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/vr/ - Retro Games


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File: 86 KB, 1277x959, Quest on Full Moon Island (v.1.2).jpg [View same] [iqdb] [saucenao] [google]
2049537 No.2049537 [Reply] [Original]

Here's some points of discussion:

1.) Project showoffs
2.) Hacking help
3.) ROM hack recommendations

Our ROM hack recommendation list can be found below:

http://pastebin.com/pYxhe4L7

>> No.2050076

Are there any complete Mega Man X hacks?

>> No.2050098 [DELETED] 

Um... you could use the catalog.

Or just go here >>1907540

>> No.2050105

>>2050098
Nevermind, I'm retarded.

>>2050076
There's a hack of MMX3 that focuses on making Zero much more playable.

>> No.2050146
File: 5 KB, 224x144, RyA0SJz.png [View same] [iqdb] [saucenao] [google]
2050146

I'm translating Sutte Hakkun and Rockman & Forte: mirai kara no chousensha. Aiming for a 2014 release for SH but the latter one is on hiatus.
Not much to show I guess.

>> No.2050191

http://www.romhacking.net/hacks/2161/

Been playing this a lot, just new levels for SMB3.

>> No.2050448

>>2050146
Oh shit, noice. Hope that works out for you.

>> No.2050456

those of you who make homebrew and/or hacks, do you try to make them work on original hardware?

>> No.2051119

>>2050146
>Rockman & Forte: mirai kara no chousensha

I've been waiting for the fan translation of this one for a long time now, I hope it will get finished.

>>2050076
There's that one MMX1 kaizo hack, but it's quite bad.

>> No.2051169

>>2050456
I dont have any way to test on real hardware, so if it works on accurate emulator, then its good enough for me.

>> No.2051273
File: 10 KB, 256x224, shtitle.gif [View same] [iqdb] [saucenao] [google]
2051273

>>2051119
thanks. this is the sutte hakkun title.
obviously a rough work in progress

>> No.2052138

I don't know how to feel about this

http://www.youtube.com/watch?v=DA6e9yWVLKY

>> No.2052724

How come no one mentioned that Mother 25th Anniversary was released yesterday?

>> No.2052780

truly, 2014 has been the year of rom hacking

>>2052724
IT WAS?
holy shit
link pls

>> No.2053189

>>2052780
http://lmgtfy.com/?q=Mother+25th+Anniversary

>> No.2054532

>>2052780
I think this is it:

http://www.romhacking.net/hacks/2211/

>> No.2054730

>>2051273
That's so sugary-sweet and adorable that my eyes are bleeding, I need an insulin shot, and I have a semi-erection.

I love it. Is the whole game like that?

>> No.2054739

Does anyone have a pre patched version of Super Mario Bros. 3 X Final 2.6? I have the patch and tried applying it myself but it didn't work,

>> No.2054839

>>2054739
http://www.mediafire.com/download/b9wwx43wtsj9jdc/Super_Mario_Bros._3_X_(v.2.6).7z

>> No.2054980

>>2054839
Thanks.

>> No.2056178

>>2054730
You bet your ass it is. It's a very late SNES game, so the devs absolutely knew what they were doing. The graphics are beautiful and the animation is smooth, the atmosphere is so sweet and the music is comfy.
Unfortunately the game is very unforgiving, despite being cute.

>> No.2057261

Bump.

>> No.2058278

Did anyone play a SMW hack called The Fourth Sector? Is it any good?

>> No.2058815

Anyone tried this new FF6 hack that promises to be a whole new experience ?

http://www.romhacking.net/hacks/2207/

All the comments in the forum thread are cries on how it doesn't run on real hardware and doesn't work on some emulators; nothing about the hack itself.

>> No.2058824
File: 16 KB, 320x320, Vinesauce_Logo.jpg [View same] [iqdb] [saucenao] [google]
2058824

Anyone else like fucking with the vinesauce rom corrupter?

>> No.2058871

>>2049537
>Hacking help

Okay. Help me get started. I'm already a software developer

>> No.2058884

>>2058871
Download a game, then hack it.

>> No.2058897

Any good romhacks?

>> No.2058907

>>2058884
If you don't know, don't reply

>> No.2058971

>>2058871
Like ASM?

>> No.2058997

>>2058824
yup, I do it from time to time
the binary/numerical corrupter can be a bit fuckey to use but it's alright

>> No.2059226

>>2058871
http://www.romhacking.net/start/
Read that

>> No.2059240

>>2058971
Know a bit of x86, but I have never written any actual assembly code; I just use compilers

>>2059226
>already know hex, binary, octal, base64 and literally any other base you can think of
>don't really want to hack graphics
>already understand tables and don't really want to hack text
>don't really want to translate anything
>utilities don't exist for the games I want to hack
>don't really want to hack music
>gonna read those documents but I expect them to be about the same stuff as this list
>some text hacking tools

I don't really want to bother with this kind of aesthetic changes. I want to learn how to change how the game itself works. For example, some games are fun but have frustrating control schemes. I want to change how they work. I want to change, say, the button combinations needed to do a fireball on street fighter.

I want examples of people who did things like that. Want to know what their process is like, how they figured out what to change, how they avoided breaking everything

Editing the stages would also be interesting. I figure it'd require some really extensive reverse-engineering of the data format they're stored in. Like I said, tools aren't available for the games I care about

So, any directions?

>> No.2059485

>>2059240
Romhacking.net's forums/irc might be better place to ask, I've never done anything beyond basic graphics/text/hex/level editing so anything else is beyond me.

>> No.2059968

>>2059240
if it helps, I'm a Gameboy hacker and have detailed documents regarding:
- Super Mario Land 2's overworld map path format. It's somewhat simple and an editor for paths does not exist yet. This might boost the SML2 hacking scene a lot.
- Chalvo 55 formats. Pretty much everything needed for a functional level editor. It's a fun game and the formats are piss easy, might make a fun first project.
- Pocket Bomberman level formats and a bunch of other stuff. The formats are pretty easy too, but I'm sure you could make an editor for the Jump Game-mode in a matter of days, since it's a whole lot simpler. Another fun first project I guess.

>> No.2059980
File: 397 KB, 512x512, Leveldemo.gif [View same] [iqdb] [saucenao] [google]
2059980

>>2059968
continued:
Take Pocket Bomberman for example.
Here's a snippet from 0x403C. Just a bunch of bytes, but when interpreted as blocks, you get the level.

>> No.2059982
File: 149 KB, 800x544, Spritedemo.gif [View same] [iqdb] [saucenao] [google]
2059982

>>2059980
continued:
After those bytes, there's a bunch of eight-byte clusters. They represent the sprite in question, it's X position, it's Y position, and it's property. The last four bytes are useless.
Simple, no?

>> No.2059990

>spending hours figuring asm and hex code out just to play the same shit from 30 years ago again but with ASSHOLE difficulty
yeah, fuck you

>> No.2060039

>>2059240
You will need to be familiar with Z80 assembly if tools do not exist. I feel like I would enjoy ROM hacking, but I'm not willing to sink the time into learning ASM.

>> No.2060054

>>2060039
Not true. Why do people think you MUST need to know z80 if you want to hack Game Boy games?

Like said, I've documented almost two games' formats entirely and I don't know jack shit about z80.
I'm almost done with a SNES translation, and I sure as hell don't know any 65c816 either.

>> No.2060605

>>2058278
Anyone?

>> No.2060887

>>2059240
Ok, so you don't wanna do graphics, music, or text, you wanna do changes to the game's behavior?

ASM is the only way really. What you need to do is figure out how the game itself handles input combinations, how does it store this info on the ROM. Most likely it's a table, but it could easily be a part of the main loop somewhere, so being able to reverse engineer the native ASM is helpful. If you wanna do this sort of work on the NES, 6502 ASM is what you want, but keep in mind the NES's CPU is slightly different, and behaves somewhat differently.

I'll assume you already understand pointers. Once you've figured out how the game handles this input stuff, and know where on the ROM that data is stored, then you will want to replace what you are changing with the new material. Remember that the ROM is both size and location sensitive, so if you end up putting something larger in place, the overwrites will cause all kinds of issues. You would need to go through the entire ROM and fix all pointers, and that's a massive pain.

Or you might get lucky and discover all the button combo's are in a neat table with a pointer table pointing to it, so you can just move your new table to some free space, or make the ROM larger and stick it in the new area.

Editing stages is tons of fun, and most of the time figuring out how they are stored is pretty simple. Just pull up a decent ROM graphics viewer/editor, find some level graphics, make notes of the addresses of the tiles you see, then see if they reference it by address in the ROM. If not, then most likely the tiles are stored as a table, and referenced by number. For example, Castlevania.

Castlevania stores each room in a table, using a code number for each tile. The room is stored by columns. Thus the upper left hand tile comes first, followed by the tile below it, until it hits the bottom tile. Thus each 8x6 tile room is stored on the ROM as 48 hex bytes.

>> No.2061137
File: 5 KB, 256x224, metalgear38.png [View same] [iqdb] [saucenao] [google]
2061137

I want to do a ROM hack of the NES Metal Gear that fixes all the bugs, brings back the higher alert phase and item drops from the MSX version and gives the solution to the jungle maze. All the ROM hack attempts for the NES Metal Gear have been underwhelming thus far.

>> No.2061140

>>2060605
Played a decent amount of the ones out there, but can't say I've heard of this one.

Why not just check it out for yourself?

>> No.2062778

>>2058278
>>2060605
>>2061140
From what I played, it seems OK. It's not one of those must-play hacks, but it's worth a shot. Skip the cutscenes, though. .

>> No.2064264

>>2062778
Thanks for help.

>> No.2064305

>>2061137
Please use the original bad English, that shit was hilarious. I am inclined to play it again just for that.

> I am Shoot Gunner. You will never escape from here.

>You must kill Mr Arnold with rocket launcher. Come for the rocket launcher! Over.

>> No.2064793

http://www.ssega.com/
If there's anyone who isn't able to mess with hacks of genesis sonic games, I know this site has some that can be played. Might be some other edited games but the sonic ones stood out to me.

>> No.2066092

bump

>> No.2066964
File: 123 KB, 640x440, Sonic Tetris (SHC 2014 Build).jpg [View same] [iqdb] [saucenao] [google]
2066964

>>2058897
Read the opening post, there's an entire Pastebin list dedicated to good ROM hacks.

Speaking of which, both the list and my MF account are up to date now.

>> No.2067861
File: 83 KB, 512x448, super_mario_world-156219-4.jpg [View same] [iqdb] [saucenao] [google]
2067861

I am sad, cause i got a Super Everdrive, and NONE of the SMW hack semeed to work.

like the one pictured here.

but for some reason the English patch of Megaman & Bass made by Aeon Genesis doesn't load either.

http://www.romhacking.net/translations/621/

>> No.2068598

>>2067861
Most SMW hacks made before 2013 won't work on the SNES.

>> No.2068902

>>2049537
I liked Quest On Fullmoon Island, the dark/creppy bits were nice.
Are there any good creepy/dark/spooky SMW hacks out there?

>> No.2069103

>>2049537

Nobody tried to make a GoldenEye map from scrach?..

I'm looking into it, I'm seeing if is possible in Perfect Dark engine though...

>> No.2070309

>>2061137
>I want to do a ROM hack of the NES Metal Gear that fixes all the bugs, brings back the higher alert phase and item drops from the MSX version and gives the solution to the jungle maze. All the ROM hack attempts for the NES Metal Gear have been underwhelming thus far.

Why?

Just play the MSX original. It's a rushed inferior port. Why fix it?

>> No.2070323

>>2067861
>but for some reason the English patch of Megaman & Bass made by Aeon Genesis doesn't load either.

What the hell? I'm playing this patch on bSNES. If it works on bSNES, it should work on the Super Everdrive

Or maybe you should have gotten an SD2SNES

>> No.2070338

>>2067861
>I am sad, cause i got a Super Everdrive, and NONE of the SMW hack semeed to work.
>like the one pictured here.

You can thank zsnes for this. The hacks were made for zsnes, and only worked on zsnes. THIS is why accuracy matters, and why only testing your romhacks on innaccurate emualtors is a bad idea.

>> No.2070420

>>2070338
You talk like there were perfectly accurate SNES emulators when most of the SMW romhack tools were made

>> No.2070424

>>2070420

There wasn't, but few people cared for "accuracy" and they were fine with zsnes. Wanting something better than zsnes was met with hostility.

Plus they were making zsnes aimed romhacks loooooooooong after better alternatives were around.

>> No.2070462

>>2070338
>>2070424
Although I somewhat agree, this is a problem unrelated to zsnes.
To be frank, every single SMW hack will work on a real SNES.. unless it has ZSNES-specific features (well, bugs), namely incorrectly-inserted custom music.
The advent of custom music was in late 2007. The problem with the (then the only one) music insertion tool was noticed almost immediately and shortly after, better music insertion tools came out.
It's just those unfortunate hacks made between 2007 - 2008 that feature custom music that don't (and never will) work on a real SNES.

The problem is with the flashcart, not the hacks.
Sunny Side World was made in 2004 and I guarantee my nuts that it will work on a real SNES.

>> No.2070494
File: 77 KB, 658x692, 1410236532655[2].jpg [View same] [iqdb] [saucenao] [google]
2070494

>>2070462
>the problem is with zsnes
>the problem however is not with zsnes

>> No.2070664 [SPOILER] 
File: 52 KB, 1030x618, 1416166446140.jpg [View same] [iqdb] [saucenao] [google]
2070664

I JUST finished the Mother 25th anniversary hack yesterday for my only finished playthrough of Mother 1. Not sure if it really improved on much though. Just taught me that Earthbound and Mother 3 are much better games.

Have my ending screenshot.

>> No.2070802

>>2070494
Did you read the post

>> No.2072128
File: 28 KB, 512x448, crazyparty.png [View same] [iqdb] [saucenao] [google]
2072128

Do you guys like randomizers? My project is "Beyond Chaos", a randomizer/difficulty hack hybrid for FF6. All feedback is welcome.

