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/vr/ - Retro Games


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File: 126 KB, 1280x960, Super Mario Odyssey (Demo 2).png [View same] [iqdb] [saucenao] [google]
3744351 No.3744351 [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/urs2AUgv

Every hack featured on the list above can be downloaded at:

https://www.mediafire.com/folder/50m95vbbuyf25/vr's_ROM_Hack_Recommendations

PREVIOUS THREAD:

>>3566164

>> No.3744874
File: 11 KB, 241x224, zelda2_boss_endurance_ow.png [View same] [iqdb] [saucenao] [google]
3744874

new zelda II boss rush rom hack
http://acmlm.kafuka.org/board/thread.php?pid=164737

zelda 2 best zelda

>> No.3744887

So, if we do the hacking jam thing, what game would be a good candidate?

It should probably be an NES title, and one with no previous documentation.

>> No.3745008

>>3744887
how about spy vs spy?

it's small in size so it'll be easy to figure out .
The AI needs a rewrite so that could be one of the goals.

>> No.3745013

>>3744887

Action 52.

>> No.3745046

>>3744887
The Lone Ranger?
Startropics?
One of the Wizzard and Warriors games?

>> No.3745280 [DELETED] 

>>3744351
>nintendo named its newest official Mario game after a SMW hack from 13 years ago

Really makes you think, doesn't it?

>> No.3745387 [DELETED] 

>>3745280
>>>/v/

>> No.3745394 [DELETED] 

>>3745387
im not that anon, but fuck you faggot
>>>/s4s/

>> No.3745401 [DELETED] 

>>3745394
No, fuck you. These shitty memes from /v/ are causing this board to turn into a miniature version of it and I for one don't want to see that happen.

>> No.3745439 [DELETED] 

>>3745387
The truth hurts mang, I know.

>> No.3745679 [DELETED] 

>>3745401
Just report it.

>> No.3745697 [DELETED] 

>>3745387
I'm the anon you reported to and I think you're a bigger problem. Feel free to move to another site if you don't want to see anything from any other board.

>>3745679
That's not what the report button is for.

>> No.3746235

>>3744887
I think early NES (like Donkey Kong for example) games would be the best for something like that.

>> No.3746289
File: 224 KB, 986x650, bombermaaaaaaan.jpg [View same] [iqdb] [saucenao] [google]
3746289

>>3744887
Yo, this is the guy who suggested the hacking jam idea.

Let's do a simple 1-screen game. I suggest NES Bomberman (or Fire and Ice). The Datacrystal is pretty lean (or nonexistent), so the good stuff is still waiting to be reverse engineered.

http://datacrystal.romhacking.net/wiki/Bomberman

This game should have extremely simple code, which should be trivial to extend if we want to add some extra features to demonstrate our mastery of understanding.

To kick this off, we should probably agree on some standards. I have a specification that I would like to put forward, but need one more day to proofread it.

Anybody else on board?

>> No.3746405

I made this last year http://www.romhacking.net/hacks/2760/

I think it's aight. I wanna fool around with FF or DQ soon.

>> No.3746537 [DELETED] 
File: 667 B, 320x288, boy_or_girl.png [View same] [iqdb] [saucenao] [google]
3746537

Looking for GBA recommendations

Is there a recommended list of Pokemon rom hacks for Emerald or FR/LG?

Also, are romhacks for games other than Pokemon any kind of popular?

>> No.3747164

>>3746537
Read the OP.
And lurk more.

>> No.3747235

why is the file on mediafire? just put it somewhere else so people can download it all at once

>> No.3747374 [DELETED] 

>>3745387
>>>/s4s/

>> No.3747384 [DELETED] 

>>3747374
thank you for contributing to the decline of our board

>> No.3747386

>>3746235
>like Donkey Kong for example
First you gotta waste time hacking the title screen.

>> No.3747478

Mega Man V.
Built a MM6 style multipath in this stage, and I figured a way to be able to do MM6 style multipaths in any MM5 stage (in theory).

However I can't figure why some (but not all?) multipath transition screens, the screens the player get teleported to, won't load enemies/items.
So I decided to turn this issue into a feature: the helper robot only appears if you backtrack.

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

>> No.3747661

>>3746405
i seem to have 211 mario 1 roms but not EVEN ONE named Super Mario Bros. (USA).nes with the md5sum 811B027EAF99C2DEF7B933C5208636DE

...lole.......

>> No.3747665

>>3747661
nevermind it was named Super Mario Bros. (JU) (PRG0) [!].nes

>> No.3748426

>>3747386
I was thinking more about more levels, improved graphics, proper soundtrack etc.

>> No.3749213

>>3744351
http://www.romhacking.net/forum/index.php/topic,23267.msg327521.html#msg327521

I hope this doesn't end up on the doorstep of shitaku or anything, but Koolboyman is talking about what exactly happened to Prism here.

>> No.3750143

>>3749213
>change it enough
>don't use copyrighted title, names and icons

problem solved.

>> No.3750816 [DELETED] 
File: 103 KB, 584x344, CheatSearchWindow.gif [View same] [iqdb] [saucenao] [google]
3750816

>Finding Variables With Cheat Search for FCEUX: A Primer

See animated image for a rundown of the Cheat Search window.

One way to find where data is stored in RAM is with the Cheat Search. The Cheat search works by making a list of every ram location and the value in that address at that point in time, then paring it down based on how that value changes.

So to start play the game until the variable you want to track down is sure to be loaded and hit the "Reset" button (on the Cheat Search Window!) That will populate the list on the right with every address in ram. Now start playing a bit of the game, then narrowing down the results.
If you think you know the exact value, you can put it in the box next to the "Known Value" button and hit the button.
If you know the value hasn't changed, use the "Equal" button.
"Not Equal", "Greater Than", and "Less Than" are as they say, but if you know exactly how much the value has changed by, you can put that in the box next to the button, and check the check box between them, to specify the parameters for that search.

This way you can easily narrow down the possible addresses to a few locations. If you mess up, or don't find it, just hit "Reset" and start over.

Some things to note:
1) This can only do 8bit values, anything that goes higher than 255 will be stored among two or more bytes and this cheat search will be of less help.
2) The value may not be kept as straightforward as you think. It may be stored in an unpacked Binary Coded Decimal format, or based on the display tile, or maybe the value is calculated as needed whenever called for.
3) The search only acts on the values in the results of the previous search. "Reset" will start the search over with the current ram. Keep this in mind if the game happens to briefly swap chunks of memory around at regular intervals. Notice the option at the bottom of the window.


If you have any suggestion for improving this primer, please mention it.

>> No.3750821
File: 135 KB, 584x344, CheatSearchWindow.gif [View same] [iqdb] [saucenao] [google]
3750821

>Finding Variables With Cheat Search for FCEUX: A Primer

See animated image for a rundown of the Cheat Search window.

One way to find where data is stored in RAM is with the Cheat Search. The Cheat search works by making a list of every ram location and the value in that address at that point in time, then paring it down based on how that value changes.

So to start play the game until the variable you want to track down is sure to be loaded and hit the "Reset" button (on the Cheat Search Window!) That will populate the list on the right with every address in ram. Now start playing a bit of the game, then narrowing down the results.
If you think you know the exact value, you can put it in the box next to the "Known Value" button and hit the button.
If you know the value hasn't changed, use the "Equal" button.
"Not Equal", "Greater Than", and "Less Than" are as they say, but if you know exactly how much the value has changed by, you can put that in the box next to the button, and check the check box between them, to specify the parameters for that search.

This way you can easily narrow down the possible addresses to a few locations. If you mess up, or don't find it, just hit "Reset" and start over.

Some things to note:
1) This can only do 8bit values, anything that goes higher than 255 will be stored among two or more bytes and this cheat search will be of less help.
2) The value may not be kept as straightforward as you think. It may be stored in an unpacked Binary Coded Decimal format, or based on the display tile, or maybe the value is calculated as needed whenever called for.
3) The search only acts on the values in the results of the previous search. "Reset" will start the search over with the current ram. Keep this in mind if the game happens to briefly swap chunks of memory around at regular intervals. Notice the option at the bottom of the window.


If you have any suggestion for improving this primer, please mention it.

>> No.3751313

Bump for later

>> No.3751441

>>3747235
Jesus fuck, this. Put it on fucking mega.

>> No.3752159

http://www.romhacking.net/hacks/3241/

I find this hack to be quite nice but overlooked. If you like Megaman hacks that are a bit more traditional then check it out.

>> No.3753084

>>3752159
Usually when MM hacks use structures from other MM games it looks terrible, but the screenshots show nice palette use here.

>> No.3753386

bump

>> No.3753432

I'm working on a multipath for the start of my Stone Man stage in my Mega Man V level hack.

One path will be going up on the left side of the mountain, and the other path going up inside the mountain.

At first I wanted to use Gyro's stage elevator, but I can only use the first elevator (the one which animates the bg up/down, no enemies or anything seem to be possible) and if I do it would sacrifice a lot of structure to make it compatible with Stone Man's stage.

I can't make the decision whether or not this is worth it or if I should just go with a ladder/platform route going upwards on the side of the mountain.

Rough first draft of the elevator
https://youtu.be/BfmX_diM40E

>> No.3754230

>>3753432
Are you planning to add new graphics and music or is it just going to be all level edits?

>> No.3754351

>>3751441
>>3747235
I downloaded everything with JDownloader and rehosted on mega so people can download them all at once.

https://mega.nz/#F!XZsyRSrT!ttjiQuw0S6lLa5oZevuaEw

I will not maintain this collection so don't rely on this URL for the latest stuff.

OP: Please switch. People have been complaining about mediafire for multiple threads. I have now done the hard work of uploading the existing collection (which is very nice, well done). All you should need to do is click "Import to my cloud drive", and then you will have a copy which you can edit and continue to update.

>> No.3754463

>>3754351
Literally nothing wrong with Mediafire.

>> No.3754474
File: 36 KB, 806x332, nothing-wrong.png [View same] [iqdb] [saucenao] [google]
3754474

>>3754463
> Literally nothing wrong

>> No.3754762

bump

>> No.3754997

Does the Universal Pokemon Game Randomizer have options for EXP gain?

>> No.3755008

>>3748426
There's the Pie Level hack.

>> No.3755179
File: 13 KB, 520x239, current234_001.png [View same] [iqdb] [saucenao] [google]
3755179

>>3754230
It's a level hack. The hack is based on the principle that MMV is the worst in the NES series, and yet its levels had potential, so I'm trying to unleash that potential.

I have done some graphics edits but mostly small edits to the structure to accomodate to my needs, but without editing the tiles themselves.

Biggest graphic edits I've done myself are pic related.

I'd improve the bosses a little if I knew how. For music, I'm a musician but I don't have a clue about making NES tracks and incorporating them into the game either. Maybe I'll try to learn these things.

>> No.3755214

>>3755179
>MMV is the worst in the NES series

It's funny when you say it like that. Even if it somehow was the worst of the 6 MegaMan games, it's still a really good game.
Calling any of the 6 NES MegaMans "worst" is basically just baiting and nothing more than personal taste/bias, they're all good.
Hell, I might play MM5 tonight after work actually, I haven't beaten it in a while.

>> No.3755232

>>3755214
Yeah, it's a good game, but honestly compared to all 5 others, even to 6, it's really worse.
Of course, there will always be people who think another one will be the worst or hell, even that 5 is the best, but it seems to be a general consensus that it's one of the worsts in the NES series.

Its level design is all straight lines, enemies and bosses barely challenge the player, and on top of that the charge was made OP as fuck against everything. Then, even when the game throws 'gimmicks' at you, like gravity, it barely uses the potential of what that can do.

>> No.3756072

>>3754351
You missed GBC hacks. Other than that, good job.

>> No.3756760

>>3756072
Oops, you are correct. Not sure how that happened.

This has now been fixed.

>> No.3756789

Gentle reminder that romhacks aren't worth playing if all they do is change the level layout and/or graphics.

>> No.3756858

>>3744887
call it a hack off

>> No.3756881

>>3756858
Hack off sounds more like a competition.
Calling it a /vr/ hack job sounds better.

Also, what about Popeye? It's a very early, single screen, donkey kong like game with a few levels, and an empty datacrystal page.

>> No.3756892

>>3756881
i just wanted it to rhyme with whack off

>> No.3757128

i was playing one of those smb1 "kill the dick nazis!!" joke hacks or whatever with a friend. i thought it would just be a fun thing to laugh at but all of a sudden some creepy image flashed on the screen. neither me or my friend got a good look at it and it honestly really creeped me out. anyone know what the deal with this was?

>> No.3757856 [DELETED] 

>>3744351
this is pretty amusing

>> No.3758007

>>3744351
Jesus Christ you guys need to touch up that rom hack recommendation list. Dead links, links that go straight to the download instead of the mod description page, poor mod description pages that have better alternatives elsewhere, all kinds of shit needs touched up. Also one of you dumbasses put Prism under Pokemon Gold hacks when it was changed to Crystal ages ago.

>> No.3758135

I've started fiddling with hex editing to make small changes to accompany my MM5 level hack.

I'm new to this. Can't seem to get satisfactory results yet. For instance I wanted to reduce the invincibility frame time of bosses so that it'd be more like MM4 (shorter than in 5) but all I seem to be able to do so far is completely get rid of the invicibility frame.

https://www.youtube.com/watch?v=Y1EMUusnllc

>> No.3758175

rip vidyamon

>> No.3759367 [DELETED] 

>>3750821
I'm starting to understand this concept, but how does one find the right adresss when that value isn't a variable?
In my last post I mentionning fiddling with bosses invicibility frames, but that was only because the address was documented. When I looked, that adress wasn't even in the RAM.

>>3758135
Think I got it. This is already better.
https://www.youtube.com/watch?v=zHJizTn2klQ

>> No.3759382

>>3750821
I'm starting to understand this concept, but how does one find the right adresss when that value isn't a variable?
In my last post I mentionning fiddling with bosses invicibility frames, but that was only because the address was documented. When I looked, that adress wasn't even in the RAM.

>>3758135
Think I got it. This is already better. Reduced boss invicibility frame time + different boss room layout + movement hack so that the teleportation at the end occurs despite the changed layout
https://www.youtube.com/watch?v=mhs5YdFXZBs

>> No.3759412

>>3759382
Cheat search is a good way to help you find variables in RAM, but you'll need to set breakpoints and read basic assembly when RAM address are accessed so you can see where the data is coming from and where it goes to.

The boss most certainly has a timer variable that controls how long he blinks. There is literally no way to implement that behavior without some timer ticking away somewhere.

>> No.3759484

>>3758007
Okay, how do we make this a more collaborative process?

Maybe we could move the recommendations over to github. Then people could do pull requests to fix stuff up and add new entries.

The roms themselves could be maintained out of the repo for copyright reasons, but should easily be able to be reconstructed from the info in the repo.

Does this sound good or is git too autistic?

>> No.3759486

>>3759484
I am not OP, btw, just pitching ideas because I want to see this succeed.

>> No.3759579

>>3759484
do you mean put the ips files on github?

>> No.3759682 [DELETED] 
File: 25 KB, 320x200, download (38).png [View same] [iqdb] [saucenao] [google]
3759682

>>3759412

>> No.3759872

Anyone know of good N64 hacks that work on real hardware? I want to put my flashcart to use.

>> No.3760070

>>3759579
No, I meant the contents of the pastebin so everyone could keep it up to date, and maybe expand it so it's more a structured, formal collection of metadata than a readme.

The roms themselves would remain as they are on some file locker and not "an official part of the project" from the perspective of the github repo - In the same way that No-Intro only produces DAT files and not roms, but if you know where to look, hey presto, there's entire No-Intro collections available for download.

I think the ease of access of this collection in terms of actually playing the roms is its strength and only having the ips files available would compromise that.

