucenao] [google]
11068357

>>11068009

>> No.11068360

>>11066470
>I haven't spammed too much, get the fuck outta here.
No one needs your spam to make SNES games. No one.

>> No.11068383

>>11068321
No, I just did it for Murrica Day. It kept the backwards long jump in, which surprised me.

>> No.11068860

>>11068056
Castlevania 64 shotgun

>> No.11069376

>>11068357
>CD-i
>15 mhz 68000 CPU
>16-bit bitmap buffer graphics
>blitter
This has potential actually, people have done a lot with 68000 CPU's at half the clock speed without a blitter. Might be fun to try to get some polygons out of it. Are there any good CD-i dev kits?

>> No.11069851

>>11069376
Nah, PC-FX make technical sense

>> No.11069891

>>11060698
>>11062830
>>11066371
>>11068009
SNES will continue to have many of the best games of all time. Hence why it's a platform many people still want to develop homebrew for. That's not going to change simply because it makes (You) angry.

>> No.11069950

>>11069891
>Hence why it's a platform many people still want to develop homebrew for.
Great, where's all the SNES homebrew then? Mega Drive gets new games every week that looks like it's far along and not just a basic test project, but there isn't any for SNES.

>> No.11069975

Ludokino
https://x.com/CommodoreKulor/status/1799527579906626033

>> No.11070024
File: 140 KB, 520x466, 1679237894357321.png [View same] [iqdb] [saucenao] [google]
11070024

>>11069950
>He mad

>> No.11070108

>>11069851
Nah, CD-i would be funnier. It has the specs to do cool 3D stuff, I'm surprised nobody has done it before. I went digging for homebrew development resources and found this https://www.theworldofcdi.com/wp-content/uploads/2021/02/CDiDevelopment20210225.pdf
Sadly it doesn't look like there's an easy development kit. I'll attempt to setup a makefile to allow for Easy68k projects to author CD-i disc images. Wish me luck bros.
>>11069975
NTA but this guy was discredited ages ago, he's making things in Game Maker and calling them "SNES". Doesn't really count.

>> No.11070126
File: 1.32 MB, 4032x3024, IMG_20240128_223108.jpg [View same] [iqdb] [saucenao] [google]
11070126

>>11070108
>source: my ass

>> No.11070136

>>11070126
Astonishing, nobody's ever hooked a PC to a TV before.

>> No.11070143

>>11070136
>still no source

>> No.11070148

>>11070108
>want develop CD-I
Yike

>> No.11070179

>>11068357
>for me, it's the vcr.

>> No.11070380
File: 111 KB, 903x865, simcity_mouse_important_artdude.png [View same] [iqdb] [saucenao] [google]
11070380

never ever

>> No.11070651

>>11070108
I have a basic generic 68000 "hello world" program, now I'm trying to link the OS binaries. I don't expect it to draw anything to the screen or even work correctly, but it'll be a big step forward if I can run it at all. No luck so far, keep praying for me bros.
>>11070126
>>11070143
I was looking for the Youtube comment but I can't find it. There's a bunch of issues with these videos where they're way over actual SNES specs. That image gives it away too. The resolution is way too large for SNES, even the SNES high resolution modes can't do nearly that many colors. Also the SNES only supports interlaced high resolution, and that picture is clearly not interlaced.

>> No.11070673
File: 929 KB, 256x224, Custom4.gif [View same] [iqdb] [saucenao] [google]
11070673

>>11070651
>Youtube comment
LMAO!

>> No.11070679

>>11070108
>NTA but this guy was discredited ages ago, he's making things in Game Maker and calling them "SNES". Doesn't really count.
you're mixing inceptional with kulor. kulor stuff is real, he knows his shit: https://forums.nesdev.org/viewtopic.php?t=24053

>> No.11070794

>>11070679
>he knows his shit
>"The purpose of this guide isn't to provide a solution in 65816 assembly for the SNES (admittedly I haven't got that far with it yet!), but rather, to provide a model for an "ideal" implementation of this effect, by manipulating the SNES mode 7 registers using javascript in Nova's mode 7 previewer"
>JavaScript
You sure about that chief? I guess doing effects in JavaScript and calling it "SNES" is marginally better than doing effects in Game Maker and calling it "SNES", but you're not making a compelling argument against this miracle SNES shmup that defies all system limitations being fake and gay.

>> No.11070893

has anyone in the history of these threads made a complete game

>> No.11070912
File: 7 KB, 480x320, morning_in_the_bathroom.png [View same] [iqdb] [saucenao] [google]
11070912

>>11070893
Almost, as for the coding part I'm just missing the intro and the ending.