Pitch - http://www.romhacking.net/forum/index.php/topic,18889.0.html
Project page - https://github.com/abyssonym/beyondchaos

There's a demo video in the pitch too. It shows the final dungeon with the layout randomized, played on original hardware.

>> No.2072230

>>2072128
All I want to do is add one character and story arc to the game. Any tips on that for FF6?

>> No.2073390

http://www.romhacking.net/hacks/2136/

Anyone play that? It looks pretty sweet.

>> No.2073487

>>2072230
Adding a character is difficult if you just want to add one, but replacing an existing character is a little easier. The problem with replacing Umaro or Gogo is that they don't have their own magic lists so whoever replaces them won't be able to learn magic without some ASM hacking, but you could easily replace their magic command with another command.

Replacing Leo or other temporary characters is also tough because the game will automatically remove them from your party whenever you reach the character select screen, and there will be other strange behavior like 5-person parties in the WoR because the game thinks you only have 3 people in your party. You'd have to fix a lot of events.

As for the story arc, it really just depends on how complex you want it to be. There's a fair amount of unused space for events and doors and chests, enough that I was able to just about double the size of Kefka's Tower. I haven't messed with events as much though, so I don't know how much free space you have to work with there. There's a complete event dump to look through though, if you didn't know, and I think you can edit events with Zonedoctor.

If you're dead set on 15 party members, there's another project that's trying to do that:
http://www.ff6hacking.com/forums/forumdisplay.php?fid=52

>> No.2073497

>>2073390
I tried to get it to work last week, but couldn't seem to get it to run at all. Had the PRG0 rom, tried Jnes, FCEUX, nothing.

Anyone else able to get it running?

>> No.2073510

>>2073497
Maybe try it on a headered and non-headered rom or try one of the other emulators that are listed as working correctly.

>> No.2073535

>>2073510
I'll give it another shot sometime soon, gave up on it kind of quick the first time. It does look good as far as LoZ hacks go.

>> No.2073970

>>2073390
I'm playing through it right now. Finished the first 2 dungeons. It's fun so far.

thoughts:
The game's overworld is oddballs. There are like 6 shops in the first few screens, and more beyond that (all selling similar things).

Using the lantern to see in dungeons is weird. I'm not sure if I like it as a gimmick for every single room, every single dungeon. I did an entire dungeon before understanding how to assign multiple items, which compounded the problem. Learn from my mistake and make sure to learn to use the select button on the pause screen ;-)

>> No.2074160

>>2072128
This looks great. Any other randomizers like this out there?

>> No.2074210

>>2073390
It's got some fantastic work put into it. Weapons, custom music, loads of additional graphics--wildly impressive. But it's a mess. Slowdown everywhere, totally broken grasscutting, crash bugs, an insane amount of useless shops, dead ends, aborted features like that elaborate yet terrible horseback minigame. It's clearly unfinished.

Mindblowing assembly for a Zelda 1 hack but if this were a Game Maker fangame I don't think it'd get a lot of players.

>> No.2074312

>>2070309
Because:

1) Most people refuse to play games on emulated micro computers.

2) That's it.

>> No.2074453

>>2066964

I'm going to have to check out Sonic Tetris.

>> No.2075502

>>2073535
I made a pre-patched ROM, it works on the latest version of FCEUX. Feel free to download it if you still have problems with patching.

http://www.mediafire.com/download/pxdf9btsdfy4y24/Zelda_-_The_Legend_of_Link_(v.4.0).7z

By the way, look what I found:

http://www.romhacking.net/hacks/2221/

Did anyone play it? Is it worth trying?

>> No.2075571

>>2075502
>Did anyone play it? Is it worth trying?
I played old version loooong time ago and it was good, outside of few bugs and cheap parts, but Im not sure if he ever fixed them

>> No.2075660

>>2075502
Hey thanks a lot. Got it to work with Nestopia finally. Still wouldn't load up in FCEUX though for some reason.

Those animations in the prologue were really impressive. Looking forward to seeing what's in store with this hack.

>> No.2076005

>>2072128
yo I made a version of this that doesn't require you to install python, it should work fine in windows:
https://github.com/abyssonym/beyondchaos/raw/master/beyondchaos26.exe

>> No.2076040

Not sure if you guys can help, but I can't decide if I should play Sonic 2 Long Version or Sonic 2 Delta, they both seem to have the same goal, remaking deleted zones from Sonic 2, but I see Long Version posted more often. But Sonic 2 Delta has Sonic 1 levels. It's not about the Sonic 1 levels though, as I could just play through Sonic 1 & 2 if I wanted to do all the zones that way, but what has the better "new" levels.

>> No.2076084

>>2075660
>Those animations in the prologue were really impressive
Expanding the rom must have been a pain, but adding those animations was hardly more complicated than copy and pasting screenshots of a Youtube video into YY-CHR and switching graphics pages like a flipbook. You can pop open the rom with a tile viewer or look at the PPU Viewer in FCEUX if you don't believe me.

The reason other NES games don't do this sort of thing is Legend of Link is 2 MB while Kirby's Adventure was considered huge at 800KB.

>> No.2076332

>>2076084
A little over my head, nonetheless interesting. Thanks for sharing.

>> No.2076353

>>2076332
I'm just saying those animations weren't complicated or clever so much as they took up a lot of space. Space hackers have that NES devs didn't.

Now, all those custom weapons and tools? Absolutely bonkers. An exorbitant amount of solid work.

>> No.2076371 [DELETED] 
File: 316 KB, 500x447, what-you-did-there-i-see-it.png [View same] [iqdb] [saucenao] [google]
2076371

One thing that always bugs me is getting a translation (does that still count as a ROM hack?) and there being weird errors that only appear in one or two spots in the entire game and have zero documentation.

>rocking some Tales of Phantasia
>appears to be technically flawless translation
>so much awesome
>random bit of text suddenly has GIANT >FUCK-OFF BLANK LINES all throughout
>a few pages later, returns to normal
>play for hours afterward
>not one peep of bullfuckery the entire time
>"Did I fucking imagine it???"
>comb through readme dox
>"...blahblahblah we're so great suck our >c0cks yapyapyap..."
>NOT ONE FUCKING MENTION OF "KNOWN >ISSUES"
>"Wrong emulator, maybe?"
>google-fu teim!
>googling furiously
>NOT ONE FUCKING MENTION OF ANY >PROBLEMS WHATSOEVER
>...wat?...

To this day, I don't know if it was just the emulator I was playing it in or what (SNES9X). Same problem with Treasure of the Rudras, only that would weirdly repeat some dialog lines on line-advance.

>> No.2076380

>>2058871

Tile Layer Pro is the best way to start with graphics. Then replace tons of the tiles with numbers just to see what objects are where.

That is truly the easiest way to explain it.

>> No.2076573

>>2074312
>1) Most people refuse to play games on emulated micro computers.

Well that's their problem then, isn't it?

Also they could play the PS2 version too that came with MGS3.

>> No.2076586
File: 71 KB, 700x784, 58304104-c4fe-4a51-b2a8-f6db6b51a.jpg [View same] [iqdb] [saucenao] [google]
2076586

Are there any ROM tools for this game? I would like to edit rosters and attributes.

>> No.2076779

>>2052724
>>2054532
>>2053189
Oh fuck yeah

>> No.2077378

>>2076040
We were talking about these hacks in the previous general. Sonic 2 Long Version is better than Delta, in my opinion, it's much more polished.. There's also a pretty good hack called Sonic: The Lost Worlds, but it doesn't contain levels from the original Sonic 2. Keep in mind, that the level designs in The Lost Worlds don't even try to resemble those from official Sonic games, they are much more focused on (surprisingly difficult) platforming than speed. Bottom line, I'd say that all three of those hacks are worth playing, but if you really have to choose one, then go for Long Version as it retains all of the original content untouched.

>> No.2079272

Bump.

>> No.2079310

>>2049537
I just finished Quest on Full Moon Island, and while it's a very well done hack in graphics and music and level design, I think the theme and progression could've used a more even curve and suffered from being sort of out of place in parts.

Parts of it are pretty good and unnerving, but it has a tendency to go from normal to otherworldy really quickly, and the dialog falls flat partially because of how SMW presents text (Nothing you can do there) and partially from how its written. The whole "creature from beyond" thing works ok, but for most of the game you're never really given any hint that anything is off and then suddenly in the last area it goes from 0 to 60 in four levels.

I think it could've been improved by adding a few "secret" areas in various levels where certain aspects of the design were just "off", such as strange versions of normal enemies or odd placement of terrain features, or possibly slightly distorted music.

>> No.2079519

>>2060039
ASM is absurdly easy. Getting it to do what you want in the time and space you have available is hard, but don't get psyched out by the "cryptic" syntax.

>> No.2079960

>>2049537
What's this it looks awesome

>> No.2080214

Are there any good Metroid romhacks?

>> No.2080464

>>2079960
file name, bud.

>> No.2081079
File: 53 KB, 426x214, NES Strider Edit.jpg [View same] [iqdb] [saucenao] [google]
2081079

I did a very minor edit to Strider for NES.
>changed shape of his Cypher
>added signature scarf

Really though, I would love to see remake of this version.

As for the edited rom, is there anywhere I can upload it without needing to create an account?

>> No.2081107

>>2080214
Plenty.

>> No.2081120

SF2 genesis color/voices enhancement.

https://www.youtube.com/watch?v=hZOrpJP7DUw

Kinda pointless considering there are a lot of arcade-perfect ways to play if, but it's surprising how half-assed the original port by capcom was.

>> No.2081586

>>2081079
could you fix the wonky physics and the programming.

>> No.2081590 [DELETED] 

>>2081120
>SNES fanboys will claim the geny is a shit sounding system

>> No.2081608

>>2081590
Not a fanboy, but I don't like that everything sounds so "twangy" on the genesis, like if everything was played with an electric guitar or something.

>> No.2081616

>>2081590
I absolutely love the Genesis. I am an OG model 1 (before TMSS) short of owning every version of the system (including the CDX and X'eye, excluding the Pioneer LaserActive), but I have to say that 8 times out of ten the system sounds like complete garbage.

Unless it's the extreme cases such as Sanic, anything by Yuzo Koshiro, Gaiares or Jewel Master.

>> No.2081895
File: 2.43 MB, 200x150, Kratos assaults a Yuropean.gif [View same] [iqdb] [saucenao] [google]
2081895

>>2081608
>>2081616
>responding to console war shit

No.

>> No.2082117

>>2081586
No, sorry. I'm less than a novice with this stuff.

>> No.2082907

https://www.kickstarter.com/projects/yhwh/moot

>72,000 dollars in 21 days
It's like he doesn't actually want it to happen...

>> No.2082985

>>2082907
>YHWH
ok this is a joke right

>> No.2083032

>>2082907
2 players sharing sections of RAM and cooperatively completing quests is a kind of cool idea. I don't see the need for the players to appear in each others' games though.

>> No.2083046

>>2058815
play brave new world, it's a fully made ff6 hack that is very good. every character is rebalanced, all the espers are rebalanced, and every single monster/boss fight is redone.

>> No.2083270

>>2083046
RotDS sucks but BNW isn't much better
it's too obsessed with making sure everything is "balanced" and ends up just railroading the player

>> No.2083286

>>2082985
mootles gonna moot

>> No.2083290
File: 11 KB, 256x224, Sutte_Hakkun[1].png [View same] [iqdb] [saucenao] [google]
2083290

>>2051273
looks fun

>> No.2083295

>>2056178
That is some cheerful-ass music too:
https://www.youtube.com/watch?v=XrRzYl3tP6Y

I am looking forward to this, anon. Very much so.

>> No.2083298

>tfw sonic megamix will never be finished.

>> No.2083305

>>2059982
neat! good work, anon

>> No.2084470

>>2079310
I think that Quest on Full Moon Island is a mixed bag myself. Some levels are pretty good, some are lazy and amateurish.

>>2083298
As far as I know, It's still in development.

>> No.2085504
File: 1.32 MB, 848x416, howtomakeblockmap.webm [View same] [iqdb] [saucenao] [google]
2085504

>>2083305
thanks

here's a webm on how the blockmap is arranged

>> No.2085950
File: 17 KB, 256x240, Contra Tetris - TEST.jpg [View same] [iqdb] [saucenao] [google]
2085950

>>2049537
>>2066964

Sonic Tetris?

This thread has inspired me to make an even WEIRDER rom hack.

>> No.2086758

>>2081586
I could learn though with some effort.

What program can I use to alter game physics?

>> No.2086881

>>2086758
A 6502 assembler, a text editor, and a lot of time.

>> No.2087013
File: 951 KB, 400x300, newfaghacker.gif [View same] [iqdb] [saucenao] [google]
2087013

>>2086881

>> No.2087019

Is there a verified list of SNES romhacks that work with bsnes/higan/sd2snes?

>> No.2088290

>>2087019
As far as I know, no such list exists.

>> No.2090270

Bump.

>> No.2091078

Anyone know any more good MM hacks/fangames? I already played MI, Unlimited and Indonesian Artifact.

>> No.2091509

Other than romhacking.net, what sites do you use to find romhacks? I'm hearing about awesome hacks lately that I can't find. Stuff hidden in obscure posts on forum threads.

>> No.2091816

>>2091078
Rockman No Constancy.

>> No.2091870

>>2091509
http://acmlm.kafuka.org/board/
http://www.smwcentral.net/

>> No.2091950

>>2091870
Don't forget jul.rustedlogic.net

>> No.2092082

>>2060887
Thanks for the very informative in-depth response. I really appreciate it.

>ASM is the only way really
>being able to reverse engineer the native ASM is helpful

How does one actually learn these skills? I have some basic assembly skills and I can definitely improve upon that. What I definitely don't know is how to reverse-engineer programs.