>> No.3760075
File: 44 KB, 300x317, 1394021166503.jpg [View same] [iqdb] [saucenao] [google]
3760075

Are there any hacks of the original Super Mario Bros. that are actually impressive?

There's like a billion of them to wade through and most of them are either dumb graphics hacks or shit layout hacks. Has anyone ever altered the game mechanically in a good way?

>> No.3760097

>>3759579
>>3760070
Oh, I see what you're saying. Because putting the ips files on github would literally allow the games to be reconstructed.

Poor choice of words on my part. I just meant there would be links to download the original patch like the pastebin has at the moment. By not putting the ips or roms on github, neither companies or angsty romhackers who don't want their patches hosted on other sites would get pissy.

>> No.3760102

>>3759872
I'm afraid you're out of luck. Every romhack in existence is built with inaccurate emulators, which makes it impossible to run them on a real N64.

>> No.3760106

>>3760075
>mechanically altered smb.

just play a different platformer you dumb twat. the superior mechanics are the reason for the billion different rom hacks. god you're dumb.

>> No.3760107

>>3760075
There's a hack where they tried to recreate SMB2J with the SMB1 engine.

>> No.3760114

>>3760075
Well, there's Extra Mario Bros

>> No.3760329
File: 47 KB, 780x437, a7328fca6615b741f66b178ba93713a2a3f132f4c86702c1814e6cf7e6462c8a.jpg [View same] [iqdb] [saucenao] [google]
3760329

>>3754463
Nothing wrong except having to download each file individually unless you give them money.

>> No.3760439

>>3760075
see >>3760114

has new power-ups and a weird metroidvania-ish layout

>> No.3760789

>>3759382
I was wondering how helpful the guide really was. I have another that introduces the debugger, but I think I'll need to go through an example of finding a ram address then tracing the value back to the rom with the debugger.

But in your case, the game's mapper will grab the appropriate chunk of rom and place it in ram, where that value you found will wait until the boss gets hit. Then it most likely will copy that value into a ram address where, each frame, over time will count down and the boss will be invincible. When it reaches zero, the i-frames will stop.

To find the value in this case, you would start the cheat search right after the boss got hit, let the game run a bit and search "less than". When it's over search equal 0, then hit the boss again and search greater than. Search as needed until you narrow it down. You can set a cheat to freeze a suspected address at a value and if he stays invincible, then you've found the right ram address. You can then set a write breakpoint for that address. Then when you hit the boss and the game halts, you can look at the code and you will probably find something like "lda #value; sta $address;" You then can use the "open here in rom" to find the rom address you are looking for.

>> No.3760806

>>3759872
Almost every decent SM64 romhack should work.
You'll need an expansion pak for most of them, but they should work.

>> No.3761202

>>3760789
Thanks, that's helpful. Hope you make that example.

>> No.3762085

>>3760107
Link?

>> No.3762109

>>3762085
I got it from a package on a site with several other hacks but I'm not sure if that site is still around so Google would be a better bet. Just look for YY-SMB B1 V1.106e, that's how my rom is called.

>> No.3762838

>>3757128
You're not the first person to mention this but nobody has actual evidence that it exists.

>> No.3762858
File: 171 KB, 859x560, DebugWindow.gif [View same] [iqdb] [saucenao] [google]
3762858

>Introducing the FCEUX Debugger

See animated image for a rundown of the Debugger window.

The Debugger allows you to examine the state of the NES at any given time and view the code as it is executing. 6502 Assembly and the NES architecture in general is beyond the scope of this post, but resources are available online that describe these topics in detail.

When a game is running, if you just pause the emulation as it speeds through frame after frame, there is no telling where it will stop, so we use breakpoints to stop the program where we want it to. The breakpoints are a trap you set on a certain address (or range of addresses) that will pause the program when it tries to do something to that address, such as read from, write to, or execute and instruction on that address (or any combination thereof.) Conditions can also be specified ie: only break when you write 0x05 or higher to this address.

Once the breakpoint has triggered, the code the will display in the left window. To the right you will find all the different sections of the processor, such as what the current stack looks like, the contents of the registers and so on. By clicking the buttons near the top of that section, you can step through the code and watch it execute. "Run" simply continues running the program as normal. "Step Into" executes only one line of code and will follow into any subroutines that may get called. "Step Over" executes the next line of code but will do a subroutine before breaking again on the line after it returns. "Step Out" runs until the next RTS command, useful for getting out of a function and getting to the code that called it. "Run Line" will execute as much code as would be done in the time it takes to complete one scanline. "128 Lines" does the same but for about half a screen worth of scanlines.

Bookmarks can help you identify locations in the code.

Hint: Double clicking a breakpoint will toggle it on and off, and hex editor will highlight recently changed values.

>> No.3763178

>>3762858
position is misspeled

>> No.3763290

>>3762858
the "1F" bank number was never mentioned.
banking confused me for a long time lole

>> No.3763785
File: 339 KB, 859x560, DebugWindow.gif [View same] [iqdb] [saucenao] [google]
3763785

Second draft.

And again, any corrections or suggestions are appreciated.

Also if there is something else you think might need this treatment, let me know and I might make it.

>> No.3765047
File: 90 KB, 515x1536, proto2WIP.png [View same] [iqdb] [saucenao] [google]
3765047

Bumping thread with stage progress

The last part of my ProtoMan Castle Stage 2: going up from ladder to ladder.
Work in Progress, I'll be improving the backgrounds and I won't keep the enemy palettes like this.

Got about 3 stages and a half left to build.

>> No.3765064

What were the two godtier hacks that came out of the latest Sonic Hacking comp? The Next Level and ?

>> No.3765827
File: 715 KB, 2479x2647, links wanna fuck.png [View same] [iqdb] [saucenao] [google]
3765827

Any news on Parallel Worlds Remodel having the new recent update?

>> No.3765878

>>3765827
Parallel Worlds sucks. Remodel sucks. The new update doesn't help at all.

>> No.3766807
File: 95 KB, 510x1781, proto2WIP2.png [View same] [iqdb] [saucenao] [google]
3766807

>>3765047
Stupid me, I just realized I forgot a screen near the top in that screenshot.

So here is a complete and updated version.

>> No.3767615

>>3765064
Sonic 1: Burning Edition now known as Sonic: Scorched Quest maybe? People liked that one.

>> No.3767805

>>3767615
Nah I think it has a Spanish name. Isnt Scorched Earth just one but red?

>> No.3767834

>>3767805
Nope, it's a complete revamp of the first Sonic featuring completely new levels, bosses and so on..

>> No.3767839

Never hacked before, but I really want to replace the sprites of Mario in the Lost Levels with modified sprites from Mario Bros for big Mario and Donkey Kong for small Mario, would this be easy?

>> No.3768871

Is there any Mega Man 6 hack that managed to change the scrolling of screen (direction to the next screen, length of a scroll) ?

Maybe any Jap site for hacks and documentation ? I seem to notice that the jap romhacking is a seperate community and a lot of what they do isn't on western websites.

I'm thinking MM6 has a lot of potential to make a good hack but it looks like no level editor cracked the scrolling. It also seems that most effects are coded directly for the screens, rather than using effects that you can move around at will easily like in 5.
>>3767839
Doesn't sound too hard although sprites may not be the same size. First look for graphical tools and see what you can do with that.

>> No.3769749

>>3766807
This looks promising, I look forward to playing it.

>> No.3770803

>>3769749
Thanks. I'm just done remaking Protoman stage 3 now so all I have left is 2 full stages (wily 1 & 2) and 3 small other ones (proto 4, wily 3 & 4).

But after that there is still a lot I want to do. I want to modify as many bosses as I can, keep them faithful and classic MM style but make them a bit more challenging, maybe change some weapons behaviour too, perhaps modifiy a few enemies as well.
Also I'd like to try and change the charge mechanic so that it's more like in MM4 (smaller Y axis range, change its art accordingly too), see if the game plays better that way.
Perhaps change some of the sounds, mainly the sound made when you hit an enemy lacks impact compared to the previous game.
Finally there should some small graphics/story edits for everything related to intro/ending/menus.

Plus, I'd like to see if I can make some musics myself but I can't guarantee that.

At first this was meant to be a level hack only but now that I started doing some small hex edits I've got all this in mind, hopefully I can pull it off.

>> No.3770839

Is there a guide for using MSU-1 music in SNES games? Downloaded Conker's High Rule Tail and the readme says there's MSU-1 music but I can't get it to load

>> No.3771695

Bump

>> No.3771995

>>3770839
There is a separate file you have to download and unzip. Then I think you name the rom a specific name and put it in the top folder you unzipped.

>> No.3772849
File: 63 KB, 500x385, 1459758103089.jpg [View same] [iqdb] [saucenao] [google]
3772849

>>3744351
How do you even begin to find a debug menu?

>> No.3772853

>>3772849
Find an emulator with a debug menu, like FCEUX for NES.

>> No.3773713

https://www.dropbox.com/s/duvm1uu421gtccr/Megaman%20CX.nes?dl=0

Someone translated Rockman CX into English.

>> No.3773817
File: 4 KB, 256x240, Megaman CX_001.png [View same] [iqdb] [saucenao] [google]
3773817

>>3773713
How the fuck are you meant to get past this?

>> No.3773843

>>3773713
too busy beating 2.5d. you losers will find out about it later.

>> No.3773972

>>3773817
slido?

>> No.3774001

>>3754351
You sir are a gentleman and a scholar

>> No.3774057

>>3773972
There's no slide, only a dash similar to Bass in MM&B.

>> No.3774109

>>3774057
And that dash still drops your hitbox to one tile high, just like a slide.
Alternatively, you could use the weapon that gives you fucking invulnerability you goddamn moron

>> No.3774157

>>3774109
>And that dash still drops your hitbox to one tile high, just like a slide.
Oh. That's not communicated well from the sprite but you're right.

Kamen Rider having Quickman lasers on a stage moving upward and forcing players to try and act quickly when you enter the screen via ladder is the worst game design choice I've seen in a Megaman fangame since Megaman Unlimited's fetishization of spikes and hatred of checkpoints.

>> No.3775048

>>3773713
Does anyone know the weakness chart?

>> No.3775157

what happend to the EarthBound /vr/ sprite hack?

>> No.3775246

>>3775157
died like vidyamon
rip vidyamon

>> No.3775275
File: 58 KB, 1050x531, 1483126841385.jpg [View same] [iqdb] [saucenao] [google]
3775275

Do any romhacks designed around pocketnes exist? I've been playing Megaman and Mario games with the thick font patches and they look ok but pretty much everything else looks horrible.

>> No.3776519

I could have sworn that there was some decent data on the ninja gaiden games on Datacrystal, but I can't seem to find any trace of it now.

>> No.3776850

>>3776519
Looks like this is all there is (or there is left) ?

http://datacrystal.romhacking.net/wiki/Ninja_Gaiden:TBL

>> No.3777504
File: 37 KB, 339x338, 1476133120149.jpg [View same] [iqdb] [saucenao] [google]
3777504

>Want to inject some SNES/NES VC for my 3DS
>Spoiled for choice here and not sure what to make

>> No.3777652

>>3774157
That's why you don't do that stage until you get the upgraded Ubercharge that acts like Time Stop

>> No.3777682

>>3765827
Whats different from the original?

I remember the original release had some extra heart container pieces. Was pretty funny. I never did the 2nd quest though.

>> No.3777792

Why aren't there more romhacks for SMB2 Japan?

Would any graphic hacks made for SMB1 also work for that game?

I don't want any big hacks, Ijust want the sprites to change so I can divorce SMB1's physics from my mind when playing SMB2 Japan. They look so similar that it's hard to get used to the new bounce physics.

>> No.3778238
File: 19 KB, 260x256, 0.png [View same] [iqdb] [saucenao] [google]
3778238

Fucking Wily Castle Stage 2.
Last real (full length) stage I have left to build, it has an underwater part. At first I wanted to mimick MM6 and have the surface of the water go up/down to make for a cool jumping segment but that doesn't work with either of the 2 bg up/down effect the game has.

So then, I thought I'd bring gravity gimmick on the table, but it doesn't work with underwater either (should have guessed that since underwater IS a gravity changing behaviour).

I guess this wouldn't be so much of an issue if I was an actual 'romhacker'. At least now I figured how the pal and background animations work.

Meanwhile here is a screenshot from my Proto4 stage. Didn't use the destructible blocks. Also I replaced all the gay palette (purple, pink, etc) the protoman/wily stages have, pic related. Screenshot looks darker than it is in game.

>> No.3778425

Has anyone played Metroid: Rogue Dawn?
http://forum.metroidconstruction.com/index.php/topic,4221.msg57568.html

>> No.3778456

>>3777504
For what purpose? Unlike GBA-games, those don't run natively anyway.

>> No.3778494

>>3778425
We had a whole separate thread about it a few weeks back.

>> No.3778496

>>3778456
It's piss easy to inject roms into the various VC emulators, including hacks.

>> No.3778502

>>3778496
Don't you have a smartphone you can run those on? Same result since it's emulation anyway.

>> No.3779645

>>3777682
>Whats different from the original?
If you mean what's different between original and remodel: http://www.romhacking.net/hacks/197/

If you mean what's new on 1.2: http://www.romhacking.net/forum/index.php/topic,23339.html

>> No.3779703
File: 2 KB, 118x60, pvz lisa.png [View same] [iqdb] [saucenao] [google]
3779703

Don't worry I'm still alive and kicking <3

>> No.3779926
File: 116 KB, 656x1152, 1446148767544.jpg [View same] [iqdb] [saucenao] [google]
3779926

>>3779703

damn where have you been?

good seeing you again

>> No.3779927
File: 33 KB, 245x245, tumblr_mg1xizGzoX1rrftcdo2_250.jpg [View same] [iqdb] [saucenao] [google]
3779927

>>3778502
>playing games on a smart phone

>> No.3779956

>>3779926
Let's just say that life can be a total bitch. Anyways, I hope to make more sprites soon for your viewing pleasure.

>> No.3779958

Does anyone know any Mega Man ROM hacks that make a complete new game out of it, new bosses and everything?

Also, where should I go if I want to look into making ROMHacks/fangames?

>> No.3779964

>>3779958
There aren't many hacks period that make complete new games out of the original.
That shit takes a lot of work.

>> No.3779981

>>3779964

Does anyone know if there would be any benefits to making a romhack for a fangame as opposed to using say Unity 2D or something?

>> No.3780324

>>3779981
Well it can be played on original hardware.

That's pretty much it. When you look at Mega Man fangames as opposed to romhacks, granted you have a competent programmer, they do things you can't do with a romhack, like more enemies on screen, no lag, no flickering, ability to build level based on 16x16 blocks rather than 32x32... etc

>> No.3780439

>>3779981
Also obviously another benefit for romhacks is that a lot is already made.
To keep the example of Mega Man, the physics, the scrolling, the menus, the weapons system, etc everything is already made. Also for a MM fan game you're bound to use existing enemies such as Metools or the moving shields, which are already in too.

Also some games already have quite a bit documented, tools are available, or even already existing hacks designed to be used as a base for future hacks (like for MM games changing mapper, making scrolling faster, switching weapons without to go through the menu, etc). That's on top of non game specific tools you can find and which can help as well like graphical editors.

If you have a programmer on your side you're better off doing a fan game, but if you're alone, you can base it on a game which already has documentation and tools.

In my case for MM5 I would never have done anything without MegaFLE X, which is incredibly powerful, and rock5easily's documentation (which is in Jap).
Also I get a kick of testing my stuff on real hardware with an Everdrive.

>> No.3780443

>>3779981
Fangames are fucking gay.

>> No.3780734

>>3780443
Literally any hack can be described as a fangame.

>> No.3780864
File: 157 KB, 1280x720, 1280x720-etI.jpg [View same] [iqdb] [saucenao] [google]
3780864

Has anyone heard anything from the 3rd Quest Zelda romhack? I just went to check their website and youtube channel, and everything's unlisted or wiped.