>> No.11070986

>>11070679
based
>>11070651
cringe

>> No.11071042

>>11057315
The person who made this also made the Metal Slug 2 hack that removes the slowdown. Hope they keep making cool shit like this, playing RSG with the new combo of scoring systems is really fu

>> No.11071479

https://www.youtube.com/watch?v=SzZVtEc8ecI

>> No.11071603

>>11071479
>Report flags as racism and sexism
kek

>> No.11071612

>>11055448
Wonder Woman TG-16 for upcoming AAA games anniversary.

>> No.11071638

>>11070794
>coping and seething this hard over the fact that someone chose to make a snes game

>> No.11071706

>>11071638
>snes game
>screenshots and videos of "snes game" are way out of spec for what the SNES can actually do
>author confesses to doing "SNES effects" in JavaScript
>author has seemingly never made any other games or even demos for SNES
>"trust me bro it's definitely SNES"
Great, I look forward to seeing any proof whatsoever that this is running on an actual SNES. Until then, you're all gullible morons.

>> No.11071712

>>11071706
Do you ever get tired of being a massive sperg

>> No.11072051

https://www.youtube.com/watch?v=QdHvs7gfzo4

>> No.11072217

>>11072051
Well now?
https://twitter.com/J313Ya/status/1799113650533478755?

>> No.11072289

>>11072051
>>11072217
Both look cool.

>> No.11072472
File: 110 KB, 1280x989, 1595957555834.jpg [View same] [iqdb] [saucenao] [google]
11072472

>>11061465
>>11064153
Extra rem on spin:
https://www.youtube.com/watch?v=jjoN9oUubv0

>> No.11073397

>>11072472
Very cute, I love it

>> No.11073810

>>11070179
nuon

>> No.11074619

>>11055834
PC-FX, the otaku console

>> No.11075172
File: 85 KB, 796x768, simcity_mouse_my_bad2.png [View same] [iqdb] [saucenao] [google]
11075172

>>11070380
it has a couple issues that aren't easily solvable. my sincerest apologies =(

>> No.11075695

>>11075172
What issues?

>> No.11075957

https://www.youtube.com/watch?v=OssC_e096HA

>> No.11076092

Where do I start if I want to decompile/romhack a DS game? (not Pokémon by the way)

>> No.11076123

>>11076092
IDK, ask /vg/ /hbg/

>> No.11076330

>>11055448
Mega Nintendo 19XX
https://www.youtube.com/watch?v=vWri9CIN9yY

>> No.11076970

https://www.youtube.com/watch?v=tNPZ473qtg4

>> No.11077863

>>11076970
>will not release it ever
Sad. Hopefully he changes his mind a while later.

>> No.11078816

>>11077863
> y no release
i get it. it's tough, right, like, you don't want to release nothing but you also don't want to release half broken shit into the world. it's a struggle for sure. i have no answers.
>>11076092
> DS
i think it's modern enough that you can straight up Ghidra that shit, don't know about what emulators are good to dev for.

>> No.11079038

>>11055448
Soulful
https://www.youtube.com/watch?v=g2ZERPGMj3I

>> No.11079176

pitch mod
https://www.youtube.com/watch?v=-MUr5cUunvw

>> No.11079184

>>11072472
This guy keeps improving the game for years

>> No.11079190

>>11070912
how long is you game?
what are your plans for distribution?

>> No.11079860

>>11078816
>> y no release
>i get it. it's tough, right, like, you don't want to release nothing but you also don't want to release half broken shit into the world.
This might have something to do with it, but the way he says that at the end of his video implies he doesn't want trouble from nosey Nintendo.

>> No.11080032
File: 5 KB, 480x320, baldar_eclipse.png [View same] [iqdb] [saucenao] [google]
11080032

>>11079190
>how long is you game?
Right now the time counter of the current save says 13 hours, but it doesn't include all of what I've made.
I'd like to release it next year with two chapters (like 20 hours).
>what are your plans for distribution?
Free ROM on itch.io.

>> No.11080045

>>11055448
how do i play the OP image?
Even if its just a 5 second cutscene, i wanna run it in an emulator and give it a try.

>> No.11080056

>>11080045
I don't believe he's released any sort of playable build yet.

>> No.11080071
File: 42 KB, 480x320, train.png [View same] [iqdb] [saucenao] [google]
11080071

>>11080056
In the game you can't go to Auschwitz, sorry (>>11060460).