Are there books, articles or any literature on the subject? There really ought to be a systematic way to go about this that allows me to understand programs from the inside out. Not just a game's code, any program's code. Maybe anything produced by man.

Is this an actual discipline I can learn? If so, I want to.

>If you wanna do this sort of work on the NES

Well my target system and games are on the PS1.

I'm not completely out of touch with the NES though. Apparently, some fellas have disassembled and commented the entire code of some NES games like Mario. While something like a PS1 game is of much higher complexity, I still want to try to understand them.

>so if you end up putting something larger in place, the overwrites will cause all kinds of issues

Yeah it will probably break the ABI of the code, breaking pre-existing pointers and alignment and whatnot. I usually solve this by recompiling my code, but this is not an option for obvious reasons.

I suppose I'd have to devise a tool to recalculate pointers. Assuming I could find them.

>tiles are stored as a table, and referenced by number

Do you mean it's just a multidimensional array that the game's code indexes into using magic numbers? Or is it a full-fledged hash table?

When you say table all I can think of in the context of ROM hacking is character tables.

>>2059968
I'm very interested in the process you went through in order to discover and document such data formats.

For example, people have reverse-engineered Super Metroid's SRAM data format, but they skipped the map data.

How would one go about cracking its format and making an editor?

>> No.2092090

>>2076380

Please see >>2059240.

I want to change code; how the game actually works. Aesthetic modifications aren't very interesting to me.

>> No.2092176

>>2092090
That's been answered. Learn 6502 assembly language, disassemble your target and correct it to your liking.

>> No.2092376

>>2092176
There's a whole body of knowledge necessary in order to be able to do something like this. Assembly language is apparently the least of it. See >>2092082.

>> No.2092402

>>2092376
Who knows about the PS1. I'm not even sure they wrote those programs in assembly. Maybe they had their own compiler.

I learned asm with the Pitfall! disassembly from Thomas Jentzsch (http://www.biglist.com/lists/stella/archives/200110/msg00153.html).). Annotated and clear. Understanding that will help you with Atari or NES. Beyond that you're on your own.

>> No.2092407

>>2092402
What about reverse engineering?

>> No.2092416

>>2092407

It's the same thing. Figuring out what the dead listing does is just what reverse engineering does. Byte-by-byte truth.

>> No.2092469

>>2092376
One persons inability to do something doesn't mean there's a "whole body of knowledge necessary". Citing someone who can't do something as an authority on the subject of what he can't do is just retarded.

>> No.2092484

>>2092469
I am that person. You're saying assembly language and reverse engineering are not really separate?

>> No.2092496

>>2092484
Yes exactly. If you're struggling with it, look at the Jentzsch dead listing and figure out how it makes Pitfall. Work it scanline by scanline -- it becomes clear.

It's only hard going in forward and blind. Having it all spelled out with time to catch up makes it easy.

And if you can't grasp that, you have no chance with the ps1.

>> No.2092595

What are some good entry level ROM hacks?

Everything I've tried is too brutal or esoteric but I love the concept

>> No.2092617

>>2092484
Yes. You have zero chance of reverse engineering code without understanding the language. Even if it started off in C or something it's machine code now.

>> No.2092621

>>2092617
But does knowing assembly language give me 100% chance of reverse-engineering code?

If not, what other knowledge is necessary?

>> No.2092635

>>2092082
>How do I reverse-engineer?
I can think of two things. First, you need DEEP ASM knowledge to really be able to reverse-engineer. Second, I recommended NES since it has a ton of tools for this sort of work. There's even a few disassemblers you can use that will give you a rough idea of whats going on. Although, the disassembled code probably isn't completely accurate, and most likely wouldn't run when assembled again. It's more for getting a general idea of what the code was doing than anything.

>There really ought to be a systematic way to go about this that allows me to understand programs from the inside out.

Yep, it's called tedious trial and error editing. You break stuff then figure out how you broke it. Given enough time, anything can be re-done. Of course, it helps if you know what language it was originally coded in.

>Well my target system and games are on the PS1.

Learn whatever ASM is needed for the MIPS R3000. If you want to do ANY non-graphical/non-audio/non-text work, you will need to learn the ASM for that processor.

Ok, sorry for the short explanation on Castlevania's graphics last time, I was in a hurry. Lemme explain a bit more.

>> No.2092678

>>2092621
>But does knowing assembly language give me 100% chance of reverse-engineering code?
>If not, what other knowledge is necessary?

Knowing the ASM for that processor will give you 80-90% of the information you need to reverse engineer, short of encryption and compression schemes. You just need to know the ASM for EACH processor you will work with. Working with NES? 6502. SNES? 65816. PS1? R3000A. And whatever else wackyness the programmers decided to throw in there.(see Earthbound ROM for details).

Now, on to Castlevania.

Castlevania stores the graphical data for levels in the 2nd, 3rd, and 4th banks of the ROM. They are stored as 8 pixel by 8 pixel tiles, which I will refer to as mini-tiles. They way they are stored seems to be on the hashy side, with yay so many hex bytes for each mini-tile. I'm sure there's better information on how NES games store graphical data than what I can give you. Either way, the game keeps track of those mini-tiles with a TSA, or Tiles Squaroid Assembler. Each mini-tile is assigned a value from 00 to FF, so there are 255 minitiles in each TSA. I'm still working into how the data is stored exactly in the TSA, so I'll get back to you on that. From there, there is a second TSA, that creates tiles from the minitiles. This second TSA also contains palette data for these tiles. Lastly is the screen layout. In the ROM, the first room in the game looks like this:
39 4A 4A 3D 3A 3B 46 4A 3D 40 41 3B 46 4A 4A 3D 3C 3B 46 4A 4A 3D 3A 3B 46 4A 4A 3D 3A 3B 46 4A 4A 3D 3C 3B 39 46 4A 3D 3A 3B 39 46 4A 3D 3C 3B.
Doesn't do us any good does it? Well, let's organize it by how it looks in-game.
39 4A 4A 3D 3A 3B
46 4A 3D 40 41 3B
46 4A 4A 3D 3C 3B
46 4A 4A 3D 3A 3B
46 4A 4A 3D 3A 3B
46 4A 4A 3D 3C 3B
39 46 4A 3D 3A 3B
39 46 4A 3D 3C 3B
The first digit of the first row is the upper left hand corner tile, the next digit is the tile below that. Each digit refers to one tile from the second TSA. Damn comment size limits.

>> No.2092776

>>2092621
>100% chance
Of course not. You haven't even defined what you mean by "reverse-engineering" and what it is you want to do it on or given any indication of your ability to work with code.

>>2092635
>DEEP ASM knowledge
That would be knowing it and anything less would be not. Also, if you disassemble something and then the resulting code isn't completely accurate then your disassembler is broken.

>> No.2093036

>>2092776
Can you point me to an NES disassembler that works with modern OS's that can handle mappers? DISASM keeps breaking everything I throw at it that isn't NROM, since it still doesn't support mappers.

>> No.2093053
File: 5 KB, 742x720, mario.png [View same] [iqdb] [saucenao] [google]
2093053

My lifes work

>> No.2093462

>>2093053
we 1999 again?

>> No.2093816

>>2092635
>>2092678
>>2092776

Very well. I will start learning assembly. It's long overdue anyway.

>short of encryption and compression schemes

Yeah, I will most likely run into those. Capcom programmers were apparently fond of them. I hope there are tools.

Thanks for all the information.

>> No.2093901

>>2093053
OH! SHANEEQUA!

>> No.2094137

>>2093036
I've seen dissasemblers that had some mapper support but nothing recent. If you need chunks of code you can extract the raw data from the ROM and decompile that. If you just want to modify a few things you might work in a debugger which will handle the mappers in the emulator.

>> No.2094546

>>2094137
Dang. I've been doing the 1 bank at a time thing already, I was just hoping there was an automated way that wouldn't bork half the pointers. Thanks anyways.

Out of curiosity, has anyone messed around with that Basic-like language for the NES yet?

>> No.2095153

>>2094546
Pointers will be borked if they're pointing to something that they shouldn't be in the context they're running in. A disassambler won't know that unless it knows what mapper it's supposed to be using and the state it's in. I'd like to say it shouldn't be that difficult but with the combinations of mappers/states/trainers/roms it just becomes a mess. Your best bet might be to make something that deals with one mapper and patch the ROMs to use that. Honorary Chinese pony tail if you do.

>> No.2095393
File: 21 KB, 256x240, Contra Tetris - 1.jpg [View same] [iqdb] [saucenao] [google]
2095393

>>2049537
>>2085950

I've been working on a Contra themed Tetris 2 hack called Contra Tetris. I've got a few shots to share.

>> No.2095395
File: 38 KB, 256x240, Contra Tetris - 2.jpg [View same] [iqdb] [saucenao] [google]
2095395

>>2049537
>>2085950
>>2095393

And the second pic with some Contra Force stuff thrown in...

>> No.2095409

>>2095393
Can't wait! Looks great already.

>> No.2095517

>>2095409

Thanks! I'll be done in a few days. I need to find a site to dump it to though.

>> No.2095791

>>2095393
Tetris 2 was really underrated

>> No.2095879

>>2095791

Yeah, I'm surprised more people do not enjoy it. I think the first Tetris, Contra and Super C got the most play on my NES.

>> No.2095921

>>2095907

>> No.2095923

>>2093053
>Tyone

>> No.2095946

>Not a single person has ported changes and additional content from GBA ports to the original snes versions

Why?

>> No.2095959

>>2095923

Why do you expect a racist to spell properly?

>> No.2097594

>>2095946
This needs to happen. I would love to play the extra e-Reader levels from Super Mario Advance 4 on SNES through SMAS or even NES through SMB3.

>> No.2097612

>>2095946
I could've sworn there was a Yoshi's Island hack which featured pretty accurate replicas of GBA-exclusive levels.

>>2095517
>I need to find a site to dump it to though.

I recommend submiitting your hack to Romhacking.net, it's the biggest ROM hacking website out there .

>> No.2098872

http://ux.getuploader.com/yumeji/

Found some hacks to play as umplayable characters in some fighting games.

Death Brade, Kaiser Knuckle (And Dan-Ku-Ga. also you need both Kaiser Knuckle ROMS kaiserkn and kaiserknj) Street Fighter (US Set 1) and Street Fighter 2 (Japan 201522)

>> No.2098906 [DELETED] 

>Another Super Mario 3D

http://kuribo64.net/?page=thread&id=1316

https://www.youtube.com/watch?v=e5kmaaqknKo

It looks like Mario 64 DS is becoming the standard for Mario 64 romhacks. Thank god. DS is much prettier than the original, and DS emulation is pretty good. N64 emulation is still a total mess.

Strangely, this romhack does not seem to have been submitted to romhacking.net. It should. Eventually all these sites are going to die, and the romhacks with them.

>> No.2098908

>>2098906
You have a point.

>> No.2099217

>>2098906
It's not retro, but from what I've seen this hack blows away every N64 SM64 hack out there. I need to play this sometime.

>> No.2099558

>>2093053
Masterpiece.

Like a more subtle Dick Nazis

>> No.2099804

So, who here has any romhacks that they consider "definitive versions" of the base game?

There was a torrent on /t/ a few months back with the NoIntro rom set plus certain roms prepatched with things like content restoration, retranslations, added 2p mode, etc. but I didn't grab it before it disappeared.

I have a bit of an obsession with playing the "best" version of a game possible.

I'm currently combining multiple patches for LoZ: Link's Awakening DX. Currently I have the "uncensoring" patch that restores things like the mermaid's bra as an item, the patch that replaces the font with the one from the Oracles games, and a small ~1-2 byte modification that allows all dialog to be skipped with the B button. Somewhere in my bookmarks I have instructions for another ~1-2 byte change that restores the map screen warping glitch from the original back into the color version, so I'm adding that back too.

>> No.2099813

>>2099804
a few months back we had a discussion on making the definitive SMW. Combining the best of SMA2 (namely the level design changes and extra features) to the original. Also some color changes to enemies, Lemmy's hair, etc.

>> No.2100802

>>2099558
Wow. Thanks for making me learn about that shit.

>> No.2101858

>>2099804
You should check out Sonic 3 Complete and Super Metroid: Project Base.

>> No.2103426

>>2101858
Oh, there's also Sonic 1 and 2.

>> No.2103454

>>2083270
>Railroading
The only railroading in BNW is actually paying attention to which characters went in which team.

Every character who can equip espers except for like Shadow and Gau have at least two builds.

>> No.2103828

>>2103454
the only thing you are deciding is which character should be a tank, which character is DPS, etc... something that you could do well enough in vanilla through equipment choices. The problem with vanilla wasn't that everyone could learn magic, the characters were distinguishable from each other in other ways. The problem with vanilla was that it was too fuckin easy.

BNW, on the other hand, makes sure you do every little thing its way. Every single tedious encounter and sidequest, you have to do it to progress. Nothing in the game is missable or even skippable because if you don't have a very specific pool of equipment at the end of the game, the "balance" breaks down.

>> No.2104746

http://www.romhacking.net/hacks/2234/

>All new, CD-quality soundtrack (MSU-1, higan/bsnes or SD2SNES only, requires separate download of soundtrack files)

What. You can do that with snes?

>> No.2104767
File: 973 KB, 312x213, 7drHiqrh[1].gif [View same] [iqdb] [saucenao] [google]
2104767

>>2104746

>SNES with CD audio

>> No.2104778

>>2051273

That game has needed a translation forever.

>> No.2104793

>>2104746

Yep, the SNES can output CD quality sound, the only bottleneck was the cartridges. There are tests on youtube showing off the system's capabilities.

>> No.2104854

>>2104778
Gideon Zhi started in 2005. It's been almost ten years.
I started in '08 I think, and I'm almost done.