Did nintendo take them down?

>> No.3781283

>>3780439

oh you're doing the cool Protoman hack, that's great, you haven't had to learn any ASM for this? do you feel limited by having to use premade tools? Do you need to know any programming? Also, are you just able to read that documentation in Japanese?

>> No.3781339

>>3779981
In general, only do the romhack out of a passion for the original game. If you just want to make a game, Unity or the like will be infinitely more flexible, even if it requires more work putting together assets.
Not to say that you can't make a romhack just for the sake of making a romhack, but any hack will be limited to what you are able to change and the capabilities of old hardware.

>> No.3781405 [DELETED] 
File: 257 KB, 1218x1004, naked_amy_sprites_by_gabrielfrag-d6aporp.png [View same] [iqdb] [saucenao] [google]
3781405

GBA isn't really considered retro yet, but would it be possible to hack these into the Sonic Advance games?

>> No.3781447
File: 109 KB, 300x339, 1425837634892.png [View same] [iqdb] [saucenao] [google]
3781447

>>3781405
>GBA isn't really considered retro yet
If you knew this, then you also knew you shouldn't've asked.

>> No.3781453

>>3780864
I'd assume that it just lost steam and died, like most OoT hacks projects. Plus the unfortunate fact that a lot of the people who work on stuff like this don't like releasing unfinished work.

Maybe try sending a private message to the youtube channel (is that even a thing?)

>> No.3781470

>>3781405
You already asked this, and the last time you did your image was deleted.
So why are you posting again?

>> No.3781596

>>3781405
It's like the fanbase is actively trying to look worse

>> No.3781614 [DELETED] 

>>3781596
What's wrong, tumblrina, does having a nude girl in Sonic objectify muh womyn?

>> No.3781619

>>3781614
No dude it's just autistic as fuck.

>> No.3781637

>>3781619
It's just featureless nudity though, and the sprite work is pretty nice.

>> No.3781696

>>3781339

I was thinking maybe learning how to work with NES hardware would help with making retro style games in Unity, a lot of the games that I see with retro styles that are really good were from people who either did ROMhacks, like Cyber Shadow and Oniken and stuff like that, or games like La-Mulana where they just straight up got people who knew assembly and tried to make it fit on an MSX2 before they gave up on that idea and just made it for PC

>> No.3781710

>>3781696
"retro" indie games meme needs to die

>> No.3781721

>>3781710

nah, some are great, La-Mulana, Shovel Knight, Mega Man 9 and 10, etc.

>> No.3781756

>>3766807
Boomer Kuwanger?

>> No.3782152
File: 13 KB, 342x415, snes knockoff.jpg [View same] [iqdb] [saucenao] [google]
3782152

>>3781339
I'm using snes9x on the wii homebrew and I wanna buy a classic controller to play some of these snes romhacks, will a knockoff brand work or do I have to buy an official one?


https://www.amazon.com/Tech-Super-Famicom-Style-Controller-Limited/dp/B007Q4T8II/ref=pd_sim_147_8?_encoding=UTF8&pd_rd_i=B007Q4T8II&pd_rd_r=2MEPEBE09R0N0P6A12S3&pd_rd_w=bDHQK&pd_rd_wg=XdHaQ&psc=1&refRID=2MEPEBE09R0N0P6A12S3

>> No.3782329 [DELETED] 

>>3781614

Nice assumption, I mean, I fap to Amy and Rouge smut, I just think it's weird to put porn in things that aren't made to be porn. Especially where it's going to be small and pixely,

It's no better than the diaper mod for Tails in Sonic Adventure.

>> No.3782421

>>3781283
>oh you're doing the cool Protoman hack

I think you're mistaking me for someone else.
Anyway I don't know anything except some basic hex editing. But that's as much I didn't know a couple of weeks ago. I'll see what I can do and need to learn soon, after I'm done building the stages and when I start making gameplay changes.

I don't feel limited with premade tools because like I said MegaFLE X is an incredibly powerful editor, and I think MM5 is the game for which it supports the most features (must be 4 or 5). With it, if you wanted, you could change all the tiles of the original game, change the palette, and even create your own create palette and background animations. You can also create your own effect to switch chr banks or palette or turn on/off pal or bg animations within a level, and I was able to create MM6 style multipath (forking level design) even though all the original MM5 had were secret screens consisting of 1 screen, etc etc. If there is one person that needs crediting when my hack is done it's the author of Mega FLE X.

For the documentation in Jap I use google translate. If there is a description I don't understand I just mess with the adress in a hex editor and then it becomes clear. Not everything is documented but a lot is.

Finally I have to say that fan games tend to get more recognition than romhacks.

>>3781756
What?

>> No.3782451

>>3782421

but to make something like Rockman CX or Mega Man Unlimited, or even further, you would have to have to know much more, I'm guessing?

Also I got confused because you were working on Protoman Castle Stage lol

>> No.3782468

>>3782421
>What?
The stage looks like the vertical segment in Boomber Kuwanger's stage.

>> No.3782492 [DELETED] 

>>3779703
>Buddy
Oh look that chick from that game that thinks all men are secretly rapists and women get raped for easy drama but also are secretly badass, made by a guy who had a mental breakdown because Cheeto freedom man got elected

>> No.3782526

>>3782451
Well yeah.... Projects like Mega Man Unlimited need competent programmers and artists.

If you're on your own I suggest you start messing with MM4 or MM5 and look at what you can do with existing tools and documentation. These two games offer a lot of possibilities rather easily.

>>3782468
Oh, that wasn't intentional, but considering the amount of MM games, original and fan made, it becomes hard to come up with things that haven't been done before. It's happened several times to me to make a gameplay scenario and then see something similar was already made.

>> No.3782910
File: 149 KB, 1103x493, zelda2.png [View same] [iqdb] [saucenao] [google]
3782910

Is that person translating zelda II still around? I finally figured out how to prevent the intro screen text from turning green, lole.......

>> No.3783375

>>3782152
that controller is a piece of shit
tons of videos documenting how big of turd it is

>> No.3783381

>>3782910
amazed no one has expanded the rom to include enough space for a translation not limited like it was

>> No.3783719

>>3782329
>I just think it's weird to put porn in things that aren't made to be porn
It isn't porn, it's just naked Amy Rose.

>> No.3783724
File: 37 KB, 353x239, 1419343493346.png [View same] [iqdb] [saucenao] [google]
3783724

>>3782329
>the diaper mod for Tails in Sonic Adventure.
Well I didn't need to know this was a thing.

>> No.3783794

>>3781696
It could help you avoid the horrible "retro" aesthetics following "authentic" limitations, featuring hundreds of freely transforming sprites with 9 colors and blending effects.

But don't think you have to make some large project to do anything. You can just change what you can to see if you can. And if you do get an idea for a hack, remember that it doesn't have to use every room or asset available.

>> No.3783803 [DELETED] 

>>3783724
>not fapping to sonic diaper porn
back to tumblr sjw scum

>> No.3783805
File: 163 KB, 474x318, 1485357382787.png [View same] [iqdb] [saucenao] [google]
3783805

>>3783803

>> No.3783815

>>3782329
>I mean, I fap to Amy and Rouge smut
I remember mentioning how great the PC version of SA is since the fans are maintaining it with mods. And (most likely) you had to chime in with your diaper mod.

At first I thought it was someone who hated Sonic fans so much that they thought all of them were into fetish porn. But thanks for clarifying that it was actually someone who is obsessed with Sonic fetish porn.

>> No.3784630
File: 12 KB, 256x240, current311_001.png [View same] [iqdb] [saucenao] [google]
3784630

I have nerfed MM5's charge shot. Hit detection and art is now a few pixels smaller (on the Y axis).

The charge was OP as fuck in the original MM5, now it means that the player has to be more precise in many situations but without changing the chore game.

Pic related, one of the shot balls (4 balls are used in the animation, including the mid charge shot one). It's not as small as in 4 but not as big as in the original 5, in between.

>> No.3785119

I wanna shill this guy
https://youtu.be/sheOZ-Dlleo

>> No.3785143

>>3785119
pretty fucking interesting

>> No.3785189 [DELETED] 

>>3785119
lole thats dots are cool lole

>> No.3785194

>>3785119
>https://youtu.be/sheOZ-Dlleo
>charging money for free information
delet this guy

>> No.3785198

>>3785119
dotsarecool is gay for charging for information about romhacking

as if the fame isn't enough, he has to charge for free information on le hobby hacking

gay

>> No.3785512
File: 381 KB, 872x2739, spritesheet.png [View same] [iqdb] [saucenao] [google]
3785512

I've thought a bit and removed some unnecessary stuff to squeeze in some other new franchises. Don't worry I didn't remove any sprites, just some dumb suggestions. Like the good guy evolving into the bad guy for some reason. Obviously they won't evolve. (or at least I'm not planning for them to evolve)

>> No.3786902

>>3785119
>>3785143
>>3785189
>>3785198
Nice samefagging.

>> No.3787109

>>3786902
why samefig opposing opinions?

>> No.3787112

>>3786902
also you didn't quote my actual samefiggings

>> No.3787165 [DELETED] 

>>3779703
>>3785512
you aren't vidyanon so kys

>> No.3787180
File: 7 KB, 222x227, images.png [View same] [iqdb] [saucenao] [google]
3787180

>>3786902
>>3787109
>>3787112
>>3787165
What the fuck happened to this general?

>> No.3787563

>>3787180
People responding to obvious shitposters instead of reporting happened.

>> No.3787605

>>3787563
Oh, so, /v/ happened?

>> No.3787626

>>3782910
>>3783381

Zelda 2 redaction when

>> No.3787657

>>3787605
>/v/ got worse over time
>/vr/ is locked in place at a specific time period
>/vr/ slowly gets worse the more people want to add later Gens like the Sonic Advance poster earlier ITT
It all makes sense.

>> No.3788919

>>3754351
>>3744351

Thank you very much. I've mirrored your upload, so you can remove them if you want.

https://mega.nz/#F!JcsF0T5a!K3ECQlMzhDoDXJfyOxzR9w

>>3759484
I'd be up for that as long as there will be a person responsible for reviewing and approving what people contribute. That's something what people at /v/ are doing with the /v/idya OSTs list and it works okay.

>> No.3789816

>>3788919
the folder name is prepended with a period................................lol............. hidden

>> No.3790336
File: 4 KB, 232x58, Rampage_GuardianLegend_Strider_CoolSpot.png [View same] [iqdb] [saucenao] [google]
3790336

>> No.3791137

Is Data Crystal down?

Also, I found documentation about Mega man V that links to some data crystal pages, except those pages didn't exist anymore when I checked the other day. The pages history didn't show any sign of any deleting though but since someone else ITT was saying he thought some other pages disappeared, I'm smelling something fishy...

>> No.3791345

>>3789816
wat

>> No.3791374

>>3791345
$ ls
_vr_ ROM Hack Recommendations .zip

$ unzip _vr_\ ROM\ Hack\ Recommendations\ .zip
Archive: _vr_ ROM Hack Recommendations .zip
extracting: .vr. ROM Hack Recommendations/Sega Genesis.Sega Mega Drive/Sonic 3 & Knuckles/Sonic 3 & Knuckles - Master Edition 2 (Extra Mode).7z
extracting: .vr. ROM Hack Recommendations/Sega Genesis.Sega Mega Drive/Sonic 3 & Knuckles/Sonic the Hedgehog 3 Complete (v.130810).7z
extracting: .vr. ROM Hack Recommendations/Sega Genesis.Sega Mega Drive/Sonic 3 & Knuckles/Sonic 3 & Knuckles - Master Edition 2 (v.2.4).7z
extracting: .vr. ROM Hack Recommendations/Sega Genesis.Sega Mega Drive/Sonic 3 & Knuckles/Sonic the Hedgehog 3 & Amy Rose (Rev.1.4).7z
extracting: .vr. ROM Hack Recommendations/Sega Genesis.Sega Mega Drive/Sonic 3 & Knuckles/Sonic the Hedgehog 3 - Resort Island (SHC 2015 Demo).7z
extracting: .vr. ROM Hack Recommendations/Sega Genesis.Sega Mega Drive/Sonic 3 & Knuckles/Sonic the Hedgehog 3 - D.A. Garden Edition (v.1.02).7z
( ... )
extracting: .vr. ROM Hack Recommendations/Super Nintendo Entertainment System/Super Mario Kart/Super Parigo Kart (v.1.0).7z
extracting: .vr. ROM Hack Recommendations/Super Nintendo Entertainment System/Super Mario Kart/Super Mario Kart - Pro Edition (v1.1).7z
extracting: .vr. ROM Hack Recommendations/Super Nintendo Entertainment System/Super Mario Kart/Mario Kart R (v.1.1).7z
extracting: .vr. ROM Hack Recommendations/Super Nintendo Entertainment System/Super Mario Kart/Super Mario Kart 8 (v.1.2).7z
extracting: .vr. ROM Hack Recommendations/Arcade/DoDonPachi/DoDonPachi Arrange Mode (v.1.1).7z

$ ls
_vr_ ROM Hack Recommendations .zip

>> No.3791375

>>3791137
i can't connect to romhacking.net

>> No.3791427

>>3791374
In Unix-like operating systems, any file or folder that starts with a dot character is to be treated as hidden

>> No.3792060

>>3787657
It's inevitable, unfortunately. If this cesspool of a site survives long enough, there will be endless GBA Pokemon and LoZ:WW vs. LoZ:TP threads.

The trick is to slowly ween yourself off of this board (and 4chin in general).

>> No.3792074

>>3787657
>>3792060
>slippery slope

>> No.3792076

>>3792074
How so? The "make [not retro thing] retro!" trend has been picking up steam since the board's inception.

>> No.3792226

>>3791374
ls -la

>> No.3793269

>>3790336
I love that Cool Spot sprite.

>> No.3793320

I'm pretty much done making the stages so I've been moving more into hex editing territory.

So what do you think of my new Gravity Man ?
At first I thought that his 2 shots were unfair when he does it while doing the up/down/up movement, but after a few tests it doesn't really seem unfair anymore but I can't tell if it's because I know of it.
So, does this look fair to you?

https://www.youtube.com/watch?v=W1EMXCF9xus

>> No.3793986

>>3793320
looks fair to me.
the projectiles are not too fast to react to.
interesting that you almost lost all hp though

>> No.3794474

>>3750821
Is this good for translation purposes, or is that an entirely different ballpark?

>> No.3794850

>>3794474
It's one way to find variables in RAM. I don't know how relevant it is for translations except for maybe tracking down text loading/displaying routines or something, but I would think searching the ram for the text and setting a breakpoints would be more applicable. Maybe if you needed to find the location of a cursor this could work great. The technique works best when you can control/guess at what the value is doing. Stuff like player positions are easy because you can move or stand still and filter as appropriate.

>> No.3795021

>>3793986
Well I was testing but also I think the dmg value of Gravity Man are higher than other bosses because you're so unlikely to get hit.

>> No.3795771
File: 314 KB, 486x613, I do not comprehend.png [View same] [iqdb] [saucenao] [google]
3795771

I'm trying to apply a translation guide to a SNES game but I'm a total retard and need help with doing basic things like text editing in a SNES rom. The only guide I've found i this:
>http://www.emulationzone.org/sections/wakdhacks/docs/snes.html
and it's not very helpful. What are some guides I can use?
My Japanese is zenzen daijoubu ja nai, but a lot of people I know want to play this game and can't even read kana, so basic stuff like menus is beyond them.

>> No.3795774

Does anyone know if there's graphic patches for Zelda 1 that will work if you patch it to a Zelda Randomizer game?

>> No.3796053
File: 15 KB, 520x492, castlevania chorus lockup.png [View same] [iqdb] [saucenao] [google]
3796053

On the Castlevania Chorus of Mysteries NES hack every single time I beat (olrox?) the game crashes, more than just a soft crash it actually crashes my JNES emulator.