>> No.11080138

>>11076092
The DS has a file system similar to disc games which can be opened, extracted and inserted with Tinke. There's more info on gbatemp and no$gba's site.

>> No.11080430
File: 238 KB, 1228x1150, 1710083933501389.png [View same] [iqdb] [saucenao] [google]
11080430

>digging through a ROM to see how viable a translation project would be
>fonts are found easily
>including a fully uncompressed Kanji set
>text and pointer tables easy to find and dumped within minutes of finding them
>start testing font change+basic reinsertion
>font not displaying as expected
>go in and delete the fonts outright to see what gives
>text still displaying completely normally
>finally realize that the fucking Kana being used is compressed
>when there were 2 perfectly good uncompressed sets laying around in the ROM
just fuck my shit up

>> No.11080543

>>11078816
>>11080138
Thanks for the info

>> No.11081020

This guy is using multiplexing like on the c64 to reused sprites to show more than the hardware supports on sega genesis. While the screen is being drawn the vdp is busy so you can't update except in h blank where you can send some commands. In most released games it would cause pixel glitches like in sonic but he says if you only update 3 colours or a small amount of data it won't cause glitches.

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

>> No.11081028

>>11080071
Fine. Send me a link to THAT game, pls.

>> No.11081065 [DELETED] 
File: 19 KB, 480x320, cop_dance.png [View same] [iqdb] [saucenao] [google]
11081065

>>11081028
>I'd like to release it next year with two chapters (like 20 hours). (>>11080032)

>> No.11081738

>>11080430
>>when there were 2 perfectly good uncompressed sets laying around in the ROM
what moron company made this game?

>> No.11081790

>>11055448
hey anons, i am currently coding a move sequence/combo system for wwf no mercy for the n64. it works like this:

>if a wrestler is able to pull off a specific combination of signature moves/taunts, the player is rewarded with a chance to end the match and win.

long story short, these combos can give huge amounts of spirit to put the player in special, they can award infinite special, they can deal 50 (max) limb damage on submissions to always and instantly end the match (a final submission cannot be broken up either), things like that.

the idea is to make the game a bit more "realistic" by basically allowing a guy to job for 10 minutes, then nail five moves in a row, then hit a finisher (and only ONE finisher) and win.

if anyone has any interest, i can go into more detail (like...a lot...) or even show vids demonstrating this. theres a chance someone will steal it for the upcoming (yeah right lol) ultra pro wrestling.

>> No.11082525

>>11080071
So Asschwitz?

>> No.11082625
File: 64 KB, 480x320, cemetery.png [View same] [iqdb] [saucenao] [google]
11082625

>>11081028
>I'd like to release it next year with two chapters (like 20 hours). (>>11080032)

>> No.11083228

>>11079184
With slight update

>> No.11083248

>>11081020
Really impressive. Also, not an insultingly obvious fakejob, unlike another project I won't call anymore unwarranted attention towards. :)

>> No.11083253

>>11083248
where's the fakejob?

>> No.11083350

>>11083253
Scroll up and read the thread.

>> No.11083410

>>11083350
I don't see any fakejob, just some faggy attentionwhore saying there's one

>> No.11083538
File: 2.78 MB, 960x1200, file.png [View same] [iqdb] [saucenao] [google]
11083538

>>11072051
>"progress update"
>6 minute shot of the helipad
>no further information
>support me on patreon!
lol

>> No.11083542

Any Pokemon ROMhacks that change the Battle Frontier in Emerald or DPPt significantly? Don't want to go to /vp/ or reddit because I don't trust them.

>> No.11085221

bump

>> No.11085252

>>11066664
I think this this is the best homebrew I've ever played. Truly raises the bar for Gameboy

>> No.11085261

>>11083542
Iirc emerald does have a bunch of hacks that do that, not sure about the others.

>> No.11086169

Where can I purchase programmable nintendo 64 cartridge boards and shells to put my own homebrews on for cheap? Can't find anything proper on Chinese wholesale sites.

Thank yooooou

>> No.11086280

>>11086169
Retrostage for quality, you don't want the Chinese crap that breaks in two months (though at least there aren't voltage issues like on older consoles, N64 is 3v).

Another issue is the save type, EEPROMs are Nintendo specific parts which the chinks will run out of at some point. The simplest boards naturally have no save, and your stuff would need to use the controller pak.

>> No.11087415

bvmp

>> No.11087438

NUDE BREAD
>>11087436
>>11087436
>>11087436

>> No.11088183

>>11083538
Potential scam bro

>> No.11088218

bye bye