>> No.2104870

>>2104854
>Gideon Zhi

That nigger has completed 81 projects, and has 31 on the go right now. This is clearly just some side hobby. He's probably done more single-handedly for fan translations than any other single person.

http://agtp.romhack.net/projects.php

>> No.2104931

>>2104870
I know who Gideon is and I agree with you wholeheartedly

What's your point?

>> No.2105673

>>2104746
That soundtrack is much bigger than I thought. Are there any more hacks that use CD-quality soundtrack? The only other one I know of is Super Mario Odyssey.

>> No.2106385

>>2105673
DKC2 is like 90% done

>> No.2106429

Just finished the first ever romhack I've ever played to completion and I actually liked it. Wasn't bullshit hard but kept me interested.

Are there any others I can find on cartridge for the SNES?

>> No.2106432
File: 1.94 MB, 3264x2448, IMG_20141203_004809.jpg [View same] [iqdb] [saucenao] [google]
2106432

>>2106429

I forgot the image like a total stooge

>> No.2106436

>>2106432
prepare for a shitstorm

>> No.2106440 [DELETED] 

>>2106436

Why does this trigger some /vr/ autism or what because it just seemed like extra SMW levels which is what I wanted. It doesn't seem hated anywhere else

>> No.2106450

>>2106440
the problem is that he paid jews for someone else's work

>> No.2106473

Guys I would like to try a Super Mario World hack, but jesus christ theres alot in that pastbin. So which would you guys recommend? I would like a bit of a challenge, but I don't want one thats impossible without savestates.

Also I'm disappointed at the lack of Donkey Kong Country hacks, how is there nothing after all of these years?

>> No.2106539

>>2106473
>Also I'm disappointed at the lack of Donkey Kong Country hacks, how is there nothing after all of these years?

The game is likely impossible to romhack. It likely has encryption that hasn't been broken or something.

>> No.2106551

>>2106539
shut up
The level format is probably the easiest I've ever seen, and an editor like no other is under development.

It's just that designing levels is pretty fucking hard, because you're not working with 16x16 blocks like in mario

>> No.2106556

>>2106539
This is the dumbest shit I've read on /vr/ outside of a retron thread. DKC level hacks and even level editors already exist, they just aren't good yet

>> No.2106557

>>2105673
>>2104746

>MSU-1 CD quality audio

Maybe someone can fix Ninja Gaiden Trilogy then. The OST is horrific.

>> No.2106707

So /rhg/ I propose a question to you guys since I figure you guys might be familiar with this. Who associates difficulty with increasing and lowering numbers? I can't really understand how some people come to that conclusion. Take this for example, I spent the last hour playing a hack of one of my favorite games of all time, Symphony of the Night.

Link:
http://www.insanedifficulty.com/board/index.php?/files/file/80-castlevania-symphony-of-the-night-hardtype/

Literally all he did was double or triple every creature's health, and lowered the stats on every piece of equipment so it wouldn't empower Alucard that much. It didn't really make the game harder in anyway that I noticed, it just made encounters take longer. Is that the challenge I'm missing here, endurance? It's not that I mind dancing around MInotaur and Werewolf for fifteen minutes since it's still SotN and I love the game to death, but, I can't really associate it these changes as a 'real' challenge.

>> No.2106743

>>2106707

First, it's impressive that there actually is a SotN romhack at all.

Second, I've played SotN with memcards for Level 99 but with Level 1 stats. Not that hard once you get weapons that can inflict some damage. Save up for the Damascus blade and you're fine. I wonder how that romhack compares to this.

>insanedifficulty

That's kinda their thing. They make games harder. Usually they break game balance. They're kinda fans, and not skilled game designers. If they want to do it, then fine, they can have fun that way. But it's certainly not for everyone. These are the same people who brought FFT 1.3, and that was criticized for making battles much longer and harder.

I would love to see more SotN romhacks. I think there's something about the map system that is hard to work with. And there's no tools. Imagine a whole new Castle. That's the main thing. Changing stats of enemies doesn't really seem like that big a change overall.

>> No.2106745

>>2106707
"Hard mode" and "easy mode" hacks are bullshit, and in all honesty, they never really require that much skill.

However, if someone were to release an x mode hack of an obscure game, it might spark interest on the game for real ROM hackers, which is a good thing.

>> No.2106872

>>2106743
They tend to operate between good and lazy over there its kind of annoying

>> No.2106880

>there are people who are still making romhacks that only work on shit emus like zsnes
Can someone please enlighten me as to WHY this happens?

>> No.2106882

>>2103828
It's perfectly viable to skip certain side quests or ignore characters. LLGs and CES challenges have been done as well as purposely not getting levels in stats that directly affect damage.

Even vanilla FF6 encouraged you to do everything in WoR before doing the tower.

>> No.2106885

roacow is a LPer on youtube who specialises in Super Mario World rom hacks and similar games. Check out his back catalog to get a good idea of good hacks out there.

>> No.2106895

>>2104746
>>2106557
>>2105673
>MSU1
Imaging DragonQuest with a full orchestrated soundtrack gives me wood

>> No.2106974

>>2106473
Super Demo World was my first romhack.

>> No.2106979

>>2106880
Emu developers/romhackers were too lazy to fix the music patching method, so pretty much any SMW rom that has custom music is fucked with SNES9x/HIgan. I have no fucking idea why it hasn't been looked at for this long.

>> No.2107026

>>2106880
>>2106979
Its mostly issue on old hacks, at least on SMW they fixed the tool that adds custom music and they are making sure on smwcentral that all new songs works on better emulators and mostly likely on real hardware too.

But there are still plenty of old hacks that are zsnes only since whoever made them were too lazy/dont care about compatibility.

>> No.2107193

>>2106885
His voice/the way he talks makes me cringe so hard I can't watch his vids unless it's muted.

>> No.2107195

>>2106979
>pretty much any SMW rom that has custom music is fucked with SNES9x/HIgan
untrue

>>2106880
>still making
untrue


The music issue was a problem of 2007-2008.
Just about every single hack after that works fine in any emulator.

>> No.2107382

>>2104746
Isn't byuu the creator of this?

>> No.2107397

>>2107382

He is the creator of the MSU-1 chip. He's not the creator of that specific rom hack.

>> No.2107957

>>2106885
>LPer
Stop.

>> No.2108030

>>2106885

No, LPers are fucking retarded.

>> No.2108036

>>2104746
It doesn't work.

>> No.2108067

>>2059240
>I want to change, say, the button combinations needed to do a fireball on street fighter
haram

>> No.2108141

>>2107957
It's a commonly used abbreviation. Do you even linguistics?

>> No.2108160

>>2108141
I was saying LPers aren't worth bringing up.
>Do you even linguistics?
Do you ever stop being insufferable?

>> No.2108312

>>2108160
>>2108141

LP-ers are super cunts.

>> No.2108323

>>2108160
i still think raocow is worthy bringing up because he not only reviews hacks but his forum creates some of them too.
but yeah i know, let's plays are cancer

>> No.2108328 [DELETED] 
File: 320 KB, 907x1072, sketch_hiryu.png [View same] [iqdb] [saucenao] [google]
2108328

I like Stroida

>> No.2108565

Not to kick up a shitwar, but how do you feel about this relocalization effort for FFVI? http://www.romhacking.net/hacks/2247/

>> No.2108594

>>2108565
We have a dang ocean full of these because of the nature of FFVI's translation, but this is about perfect. Plenty of bug patches, FFVII's font, uncensoring to a higher degree than some other hacks, a better translation than both existing ones, everything. I'd certainly buy this for mobile if Square was offering.

And for the other end of the usual argument, here's one if you liked the SNES translation better and don't like the bug fixes so much: http://www.romhacking.net/hacks/1386/

And of course the vrshares version of GBA for the dungeon.

>> No.2108627

>>2108067
What?

>> No.2108628 [DELETED] 

>>2108160
>>2108312

What's wrong with LPers?

>> No.2108846

Do not respond to the post above.

>> No.2109150
File: 31 KB, 256x224, 2247screenshot2[1].png [View same] [iqdb] [saucenao] [google]
2109150

>>2108565

ANOTHER one?!

Like really, it doesn't matter. Nerds an knock themselves out if they want to. They're using the GBA font, which alone will make me not like it. But rom hacking and fan content is all about choice and personal preferences. If they like it more, whatever.

Personally, I'd go with "Ted Woolsey Uncensored Edition"

http://www.romhacking.net/hacks/1386/

>> No.2109191

>>2108846
Don't say "the post above" if you expect it to get deleted. That just confuses people after it does get deleted.

>> No.2109331

>>2108846
>>2109191

... What? Why did you expect my post to be deleted? Why was it deleted? It was just a literal question.

The fuck is up with you people

>> No.2109350

>>2109331
It was probably deleted to prevent a semi derail in progress. Not your fault.

>> No.2109464
File: 29 KB, 256x240, RyuInBatman.jpg [View same] [iqdb] [saucenao] [google]
2109464

>>2049537

I'd be willing to take requests for a graphics hack on the NES if anybody is interested or needs help. I'm the asshole working on Contra Tetris.

I'm just throwing it out there if anybody needs help I can get them started and explain how some things work or don't work in regards to NES or Atari 2600 rom hacks.

Uh, here's Ryu from Ninja Gaiden in Batman...

>> No.2109715

>>2108565
>using 1.0 and not 1.1
wow

>> No.2109884
File: 120 KB, 469x469, sonik.jpg [View same] [iqdb] [saucenao] [google]
2109884

I've been trying and failing to get "Sonic 1 with Redbook Audio" to work.
I set CartBootEnabled to 1 in the configuration file
I load up the rom.
I load the disk image file (the 'Masato Nakamura's demo tracks' version from the forum thread) through "Load SegaCD Image"
Then it either crashes, or it loads up Sonic 1 with no music, only sound effects. I've fiddled with the Genesis and Sega CD settings a bit, but the effect is the same.

Can anyone get this working?

http://info.sonicretro.org/Sonic_1_with_Redbook_Audio
http://forums.sonicretro.org/index.php?showtopic=27135

I'm using Kega Fusion 3.64, by the way.

>> No.2109892

>>2109884

No shock that the links on the forum are dead. Shit like that always dies, thus romhacks like this are doomed to failure.

>or it loads up Sonic 1 with no music, only sound effects.

It sounds like it needs a cuesheet or some kind of meta file to know how to play the tracks, like other SegaCD games. But I don't know what this cuesheet would look like or what format they want the songs in. They're pretty vague, and the files are down so I can't tell.

So I can't really tell you how to set it up.

>> No.2109895

>>2109892
The Masato Nakamura's demo tracks link is alive, 10th post.

>> No.2109906
File: 19 KB, 200x200, 1339281890056.png [View same] [iqdb] [saucenao] [google]
2109906

>>2109892
>>2109895
please help

>> No.2109910

I made a thread about this earlier but I really should have just posted it here.

I'm working on a project and I need to know how to rip sound effect samples from Mega Man X and 7.

I tried ripping the .brr files from the SPCs but I only got a few tones and a couple of recognizable sounds.

>> No.2109915

>>2109906

No clue. I'm able to get it running with Genplus GX, but it's just the regular OST. I don't feel like trying Fusion to get it to work, nor would I know how to change that setting in GenPlusGX

>> No.2109989

>>2109915
Because you can't load the disk image file, since you're not using Kega.

>> No.2109991

>>2109989

Yeah, I have no idea how to set that up in other emulators, or even in Fusion for that matter.

>> No.2110041

>>2109910
Get SNESSOR95

>> No.2110089

>>2110041
Oh wow thanks, that actually worked.

>> No.2110109
File: 23 KB, 588x324, Zilog_Z80.jpg [View same] [iqdb] [saucenao] [google]
2110109

I did some romhacking in the past, but only graphics, localization and levels and never actual code. Now I want to homebrew something, probably a 9999-in-1 style animated menu for starters. With regard to that I want to ask you guys for advice:

What is a good 8-bit console to get started with?

Is the Z80 easier to code for than the 6502 because it has more registers?

Is graphics easier to do on LCD screen systems like the Gameboy than on those with CRT TV output where you have only so much time per scanline?

>> No.2110124

>>2110109
Play around with an existing game's code first. A few well placed instructions can dramatically change the way a game plays. Easy and rewarding. Starting from scratch is a steep uphill battle and if you hold off you'll be better equipped for it

>> No.2110180

>>2109150
>GBA font
"New fonts - Main VWF is the font from FFVII. It seems to be kind of like Verdana, only a bit more angular/wide.
New fonts II - The menu 8x8 is Proggy Tiny (http://www.proggyfonts.net/)) stylized a bit to be closer visually to the VWF."
Source: https://sites.google.com/site/ff6relocalized/features

Though I do agree with you for the most part, it's done too often. Between this and Ted Woolsey Uncensored Edition though I think we're finally at the point where everyone is appeased when it comes to "definitive version."

>> No.2110186

>>2110180

Yeah I checked, it's not the GBA fonts (which are ghastly).

> Main VWF is the font from FFVII.

Is the name of the font "Main VWF" or just "VMF"? I've never heard of it. Is it a custom font just for the game? I have noticed it is similar to Verdana.

>though I think we're finally at the point where everyone is appeased when it comes to "definitive version."

I would say that they would need to import content from the GBA version to do that.

>> No.2110752

So I just learned about Banjo's Backpack, the Banjo Kazzoie editor. Anybody know any good mods made off of it?

>> No.2111750
File: 9 KB, 256x240, Contra Tetris - 3.jpg [View same] [iqdb] [saucenao] [google]
2111750

>>2095393
>>2095395

I'm currently fucking around with the title screen.

>> No.2112351

>>2106473
Super Mario Bros. 3X, Super "Mario" World, Super Demo World: The Legend Continues and Bowser Rampages Again all fit the bill of good SMW hacks that can be beaten witthout savestates.

>> No.2112685

http://www.romhacking.net/hacks/910/

R4MI finally got finished.