Any thoughts?

using IPS patched version, as well as one which was already patched before download, same problem both times.

>> No.3796061

>>3796053
Is there's a reason you're using Jnes of all things

>> No.3796097
File: 223 KB, 718x540, LTTP parallel worlds glitch.png [View same] [iqdb] [saucenao] [google]
3796097

>>3796061
its the best emulator ive come across, dunno why it'd have problems

Also having a graphics glitch problem on (snes) LTTP Parallel Worlds - link only partially appears.

Had a similar problem with Zelda Outlands where one of the walking frames for link was corrupted but it didnt affect anything else it seemed.

>> No.3796105

>>3796097
actually its glitching alot of other things in Parallel Worlds too, half of the time I cant see enemies

>> No.3796112

>>3796061
Hmm tried out Nestopia and its got the ntsc filter so I may go with that. Thanks for that tip. Still dont know whether Chorus is going to work in it though (playing, but havent gotten to Olrox yet)

>> No.3796270

>>3796112
dang I thought Chorus was going to keep on going (after defeating olrox and death, that it would then switch over to Dracula's castle and id have several more levels to go through)

>> No.3797074

My changed Crystal Man:

https://www.youtube.com/watch?v=NgeV5SrSfmc

Out of all robot masters I think it's the one that I managed to change the best. Charge Man for instance I'm pretty clueless, I think I may have made it worse.... Wave Man I turned his fountain into an actual wave (think Frost Man from MM8 except smaller) but it neither behave nor look like I wish it did.

>> No.3797090
File: 25 KB, 323x454, For_what_purpose.jpg [View same] [iqdb] [saucenao] [google]
3797090

>>3796053
>JNES

>> No.3797376

>>3795774
i have seen graphic patches while using zelda 1 randomizer, even recently on twitch.
what are you trying to do exactly?

>> No.3797386

>>3797074
you play duke 3d too? but you use the new voice :(

>> No.3797438

>>3785512
>My favorite character's still there

Not gonna point out who it is but I'm happy.

>> No.3797440

>>3797376

Nothing major, just want to play a game of randomized Zelda with a different look to it, I have a better time playing romhacks if they can look visually different from the sourer material.

>> No.3798685

Bump

>> No.3798956

>>3750821
I need your help, I've got noob question. I was able to find some things with ram search but not a lot, so far most of what I've done was based on documentation.

What I'd like to know is how to find where object behaviours are in the rom.

What I understand is that routines are called for behaviour. I was able to switch routines around.

But the documentation also has ROM adresses for things like object direction speed, how would I be able to find those on my own ?

Documented are the RAM adresses used for objects X direction speed or some variables. How do I make the link between the two? Setting a breakpoint gives me an address but they seem to be related to the game as a whole rather than the objects themselves.

Is what I'm asking even possible without knowing assembly?

>> No.3799016

>>3798956
i'm not the person you quoted but
>ROM adresses for things like object direction speed
isn't that what >>3760789 talks about?

one possible method is setting a write breakpoint for the ram address and finding where a value is read from .

i'm confused , could you make a screenshot or detail more of what you're doing or meaning?

>> No.3799090
File: 133 KB, 1426x983, Hexfornoob.png [View same] [iqdb] [saucenao] [google]
3799090

>>3799016
So 003c8 in the ram is for this guy's speed. I know this because it fits with the documentation I have on ram addresses and if I set it to 04 and freeze it the fucker will be faster.

I set a write breakpoint and it leads to 3858A in the rom with 3 bytes, which isn't what I'm looking for.

I guess I need to learn assembly to know what the fuck I'm reading out of breakpoints. Remember I'm a noob to this.

>> No.3799160

>>3799090
it reads from a table at ram address of $858A
with table index of the Y register, currently 7

ram address of $858A would mean rom address of 0x3858A+0x10 because of the nes header, so actually 0x3859A

the Y register is used to read from that table at 0x3859A, which would lead to address 0x385A1 (ram address $8591)

>> No.3799253

if you were to literally read as code from 0E:8577, it would be:

0E:8577
Load/copy to register A (a variable the processor can perform math operations on/with), the value which is at the ram address ($858A plus the value of the Y register), address is $858A+7=$8591

0E:857A
Store/copy the value which is currently in the A register to the ram address ($03C0 plus the value of the X register), address is $3C8

0E:857D
RTS is return to subroutine, it will pull(and remove) the address from the Stack, $A18C (stored in the stack as "8C,A1") , it adds 1, and code execution (PC) continues on from address $A18D

0E:857E
must be table data of some kind

>> No.3799973

>>3799090
basically you had it right but you want to read the address after the @ (and before the = #$00)

also the nes file header (10 hex bytes of information) must be added to calculate rom address from ram address

>> No.3800772
File: 4 KB, 256x224, current367-0.png [View same] [iqdb] [saucenao] [google]
3800772

>>3799253
>>3799160
>>3799973
Hmm okay, thanks. Then it looks like I won't be able to find the speed values of this guy like this...

I did find data related to his movement and also to the shots he fires so that's already a step forward.

>> No.3800785
File: 105 KB, 264x395, Floating Shion.png [View same] [iqdb] [saucenao] [google]
3800785

>>3785512
>Koopa from Mario spinoff has 2 forms
>Wonder Boy doesn't become Monster World
Keked.
God tier spritework all around, I especially want that Battletoad.

>> No.3800961

>>3800772
You won't be able to find it...??

>> No.3801039

>>3800961
Maybe I just don't have the hang of it yet, but what I find seem to be the movement subroutine.

From what I understand an operation is done between that, the position coordinates of the object, and the speed. But all I to find via ram search and breakpoint seem to be the movement subroutine itself or the X/Y coordinates, no matter what I try to decrypt out of the assembly code. I probably just need a better understanding of assembly and what this game does, I'm probably just not good at this yet.

Anyway - I was able to find this boss address for the value that decides whether he's considered close to MM or not (the ring attack is triggered when he's close).
I was able to find it by comparing the search with a boss for which that data is already documented. The same JSR is called in both cases.

>> No.3801214

>notice metaquarius uploaded a new video a few weeks ago
>was about a hack of SM and some game called Axiom Verge
>notice comments saying the Super Fusion vids are gone
>they fucking are
NINTENDO YOU FUCKING SHITS
JUST MAKE A FUCKING METROID GAME IF YOU'RE SO PISSY ABOUT IT
JUST REMAKE METROID 1 AGAIN PEOPLE WOULD STILL FUCKING BUY IT AT THIS POINT

>> No.3801301 [DELETED] 

>>3801214
That doesn't necessarily mean that Nintendo is responsible.
Meta took down a lot of the earlier X-Fusion videos before.

But you're right, this is kinda odd.

>> No.3801310

>>3801214
They're not gone, they're just unlisted.
https://www.youtube.com/playlist?list=PLZS_o9tqWHmJHGmuQRRkfiqhgZIApfLXM

>> No.3801523 [DELETED] 

>>3799090
>>3799090
>>3799090
>>3800961
>>3801039
Okay - I was able to find an hex address for his walking speed as well as the anim number it calls for it. Looks like I'm getting the hang of this.

For the speed I did get this out of the 003c8 ram address mentioned above. However, for the jump it's like I said, the write breakpoint seem to lead directly to the addresses for the jump behaviour routine itself (I don't know if I can find the link between the routine and the boss, or how), while the walking speed seem to be part of a chunk of hex addresses for the boss himself.

>> No.3801536

>>3800961
>>3801039
Okay - I was able to find an hex address for his walking speed as well as the anim number it calls for it. Looks like I'm getting the hang of this.

For the speed I did get this out of the 003c8 ram address mentioned above. However, for the jump it's like I said, the write breakpoint seem to lead directly to the addresses for the jump behaviour routine itself (I don't know if I can find the link between the routine and the boss, or how), while the walking speed seem to be part of a chunk of hex addresses for the boss himself.

>> No.3801567

>>3801214
They made a Metroid game last year, but nobody bought it so clearly there's no demand. :^)

>> No.3802242
File: 992 B, 60x58, duck.png [View same] [iqdb] [saucenao] [google]
3802242

Life is like a hurricane, here in Duck Burg.

>>3800785
If you want I could free up a space and put Master Higgins somewhere else. But only if you can provide a Monster World sprite.

>> No.3802519
File: 2 KB, 75x108, Monster World sprite.png [View same] [iqdb] [saucenao] [google]
3802519

>>3802242
Thanks but I cannot into sprites, unless someone else feels like doing it will will stay Adventure Island. Very nice duck too.

>> No.3802612
File: 209 KB, 300x411, nes_castlevania2simonsquestredacted_front.png [View same] [iqdb] [saucenao] [google]
3802612

What game would you give a redacted version to?

>> No.3802623

>>3802612
Kirby 64

>> No.3803378

>>3800961
>>3799016
Thanks guys, I've got this, I've got this by the ass.

My Darkman3 atm (I might improve him still):

https://www.youtube.com/watch?v=PCWR6Wa6YrM

the original darkman 3 for comparison, at 6min50sec:
https://www.youtube.com/watch?v=vfKjaOxHF50&t=6m50s

>> No.3803380

>>3803378
That video I used for comparison with the original seem slower, probably PAL, but you get the idea.

>> No.3804234

>>3802623
Why so?

>> No.3804238

>>3804234
Physics are a bit sluggish, they should be more like Adventure. Too much cut content that should be put back in.

>> No.3804252
File: 386 KB, 872x2739, spritesheet.png [View same] [iqdb] [saucenao] [google]
3804252

Update

>> No.3804406
File: 825 KB, 1280x1613, DK.jpg [View same] [iqdb] [saucenao] [google]
3804406

>>3804252
I love that classic DK.

>> No.3805563

Here's something cool:

https://github.com/Coolcord/Level-Headed

It's a tool that automatically creates new levels for Super Mario Bros. Obviously, those levels pale in comparison to those found in the original game, but it's fun to mess around with for a bit.

>> No.3805596
File: 153 KB, 1550x925, Untitled.png [View same] [iqdb] [saucenao] [google]
3805596

Hey guys I'm really stuck at something

When this guy shoots, he shoots 3 times in a row. I'd really like him to shoot only once and have the action end there.

Any idea how I could do that?

Unlike other bosses like this guy >>3800772 apparently you can't control the number of shots easily. I mean for that one for instance, for both shots, in the boss code, there a hex address telling the number of shots, easy.

But here there doesn't seem to be such a thing. Instead the shots seem to be tied to the anim. The entire action, of shooting 3 times, is one whole animation, not 1 short anim repeating 3 times.
So I tried reducing the number of frames of the anim but that didn't work, for some reasons it would loop forever (and keep shooting forever).

Any idea?

>> No.3805813

>>3805596
so you need to find where in the code it is causing change in the animation frame variable and then maybe trace it back a little to find the variable or code routine that controls how often the animation frame variable is changed to the shooting animation

lole!

>> No.3805962

>>3805813
actually it might not be that
it could be tough to figure out
or easy i dunno LOLE

>> No.3805975

maybe if you make breakpoint for when animation frame is read , then look for something that suggests multiple shots

it might be in a loop of some kind

>> No.3807205

Bump

>> No.3807294 [DELETED] 

Thanks I think I got it.

Now he shoots a random number of bullets between 1 and 3.

Don't ask me how I did that, I'm honestly not sure.

https://www.youtube.com/watch?v=AD8VTPCm4pQ

>> No.3807298 [DELETED] 

I'm working on a relatively easy hack (compared to most of my other works), here's a preview of the first level.

https://www.youtube.com/watch?v=bgM805QcoI8

>> No.3807310

Thanks guys I think I got this.

I found an hex address in the boss code that tells the number of frames for the shooting eaction. I reduced it and now the action ends after one bullet, so then he may shoot another one or do the other action (jump).

This way it's like he shoots a random number of bullets every time.

https://www.youtube.com/watch?v=AD8VTPCm4pQ

>> No.3807383

>>3807298
Fuck off

>> No.3807386

>>3807383
Why?

>> No.3807393

>>3807386
Meme hacks are frowned upon

>> No.3807397

>>3807393
Don't judge a hack by its title.

>> No.3807417

>>3807397
It doesn't look particularly interesting either

>> No.3807606

>>3807298
it looks fine to me but acceptance of kaizo is dependent on the powerplayers in the circlejerk community accepting it, especially when comparing it to dram world and panga world

>> No.3807897

>>3807298
Looks funny.

>> No.3808043
File: 15 KB, 320x224, 3205screenshot2.png [View same] [iqdb] [saucenao] [google]
3808043

Someone did a hack to fix the rushed, poorly done graphics of Genesis Pac-Mania. Too bad the music is still a step down.
https://www.youtube.com/watch?v=_sir7iTg_CU
https://www.youtube.com/watch?v=na0SBHKP0bM

>> No.3808890

>>3785512
Damn, is good to see this is still going on.
I still owe you the Iwata sprite. I'll make it as soon as I get some free time.

>> No.3808946
File: 138 KB, 316x320, Iwata mii.png [View same] [iqdb] [saucenao] [google]
3808946

>>3808890
jedi ghost style? Is that still a thing?

>> No.3809541

>>3808043
For what purpose? We can emulate the arcade version now.

>> No.3809605

which NES hacks should i include in my "NES games worth playing" folder?

legend of zelda outlands and mario adventure seem essential. anything else?

>> No.3809626

Where the fuck is the OAM data in super Mario kart

>> No.3809913

>>3809541
Some people like to emulate on consoles for easier portability, or multiplayer.

>> No.3809914

>>3809605
Naked Headless Mario Fights the Dick Nazis 2

>> No.3810145

Is there any way to look at an IPS patch to see the hex values it changes and the addresses ?

>> No.3810175

>>3809914
[Spoiler]Legend of Iowa[/spoiler]

>> No.3810192

>>3810175
That game crashes when I die on my AV Famicom.

>> No.3810280

>>3810145
you could look with a hex editor
http://www.smwiki.net/wiki/IPS_file_format

>> No.3810651

>>3745013

I'm actually hacking Cheetah men II at the moment. Right now I'm just putting sprites from other games into it.

Later tonight I'll post some pics here of the progress.

>> No.3810805

>>3809626
OAM is just about the easiest thing to locate. Watch for DMAs from WRAM to the register OAMDATA. Any debugging emulator worth its salt can do this in a push of a button or two.

>> No.3810808

>>3809605

how do you know if games are "worth playing" or not, if you've never played them before?

>> No.3811341

>>3810805
Can you elaborate? All the classic tricks I've tried doesn't seem to work with SMK.

>> No.3811551

For some bosses I've started doing some changes with routines, like changing a routine for another one. I do this through hex editing.

The limit to it is that, to my knowledge, if I want to add something I have to replace something else.

Does a dissambler allow you to add routines without having to delete anything?

>> No.3811591
File: 76 KB, 365x536, 1466794788755.jpg [View same] [iqdb] [saucenao] [google]
3811591

>>3807298
>here's a preview of the first level
>check thumbnail
>

>> No.3811616

>>3811591
>Nambona890

It gets worse.

>> No.3811678

>>3811551
Yes, but disassembling the rom is an advanced tactic, you would do that if you were super-mega serious about rom-hacking the game. It's very time consuming if you don't already have the disassembly.

The next easier step is to replace code with a JSR to free space ,
then write your custom code in that free space that you JSR'd to, then RTS back to the original code......

>> No.3811721

>>3811678
I see thanks, some location of free space are documented so I'll try that.

>> No.3813129

>>3808946
That was the idea, not sure if we are still sticking with it or if the joke got old already.

>> No.3813137

>>3813129
I think most people will first see the joke in-game. It works as long as Iwata stays dead.