>> No.2112728
File: 6 KB, 256x224, file.png [View same] [iqdb] [saucenao] [google]
2112728

>>2112685
>language
>engrish

every time

>> No.2112731

>>2059240
for NES you'll need to learn 6502 asm
it's close to z80 (which is what i started with on ti83 clac) and then went to gameboy

>> No.2112737

Some of the Castlevania hacks are worth owning on repro carts

>> No.2113560

Bump.

>> No.2113643

>>2112685
>Category: Improvement
Heh.

Yeah, I'll go through R4MI again. Best hack out there.

>> No.2114239

>>2113643
>Best hack out there.

MI is definitely one of the very few hacks that are really done right. It's similiar to the original, and yet at the same time it's completely fresh.

>> No.2114542

>>2110109
>What is a good 8-bit console to get started with?
Whatever floats your boat. C64 has a massive community, good tools and endless information. Consoles tend to be less well documented, but that depends on the community. I'm personally developing on Master System.

>Is the Z80 easier to code for than the 6502 because it has more registers?
Yes.

>Is graphics easier to do on LCD screen systems like the Gameboy than on those with CRT TV output where you have only so much time per scanline?
No, they actually behave largely the same. You still have interrupt routines to handle and old LCDs do have refresh times. What really matters as far as "easiness" goes is how the GPU works. On the C64 & GameBoy the VRAM is memory mapped, this is very easy to work with. On the SMS, the GPU is only accessible through ports, this is slow and difficult.

>> No.2114947

>>2049537
How do I play this?

>> No.2114951

>>2114947
Sorry, I'm an idiot. Meant to post link
https://www.youtube.com/watch?v=TNmRL3idKKw

>> No.2115609

>>2114947
You need a Nintendo 64 emulator such as Project64 or Mupen64 Plus.

>> No.2116520

Bump.

>> No.2117607

NES section of /v/ wiki has a hack list. Are those good?

>> No.2117621

>>2117607
if you mean "/v/'s Recommended Games Wiki" then yes, although I havent played some of them.

>> No.2119183

>>2117621
Thanks, I'll check them out.

>> No.2119383

>>2117607
>using that instead of the pastbin in the OP
The wiki's really short where it should be long, and the good parts of it are already in /vr/.

>>2109715
The fix in 1.1 was already implemented better, according to the bugfix credits.

>> No.2119510

So, the Final Fantasy ++ hack, does World of Chaos hack go over a rom patched with the first or just WoC itself?

>> No.2120598

>>2119510
Both FF++ and WoTC require clean US FF1 rom. There's also a hack that combines them into a single game, but it's very hard to get that hack to work.

>> No.2120696

nice OP, but god damn you really need to have 7zs of every rom hack for each game on the mediafire album

downloading every rom hack for SMW is a nightmare

>> No.2121441

>>2120696
I'm actually planning to make one, big archive containing all the ROM hacks I've uploaded on my MF account.

>> No.2122851

>>2112351
Some one should post those two SMW hack lists.

>> No.2123163

>>2108565
>>2109150

OK, FFVI fans: Which hack is better? I don't know which one add to the list.

>> No.2123190

>>2123163
I would do with both, as they appeal to different tastes. Just like how we still have wars about which is the best version of vanilla.

>> No.2124330

OP, why English versions of VIP1, 2 and 3 aren't included on your list. They can be found at Talkhaus.

Are you going to finish the fan games list?

>> No.2125000

Does anyone here have any reference material for the NESICIDE 2 program? It's supposed to be an IDE for NES game development and hacking, but I'm finding a serious lack of reliable information on it. Every "official" site or project page I find has notes saying that the project moved to a different site, and the most recent site was moved to links that 404 now. None of the "wiki" links on any of them have any usable info on it, just notes on the guy's design philosophy and an overview of features with no real instruction on how to use them.

According to some posts over a year old by the creator on the nesdev forums, NESICIDE 2 is meant as a full replacement to the previous NESICIDE "1",but commenters have said that a number of features from older versions did not make the transition.

Is the project dead? Is there anyone out there working on it, because it's supposedly open source?

A full featured IDE with the ability to edit the cart in ASM and trace things from the emulator back to points in the disassembly would be awesome, and I'm surprised that there isn't more backing or info on the project.

Also, the only working download I found for it was through Romhacking.net, and I'm still missing some dependencies apparently, because it says I'm missing a linker whenever I try to build the SMB3 disassembly.

>> No.2125397

>>2125000
Wasn't there some NES tool that let you run an emulator in the exact same point you're editing?

>> No.2125787

Soft patching vs hard patching?

>> No.2126312

>>2125787
doesn't matter, whatever works
it's not really comparable to other situations like softsubs vs hardsubs because the original roms are so lightweight and therefore ubiquitous

>> No.2127176
File: 704 KB, 2216x3562, The List - Part 1.png [View same] [iqdb] [saucenao] [google]
2127176

>>2124330
I know what you are talking about. I'd love to include those fan translations, but they have some major glitches that make the hack unbeatable.

As for the fan games list, don't worry, I'm planning to finish it. However, it won't be focused on retro-style fan games anymore.

>>2122851
These two?

>> No.2127184

>>2127176
>>2122851

Here's the second part. It's a bit outdated, but it still does the job done, I think. I'd love to see an update, but unfortunately, the guy who made this list grew sick of playing SMW hacks. Not that I blame him, I also got tired of them.

>> No.2127195
File: 518 KB, 2264x2216, The List - Part 2.png [View same] [iqdb] [saucenao] [google]
2127195

>>2127184
Whoops, my bad.

>> No.2127427

>>2127176
>recommended emulator is zsnes 1.51

>> No.2127430

>>2127176
>hack lenght
>lenght

>> No.2127473

>>2127427
I realize it's a big sticking point to most and for good reason, but unfortunately a lot of Mario hacks used an exploit only found in ZSNES. You can play older ones with something else in most cases, but in a backwards way it isn't that great.

It would be nice if someone could convert these out for use with a real console or something though, but they'd have to start from scratch.

>> No.2127487

>>2127473
>tfw the same thing will happen with almost all N64 hacks once a good emulator appears.

Keep in mind, texture hacks use an exploit found in emulators only.

>> No.2128523

>>2127176
>>2127195
That's what I was looking for.

>> No.2130579

http://www.romhacking.net/hacks/2249/

>> No.2130615

>>2107195
Except i had no problems with SMW hacks during those years using Snes9x, as soon as 1.51 came out they broke due to fixing the multiple audio inaccuracies.

>Just about every single hack after that works fine in any emulator.

Then why do i have many romhacks that do just that past those years? Please prove it because i would really like to play some on my Wii again.

>> No.2130617 [DELETED] 

>>2070424
>Wanting something better than zsnes was met with hostility.
and it still is autism strong

>> No.2130625

>>2108036
works just fine, you probably need the xml file

>> No.2132360

Here are some good Mario hacks:

http://www.romhacking.net/hacks/1011/

http://www.romhacking.net/hacks/2242

>> No.2132367

What would be the limit to what you can do in Super Mario World engine?

>> No.2133475

Bump.

>> No.2134160

>>2104746
>MSU1
I just thought of another title that would be sweet to see exploit MSU1; Emerald Dragon. We got a completely translated release now, but it's lacking all of the cut scenes & cd quality music from the pc engine release. Seems like a solid candidate for MSU1.

https://www.youtube.com/watch?v=II-x3QFfdxI
https://www.youtube.com/watch?v=2keSXtL0jXo

>> No.2134441

>tfw gotta use ZSNES for muh SMW hacks

>> No.2135859

Sequels to Mario Gives Up 2 AND Luigi and the Island of Mystery got announced at C3. You excited?

>> No.2136226 [DELETED] 

>>2135859
fuck off smwcfag

>> No.2136784

So I always hear people talking about Chrono Trigger: Crimson Echoes because of the controversy around it, but is it actually any good?

>> No.2137156

>>2136226
I'm not even a member there, I just wanted to report the news since people here seem to enjoyed both parts of MGU and Luigi and the Island of Mystery.

>> No.2137687

Bump.

>> No.2137749 [DELETED] 

>>2137156
>>2135859
what the fuck is c3? >>>/reddit/

>> No.2137760 [DELETED] 

>>2137749
>>>/v/
>>>/ggcarerretardchan/

>> No.2137802

>>2137749
>For anyone who doesn't know what C3 (Central Creativity Convention) is, it's basically an event where you show any projects you've been working on.

>> No.2137812 [DELETED] 
File: 123 KB, 900x560, wow its like im really on smwc.jpg [View same] [iqdb] [saucenao] [google]
2137812

>>2137802
probably the most autistic place ive ever seen. pic related

>> No.2137825 [DELETED] 

>>2137812
I'm sorry, you must have us confused with another board.

>> No.2137826

>>2137825
DO NOT respond to shitposters, ever.

>> No.2137835 [DELETED] 
File: 298 KB, 1165x580, how are you going to defend this.png [View same] [iqdb] [saucenao] [google]
2137835

>>2137826
>>2137825
>>2137802
>stating facts
>shitposting
literally pic related. if you guys want to talk about autistic mario hacks then go to smwc or whatever board you want. i'd like to keep /vr/ /vr/ and not shit it up with the cultures of other boards until we have another /v/ here

>> No.2137842 [DELETED] 

Report and ignore

>> No.2137845 [DELETED] 

Mods are slow today

>> No.2137907 [DELETED] 

aaand there they are, not sure what the hold up was

>> No.2138042 [DELETED] 

Even the RomHack general falls prey to shitposting. Sad.

>> No.2138386

>>2132367
You can do a lot of neat things with the editor alone, especially with recent updates. If you want to add fancier things, then there are tools for that, and plenty of patches available. Learn 65816, and a whole world opens for you, since SMW is pretty well-documented.

You can pretty much do anything that doesn't go beyond the SNES's capabilities.

>> No.2138618

>>2134441
>no one will ever update these hacks to work better on a real console
Would it be even possible anyway?

>> No.2138727

>>2138618
just take out all of the imported music and use the original soundtrack

>> No.2139637

>>2132367
Sky is the limit when it comes to SMW hacking. I've seen people turning this game into shoot'em, ups, puzzle games, text-based adventures and there's even a hack that turns SMW into Flappy Bird clone.

>>2135859
Don't forget Bowser Rampages Again 2, New Super Mario World and Mario & Luigi - Kola Kingdom Quest. It was a good C3 for those who are into SMW hacks.

>>2138618
>Would it be even possible anyway?

Yes, it is. Here are some older hacks that were recently upated to work on the real hardware/accurate emulators:

http://www.smwcentral.net/?p=section&a=details&id=6764
http://www.smwcentral.net/?p=section&a=details&id=8788
http://www.smwcentral.net/?p=section&a=details&id=8897
http://www.smwcentral.net/?p=section&a=details&id=9541

There are a few more, but I forgot about their titles.

>> No.2139741

>>2058824
any good easy to understand guides out there for a beginner?

I can't seem to get it to work

>> No.2140341

>>2139741
My suggestion is to just try random corruptions that don't crash the game, and after accumulating a few satisfying ones, stack them all onto the same ROM, things can get really fucked that way.

>> No.2140846

http://www.smwcentral.net/?p=section&a=details&id=10348

This hack is surprisingly good.

>> No.2142227

The Pastebin list is now up to date.

>> No.2142857

Bump

>> No.2143096 [DELETED] 

>>2104746
Turns out proof of concept MSU1 hacks for Super Metroid, Chrono Trigger, Final Fantasy IV, Final Fantasy VI, F-Zero & a few others have been shown by the same assclown that does really shitty console hardware hacks for cash and since he's a dirty jew bastard, he won't share.

>> No.2144246

>>2142227
It took me a while, but I finally finished updating my MediaFire account. Feel free to check it out.

>> No.2145459

>>2092595
What genres are you interested in?

>> No.2146716

http://www.smwcentral.net/?p=section&a=details&id=8899

>> No.2147019

Koopa kingdom escape aka Mario adventure 3 demo 2 is out:

https://dl.dropboxusercontent.com/u/24365575/KKE%20Demo/KKE.html

>> No.2148776

>>2147019
There was Mario Adventure 2?

>> No.2148802

>>2148776
Yes but it was canceled, I think there was demo at some point(mario vs luigi IIRC) but its been dead for years and DahrkDaiz moved to MA3.

>> No.2148820

>>2112737
I've wanted to try some, which are good?

>> No.2150737

Star Revenge 7 just got released and it's the best one yet.

>> No.2153161
File: 30 KB, 125x125, Laughing_Hopguy.gif [View same] [iqdb] [saucenao] [google]
2153161

/vr/, tell me, has Nintendo even truly Cease and Desisted a fan project before?

>SSF2 is still alive and going. SSB Crusade is still here.
>AM2R is still going.
>"Mother 4 - The Fangame" is still on it's tracks and is probably almost finish for next year.
>elite Mother cultists sent many C'nD reports to Nintendo about the fan game and the M3 translation patch and Nintendo did no job 2it
>Project M is still going too and seem like Nintendo probably told Apex to keep PM away from the event for certain business reasons. (Nintendo holding Smash tournaments there.)
>Nintendo came to Relogic and asked them if they can take off their site since it was using the "supermariobrothers.org" domain name; the SMBX project was left alone, the dev went on to work on Terraria and let the Mario fans take care of the remains of his previous project.
>there's a TTYD mod (PM64 remake) project going on and it's still on the clear.
>Nintendo told Zero-sen to tone down the Pokephilia (reason why Faithful Tepig 2 was different from the original), despite that the doujinshi wasn't taken down anyways.
>The Ura Project dev told a lie about Nintendo "being up on his ass" and actually just wanted to quit the project and move on with his life.
>Dampe (the guy who was doing a OoT2D fan project) copped out and did a lie about him being kill after a car crash.
>Shadows of Lylat was canned because no progress of work were really done and devs moved on to life. The mod was released afterwards so SF fans can handle it themselves
>Pokemon MMOs like Pokemon Crater/Vortex/whateverfuck are left alone but the other PokeMMOs were taken down due to profiting
>a fuckton of other Mario, Zelda, Kirby, Metroid, Pokemon, Donkey Kong and Smash fangames are still around including ripped sprites, romhacks, porn novels, and old as shit flash movies.
>sites like MFGG, Metroid Construction, ZFGC, and DKC-Atlas are still around

and were there any "retro/oldasfuck" Nintendo fan games/romhacks back then?