>> No.3813372

>>3811721
>>3811678
Okay - I started with something simple, adding sound to an attack which previously had no sound. I JSR'd to free space and added sound, so now my wave attack for Wave Man (wave moving on the X axis) has sound. (the choice of the sound itself is probably not final)

https://www.youtube.com/watch?v=bKrKIOLp9u4

>> No.3813958

>>3778496
Just use homebrew emulators instead, without having to create and install the .cia

>>3778502
>playing games on a phone
That's quite dumb.

>> No.3814267

>>3807298
>zsnes

>> No.3814291

>>3814267
see
>>3811616

>> No.3815451
File: 50 KB, 996x479, Untitled.png [View same] [iqdb] [saucenao] [google]
3815451

There is something I don't understand in the documention of Mega Man V I found.

Pic related is what it says (it's Jap translated by google), and I highlited the corresponded table in the hex editor.

What I'd like is change the size of the hit detection of a couple of enemies.
90, in hex, is the number of enemy IDs, so this corresponds, and for enemy HP there is a similar table where I can just take the enemy ID number and change the value for HP, but here if I try to change this table I'm not getting any result.

This will sound clueless but what does he mean by "Type Bits" ? how can you edit "bits" from a single address in the hex editor ?

According to what the documentation also says, and according to how hit detection with weapons weapons work, in hex, it should go from 00 to 3F....

>> No.3815471

>>3815451
https://en.wikipedia.org/wiki/Binary_number

>> No.3815486

how do i learn how rom banks work on the gb btw

>> No.3815642

>>3744351
>>3744351
Is there any way to repurpose the Time Counter in smb1 to use it as a frame counter? Thanks in advance for any help or pointers you can provide!

>> No.3815663

>>3815451
11111111
8 bits.
You change the individual bits to correspond to the "type" you want.
For example, 11111111 is FF in hexadecimal.
If you were to flip the last bit, you would get 11111110, which is FE. If you flipped the 5th and 7th bits, you would have 11110101, which is F5 in hex.

tl;dr open up your windows calculator, select "Programmer" and do the conversions from there.

>> No.3816543
File: 2 KB, 160x144, Land.png [View same] [iqdb] [saucenao] [google]
3816543

Does anyone know of neat graphic re-hauls like pic related?

>> No.3816778

>>3813372
You could make the wave attack not go over the walls if you know what i mean.

Also no need to make the attacks to fast, you dont need to make it into Kaizo territory, you could keep the original water pump as it originally was in Vanilla MM5

Then once its gone, have Wave man, pull 2 shots.

Then alternate to the one pattern you made after a jump, but a bit slower.

>> No.3817049

>>3816778
>You could make the wave attack not go over the walls if you know what i mean.

The reason the wall was so big on the right was because of a glitch which isn't there anymore, so I reverted the wall back to its original size. Now in game it looks like less than the size of a TSA block, so for the wave it's not really an issue anymore, but I'll have a look.
I'm not sure why the first wave attack sometimes go on the right but it's happened very rarely.

>Also no need to make the attacks to fast, you dont need to make it into Kaizo territory

I don't really like kaizo. You think that's stepping into kaizo territory... ? As for the speed, due to the way I made the wave, it's tied to the harpoon speed. Same for direction. But I could make both a bit slower, or try to see if I can get the speed updated before the wave so they have a different speed.

>you could keep the original water pump as it originally was in Vanilla MM5

Due to the way I made the wave, I can't have the original and this one. What I did was change its enemy handler ID so that it goes on a X axis rather than Y axis. Then I had to change its Y apparition coordinate and anim number so that it fits.
Then, the original wave X coordinate apparition is relative to Mega Man, but also by choosing between a few different values to be added to that so that it's always a bit random.
Probably because I didn't change its object ID enemy handlers (only its enemy handler ID in the boss code), the wave still retained that behaviour, so I made it so that it's relative to Wave Man instead and made all those values I just changed mentionned "01".

So the way I did it, the wave uses the same ram addresses as the harpoon for speed and direction. Those are only updated before the harpoon is shot, so I made it that wave man doesn't instantly change direction toward MM after a jump, but that he waits after having shot the wave, so that the wave always appear to be coming from in front of him.

>> No.3817053

>>3817049
Then I altered Wave Man's jump to make it smaller.

Also for every boss I reduced the inv frame time a little, and I also made MM's charge shot hit detection (and art) smaller, to try and make the regular buster more useful.

I think the result kind of works here. In a way it plays a bit like Toad Man can be played but with more things to watch for, and since Wave Man starts moving again only when the harpoon/wave is out of screen, and that this depends on how close he is to the end of the screen, it's not always the same timing.

Yesterday I started looking at MM's weapons code and this looked to be a step above, I'm not sure I'll be able to alter those...

>> No.3817060
File: 5 KB, 160x144, metroid 2 zerosuit 3.png [View same] [iqdb] [saucenao] [google]
3817060

>>3816543
It's a wip

>> No.3817061

>>3817060
Fancy. I like it.
Graphical edit only or a map overhaul? I don't particularly recognize the room.

>> No.3817109

>>3817061
only a graphics hack as far as i know. check metconst

metroid II hacking has always been a mess sadly. that's about to hopefully change soon though - i'm working on a rom map and i'm like 90% done documenting the music format

>> No.3817139

>>3816543
there's also SMW redrawn

>> No.3817304

>>3816543
There was guy who was making the colorized version of For Frog the Bell Tolls. He used to post the progress here.

>> No.3817578 [DELETED] 

>>3817053
>>3817049
>>3816778
Okay - turns out I HAD to fix the direction issue for the wave because there were some possible scenarios where it could freeze the boss. Had to add code so that the direction is updated before the wave spawns (and not just before the harpoon is shot), so I took this opportunity to also change the speed of the wave, making it a bit slower, and therefore the harpoon and wave don't have the same speed anymore, making the combat much nicer.

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

>> No.3817579 [DELETED] 

>>3817053 (You)
>>3817049 (You)
>>3816778
Okay - turns out I HAD to fix the direction issue for the wave because there were some possible scenarios where it could freeze the boss. Had to add code so that the direction is updated before the wave spawns (and not just before the harpoon is shot), so I took this opportunity to also change the speed of the wave, making it a bit slower, and therefore the harpoon and wave don't have the same speed anymore, making the combat much nicer.

https://www.youtube.com/watch?v=DLpnePXZLCw [Embed]

Now though I don't actually know how to make the wave be destroyed when it hits a wall.

>> No.3817590

>>3817053
>>3817049
>>3816778
Okay - turns out I HAD to fix the direction issue for the wave because there were some possible scenarios where it could freeze the boss. Had to add code so that the direction is updated before the wave spawns (and not just before the harpoon is shot), so I took this opportunity to also change the speed of the wave, making it a bit slower, and therefore the harpoon and wave don't have the same speed anymore, making the combat much nicer.

https://www.youtube.com/watch?v=DLpnePXZLCw [Embed] [Embed]

Now though I don't actually know how to make the wave be destroyed when it hits a wall.

>>3815663
Thanks for the explanation that helped.
There has to be another thing setting hit detection for enemies though because I'm still not getting results.

>> No.3817667
File: 1.71 MB, 500x281, flube_duplication.gif [View same] [iqdb] [saucenao] [google]
3817667

flube

>> No.3818356

>>3817667
What is this?

>> No.3818575

Is there any well designed SM64 rom hacks that capture the exploration feeling of the original?

>> No.3818639

>>3818575
Nope.

>> No.3818646

>>3818575
Star Road is the only good one

>> No.3818663

>>3818646
What about Last Impact?

>> No.3818667

>>3818663
It's technically good, but not a good game.

>> No.3818702

>>3818667
So Star Road is the only rom hack that's close to the original in quality?

>> No.3818731

>>3818702
It is in my opinion.

>> No.3818791

>>3818575
>N64 emulation

>> No.3818858

>>3818791
What about it?

>> No.3819078

>>3818858
it's a badly meme'd shitpost

>> No.3819119
File: 990 KB, 480x429, N7oumeS.gif [View same] [iqdb] [saucenao] [google]
3819119

>>3817304
I'm still working on it, I just changed the code so much that I had to went over everything I made. I'll upload another update video soon.

>> No.3820181

Bump

>> No.3820614

>>3818575
I'm pretty sure the tools for SM64 ROM hacking can't even recreate the original levels yet.

>> No.3820673

>>3820614
You literally only have to make the models and then place the objects
what are you talking about.

>> No.3821028

I really can't wait until I'm through with classes so that I can join you guys

>> No.3821089

>>3820673
Prove it then. Last I heard that's not possible.

>> No.3821101

>>3821089
Why would it not be possible? You can make models and you can place objects. What else is there?

>> No.3821316

>>3821101
Events and characters

Afaik you can realistically only change the layouts, dialogue, music and graphics+models

>> No.3821323

>>3821316
>Events
What?

>characters
No, I'm pretty sure you're wrong.

>> No.3821353

>>3821323
>Events
How can you change what happens when certain conditions are met? How could one hack a "Collect 6 blue coins and talk to a pink Bob-omb so that a secret path opens" type of thing? With TT64?

>characters
Can I make a Koopa the Quick-like character with unique animations, movement, physics, trajectory and dialogue?

>> No.3821358

>>3821353
ASM hacks are a thing

>dialogue
Yes, of course.

>trajectory
I'm sure that's documented.

>> No.3821663

>>3821358
>ASM hacks
Yes, you can recreate the original levels using ASM. You can do anything in ASM. My point is that unlike with something like say Lunar Magic you cannot recreate the original levels using tools. It's not accessible at all. Autists who know ASM are usually not very good designers, so it's going to take a while to get something that can even COMPARE to the original game.

>> No.3821891
File: 38 KB, 500x343, hieroja.jpg [View same] [iqdb] [saucenao] [google]
3821891

>>3821358
>ASM is a thing
Dude

>> No.3823919
File: 3 KB, 256x224, current401-0.png [View same] [iqdb] [saucenao] [google]
3823919

Bump

I might release this thing soon. At this point it's got all new stages, all altered bosses, and some other gameplay changes. I'll probably sit on it for a days to do more testing.
Hopefully the title screen colours doesn't burn anyone before trying the first level.
You guys made it to the credits.

>> No.3823965

>>3821353
>>3821663
That's just a minor part of the original game. The level layout is like 99.9% of what makes it.

>> No.3824514

>>3823919
excellent work but how do u copyright a romhack

>> No.3824538

>>3824514
That's the joke

>> No.3824546
File: 1 KB, 255x255, yosho8bit.png [View same] [iqdb] [saucenao] [google]
3824546

>>3824538
LOLE
here have a yosho

>> No.3824896
File: 344 KB, 459x721, sketch1488098923576~2.png [View same] [iqdb] [saucenao] [google]
3824896

>> No.3826229

>>3819119
Are you planning to add any new content into the game or is just a graphical hack?

>> No.3827231

Is there a list of good retro-style fangames (eg Megaman Unlimited or Megaman Rock Force)?

>> No.3828580

bump

>> No.3828673

For a ROM file, what are CRC32, MD5 and SHA1 and how do I find them?

>> No.3828764

>>3828673
you can get file hashes by simple terminal commands. iirc MD5, CRC16/32 and SHA-n are all built to bash.

But those are generally only used for verifying the file's integrity. If you're talking about CRC checksums, you can verify and fix them with NSRT for SNES ROMs, NESCRC32 for NES ROMs.

Searching for 'crc' or 'checksum' in romhacking.net will yield good results.

Mind you, most emulators don't give a shit about checksums.

>> No.3829683

http://www.romhacking.net/hacks/3336/

Thoughts?

>> No.3829876
File: 25 KB, 337x256, litasf.png [View same] [iqdb] [saucenao] [google]
3829876

>>3829683

>> No.3830572

>>3828673
my installation of 7-zip added a context menu to the windows explorer for that

so check it out

>> No.3830627

>>3830572
He's probably talking about internal checksums
NSRT should work for SNES roms at least

>> No.3830761

>>3830627
>>3830572
>>3829683
Thanks I got it

>> No.3831060
File: 4 KB, 256x224, MM5SecondStrike1.png [View same] [iqdb] [saucenao] [google]
3831060

My Mega Man V hack is up!

http://www.romhacking.net/hacks/3343/

Enjoy

>> No.3831313

>>3831060
wait this is your hack? who's is this then >>3829683
boy that was misleading

>> No.3831380

>>3831313
Yes, that is the hack I've been bothering you with since earlier ITT and that "anons of /vr/" got credited for their help.

>>3829683
This isn't mine but it does look interesting. Maybe it'll make me give MM7 another chance.

>> No.3831637

>>3831060
Playing this right now, three stages in. It's enjoyable although the difficulty level needs some fine-tuning in spots.

>> No.3831772

>>3831637
Like what?

I know some segments will be harder than others, but so it is in the original games imo.

In terms of difficulty (and other things) the intent was to take MM5 and to try and make it feel more like 4 does. In 4 some segments and bosses are clearly harder than others imo

>> No.3832172 [DELETED] 

>>3831772
>Like what?

For example, the crystal-throwing enemies in Crystal Man's Stage should be changed back to their original form as they are too annoying to destroy. I also didn't like that the first half of Wave Man's stage had quite a few really precise jumps. There are two biggest problems I can think of right now.

>> No.3832180

>>3831772
>Like what?

For example, the crystal-throwing enemies in Crystal Man's Stage should be changed back to their original form as they are too annoying to destroy. I also didn't like that the first half of Wave Man's stage had quite a few really precise jumps. These are two biggest problems I can think of right now.

>> No.3832748

http://origami64.net/showthread.php?tid=522
nice

>> No.3833204

>>3832180
I altered the Crystal Joes because their original forms are really pathethic. For one thing, the wait time in between two shots is too long (same reason I reduced the wait time between shots for Cannon Metools and those Shielded Cannons), and honestly it was impossible to get hit by them. Now it's actually possible to fuck up and get hit.

I think the problem is that I built the level design and enemy placement with their original form in mind, and only then I altered their behaviour, so a couple of them are extra annoying: the two ones which are closest to the left end of the screen. I did move back both of these a little though to give more time to the player to shoot them.

For Wave Man I'm guessing you mean the penultimate jump in the bubbles part. I wouldn't call it a pixel jump, not like the jumps required to get the Beat Letter in Napalm Stage, it's just that it takes very good timing when you're riding the bubble so that you can jump a high full jump but without touching the spikes on the ceiling. I thought that would make for an interesting take on a platforming segment and my betatester called it an "excellent jump"...

However, for every pixel or hard jump in the hack, there is always an other solution, like using R.Coil/R.Jet/S.Arrow to help. I made sure every hard jump can be 'cheated', and for the bubbles part you can come back with either rush jet or super arrow to skip the entirety of it.

I'll look into both things anyway.

>> No.3834383

>>3833204
I was talking about the section that shows up before the bubbles section, I find gaps between the pipes to be a bit too wide. I would also move the letter plate in the bubble area slightly to the left, because right now it's too easy to accidentally trigger the scrolling transition to the next section of the stage.

>> No.3835421 [DELETED] 
File: 6 KB, 256x224, MM5SecondStrike-15.png [View same] [iqdb] [saucenao] [google]
3835421

>>3834383
I find gaps between the pipes to be a bit too wide.

All 3 jumps are the same: 2 structures wide, 64 pixels. That would be a pixel jump if the platforms on both sides were on the same height, however every time the destination floor is one structure lower, 32 pixels, which I thought would be enough to make the jumps feel tight while giving enough room to the player so that it's not a pixel jump either. It is true however that the original MM5 doesn't have such jumps, and the only close one there is is in Proto Man stage 1, but the destination floor is half a structure lower thus giving more room.

However I think the problem might not be the jumps themselves, but the art of the structures, the pipes. They look round, which might be misleading, as they the structure is solid all the way up and right, where there are black pixels.
Their look can be misleading and that's something I didn't think of.