>> No.2153181

>>2153161
I think the farthest Nintendo's ever extended it's legal to anything is secretly sweeping ROMs/Emulators under the rug. I think maybe they think C&Ds are too much trouble resulting in too much anger (See: Square).

Not even Pokemon gets it's ass handed, and they contain straight demakes or ports of previous mechanics.

>> No.2153184

>>2153161
Once as long as its non profit they don't really care.

Fire Emblem has a huge romhack scene on one of its biggest fansites in the western hemisphere and Japan has a billion romhacks as well

>> No.2155102

bump

>> No.2155594
File: 8 KB, 251x251, An Ancient Evil.jpg [View same] [iqdb] [saucenao] [google]
2155594

>Finally mod Wii and grab SNES9xGX
>mfw remembering 99.9% of romhacks are made for ZSNES
>mfw no ZSNES Port for Wii

>> No.2155604

Do people talk about homebrew in /rhg/ or does /vr/ have much interest in homebrew game development for classic systems?

>> No.2155609 [DELETED] 

>>2134441
What's wrong with using a good emulator to play video games?

>> No.2155614

>>2153161
>>2153181
I think the only time I've seen Nintendo go after something was when they bought up Super Hornio Bros. to stop distribution.

>> No.2155621

>>2155614
They also supposedly C&D'd Super Mario Bros X, that one game made by the guy who did Terraria, but he probably just said that so he could move onto other things.

>> No.2155624

>>2155609
people like authenticity sometimes. rabidly

>> No.2155634

>>2153184
Out of curiosity, are there differences in the romhack scene between Japan and elsewhere?

>> No.2155638 [DELETED] 

>>2155609
absolutely nothing

>> No.2155648

>>2155594
You could try Retroarch for the Wii, it's far more up to date than the Tantric emulators, only thing it doesn't have is Super Scope support.

>> No.2155650 [DELETED] 

>>2155609
>locking romhacks to one emulator is okay

Fuck you, i don't care if you're joking.

>> No.2155761

>>2155634
generally speaking their romhacking communities are exactly the same as ours

some of them can be much more fanatical about certain games though which leads to some stellar romhacks, like FF6 T-Edition

>> No.2157254

>>2155634
From what I noticed, most Japanese hackers seem much more focused on making their hacks difficult and cool-looking rather than actually enjoyable and fun to play

>> No.2157359

>>2157254
That's what western romhackers tend to focus on too, though.

>> No.2157463

>>2155634
dunno, but it'd help if they has a centralized site like romhacking

>> No.2157470

>>2157254
I think you could just say that in general. Almost all romhacks are done by enthusiasts of the game, people who've played them to death a million times and want to jack up the difficulty for themselves. The hacks that come of it are made to appeal to people with similar tastes, not for the general public.

There's very few ROM hacks I care to play because of this, though there are some great ones.

>> No.2157624

>>2157463
it's pretty funny, they still live in a world with Geocities, which is where a lot of personal projects are hosted

>> No.2157964

>>2155621
eh, not really

Nintendo came to Relogic and asked them if they can take off their site since it was using the "supermariobrothers.org" domain name. The SMBX project was left alone afterwards, the dev went on to work on Terraria, and let the Mario fans take care of the remains of his previous project.

>> No.2157975

>>2155761
One big point here is SaGa. Romancing SaGa games alone are as big as Pokemon outside Japan if not more for hacking.

>> No.2157983

>>2153181
>Square
Don't remind me. At least the CT hack got to continue under Flames of Eternity and we still have most work done undisturbed (thank you based god for FFIX's speed patch), but the way they handle fan works sometimes is absolute shit.

>> No.2158092

>>2157624
elevens are so backwards - 340x240 videos, shitter feeds, geoshitties, etc.

>> No.2158095

>>2158092
Even their URLs are fucking weird, they have like 200 subdomains. Japanese Internet is weird.

>> No.2158096

>>2158092
>geoshitties

DON'T TALK SHIT ABOUT GEOCITIES, OK MAN, OK !!!

>> No.2159290

I found a bunch of romhacks that I really like, but all of them are really short and really small. Would it be possible to compile them on to one .nes file, and how?

>> No.2159573

>>2159290
That's a strange request... I'm not sure I understand the problem you're trying to solve.

>> No.2159746
File: 49 KB, 1324x500, koopaling fixed colors.png [View same] [iqdb] [saucenao] [google]
2159746

>>2099813
I tried that shit, just fixing up the graphics to make it better-match the artwork, without changing the art style. Pretty minor stuff.

Here's what I did:
>Mario's clothes are the same color as his fire overalls
>Luigi has his SMAS&SMW sprites
>Luigi's clothes are the same color as his fire overalls
>Luigi's regular overalls are the same color as Mario's
>Yoshi's arms match his body, not his shoes
>Kuribon's shoe color now resembles his artwork
>Chargin' Chuck's color scheme now resembles his artwork
>the Koopalings now have all their fingers
>Minor changes to Wendy and Lemmy to better resemble artwork.
>Bowser's body is orange instead of green
>Bowser has all his fingers
>Bowser has his wrist bands and hair when he takes damage

What I can't do:
>Update the level design
>Give the Koopalings proper color schemes, pic related
>Give Iggy his hair
>Give Luigi his SMA2:SMW sprite (I almost had it but I fucked it up)
>Give Peach her SMA2:SMW sprite
>Give Peach a better color scheme, like in SMA2:SMW but not washed-out

>> No.2160669

>>2147019
Finally, this is the one of my most anticipated ROM hacks.

>> No.2161241

Are there any NES hacks that have exceptional graphics or technological details? I want to have my mind blown.

>> No.2161286

>>2159746
nice work

>> No.2161287

>>2155594
Just make it into a wad

>> No.2162091

>>2158095
>Japanese Internet is weird

Whenever I enter a Japanese website, I feel like it's 90s again. Very retro feeling.

>> No.2163881

>>2161241
Mario Adventure, Rock Man no Cosntancy and Monster Party: Let's Go Again all look pretty nice, in my opinion.

>> No.2163892

>>2161241
https://www.youtube.com/watch?v=gi7sroMkVFk
If you can't appreciate the tricks this hack pulls off you're probably already dead. The actual gameplay is also excellent if you're into that sort of thing

>> No.2164230

http://www.romhacking.net/hacks/2137/

Neat. This is probably the only Sonic job on RHDN, but as far as I can tell it's the only S2 one focused on fixing bugs. It's not at the very slight detail nitpick of Sonic 3 Complete, but hey correct ring physics underwater.

>> No.2164234

>>2164230
*only Sonic job on RHDN alone

>> No.2164248

>>2164234
>Sonic job
what

>> No.2164252

>>2164248
As in hack. Most end up on Sonic Retro one way or another in a pre-patched format. This one's one of the few that doesn't do that, for one reason or another.

>> No.2165270
File: 261 KB, 479x346, 2ch mario.png [View same] [iqdb] [saucenao] [google]
2165270

does anyone know where i can download the 2ch mario hacks?

>> No.2165512

How do I get kaizo mario?

I have to find a specific version of super mario world (which one?)
and apply the IPS patch with lunar IPS patcher?

>> No.2165517

>>2165512
nevermind i got it letsplaysnes slash download-kaizo-mario-world-rom/

>> No.2165528
File: 18 KB, 256x224, 598titlescreen.jpg [View same] [iqdb] [saucenao] [google]
2165528

I ran into this.

>> No.2165584

>>2165528
It seems like 90% of rom hacks just add penises into the game

the other 10% have pointless gameplay tweaks, monkey-with-tile-editor level design, and also penises

>> No.2165602

>>2050456
I have a series of homemade NES "Devcarts" that are just socketed so I can quickburn EEPROMs and test.

>> No.2165608

I have an MMC3 ROM that's basically Mortal Kombat 1.

The title screen calls it Mortal Kombat 2.

It's a really nice little 8-bit MK.

I'd like to have the "II" removed from the title screen.

I mean I'd also like to get Sub-Zero's freezing to work and rearrange the payer select screen to better resemble the arcade version.

But mostly, just that title screen.

Can anyone help me out?

http://www.mediafire.com/download/5yl3615bj893cuj/Mortal_Kombat_II_(Rev._B)(Unl)_[!].nes

>> No.2166645

>>2165270
Check the Pastebin:

http://pastebin.com/pYxhe4L7

>>2163892
Don't forget Extra Mario Bros., which turns SMB into Metroidvania.

>> No.2166702

>>2166668
I posted this question in emulation general, but I figured I could get some answers if I bumped this thread with it.

>> No.2167060

>>2155594
Dude, you mean 95% of SMW hacks, a lot of translation romhacks work on real hardware like Panel de Pon and Magical Quest 3

>> No.2167442

>>2167060
a lot of full-game RPG romhacks don't work on hardware... CT: Flames of Eternity, FF6-T, FF6: ROTDS, etc. Fortunately FF6: BNW and both of the FF6 randomizers work on hardware, though.

>> No.2167478

>>2166645
thanks a lot

>> No.2168572

>>2166702
Redesign works on SNES9X just fine last I checked. Try this prepatched ROM and see if it works:

http://www.mediafire.com/download/6quibt8kiexvppt/Super_Metroid_-_Redesign_(v.2.1_Final).7z

>> No.2168595

>>2166645
>Don't forget Extra Mario Bros.
Yes. That's the other hack I recommend the shit out of because they're more than a bunch of neat tricks, they're polished and bring genuinely good new gameplay to the table.

>> No.2168604

>>2168572
Thanks a bunch, dude.

>> No.2168847

Let's say that I have a translation of a PSP game. How hard is it to find someone willing to help hack the translation onto the game? Is the PSP difficult to work with?

>> No.2168896

>>2050105
Is anyone here interested in translating obscure japanese PS1 RPG's like these ?

http://www.gamefaqs.com/features/top10/2736-the-top-10-psx-japan-only-games-you-may-not-know-rpgs

I also recommend Weltorv Estleia. Kawloon's Gate, and GUNNM Kasei no Kioku/Martian Memory.

>> No.2168921
File: 81 KB, 256x384, V4_04_28856.png [View same] [iqdb] [saucenao] [google]
2168921

Didn't even know /rhg/ existed... When I attempted to start learning romhacking I just figured I'd translate this game but seeing how every puzzle title is a graphic and not just script text Im probably gonna drop it and help out on other projects(Translation)

>> No.2169021

What's the emulator of choice for NES romhacks or that isn't a problem unlike most SNES romhacks being tied to ZSnes?

>> No.2169391

>>2169021
Nestopia or FCEUX, but most of them should work on any emulator.

>> No.2169437

>no Kirby Super Star Ultra utilities yet or even a document

fug

>> No.2169492

guys, guys, guys...
please.
someone make this for real:

http://youtu.be/fjkuK7iujxI

>> No.2170221

>>2169437
>what is ExHal

>> No.2170289

>>2170221
Ultra, anon, Ultra. The DS KSS.

>> No.2170401
File: 62 KB, 1612x769, tristar-TDXstuff.png [View same] [iqdb] [saucenao] [google]
2170401

>>2170289
Your point? ExHal works for KTD and RtDL too, I see no reason for it not to work with KSSU too.

>> No.2170409

>>2170401
>Hothead

Well, I guess if HAL hasn't changed their compression methods in over a decade, kudos to them.

>> No.2170427

>>2170409
Yup. When the original KompreSS.DLL was released, I had a look at the release notes that explained the compression format in depth. Turns out that it's... Pretty fuckin' efficient, even by today's standards.

>> No.2170474

>>2170401
What's that application, by the way?

>> No.2171171

http://www.smwcentral.net/?p=section&a=details&id=10488

Look what just got released

>> No.2171385

>Started hacking Brainlord a few years ago off and on
>Understand nearly everything about the innards of the game.
The only thing that's stopping me from finally beginning a real hack for the game is lack of a map editor.
I understand the maps, how they work, etc.
I just don't feel like creating a editor myself.
Fuck.

>> No.2171546

>>2171385
don't quote me on this but i think Jathys had an editor underway. you can find him on the irc channel #jzd

>> No.2171570

>>2165608

I'll take a crack at it. Give me a few hours.

>> No.2171606

>>2171546
..Someone else actually interested in hacking Brainlord?
Yeah, I won't hold you to it.

Just in case though, I'll lurk that irc for him and ask when he pops on.

>> No.2173005

Bump.

>> No.2173128

>>2171385
Can you give a short description of the level format?
I used a generic tilemap editor for a hack once, and then just manually converted the output file to the game's format in a text editor and inserted it into the ROM.

>> No.2173350

>>2173128
>Looks back on my notes
Jesus christ. My notes are a mess.

Well, from memory;
Each tile on a map is made up of two bytes that act as a short pointer to a tile in a bank elsewhere.
The map of tiles in the ROM itself is just a huge array of tiles and nothing else. The tile array starts at the top-left of the map, going all the way down to the bottom-right. in the ROM there is no indication when the y- jump is made, as, like I said, it's just a huge array that the game processes.
All maps are the same size, though I forgot the exact dimensions.

The map format is simple enough, just a array of pointers and nothing else. Making a editor would be easy. I just...don't wanna.
There is a small bank with pointers to each map located in the ROM at a specific address, as well.