>> No.3835445
File: 6 KB, 256x224, MM5SecondStrike-15.png [View same] [iqdb] [saucenao] [google]
3835445

>>3834383
>I find gaps between the pipes to be a bit too wide.

All 3 jumps are the same: 2 structures wide, 64 pixels. That would be a pixel jump if the platforms on both sides were on the same height, however every time the destination floor is one structure lower, 32 pixels, which I thought would be enough to make the jumps feel tight while giving enough room to the player so that it's not a pixel jump either. It is true however that the original MM5 doesn't have such jumps, and the only close one there is is in Proto Man stage 1, but the destination floor is half a structure lower thus giving more room.

However I think the problem might not be the jumps themselves, but the art of the structures, the pipes. They look round, which might be misleading, as they the structure is solid all the way up and right, where there are black pixels.
Their look can be misleading and that's something I didn't think of.

>I would also move the letter plate in the bubble area slightly to the left, because right now it's too easy to accidentally trigger the scrolling transition to the next section of the stage.

I realized this but thought I'd keep it, but you're right it's probably too mean. I also think I should move the letter in Star Man stage and put it in the middle of the segment with the platforms going up/down, in the spot where the weapon power refill is in the middle.

I'll probably do a v1.2 at some point so keep them coming

>> No.3835665

>>3835445
I think you should also remove a spike or two at the very beginning of the elevator section in Gyro Man's stage since you basically have to start sliding the second elevator starts moving to not get hit.

>> No.3835838

Anyone know of a translation hack for the River City Ransom remake for PCEngine/Turbografx?

>> No.3835856
File: 126 KB, 511x355, bmario.jpg [View same] [iqdb] [saucenao] [google]
3835856

I'm in need of a little help and was hoping some kind soul could spare some time.

I wanted to replay Brutal Mario/Super Kitiku Mario since it's been a few years - but I can't get the game running properly.

I've tried a wide variety of Emulators, Patches, and ROMs in combination - but one of the following happens:

• The game kills you on intro screen.
• Checksum fail
• The custom music is missing.

The one I've gotten furthest with is using the 8.2 patch and running it in Windows ZSnes 1.51
But this version features an odd overworld, and a lot of mechanics appear broken such as touching custom powerups instantly finishing the level.

I can't recall how the hell I got it working before, but it was running perfectly with music save for a few levels. Anyone know how to get it running properly? Is there a specific ROM needed or is LunarIPS botching the patch application?

>> No.3835974

>>3835856
I'm not familiar with those hacks so I'm not sure if this is what you need exactly, but here are 2 pre-patched roms of Brutal Mario I found

http://www106.zippyshare.com/v/47NGgRDy/file.html
http://www106.zippyshare.com/v/BQfDqVqL/file.html

>> No.3836132

>>3835856
There's a pre-patched Brutal Mario compilation in the OP.

Or, if you're a MEGA type of person, there's a mirror here:
https://mega.nz/#F!JcsF0T5a!K3ECQlMzhDoDXJfyOxzR9w

>> No.3836706

>>3835838
I don't think one exists.

>> No.3836708

>>3836706
Yeah, I didn't think it was likely.
Since the NES version is fully translated, how hard would it be to copy and paste the text over, as someone with almost no knowledge of the japanese language?

>> No.3837409

>>3835856
There's a lot of kaizo that kill you at the beginning, some you have to jump quickly to activate a kaizo block or hold right (Dram makes you hold right)

>> No.3837449

>>3837409
Brutal Mario isn't a kaizo, the title only makes it sound like it is.

>> No.3837543
File: 17 KB, 300x225, salute.jpg [View same] [iqdb] [saucenao] [google]
3837543

>>3835974
>>3836132
>There's a pre-patched Brutal Mario compilation in the OP.

Damn, now I feel stupid and lazy for not checking.
I grabbed the compilation from MEGA and it seems to be working perfectly. Thanks a ton!

>> No.3838035

>>3745008
In nes?

>> No.3838174

>>3838035
yes i was thinking about the nes version

>> No.3838775

the nes version of spy vs spy literally has the AI walking into walls

how does someone release a game like that LOLE

>> No.3839694
File: 129 KB, 620x413, 1ca7970252_Maternalbound-Earthbound-ROM-Hack-620x413.jpg [View same] [iqdb] [saucenao] [google]
3839694

I have been sent here.

Can anyone tell me wether the Maternalbound Omega hack is worth playing instead of the original localization? I never played this game and want to get the best experience out of it.

I just don't get why there is a "literal" version besides the main patch. If the goal of the patch was to make the game more like Mother 2, why is there an additional literal version of it?

>> No.3839842

>>3835665
>>3831060
FYI I've been working on v1.2 but I'll hold onto it a bit more to do some more testings.

Making sure I didn't break anything and in case anything else comes up.

Among other things I did some changes based on your feedback

>> No.3840198

So it turns out Metroid II and Super Mario Land have really similar music formats. The Metroid II has alright documentation already and I'm working on a spec for SML, checking later if it's the same with Super Mario Land 2 too.
I can't program too well. What's the best method to make an audio editor? Is it worth it or should I just go for a general purpose converter where you plug in the bytes and get out a tracker file or something?
https://www.youtube.com/watch?v=UPCSXTHzI1g
https://www.youtube.com/watch?v=67lqDDwm1GY

>> No.3840206

>>3839694
Just play the original localization.

>> No.3840212

why can't you make a pointer point past the end of the rom and add your stuff there to have more space?

>> No.3840313

>>3840198
i'm not sure i understand the music form ,
or if it is a good idea,
but you could create export/import to Music Macro Language (MML)

then you can use already made tracker and import music from other games

i was trying to do this with zelda2 but i gave up

>> No.3840316

>>3840212
short answer is : u can

>> No.3840358

>>3840316
wow nice, that's pretty cool

>> No.3840436

>>3840358
yai why did i bother saying anything if that's all im gonna say lulz

>> No.3841851

Bump

>> No.3842772

>Conker's High Rule Tail released months ago
>it's only now getting an article on romhacking.net

>> No.3844174
File: 4 KB, 256x224, current430-5.png [View same] [iqdb] [saucenao] [google]
3844174

Second Strike updated to v1.2!

http://www.romhacking.net/hacks/3343/

To anyone who's already downloaded it please update to this version.

It has quite a lot small of improvements and changes which make the experience a lot better.

List of changes:
>Changed some weapons damage relation toward some enemies, mainly making Power Stone stronger
>Improved hit detection for Darkman 1 and Darkman 3
>Fixed Darkman 3 so that he no longer create an infinite loop of freezing
>Improved bullet spawn placement of Darkman 4's shots (no longer possible to exploit)
>Improved hit detection for Crystal Joes (shots no longer go through their feet)
>Improved behaviour of Big Pets (Wily stage 1 boss)
>Improved behaviour of Circring Q9 (Wily stage 2 boss), also changed his palette
>Mizzile enemy (the 'Rocket going up' enemy in Napalm Man stage): fixed their hit detection,
also now they can die now and they're weak to Star Shield
>Changed placement of the 'Megaman V' letters in Wave Man stage and Star Man stage
>Gyro Man stage: improved the segment after the checkpoint,
also deleted a spike in the first row of spikes of the elevator
>Wave man Stage: changed a couple of platforming segment jumps
>Wily Stage 1: changed a couple of enemies to avoid flicker possibility
>Bossrush: fixed palette of Crystal Man room and changed the layout of Crystal's and Stone's rooms


Also FYI the hack is compatible with rock5easily's "lite" and "weapon select" patches. So if you want a lagless experience and/or to be able to switch weapons on the fly, you can apply his patches on top of the hack.

And if you want a sneak peek I've recorded a full playthrough of the hack, played on Famicom2:
https://www.youtube.com/watch?v=gFV74ljVuaE

Enjoy!

>> No.3845341

>>3837449
I was referring to kaizo as in what the Mario community has adopted it as; crazy hard. If you die on the introduction screen I'm pretty sure there's something you gotta do was all I was saying.

>> No.3845350

>>3845341
So was I.
Again, Brutal Mario isn't a Kaizo. The title only gives the false impression it is.
It also doesn't have an intro that kills the the player, Anon just couldn't get the patch working properly.

>> No.3845530

>>3845341
Brutal Mario really isn't that hard. Just watch the first world if you're really unsure, the video has no commentary (though the screen starts flashing at the start for some reason, don't remember that happening on my copy).

https://www.youtube.com/watch?v=lu-wC8l9I44

I think this hack is an older version actually, a couple levels look different and there's no custom music like in the version I played, but the difficulty is the same.

>> No.3845535

>>3845530
*I think the hack in the video is an older version

>> No.3845614

>>3845530
It flashes at the start because they're not playing it on ZSNES.
Brutal Mario was put together when Mario Hacks were tailored to ZSNES. It doesn't play perfectly on anything else.

>> No.3846185

>>3844174
Will check it out.

>> No.3846509
File: 75 KB, 640x480, MM10 Proto Man.png [View same] [iqdb] [saucenao] [google]
3846509

Now I'd really like to make a character hack for MM5, making Protoman playable just like he is in 9/10 (I know there is one but it's just a shitty sprite hack).
However, it's a step beyond anything I've done so far.

The main concern is the working shield. It should only work during a jump, and deflect/destroy enemy projectiles, but only if that projectile is facing Protoman, not if shot from behind or from underneath.

I've been pondering over this and I think there are two solutions:
1) Make it so that when certain conditions are met the projectiles gets destroyed. Apparently that's how deflection from the front of the Moving Shield enemies work but I'm not even sure I understand it correctly.
2) create an invisible sprite in front of the character during jumping that deflects bullets. However an extra sprite may not help in laggy situations.

How would you guys go at this in theory?

>> No.3846642

>>3846509
maybe hook into the routine of when megaman gets hit by a projectile, and at that point check if you have the shield
(and maybe if the projectile came from the correct direction to hit the shield) .

and then just skip the rest of the megaman-projectile-collision routine or branch off to some other code to make the projectile bounce off

>> No.3846646

Or maybe just add a new routine that checks if the shield is enabled and every frame check if the projectile is in the range of the shield lole

>> No.3846817

Can someone explain how the DKC camera system works
I can't use DKCRE and dkedit is nonvisual

>> No.3847991

I am patiently awaiting For the Frog the Bell Tolls DX.
And it's killing me.

>> No.3848898 [DELETED] 

>>3845535
I think it's the most complete one. There are many of Brutal Mario floating around, with most of them being fake.

>> No.3848904

>>3845535
I think it's the most complete one. There are many builds of Brutal Mario floating around, with most of them being fake.

>> No.3848936

>>3839694
The "literal" version is the text translated from the original Japanese script as literally as possible. It's mostly for autists and/or weeaboos.

It's a great hack though. I've played vanilla EB tons of times before and recommend Maternalbound over it

>> No.3848979

>>3848904
The version I played had a lot of custom music from Romancing Saga, and got all the way to the final world without a final boss. There's also a leaked build that only has the final boss (and if that final boss isn't official it's just as high quality as the official one). I think the only incomplete parts of the game are the star/special world.

>> No.3850256

I've been playing Rockman 3 Improvement as well as the lag reduction hacks for Rockman 4, 5 and 6.

They're absolutely fantastic but I'm curious, how does such a hack work and why didn't the original devs do something similar?

>> No.3851083

>>3850256
>lag reduction hacks for Rockman 4, 5 and 6.
Links?

>> No.3851239

>>3851083
These are the ones I've been using

For Rockman4 by Neo ragsuku:
http://www.geocities.jp/borokobo/zip/Rock4Optimization_v3.zip

There are two patches. The "standard" one is the 'basic' lag reduction one.
The heavier one also adds other things and changes, like switching weapons with select (select, down+select for reverse order, select+start gets you back to buster), faster loading of boss hp, gets rid of the autoscroll in Cossack stage 3, etc

For Rockman 5 by Rock5easily:
Lag reduction :
http://rock5easily.sakura.ne.jp/archive/rock5_lite.zip
Switchs weapons with select:
http://rock5easily.sakura.ne.jp/archive/rock5_weaponselect.zip

For Rockman6 by Neo ragsuku:
Lag reduction, but also speeds up scrolling speed and other things:
http://www.geocities.jp/borokobo/zip/Rock6Optimization101.zip
Also you're going to wait his patch which fixes sliding in RM6 which they really screwed in the original game:
http://www.geocities.jp/borokobo/zip/Rock6FixSlide2.zip

It is not recommended to use these patches with Mega Man rather than Rockman, however as far as Rock5easily's patches are concerned and as far as I could tell, they worked perfectly with MM5. Neo ragsuku's RM6 patches would turn glitchy with MM6 though.

Also, Rock5easily has its own lag reduction patch for Rockman3 as well but I haven't tried it, I've been playing Rockman 3 Improvement instead.

Basically check both these guys pages:
http://www.geocities.jp/borokobo/neo/download.html

http://rock5easily.sakura.ne.jp/ips.html

Rockman 6 after applying both patches I mentionned above is pure pleasure, a huge improvement over the original game.
Also I thought that the lag reduction patch of MM5 worked even better on real hardware than on emulator but maybe it's just me.

>> No.3851812

>>3850256
they probably optimized various routines

>> No.3853303

>>3851239
Thanks, will check them out.

>> No.3854226

Not enough talk about disassembly going on here. Who's up for starting one?

>> No.3854501

>>3854226
Well, let's get some more suggestion for games, some seconding on any of the already suggested games, and then maybe throw up a poll on what would be the best game to do.

>> No.3854892

>>3854501

how about zelda2, snake rattle and roll, or marble madness
lole

>> No.3855057

>>3854226
I love disassemblies and use the Pokémon ones myself, but I don't think I'm ready to hop on the grueling experience that is making one, and if I did I'd probably help with other Pokémon disassemblies (none of which could even be /vr/ anymore besides a couple spinoffs like the TCG games and Pinball) to give back for all the use I had with the ones that are finished.

>> No.3855201

>>3855057
It ain't that bad. Finishing the whole thing is grueling but making significant progress is not. The Pokemon disassemblies were easier than hex editing years before they got finished (now they're WAY easier than that).

>> No.3855239

Are there any decent N64 SDKs?

I can't run the official one because I have 64 bit windows, and libdragon can only do 2d.

>> No.3855565

>>3855239
Anything stopping you from using a WinXP VM?

>> No.3857127

Bump

>>3846509
>>3846642
>>3846646
Been at this on&off for a few days. Learning assembly more thoroughly to make this happen.
I finally found where to branch out when MM gets hit. At that point, I check what is MM current moves and if jump->branch to new code, if not jump->branch back to the "get hit" routine. In the new code all I have atm is "deletion of object X" and "play deflection sound" so there is still a lot I need to add (direction check, and somehow make it that only certain object ids, aka projectiles, are affected, and not enemies).

I've also found how to limit MM to 2 buster shots per screen max (instead of 3) and how to increase the distance of the hit knockback. Changing the size and lookof the charge shot is something i've already done, and changing MM's sprites shouldn't be a too big deal either...

For the shield atm I'm aiming for a regular bullet deflection effect.
In MM9/10, the bullets that hit the shield go back the direction they came and can actually hit enemies, but I have no idea how I'd do that.
Any suggestion if this is possible? I can't make enemy bullets hurt enemies by default, that'd be very stupid... Maybe change their enemy handler (behaviour) and turn them into MM's shot when they get deflected?

>> No.3857137

I know this is a silly question, but has anyone done a Zelda 1 English translation for the FDS? I own the US cart but I really want to play with the enhanced FDS audio (I have a famicom and FDSStick). I know there isn't a ton of text but it really bugs me

>> No.3857286

Need a bit of assembly help

I want the code to check object IDs and act depending.