The objects on a map have varying formats depending on what's wanted, but basic objects work like such:
0000XXYYZZ11220000 XX=XCoord YY=YCoord ZZ=ObjectID 11=Object Attribute 22=Extra Attribute

Although putting new objects on a map is easy enough, making a new map that requires some bit of artistic skill is hard as hell without some kind of graphical interface to work with.
Each map is put together with a small block of pointers, as seen here:
http://pastebin.com/U0V2T5k9

I just need to sit down and make a editor sometime. I have pretty much everything documented, for now though;
What is a tilemap editor and what sorcery do I need to use it for mapping?

>> No.2173387

>>2173350
Yeah. I always tell myself to take notes too, but when I look back on them they're always barely readable.
I used mapeditor.org's tiled. It's used for mocking up tile based levels or real levels for games that can interprer the formats it spews out. The format it saves is bloated, but human readable, so when I opened it in a text editor, I just wrote a macro to replace all instances of <block1;width=5> to $15 etc...

Then just copy paste to hex editor.

>> No.2175228

bump

>> No.2175635

I'm really looking for a hobby, can someone suggest some beginner resources for someone interested in Nes hacking?

I'm also looking for a good starting point for learning 6502 assembly.

>> No.2175675

>>2175635
nesdev.com

Whole truckload of shit on the NES

>> No.2176680

http://www.smwcentral.net/?p=section&a=details&id=10412

What.

>> No.2176909

>>2176728 here.
Here's my documents on Chalvo 55:
http://acmlm.kafuka.org/board/thread.php?id=6272 (scroll to the very bottom, last post.)

Here's my documents of Pocket Bomberman:
https://dl.dropboxusercontent.com/u/12087633/index.html

>> No.2177834

>>2176680
That was surprisingly fun, if a bit basic.

>> No.2177869

>>2159746
>Luigi's regular overalls are the same color as Mario's
Luigi is supposed to have darker overalls.

>Give Luigi his SMA2:SMW sprite
Why would you even want to do this? That was one of the worst changes they did to SMA2. The SMB2 Luigi Sprite does not fit in with the rest of Super Mario World. The All Stars + World sprite is superior in every way.

>> No.2177958

Does anyone know how to install this mod for SD Gundam G Next?
http://www.romhacking.net/hacks/353/

>> No.2178000

>>2177958
nvm, figured it out

>> No.2179075

>>2176680
>>2177834
I might just try it out. The screens look awful, but from what I read it's actually a solid hack.

>> No.2179216

Have any of you actually made any romhacks?

>> No.2179256

>>2179216
Sure!
I just haven't finished them. Like, any of them.

>> No.2179661

>>2179216
there's several people who've already shown off their projects in this thread

>> No.2180612

I want to play the VIP mario games

I can find the patches but I can't apply them because there's a lots of versions of super mario world and I don't know which one to apply it to... help?

>> No.2180632

>>2180612
nvm i got it thanks to romclean

>> No.2182037

Shit, dude, I can't get Super Metroid Redesign to work. I've tried headered and unheadered on both ZSNES 1.51 and 1.36 and whatever the most recent SNES9x is, but no luck. The closest results I got were with the headered version on either emulator. Both versions of ZSNES failed the check sum, which I believe is supposed to happen and then froze on a black screen after the Nintendo logo. The only difference is that with SNES9x, there was a very brief flash of orange before the freeze.

I've also tried a pre-patched version of the ROM, but it plas this is themal game on either emulator. And yes, this is the (JU) version of the ROM.

Any advice?

>> No.2182038

>>2182037
>plas this is themal game

I don't even know what the fuck happened there. Just woke up. What I meant to say is that it just plays as the normal game.

>> No.2182134

>>2127176
>>2127195
Cool to see my lists here, I hope they're helping other people. I sometimes open up /vr/ and check these romhack threads to see what's up.
You should also post my mediafire link which has a lot of prepatched hacks in one. It's way faster to download that than to patch the hacks yourself.
http://www.mediafire.com/download/831iidazfebdhau/SMW+Hacks+v3.rar

>> No.2182142

>>2171570
Are you still there? I went to sleep after making my post cause i was exhausted.

>> No.2182152

>>2179216
I sanitized Tecmo Bowl once as a kid. Just removed all copyrighted logos etc.

>> No.2182201

>>2182037

https://www.dropbox.com/s/r6xc2t389jfae9k/Super%20Metroid%20Redesign.zip?dl=0

This should work.

>> No.2182219

>>2182201

For ZSNES, SNES9x, or either?

>> No.2182231

>>2182219
At least ZSNES 1.51. That's the only emulator I checked but I don't see why it wouldn't work on others.

>> No.2182235

>>2182231

Actually, I just tried both, and it runs it as the original game. I do appreciate the assistance, but I'm just not sure what's wrong.

>> No.2182238

>>2182235
Play past the opening space station section. It seems pretty similar until past that point.

>> No.2182240

>>2127195
>>2127176
So which ones should work on a flashcart?

>> No.2182249

>>2182238

Oh fuck, I feel so retarded. Every single other hack I've played has an altered title screen. I bet it was working the whole time. Well hey, thanks for pointing out that I'm a dumbass.

>> No.2183718

Bump.

>> No.2184094

any rom hacks for yoshis island?

>> No.2184105

>>2184094
There are several in the OP's pastebin.

>> No.2184792

>http://www.romhacking.net/hacks/1201/
>backtracking the romhack

Can't believe I wasted time 100%ing this.

>> No.2186117

>>2182240
>The Second Reality Project Reloaded
>Super Pika Land Ultra
>Super Mario Bros. 3X
>Toad's World
>Super Demo World: The Legend Continues
>Brutal Mario
>Super Mario Worldwide 2
>Super Mario World: Return to Dinosaur Land
>Final Fantasy: Super Moogle World
>Capture That Cake!
>Super Mario Odyssey
>Kaizo Mario World
>Rise to the Challenge

These hacks should work on the flashcard.

>> No.2186259

>>2171385
>>Understand nearly everything about the innards of the game.
Do us all a favor and upload that info on Data Crystal. Get enough info out there, and odds are someone in the community will come along and make an editor.

>> No.2186507

>>2186259
Or he could just actually bother to learn a programming language ([cough] C [cough])and do the same, and even better with his knowledge of how the game works internally

>> No.2187197

>>2186507
while i somewhat agree, if i had to choose one first, i'd take information over an editor.
Case in point – the disaster that was Lunar Magic and SMILE

>> No.2187557

>>2187197
Not the original guy, but I agree entirely. I'd much rather have all important addresses and info on how the ROM stores shit than an editor.

I mean, I have an editor for Castlevania, but there's many things it can't do. Unfortunately, who-ever made the editor didn't share the info, so I'm currently trying to map the ROM out so I can find out how things work. Which wouldn't be needed, if the guy had just shared the info he made the editor with on Data Crystal.

And don't get me started on the whole "Eventually no modern OS will run the editor" problem.

>> No.2187568

>>2186117
Second Reality has the bad music patch so i don't know about that one, unless there was an update recently that fixed it.

>> No.2189380

>>2187568
It was patched recently to work on the real hardware.

http://www.smwcentral.net/?p=section&a=details&id=9541

>> No.2190871

http://www.smwcentral.net/?p=section&a=details&id=10346

>> No.2191676

>>2187557
>Eventually no modern OS will run the editor
worst case scenario, there will always be virtual machines

>> No.2193272

Playing Super Metroid Project Base v0.7. Almost done. Ready to head to Tourian, but I'm missing two missile tanks if you factor in the added four. Not sure if I'm missing new ones or old ones, but could anyone tip me off on the ones I most likely missed?

>> No.2194049

http://www.romhacking.net/hacks/562/

This hack is quite good.

>> No.2194079

>>2059240
not sure if anyone has asked this but how would I go about adding or editing a character and their dialogue/overall story in FF6? is it possible and what would I need to know to create these custom events and added part members? It would just be a side story one arc then the character would just be there in the game.

>> No.2194523

>>2194079
FF3usME and Zonedoctor will edit dialogue and events, respectively. Adding a party member is very complex but changing an existing one is much easier.

>> No.2194906

Which Metroid romhacks are the best?

>> No.2195086
File: 41 KB, 256x240, mknesmenufix.jpg [View same] [iqdb] [saucenao] [google]
2195086

>>2182142

Sorry it took so long to reply. I started on it and am going to have to change some stuff around. I plugged a ton of letters over the tiles to see which tile is what. You can see from pic related that there is an "IJ" that belongs to part of the logo as well as the "II" portion of the logo.

I'm thinking of just shrinking the "Mortal Kombat" portion to avoid this.

I'll update tomorrow.

>> No.2195765

This is gonna sound weird, but one of my biggest wishes has always been to see a SMW romhack which re-arranges the music like this
https://www.youtube.com/watch?v=fDPonNlDZdI
This would be possible right? If you don't take the crazy stuff later on in account.

>> No.2198028

>>2195765
There quite a few SNES hacks that support CD-quality audio, so it's possible to make a SMW hack that uses the exact song you posted.

>> No.2199362

>>2177869
>Luigi is supposed to have darker overalls.
No, that shit is recent.
>Why would you even want to do this? That was one of the worst changes they did to SMA2. The SMB2 Luigi Sprite does not fit in with the rest of Super Mario World. The All Stars + World sprite is superior in every way.
That's just your opinion. SMA2 Luigi looks more like SMW style Luigi and less like some random Mexican.

>> No.2199573

>>2194523
So just replace one and edit all their events? (preferably one who has a light story arc) Where would I find a template for all the animations of a character and how would I replace them?

>> No.2199780

Is changing graphixxx colors in SNES really that simple?

>> No.2200020

>>2199573
FF3usME can export and import the sprites

>> No.2200554

>>2199780
Yeah.

Also, I'm working on a super metroid hack. Any cool ideas?

>> No.2201416 [DELETED] 
File: 95 KB, 976x871, higan 094.jpg [View same] [iqdb] [saucenao] [google]
2201416

>>2104746
>>2130625
It's not working for me either on Higan/Bsnes 32-bit. Versions 0.91 and 0.94 both have their individual problems which prevent me from loading up the rom so I'm using 0.88 right now.

Does anybody know if 0.88 is compatible with the MSU-1? Or, which exact versions you need?

>> No.2201421
File: 94 KB, 976x870, higan094.jpg [View same] [iqdb] [saucenao] [google]
2201421

>>2104746
>>2130625
It's not working for me either on Higan/Bsnes 32-bit. Versions 0.91 and 0.94 both have their individual problems which prevent me from loading up the rom so I'm using 0.88 right now which works as far as loading the rom goes, but doesn't play the .pcm files.

Does anybody know if 0.88 is compatible with the MSU-1? Or, which exact versions you need?

>> No.2202056

Question:

Why are there so few hacks of Playstation games? I figured people would be all over creating zany levels for Crash Bandicoot, or putting Pokemon into Monster Rancher, etc etc

Is it just balls hard to hack psx isos?

>> No.2202118

>>2202056
iirc a promising Crash Bandicoot trilogy level editor is under development

But it's not as easy as one might think. Even if you reverse-engineer the level format, you need to still take care of the pointers.

>> No.2202762

>>2202056
playstation games are much more likely to be compressed or encrypted, and the bytecode will be less readable because it would have been compiled down to assembly from C or something

there are some advantages to hacking playstation games... sometimes the game assets are packaged neatly in files and directories... but not always

>> No.2202775

>>2202056
putting new 3d models in is a lot more complicated than swapping sprites

I did see a bunch of Guitar Hero hacks back in that era but they mostly left the game alone and swapped in new song data

>> No.2202815

>>2202056
>Is it just balls hard to hack psx isos?

Ask the RE modding community lol.

>> No.2203656

>>2202762
You're mostly right but...
>encrypted
wut

>> No.2203678

>>2203656
you know, checksums to keep people from accessing data
ur welcome

>> No.2204267 [DELETED] 

>>2049537
>all those SMW romhacks in the pastebin
jesus christ

>> No.2205705

>>2203678
That's not encryption

>> No.2207485

Christ, this is frustrating. Anyone else played Metroid Super Zeromission? I'm just now learning that if you don't sequence break and get power bombs early then you'll never get the power bombs that are through the yellow door near your ship, so despite all the effort I've put into this game I'll never get 100%. Absolute fucking bullshit. I'm also trying to get the fucking missile pack in Chozodia that I guess requires a speedball after you speed boost and spin jump through a bunch of lasers, which I can't fucking do using this keyboard. I'm not sure if I'm doing it wrong or what. I can go into more detail if anyone even knows what I'm talking about and would like to try to help.

>> No.2209903

>>2202056
>I figured people would be all over creating zany levels for Crash Bandicoot,

There's one hack Crash Bandicoot 2 hack in development called Crash Bandicoot: Master Quest. Unfortunately, it's a rather shitty kaizo hack.

>> No.2211746
File: 10 KB, 256x224, Awesome Mario World!.png [View same] [iqdb] [saucenao] [google]
2211746

http://pastebin.com/pYxhe4L7

The Pastebin list is up to date now.

>> No.2212968

Are there any other Rockman 4MI-caliber hacks?

>> No.2213316
File: 11 KB, 300x285, InsetMushroom--article_image.jpg [View same] [iqdb] [saucenao] [google]
2213316

>>2049537
I'm new to rom hacking and have a general understanding of how to use Lunar Magic. But there's a specific thing I want to do, and that is to either add poison mushrooms (which I suspect might be difficult), or turn super mushrooms or 1-up mushrooms into poison mushrooms. I spent time learning about Lunar Magic from the beginning, but once I was done following the guides, I gained a healthy understanding of the basics, but I am still no closer to learning how to alter the function of powerups.

They would have the All-Stars Lost Levels poison mushroom sprite, damage or kill Mario like an enemy on contact, and then disappear. I might be underestimating how hard this would be to do, but as far as I can tell it's a matter of changing one sprite graphic and swapping out the behavior of a power-up for another existing behavior that is already in the game. But, I just don't know where to begin. Even if it's more technical than all of that, I'm willing to learn. I just need that, and the rest of the project should just be a matter of good level design and hoping I don't run into too many unforeseen technical hurdles and limitations.