So, in hex I did
>BD 00 03
which gives
>LDA $0300,X @ $030A = #$51

But in the RAM object IDs go from 300 to 317. How can I get it to check up to 317? I've tried other OP codes and I can't find something similar when I look at other parts of the game's code...

>> No.3857497

>>3857286
umm
you need to learn what the X register is, and how to index with it

>> No.3857501

if you use an assembler program (like xa65 or ca65), then you can type in the code instead ,
you won't have to program in bytecode(the BD 00 03)

>> No.3857505

>>3857497
I guess, my way of doing this so far is looking at the debugger + documentation of the game and my own knowledge, and to check tutorials for OPcodes.

>> No.3857527

>>3855565
No, I was just hoping for something native.

I do need to find a 32 bit WinXP iso though.

>> No.3857665

>>3857505
I suggest you take a moment to read the section about addressing modes.

In your example, it you are LoaDing the Accumulator with the value found in the address (0x300 + whatever is in the X register). There must be an 0xA in X, because it is showing @$30A holds the value of 0x51.

As a side note, if you can understand this ASM command, you will know why arrays in C++ are handled the way they are.

>> No.3858152

>>3857527
Just search up MicroXP, stripped down version of the OS, should work with it.

>> No.3858278

>>3858152
Huh, cool.
Downloading right now.
As long as It still has MIPS3 GCC it should work.

Do I need a crack for this, or is it good to go?

>> No.3858732

>>3857665
Ok I'll try and check this.

51 is the object ID number of the enemy projectile I was doing the test with (Metool bullets).
As far as I could tell my code worked as long as the object IDs were loaded in ram 300 to 30A, but didn't work if it used 30B to 317.

Anyway I just remembered that the Star Shield weapon behaves differently depending on whether it's in contact with a projectile or an enemy, so I'll check how they do that. Maybe there is another way to do this than to list and check every object id corresponding to a projectile and to branch out accordingly (which is how I intended to do this).

>> No.3858791

>>3858278
If I remember right, good to go, it's all preactivated and whatnot. Only reason why I said "should work" is that a lot of stuff generally normal in a standard WinXP install is gone. Don't think the SDK should depend on that though. I've used it in the past to use some 16bit apps or games that could run decent on WinXP but not Win7.

>> No.3858845

>>3858732
Actually, the error seemed to come from something else which I fixed. My code does work.

However I don't think it's optimal. Here is what I'm doing:
>when hit during jump, check object id
>if object id 51 (Metool bullet), branch out to the code that deletes the bullet and makes a sound
>if not object id 51, branch out to next
>next: check if object id 55 (another enemy bullet), etc
>repeat with all object IDs that should be affected
>in the end, if nothing is equal, branch back to MM getting hit

This seems to work but I'm sure there should be a more simple way to do it... I've looked at the star shield weapon, which I think behaves differently depending on if it hits an enemy or a projectile (deletes a projectile, but substract HP for enemies) but I can't figure out how they do it.
Any idea?

>> No.3859126

http://www.romhacking.net/hacks/757/

Has any romhack come close to the quality of this?

>> No.3859451

>>3858845
Maybe if all the IDs are in some sort of pattern? You could mask out certain bits and check, maybe have a couple of exception cases. Or they are all together in a range you could do just a greater than then less than check.

But first see if there is some sort of property variable that may have a isEnemyBullet flag.

>> No.3859707

rip vidyamon

>> No.3859837

What happened to the /vr/ wizard who actually made a runnable SNES game?

I remember he had a GitHub and wrote an insane amount of informative posts about how the SNES works.

Anyone here saved that stuff?

>> No.3860968

>>3859451
As far as I understand, Star Shield does this when hit by a projectile:
>80D8:4C 25 82 JMP $8225
>80DB:BC 00 03 LDY $0300,X @ $030A = #$00
>80DE:B9 00 A8 LDA $A800,Y @ $A801 = #$00
>80E1:29 7F AND #$7F
>80E3:05 00 ORA $0000 = #$00
>80E5:F0 F1 BEQ $80D8

300 and on is Object ID like I said. A800 and on I have no idea, but it looks like some kind of table of some kind.

So as far as I understood, I thought that in this code Star Shield with AND and EOR was masking some bits of the object id and checking what remains. I thought this could be the key to tell if an object id is a projectile or not, when I tried it to replace it with my object ID check if didn't differentiate enemeies and projectiles...

I think I'll stick to individual object ID checks and comparison. That way it'll be easier to create different actions depending on the shots, too.

However I have another issue. I want the projectiles to change behaviour only when hitting the front of MM. To do this, I wanted to use a direction check, however, I don't think this is going to work because when MM jumps straight up, his direction is "00", regardless of what direction he is facing...
The documentation has this to say about direction, but I'm not sure it can help.
>Bit 3 -> on
>Bit 2 -> bottom
>Bit 1 -> left
>Bit 0 -> right

In any case is there any way to know bits without having to do guess work using masks like above ?

So I'm thinking of ways other than a direction check but I'm pretty clueless atm. I have no idea how I could make it check that it hits a specific part of the sprite, and have it be different when MM is facing the other way (and to know which way when direction is 00)...
So I might just as well go back to the idea of creating an additional, invisible, sprite in front of the character.

>> No.3861006

what happened to romhacking.net?

>> No.3861015

>>3804252
>vidyamon
>no chris chan in sight

>> No.3861070

>>3861006
It was down yesterday as well but went back up after a while. Probably provider issues?

>>3860968
I'm lost here. I just tried doing a display flag check (which, contrary to direction, doesn't change during a jump straight up) coupled with a distance check for the projectiles but I couldn't seem to get it to work, and I'm not even sure that's a good idea.

Instead I think I'll try to create an invisible sprite in front of the character which is tied to the jump anim number and have it affect projectiles... if I can do that

>> No.3861234

>>3860968
i'm confused by
>80D8:4C 25 82 JMP $8225
>80DB:BC 00 03 LDY $0300,X @ $030A = #$00

the first instruction " JMP $8225" makes it jump past the rest of the code

>> No.3861240

i could autistically explain what i see in the code like i have done earlier in this thread, but i worry it would be not very useful?

i feel like a bad teacher and i'd just blab on random ideas i have

>> No.3861267
File: 73 KB, 817x913, debug.png [View same] [iqdb] [saucenao] [google]
3861267

>>3861234
I thought that line, 80D8, was only read after 80E5 that does BEQ 80D8, but I guess you have a point.

So, when I set a write breakpoint when the shield is a hit by a projectile, I get sent to a routine for object deletion. Step out, and I get pic related which is where I copy pasted those lines from.
Like I said ram300->317 is for object id and A800 is a table of some kind I'm clueless about. JSR F2C4 is object deletion. JMP to 8225 from what I understand switches program bank. Ram 0032 is "current weapon" and for that "09" is Star Shield.

This whole thing is the code which detects if MM gets hit apparently btw, and it just looks like they set an exception for star shield? For instance at the top 408 is hit judgement, JSR EF 87 determines contact between MM and object X. JSR 9F0B is what I did, going to free space to do the checks I mentionned


One thing I don't understand is why sometimes I see a discrepency between the JSR and the code. For instance JSR F2C4 sends to "A9" in "20 A9 FF"... am I missing something here like a prg bank change and I'm actually not looking at the right thing when I do that?

>> No.3861289

>>3861267
ah yeah I remember now, if you look above starting 80B5, you'll see that it checks if weaopn is star shield and if so, jump to the code I copy pasted (but starting 80D8), and it only goes back to 80D5 (jump to 8225) after that.

I guess I didn't copy paste enough of the code in the first place for it be understandable.

>> No.3861307

>>3861289
actually i see i misread it at first and that jmp is relevant code

>> No.3861315

>>3861267
regarding JSR F2C4, where do you see A9 FF?

>> No.3861329
File: 61 KB, 798x650, debug2.png [View same] [iqdb] [saucenao] [google]
3861329

>>3861315
Here, if I scroll down in the debugger till F2C4 it just doesn't make sense to me

Also, to me, it looks like the actual "object deletion" routine isn't at F2C4 but between F2F3 and F32C, which is where the write breakpoint sends me to (before I step out to the code above). Yet, it does say JSR F2C4 in the code above and F2C4 is documented as being "object deletion routine".

Why this difference? There is definitely something I don't get here, and it's not the first time it happens either IIRC.

>> No.3861381

>>3861329
the line at $F2C3 is 20 A9 FF
that can be interpreted as JSR $FFA9
but if you remove the 20, then the line is A9 FF
A9 FF can be interpreted as LDA #$FF

so it looks like it uses the same line
it's some crazy hackery but valid

if you type in $F2C4 and press the "Seek To" button, it should line it up to show LDA $FF

>> No.3861384

>>3861381
it might be that there is a 2 byte table of data at
$F2C2 to $F2C3, but the fceux disassembler read the line at the wrong address

>> No.3861390

>>3861015
There's Sonichu

>> No.3861397

also $F2C4 does look like an object deletion routine to me

but $F305 does look like the same thing but with some notable difference,

some sort of checks at the start of both routines

>> No.3861429

>>3861384
>>3861381
>>3861397
Okay that makes sense thanks.. for some reasons all this time I thought F2C4 is what mattered in the present case, when in fact it's F2FE. I guess I was clinging on F2C4 because that one is documented but F2FE isn't.

So any idea what it does with the code I initially greentexted? >>3860968 I thought this what was making the difference between a projectile and an enemy, but when I used it with my code it didn't make the difference between the two

>> No.3861459

well
LDY $0300,X loads into register Y the object ID of address $300+X

LDA $A800,Y loads from the table using the object ID as address offset ($A800+Y(which is the object id))

AND #$7F chops off the 7th bit of the value loaded into the A register

ORA $0000 sets the A register with OR by the value which is stored at address $00

so if the value we loaded based on object ID , if it does not have bit 7 set after the OR operation with value at $00(whatever that is, currently it says #$00), then (beq and) JMP to $8225

i wonder what $00 is used for at that point in time and what $8225 is

>> No.3861465

>>3861459
i messed up ..it should be:
if bit 0to bit6 is not set after the OR operation, then jmp

obviously bit7 will not be set after the AND operation

>> No.3861469

so there is a decision made based on what is read from the table (based object ID), and then OR'd with $00

if the bits are cleared then jmp otherwise continue into this code below

>> No.3861487

you could try copying megaman's last known facing dir to your own address which you know isn't used

that way you always got a facing dir

>> No.3861495

>>3860968
>is there any way to know bits without having to do guess work using masks like above
the BIT instruction is the other way to check if a bit is set for an address

>> No.3861548

>>3861459
>>3861465
For F6, according to data crystal:
$00F6 to $---- = New PRG bank A000 to BFFF

For 00, from the documentation ram map:
>The object memory is a memory area for managing the state of the object and refers to $ 300 to 5 CF of RAM.
>For each item, 24 areas of $ 00 to 17 are prepared.
>Of these, index 0 contains the state of Rockman, and $ 01 to 07 are used for special weapons and the like.
>For ordinary objects use $ 08 - 17.

I honestly have trouble understanding what these (00 to 17) are used for.

For JMP 8225, it does:
>8225:68 PLA
>8226:85 F6 STA $00F6 = #$09
>8228:20 43 FF JSR $FF43
>822B:60 RTS

In any case, it looks like I was on the wrong track with this.

>>3861487
You mean something like if direction is 00, check last known direction?
How do you do that though, checking the last known value rather than the current one?

Anyway if I was to go this way, I was thinking of using display flags instead of direction, since those don't change when MM is jumping straight up. However that's also trouble because they are different when in reverse gravity mode (and also when MM is behind backgrounds...).

But like I said now I'm thinking of going a different route and instead create an invisible shield sprite only present during the jump anim number, by using and modifying an existing (but unused) object id, but this brings a whole new lot of questions.
I'm still not sure how to even make it appear, maybe somehow make it that the game constantly checks which anim number MM is in and branch out if it's jump.... But then it also needs to deleted when it's the other anim numbers.

>> No.3861571

>>3861548
i think that documentation means an address in the range $300 to $317 when it says $ 00

the address $00 is something different , an address used probably as a temporary variable, and definitely used somehow in that AND/OR check

>> No.3861591

>>3861571
Oh right that makes sense.
The memory map on datacrystal starts at 0014.
I have no idea what the ones before are used for but sometimes I see them brought up in the debugger indeed... 0000 constantly switches from 00 to 02

>> No.3861592

>>3861015
Good

>> No.3861634

Best program for extracting SNES graphics?

>> No.3861647

>>3861634
Tile Molester

any 65c816 ASM experts? need help with Donkey Kong Country, willing to pay

>> No.3862302

Looking for some advice since RHDN is down...
I've run into a snag in my attempts to create a .tbl file that handles the 16x16 dialogue font in a snes rom. I have an 8x8 menu font which handles at least 2/3 of the menu text, but only has the basic kana and not the han/dakuten since it runs a 4px and 8px line for those bytes above it depending on the menu. But the 16x16 font is complete and has some kind of bytes around F0-FD for the stored kanji. it seems like some of the basic kana are stored in 1byte and others in 2byte format with one byte being a Fx hex number.

Since the 16x16 table is compressed in the rom directly, and on top of that doesn't store itself in vram anywhere uncompressed until it is being written as the line of dialogue itself, i'm trying to figure out how to search for the called byte value that creates the 16x16 tile.

I'm no coder but I've perused enough roms to crudely understand c/asm byte args, and pointers. I'm basically trying to use one of these emulators with a debugger to find a secondary font table for the game dialogue.

Any advice how to do this?

>> No.3862925

So, this guy has a ton of videos of his own hacks apparently
https://www.youtube.com/watch?v=f5aPFew8p98

Anyone knows if he uploads these hacks anywhere? A lot of these interest me.

>> No.3863039

>>3861571
The thing with the shield, is that it should only protect the side the character is facing. Not his head, not his feet, not his back.

Assuming I'm not going with the invisible sprite route just yet...
The issue is with direction checks, is that in some cases it's not going to work. For instance an enemy bullet that falls straight down, it should act differently depending on when/where it's contact with the player, and thus even if the direction is the same. Imagine the player is in movement going right, in that same movement that falling bullet could very well hit the shield, his head, or his back.

So a direction check doesn't sound like a good idea. Any suggestion? Can I make some kind of "area relative to the player" check, and have that area be different whether he's facing left or right?

>> No.3863052

>>3861006
>>3861070
Hey all, just showing up here looking for answers and hoping for the best.

Saw this Twitter page linked on /v/, and it claims that romhacking.net is getting shut down by Nintendo. But it's sort of strange; the account was only created this year and only posted frequently since the sites been down.

https://twitter.com/Romhacking_net

Also found this reddit thread that claims the twitter is fake;

https://www.reddit.com/r/romhacking/comments/5zlc5y/anyone_got_the_skinny_on_whats_going_on_with/?sort=top

>> No.3863054

>>3863052
It's fake. Staff member confirmed it on twitter.

https://twitter.com/MistressSaeko/status/842192793405644800

The same twitter was saluting /v/ and even posted goatse earlier.

>> No.3863056

>>3863052
and i found this in hbg https://twitter.com/MistressSaeko/status/842192793405644800
The site is going to be fine

>> No.3863059

Is there a list of translated ROMs that are worth playing?

>> No.3863335

>>3863039
maybe inside the routine that occurs when rockman is hit by projectile,
program hitbox detection for each 4 directions surrounding rockman , and maybe even check projectile movement direction

so like rockman gets hit with projectile and then you check if the Y position of the projectile is above rockman and the X position of the projectile is within range

lole could be a bad/slow idea but it could work

>> No.3863338

>>3863059
All the good games get official translations.

>> No.3863346

>>3863338
We both know that's false. Good games can be left ignored because of licensing issues (like most of the SWR franchise) or because of bad timing (Final Fantasy III was a huge game to translate and the SNES was about to come out so they ignored it and jumped to FF4 despite FF4 being worse than FF3).