>> No.2213340

>>2213316
Get Sprite Tool.
Lunar magic is just one of the many tools you'll need when hacking SMW

>> No.2213364

>>2213340
>Lunar magic is just one of the many tools you'll need when hacking SMW

I did know that much. I had my doubts Lunar Magic would have this ability, but I didn't know where to go next and was worried I would have to do some kind of complicated manual hex editing to accomplish what I wanted to do. I had Lunar Magic, Custom Block Inserter, HDMA Design Kit, and Overworld editor, but I didn't know about this sprite editor.

Another thing of interest is, what is it that makes romhacks unable to work on emulators other than ZSNES, and fail to work on real hardware? And how best can I prevent my projects from being forever condemned to emulators?

I would imagine the general rule is that the more vanilla it is, the more likely it is to work on a SNES flash cart, but are there any major no-no's I should keep in mind if I want the rom to continue working on real hardware (or at least a more modern and portable emulator like Snes9X)?

>> No.2213463

>>2213364
>Another thing of interest is, what is it that makes romhacks unable to work on emulators other than ZSNES, and fail to work on real hardware? And how best can I prevent my projects from being forever condemned to emulators?
Nowadays its not that really problem, since tools and other stuff are updated and they now works properly on accurate emulators(including bsnes and higan) and mostly likely on real hardware too.

Only exception that I can think is any patches that adds support for special chips that flash carts/emulators dont have/support, and some really old hacks.

On my forever project I have multiple patches stacked together, exgfx, custom music, manual hex-edits, just about anything you can find in smwcentral and it still works perfectly on higan-accuracy.

>> No.2213497

>>2211746
does it work in real hardware?

>> No.2213528

>>2212968
No.

Extra Mario Bros. is my second favorite hack, though. And Legend of Link is pretty impressive for an unfinished mess.

>> No.2213701

>>2075502
dude, the guy who translated Mother 3 and Mother 1+2 played this on Twitch a while back and gave you big ups!

>> No.2213708

Oy, if you like (Super) Metroid hacks, check out Metroid Construction. It's probably the biggest Western Metroid hacking community. Drewseph who made Redesign comes there (and is working on an improved rerelease subtitled Axeil), the guy who made Ice Metal comes there, the guy who makes the Metroid hacking program hangs out there, etc. We also have a pretty fun forum and we're working on two forks of SMILE to modernize it.

>> No.2213710

>>2213708
not to mention we like to Doom and Terminus hangs out with us on IRC too

>> No.2213724

>>2213708
any super metroid hacks that dont look like super metroid? I like the gameplay I just think the whole wanna be aliens theme is kind of shitty.

>> No.2213728

>>2213724
As in complete graphical overhauls? The closest thing would be Super Metroid Phazon by Red Monkey. It has a lot of sprite replacements and custom GFX. It's a sad thing that Super Metroid hacking isn't the at the level that Super Mario World is. Custom anything that looks/works well is a big achievement as it probably required arduous ASM.

Another hack that doesn't really have the SM atmosphere is Eris, which is by Digital Mantra. It won like best hack 2012.

Seriously though, if some of you could join and get busy, it'd be a real boost to the community.

>> No.2213779

>>2213728
I want like a fantasy version of metroid. I shouldn't have said I hate the theme cause I do love the original games I just don't like how every hack is like just the same but stuff is in different places or its harder. I want a fantasy themed metroid style game so i have some nice nature to look at and people to talk to. Being alone in a space cave gets depressing hahaha.

>> No.2213784

>>2213779
you seem like the kind of guy who really likes that Fallout 3 mod that basically turns the entire DC wasteland into the forests of Oblivion

>> No.2213802

>>2213784
only if I wanted a fallout 3 hack after playing the shit out of the original game. That does sound sweet though someone should make a mod to stick fallout guns into oblivion.


BY AZURA BY AZURA, IT'S THE GRAND CHAMPION *ZAAAAAAAAP*

>> No.2214545

I've tried several different roms, but I cannot patch Quest on Full Moon Island, it always ends up corrupted. Does anyone have a link to the prepatched version? I'd really like to play it.

>> No.2214551

>>2214545
Nevermind, I had to use another program to add a 'header' to the ROM.

>> No.2216336

>>2213708
Wow, Super Metroid hacking scene is a lot bigger than I thought. Are there any SM hacks on that site worth playing, besides the well-known ones (Redesign, Z-Factor)?

>>2213497
You mean Awesome Mario World? I'm pretty sure it will work on the real hardware.

>>2212968
The Second Reality Project Reloaded and its sequel come close, at least in my opinion.

>> No.2216497

>>2216336
Most are okay, buy there's a few real gems in there.
search YouTube for Metaquarius and hold on to your ass - his ASM wizardry is beyond fucking insane

>> No.2217947
File: 3 KB, 160x144, 927screenshot4.png [View same] [iqdb] [saucenao] [google]
2217947

I've been interested in replaying some old favorites with slight improvements made to them. Are there any patches like these that are recommended?

Been playing through Link's Awakening with an uncensor and improved font patch at the moment.

>> No.2217960

I'm really sorry if this is the wrong place to put this, but does anyone have any information about how to put your snes rom's/romhacks onto actual snes cartridges? I read a while ago about people buying up sports games, creating new labels, and uploading the rom data to the cartridges after clearing them out, and being able to play them on snes.

Anyone have any ideas?

>> No.2218035

>>2217947
http://www.romhacking.net/forum/index.php/topic,18322.0.html

>>2217960
snes flashcart is probably easiest way to play on real hardware, other than that I dont know.

>> No.2218048

>>2218035
Hmm... Not quite what I was looking for, but it's a start. I sincerely thought I remembered seeing something about being able to use an adapter and program to wipe the data off of a snes cartridge, and put rom files on there.

People were doing it with sports games, so they could make their own personal collections of games.

Maybe I'm wrong though.

>> No.2219569

what hacks are you currently playing

>> No.2219712

Anyone know what tools I should be looking at for messing with SNES games? I really just want to combine the LttP DX hack that adds MSU-1 audio and the day-night cycle hack, which should be as easy as just moving the location the day-night cycle data is stored at and adjusting all the pointers. Where should I start?

>> No.2220069

Hey check it out, someone finally got over the final hurdle of uncensoring Earthbound by changing the titlescreen.

http://www.romhacking.net/hacks/2319/

>> No.2220078

>>2220069
That method's been around for a while, but it's quite buggy.

>> No.2221497

>>2220069
Is that uncensored script done from the scratch or is it just EarthBound's script with few lines changed?

>> No.2222695

super mario world with SMU-1 support:
https://www.youtube.com/watch?v=SZkbchA67Fc
http://www.smwcentral.net/?p=section&a=details&id=10873

>> No.2223507

>>2220069
final hurdle? pretty sure they still haven't properly fixed that kid getting his ass welted by a hundred smacks

>> No.2224816

>>2217960
>>2218048
You can de-solder the mask-ROM from a legal SNES cartridge, pull it out, and replace it with a PROM that you burned yourself. ROM burners are expensive, though. Unless you're going to be bootlegging stuff to flip on eBay, you might as well just get a RAM cartridge like an EverDrive - especially for SNES stuff where the cartridges have other hardware too.

>> No.2224824

>>2220069
Nope, title screen crashing bug is still there if you press any buttons too early. >>2220078 is right.

>>2221497
It's a re-localization. So jokes relying on Japanese wordplay aren't in. Read the thread, I don't really know what you mean by "from scratch". Why would you want to completely re-write every line anyway? Most of EarthBound's translation is right on the mark. It's heavily derivative of Tomato's suggestions for better localization and commentary on the censorship.

>>2223507
The author comments on his choice to use the EarthBound sound effect instead of the Mother 2 one. Pretty sure he even has an optional patch or instructions for it. The script portions about it have been uncensored.

>> No.2224872

>>2224824
IIRC even WITH the sound effect inserted, it's not right. The actual scene has has a visual cue, like the screen flashing red momentarily or something among those lines and that has yet to be inserted back into the rom. Past attempts have left the game broken.

>> No.2225472

I don't get the appeal of re-localization. I'm much more interested in hacks that add back content that was cut or dummied out.

>> No.2227204

>>2225472
>>2224824
I was just curious. Mother fans are dedicated, so it wouldn't surprise me if they translated the entire Mother 2 script from scratch.

>> No.2227701
File: 21 KB, 520x247, Untitled.png [View same] [iqdb] [saucenao] [google]
2227701

How the hell do nametables work exactly?

I know they are used for background tiles but how do they work when it comes to scrolling? What's the purpose of mirroring them? Do they act as a kind of buffer for making smooth scrolling possible? If so how does MM6 do it exactly?

I tried looking into a more technical explination but it left me a bit foggy on details.

>> No.2227783

There's someone out there who was able to fix all the game-ruining bugs with Seiken Densetsu 3 - agility/evade work, luck/crits work, items with elemental properties work, saber/buff stacking works, kevin's buffs don't repeatedly stack, and they generally fixed anything that was originally useless due to errors, which is like 25% of all options in the game or more.

The BAD news:
-It's a hardtype hack of the more extreme sort
-They've decided to completely rewrite what classes get what spells, including removing basic healing from Carlie's starting class
-They've busted combat by enabling running in it
-They've removed all strategy in choosing level-up stats (which would have otherwise been enhanced by Agility and Luck working) by enabling you to just raise the same stat every level.

http://www.insanedifficulty.com/board/index.php?/topic/5634-changes-list/

It still sounds worth checking out. There's an "easy" version for which there are still people complaining about excessive difficulty, so I'm dubious as all hell. You'd think they would have fixed the bugs in one patch and THEN rewritten the game mechanics in a separate project.

>> No.2229303

>>2227783
Oh boy, this sounds good.

>-It's a hardtype hack of the more extreme sort

Nevermind. Am I the only one who hates kaizo hacks? They seem more frustating than actually fun to play.

>> No.2230028

>>2165584
picks or it didn't happen

>> No.2230536

I'm surprised no one's really mentioned this once. This is a bugfix patch for Suikoden II, with a patcher that lets you pick and choose what to implement:

http://www.suikosource.com/phpBB3/viewtopic.php?f=9&t=12441&sid=f4e7eebc6fa8f19ee299f40f726c7798

In the later pages of that topic, there's an early patch for the first that fixes the Earth Rune bugs.

>> No.2232061

bump

>> No.2232943

>>2230536
Neat. Is the S1 patched confirmed for working? also good luck getting a 1.0 rip for that.

>> No.2233683

>>2229303
I've tried the hack out, its okay but after while it just feels absurd because of the aim to hit 99 by the last dungeon so you'll find yourself fighting to get money and then fighting to level up.

Don't bother with the hard version of the hack, its more tedious than hard.

>> No.2233686

Anyone tried this hack out?
http://www.insanedifficulty.com/board/index.php?/files/file/73-dragon-warrior-3-hardtype/

Also, the Brave New World on the same site got a new version released.

>> No.2235410

>>2233683
Might as well try it out. I'm glad it's not complete shit.

>> No.2236506

https://www.youtube.com/watch?v=weHo-_JvP9c
Paper Mario editor

>> No.2237305
File: 9 KB, 450x424, 1358199790169.png [View same] [iqdb] [saucenao] [google]
2237305

>>2236506
>text editor almost done
>level editor in the works
All we need is a sprite and sound editor and we can use Paper Mario as a template for homebrew RPGs.

>> No.2237924

>>2058815
>>2083046
Years ago on /v/ somebody posted a link to a /b/ themed FF6 with completely redone sprites, playing as cockmongler etc, lost the file after a week and could never find it again.

>> No.2239823

>>2236506
Imagine all those full-length Paper Mario hacks.

>> No.2240635

>>2239823
Although that editor looks very promising, that doesn't still guarantee anything.
There's a very, very good editor for Super Mario RPG released years ago, but only a handful of hacks.
Same with Super Metroid. The community knows pretty much everything from the game's innards, but the only "real" hacks out there are Redesign and Super Zero Mission. Sure, a myriad of other hacks too but not as "professional" nor full-length as the aforementioned two. Not to mention SMILE had its initial release in 2004. That's 11 years ago.

But I do hope the best.

>> No.2241273

>>2240635
if your standards are so high that not even the super metroid hacking community makes the cut, then I don't know what you're hoping for

>> No.2241874

>>2241273
Hacks that don't feel like hacks but brand new adventures.
can you list any "true" SM or SMRPG hacks by your standards?
Mini hacks need not apply

>> No.2242275
File: 13 KB, 256x224, 100s_00087.png [View same] [iqdb] [saucenao] [google]
2242275

http://www.mediafire.com/download/fxxfjvs6820m2m8/100s.smc

I've been working on my forever project/smw hack for quite while now, so if anyone wants to give it a try then go ahead. Levels after first castle are not 100% finished(and few are barely playable), but you can move around in world-map freely and exit with start+select so its not a problem.

It works on higan/bsnes/snes9x, but on zsnes there is some massive slowdown on some spots/levels(which also is on other emulators, but not as bad) and some effects are bit glitchy so use anything but zsnes.

If there are any glitches/bugs or anything then let me know so I can fix them(Im aware of few minor glitches and palette errors, but there shouldn't be anything major).

>> No.2242892

>>2242275
nice hud at least

>> No.2242987

>>2242892
it's fine for emulator but on my TV the bottom half of it is cut off, so I can't read it

>> No.2243520
File: 949 KB, 1728x1839, 65 003.jpg [View same] [iqdb] [saucenao] [google]
2243520

>>2242892
um thanks?

>>2242987
Well I dont have snes flashcart, but on my wii and crt it doesnt cut off, even with retroarc and correct resolution(512x224, I think), but I cant really do anything about it since its only status bar replacement that doesnt fuck up with either layer3 or sprites..

>> No.2245052

NEW THREAD:

>>2245051