>> No.3863357
File: 36 KB, 774x497, Untitled.png [View same] [iqdb] [saucenao] [google]
3863357

>>3863335
Actually I think I'm onto something. Scrap the projectile direction thing all together.

In the game there are several enemies where you have to aim at a precise spot to hit them, and the rest of their bodies deflect the shots.

I've been checking a couple of them, and, as far as I understand, it looks like for the Yudon and Dachone enemies they do some math based on the enemy location, then use the "contact between weapon and X" routine and if it's within that range they calculated, change the hit judgment of the enemy.

I don't think I can do exactly that for Rockman for several reasons, however I can probably use a similar system to create a range in front of Rockman which in turn lead to what I want if the projectiles are in that range.

The only issue I can think of is that, for the enemies I've checked so far, that range is the same no matter the sprite direction, so unless I find a way, I'd first check the display flag of MM and (to know which way he is facing) and branch out to the range I want for the shield accordingly.

Pic is my n00b way of decrypting the Yudon code I was just talking about, let me know if you think I got anything wrong

>> No.3863387

>>3863357
LDY $0032 is loading to Y register because later it is used in the ORA $AAB0,Y instruction

ORA $AAB0,Y is: apply math OR operation to the value in A register with the value in address $AAB0+Y(Y is whatever the value of address $0032 is)


so the first 5 lines:
A9E0 Load the current weapon to Y register.
A9E2 Load from address $408+X.
A9E5 Keep bits 1011 1111 (chop off bit 6).
A9E7 Set bits for register A if bits are already A9EA set in either value of A OR the value of $AAB0+Y.
Store value of A back to the address $408+X .

>> No.3863392

not sure how that stray "A9EA" got in there

>> No.3863395

oh i meant to put that A9EA before the 5th line

>> No.3863409

>>3863387
Okay thanks, so if I'm understanding this correctly, what it does is check current weapon and act accordingly. Basically AAB0 and on is a table that tells if the weapon should hit or not, which sole purpose is to set an exception so that Gravity Hold hits.

>> No.3863410

>>3863409
reading asm is easy,
understanding what is happening is the hard part LOLE

>> No.3863473

does anyone know what happened to romhacking.net?!

>> No.3863475

>>3863473
Scroll up about a dozen posts.

>> No.3863481

>>3863475
there's still no solid information. just that the twitter is apparently fake.

I don't know what to think here.

>> No.3863505

>>3863481
Website goes down, it happens. Even 4chan goes down sometimes.

It's a damn shame it doesn't stay down.
But you guys are cool

>> No.3863513 [DELETED] 

>>3863505
your post doesn't need to be here
do u even program

>> No.3863638

>>3863505
>some of you guys are cool. don't go to romhacking.net tomorrow

>> No.3863707

>>3863481
and if you read the replies that follow you'll find the official twitter post

>> No.3863715
File: 112 KB, 642x513, 1488475280824.jpg [View same] [iqdb] [saucenao] [google]
3863715

>>3863638
what..?

>> No.3863719
File: 3 KB, 128x160, sfpro09_2x.gif [View same] [iqdb] [saucenao] [google]
3863719

Hey guys

How possible is it to make a rom hack for Shining Force? I'm talking, a whole new story for it with new locations and characters and dialogue.

>> No.3863731

>>3863719
Call Sega and ask them. They'll probably hire you.
Make sure it makes it to the 3DS eShop, or at least Steam.
Been waiting for a new shining force game for ages. Thanks anon

>> No.3863787

>>3863731
what?

>> No.3863881
File: 880 B, 40x48, Sugoi_Mizugi_image.gif [View same] [iqdb] [saucenao] [google]
3863881

>>3863731
I've seen rom hacks for the gba fire emblem and mario that are practically new games.

I want to do the same thing for Shining Force.

>> No.3864058
File: 7 KB, 236x236, 1473210941159.jpg [View same] [iqdb] [saucenao] [google]
3864058

>>3863052
>tfw the fucking facebook account
>tfw you will never be this asshurt
facebook /romhackingnet-658776814292231/

>> No.3864085

>>3863881
what?

>> No.3864362
File: 90 KB, 803x573, C7FQY2IU8AAtmIn.jpg [View same] [iqdb] [saucenao] [google]
3864362

>> No.3864365

>>3864362
https://www.youtube.com/watch?v=oh7chm-A2wQ

>> No.3864373

>>3864365
i dont' le get it

>> No.3864906

What are Push Accumulator and Pull Accumulator used for exactly?

>> No.3865134

>>3864906
Actually I think I somewhat get it but some clarification wouldn't hurt

Anyway here is some progress, with a 'shield zone' built based on something similar to this >>3863357

https://www.youtube.com/watch?v=tDr30g6Cfiw

So only the right side of MM, during this particular anim frame, is protected. Not his feet, not his head, not his back, like it should be.
Atm the shield is always on the right though, I haven't yet built a display fag check to change its position accordingly (hopefully that will work).

However as you can see, sometimes when I try it while doing a movement going to the right at the same time, it LOOKS like the shield doesn't work. When that happens I'm not sure what's going on, or if it's just me.

Also, the video shows the kind of bullet deflection I'd like to have, same as in MM9/10: the X/Y directions are reversed and it should be able to hurt enemies. However, I can't seem to get this last part happening. Any suggestions for that?
What it does to the bullet atm when it hits the 'shield zone':
>X direction reversed
>change object ID number to that of buster shot
>change enemy handler (low and high) to that of buster shot (the enemy handler bank IS the same for both shots)

That still wouldn't make the reflected shot hurt enemies, so I tried to have a look at the sprite flag (hit judgment/size), however, I see no sprite flag for the buster shot nowhere in the ram, only for enemies and bullets (I don't even know if it uses one?) so I can't change the sprite flag of the Metool bullet to that of buster shot. I don't know if there is any 'sprite flag' that can hurt enemies. I tried make it change to "00" but it still wouldn't hurt them.

>> No.3865202

>>3865134
I think I know what's going on... the routine that determines contact between MM's shots and enemies checks the indexes of MM's shots, b ut when I change an enemy shot, it still retains its original index (that of enemy shots..)

How do I change the indexing of an object? is that even possible?

>> No.3865310

>>3864906
The Stack. It works just like a stack, you push things into the top of the stack and pull things off the top. Can be used to temporarily hold values and is useful for swapping stuff in registers. It's more than recommended you read up on it a bit as it is absolutely vital in how subroutines work.

The first law of the stack is: Don't Fuck With The Stack! Always leave it like you found it. Like New and Delete in C++, for every push you need a pull. Too many or too few and you're gonna have a bad day.

>> No.3865401

>>3864906
stack is a list of numbers , used as temporary storage.
push(PHA) will insert the number at the start of the list.
pull (PLA) will remove and return the number at the start of the list.
JSR takes the current address we are executing and pushes it onto the stack.
RTS pulls the last 2 numbers added and JMPs there.

this is notable because u'll see code where they fug with the stack and pull the address which they are suppose to RTS to and instead push a new address

>>3865202
i assume u mean u need to use LDX and LDY; only the X and Y register can index an address (or object?)
also INX/DEX and INY/DEY will increase X and decrease Y by 1

usually u see a loop like this or in a different form
loop_start
LDA $300,X
CMP something
BEQ somewhere
DEX
BEQ loop_start

>> No.3865404

>>3865401
actually that should be
BNE loop_start
because you decrease X until it reaches 0 and if it is not 0 then you loop

>> No.3865423

>>3865404
Hmm, that's helpful but I'm not sure it's what I need.

What I mean is related to this >>3861591
>>3861571 >>3861548

The routine that detects contact between an enemy and a weapon checks the indexes 01 to 07, because that's where info regarding MM's shots are stored. For instance for 300-317 (object id), 301 to 307 will be MM's shots object ids.

The thing with the shield is that I want some reflected shots to be able to hit enemies. So what I'm trying to do is turn them into buster shots when deflected. The issue when I do that, is that even if I give those deflected shots the id of a MM's shot, they remain in addresses indexes 08 to 17, (for object id, from ram address 308 to 317), so the hit detection routine won't affect it.

So what I'm wondering is, can I move the index of the shots when they are deflected, so that their information will move from say, 310 to 301 (and 340 to 331 etc)

I guess I can try to delete the shot and then spawn a buster shot altogether, but if I do that, I'm afraid that it will affect otehr things (like, for the "3 shots per screen limit" it would count as 1 which would be a burden)

>> No.3865437

>>3865423
o

like if u wanted to move a value from address $314 to $307
you might do
LDX #$14
LDA $300,X ;loads from $314
LDX #$07
STA $300,X ;stores to $307

>> No.3865491

>>3865437
Oh, I didn't think STA could work that way (storing to an address other than the one you loaded in the first place)

Also yeah I gues I can do that but is there any more automatic way to do this? Like, for instance for one object the index will be the same for all related addresses, so is there a way to just change the index of the object so it changes it for all related addresses?

>> No.3865508

Was considering taking the Font rework for terranigma and using it for a retranslation patch to clean up the localized translation and to rebalance a couple of things, mainly involving Prime Blue. Main question is, would anyone here be interested in this?

>> No.3865524

>>3865491
LDX #$14
STA $300,X
is the same thing as
LDX #$10
STA $304,X
is the same thing as
STA $314

>> No.3866961

Bump

>> No.3867092

>>3865524
>>3865437
Hmm.. I couldn't get to work for some reasons.

However I think I found a solution to this >>3865423
>The issue when I do that, is that even if I give those deflected shots the id of a MM's shot, they remain in addresses indexes 08 to 17, (for object id, from ram address 308 to 317), so the hit detection routine won't affect it.

I changed the routine that determines contact between enemies and shots, and made it that it checks all addresses rather than just 3 (those 3 correspond to MM's weapons). That when, when the shots are deflected and their ID turns to buster shot, the routine will detect them, without needing to change the addresses.

HOPEFULLY that doesn't glitch anything out.

Video related, still needs a LOT of adjustments as you can see:
https://youtu.be/APCNye_6Pjo

>> No.3867134 [DELETED] 

>>3867092
Fuck, it does.

>> No.3867168 [DELETED] 

>>3867092
>HOPEFULLY that doesn't glitch anything out.

Fuck, it does.

Some enemies die when in contact wih each others or with their own shots. I don't get this though, it doesn't make any sense, only MM's shots would dmg them....

>> No.3867254 [DELETED] 
File: 16 KB, 205x274, Beary_Pink.gif [View same] [iqdb] [saucenao] [google]
3867254

>>3867168
>>3867134
rude language detected ,plz censor --this is nice board

>> No.3869216

Bump

>> No.3869485

>>3867092
This solution does glitch.
When I change the weapon-enemy hit detection routine so that it checks all addresses rather than just the ones related to MM's shots, some enemies end up disappearing as they spawn. I think they basically detect that they are in colision with themselves.
What I don't understand is why it happens to some enemies and some only, and why it happens at all since only MM's weapons should dmg them (also it looks like it directly goes to the 'delete enemy' part, skipping HP alltogether, but I'm not sure)...

So all in all I find no solution to make shots deflected by the shield be able to hit enemies... If anyone has an idea...
So far now I've decided to make everything else the hack needs and worry about that later.... For now I've got the shield working no matter what direction MM is facing and I'm working on including every object ID that should be affected by it.

>> No.3869669
File: 4 KB, 256x224, heynow.png [View same] [iqdb] [saucenao] [google]
3869669

What is everyone's opinion on this?

>> No.3869850

romhacking.net is back up jsyk

>> No.3869957

>>3869669
My opinion is that it's a simple compilation of the four NES games?
What do you even want

>> No.3869964

>>3869957
Didn't it have redone sprites for the NES titles? I remember things looking wierd.

>> No.3869981

>>3869964
Nope. It's just the four games put together in one ROM with a save system applied to them.
That's it.

>> No.3869989

>>3869964

The "real" one for Super NES did.

>> No.3870893

>>3869669
it's a funny story actually
the creator did a significant job hacking the ROM, but ultimately realised that the IPS patch contains (in hindsight, of course, obviously) the complete data of the original ROMs.
Now he doesn't want it to be available anywhere.

Raises some philosophical questions about ROM hacking, too.
What counts as a legal patch? A typical IPS patch of a ROM hack contains literally ONLY non-copyrighted data that's applied to the legal dump of the ROM image.

>> No.3870983

>>3869669
>>3870893
This is exactly the kind of hacks that's going to end up sold as bootleg everywhere.
I find it hard to believe he wouldn't realize that, or realize that yes entire games are going to end up on the patch unless you find a way to make a patch that requires several roms.

>> No.3871051

>>3870893
>Now he doesn't want it to be available anywhere
why though?

>> No.3871053

>>3871051
because the patch literally contains the ROMs and he's a moralfag

>> No.3871087

Can someone give me a quick run down on PRG banks?

I'm running out of free space for the location I'm currently using, and I'm wondering what I can do exactly. There are other free space locations, but apparently they belong to other PRG banks. I'm wondering what I can and can not do.

>> No.3872049
File: 728 KB, 1163x671, xqMwnxT.png [View same] [iqdb] [saucenao] [google]
3872049

How do I change the position (and the graphics/OAM attributes) of these ship sprites?

>> No.3873648

>>3872049
Crazy. I never noticed it did that.

>> No.3875648

Bump

>> No.3875862
File: 5 KB, 256x224, MM5shieldtest10-1.png [View same] [iqdb] [saucenao] [google]
3875862

"Progress".

Adding the shield in the back, this is the best I can do without changing tile allocation.

But I guess I'm going to have to change tile allocation if I want to add the scarf, which should be an extension of the face I guess.

>> No.3877991

>>3744351
Could I perhaps request 19XXTE to be added to the N64 lineup of recommended Rom hacks? Its a really sweet mod for SSB that adds alot of features and a couple of stages you could only play in 1p mode before.

Also, recommend me some Rom hacks that are better than their original counterpart!

>> No.3878327
File: 2 KB, 256x224, 3mix.png [View same] [iqdb] [saucenao] [google]
3878327

What NES rom hack is your favorite?

pic related

>> No.3878409

>>3877991
Hyper Metroid

>> No.3878506

>>3863881
Which version are you going to do it for?
Please use the card system

>> No.3879630

>>3877991

FF VI Brave New World

>> No.3879921

Hey I've got a question since I've only gotten into programming kind of recently and don't know too much yet.

How much of what you learn hacking NES games is useful to you as a programmer? Is any of it applicable to other stuff or is what you learn from doing it really only good for hacking other NES games?

I'd imagine you can learn a fair bit about efficiency and compressing memory usage, right? Also is there any sort of beginner's resource for this?

>> No.3881454

>>3879921
>How much of what you learn hacking NES games is useful to you as a programmer?
Not much unless you get into some of the lowest levels of computers. ie: 6502 is a good place to learn ASM, and romhacking is a good way to get into 6502. And understanding ASM is good for understanding why higher level languages are the way they are. However fixing cars is a good way to learn troubleshooting that will help as you code too.

>Is any of it applicable to other stuff or is what you learn from doing it really only good for hacking other NES games?
It could teach you some abstract, philosophical lessons, like nothing happens by magic, or it's stored in memory somewhere somehow. There are some nice tools that can help you visualize the data (hex editor, debugger emulator, etc.)

>I'd imagine you can learn a fair bit about efficiency and compressing memory usage, right?
Not unless you can read the disassembled code. Optimization is a very weird world that often defies all your assumptions so you wouldn't be doing NES style things on modern hardware, you'd be experimenting and measuring and finding out what works best..

>Also is there any sort of beginner's resource for this?
Yes there are some good tutorials and communities that are easily found on the internet, however there are certain character traits that you need to have for any success in romhacking which include a willingness to search for whatever information is out there and figuring out how it applies to what you are wanting to do.

>> No.3881981

>>3881454
Alright, thanks for the information.