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/vr/ - Retro Games


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File: 43 KB, 480x360, SM64_Star_Road.jpg [View same] [iqdb] [saucenao] [google]
7205614 No.7205614 [Reply] [Original]

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

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

Communities:
romhacking.net
smwcentral.net
metroidconstruction.com
sonichacking.org

IPS Patcher:
romhacking.net/utilities/240

Archives:
archive.org/details/rom-hack-patch-archive
mediafire.com/folder/50m95vbbuyf25/vr's_ROM_>Hack_Recommendations
mega.nz/folder/jpMxlQyZ#oCwbRyPFaMcZl3gOF5mvSg

NESdev:
wiki.nesdev.com/w/index.php/Nesdev_Wiki

SNESdev:
wiki.superfamicom.org/

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

Previous:
>>7155960

Want something here? Post it for the next thread.

>> No.7205624

>>7205614
Is that the E3 Demo of Mario 64?

>> No.7205641

God I love quality Mario 64 romhacks. Star Road is unironically one of my favorite Mario games of all time.

>> No.7205659

>>7205641
Star Road is awful, though

>> No.7206474

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

>> No.7206547
File: 8 KB, 400x400, 1580118236945.png [View same] [iqdb] [saucenao] [google]
7206547

>>7205659
>hurr durr star road bad last impact good

>> No.7206561

>>7205614
I'm working on several homebrew projects but most aren't games.
As for hacks I've been putting together some sets of games trained to be zoomie friendly for quite a while now. Mostly concentrating on consoles where flash carts don't support cheats but the doing others as well as many cheats are shit. My objective is to come up with quality well done cheats that allow zoomies to play games on original hardware without the "artificial difficulty" of limited continues.

>> No.7206579
File: 910 KB, 1141x799, 1594847695028.png [View same] [iqdb] [saucenao] [google]
7206579

>>7205614
Earlier this year I made my first little level.
It's nothing crazy, just a first foray into sm64 romhacking.
https://drive.google.com/file/d/1Rwz-CwNOjkKlr-7GreYUh_BFExIkkwuC/view?pli=1

>> No.7206607
File: 218 KB, 280x342, zombies_ate_my_neighbors.png [View same] [iqdb] [saucenao] [google]
7206607

>>7206561
are you the dude who did Metroid and some other games? if so, nice work

>> No.7207482

>>7206607
I didn't do Metroid as you can basically continue forever using passwords. I've only done a few dozen over the last year or so. Mostly PCE games as the TED doesn't support cheats, but also done a few for other systems. Mainly concentrating on exclusives and games where existing cheats are inadequate. For example I've run into cheats that only help player 1. You can imagine the butthurt when a couple zoomies sit down to play a game with unlimited whatever and player 2 gets cocked blocked at the second boss because of that.

>> No.7207673

What's with the drought of SM64 hacks lately? There used to be something decent every week.

>> No.7208178

Still requesting dump of KKSN (Furusato Ver.):
>>7132951
(Check archives for post)

>> No.7208206
File: 21 KB, 498x402, 41ZXC349HYL._AC_.jpg [View same] [iqdb] [saucenao] [google]
7208206

>>7205614
To be honest if anyone had some GBA good docs I would really be thankful for life

Theres plenty online but most of it pretty dated

>> No.7208336

>>7208206
http://problemkaputt.de/gbatek.htm
I'm sure you've probably seen this one though, but just in case...

>> No.7208510

>>7208206
> most of it pretty dated
i remember VisualBoy Advance released before the console was even out yet lol. i think the GBA has been pretty well understood for a long time.

>> No.7209034
File: 581 KB, 2000x1522, NINTCHDBPICT000504667316.jpg [View same] [iqdb] [saucenao] [google]
7209034

romhack bros what are your favorite dissassemblers? personally i've been getting started with ghidra

>> No.7209054

>>7207673
There has never been a single decent SM64 hack ever

>> No.7209059
File: 246 KB, 1920x1079, smb_disasm.png [View same] [iqdb] [saucenao] [google]
7209059

>>7209034
The Mesen debugger is wonderful. I do most of my work in there.
Otherwise, for disassembly, i use this, but not often:
masswerk.at/6502/disassembler.html

>> No.7209959

https://www.youtube.com/watch?v=QHk2LJHSci4

>> No.7210090

>>7209059
Mesen has many great features but is lacking a few fundamental ones. It's really frustrating to have have to fall back to some ancient shit when I run into one. Likewise the masswerk dissembler doesn't support unofficial opcodes so fails on lots of real life code. I ended up rolling my own based on it.

>> No.7210201

>>7209034
>>7209059
Pretty sure the Pokemon decomps started with IDA to dump all the assembly before they converted everything to C. Would be cool to make a Ghidra plugin to do the same thing so more GBA games could be disassembled (and maybe even totally decompiled to C like they did for Pokemon).

>> No.7210203

>>7205614
OP add github.com/pret to the OP, it's probably the most significant gameboy hacking community even if it's full of complete autists

>> No.7210395
File: 10 KB, 250x226, gumpei.jpg [View same] [iqdb] [saucenao] [google]
7210395

>>7210203
k
>>7210201
i'll bet alot of GBA games were in C. Pre-N64 you won't find many.

>> No.7212394

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

>> No.7213690

https://youtu.be/Ey3WCBIFOwQ
Merry

>> No.7213903

>>7206579
I want to try (I actually managed to get something running) but the goldeneye discord killed my mood

>> No.7213923
File: 46 KB, 712x472, jack.jpg [View same] [iqdb] [saucenao] [google]
7213923

Can some anon help me how to change boss music in my Super Mario World hack project? I tried using lunar magic and no avill.

>> No.7214614

>>7205614
Worked on a Star Raiders clone for the Vectrex


Wrote it in 68a08 nut only have a buggy ROM cart and a printout

>> No.7216079
File: 9 KB, 142x156, dkc1.gif [View same] [iqdb] [saucenao] [google]
7216079

>>7214614
>Vectrex
Always fascinated me, having a vector display for a home console. There's one for a few hundred dollars at the local retro shop, might pull the trigger someday.
How do you program graphics for that? Do you just give the beam coordinates? How does that work?

>> No.7216226

>>7205659
How?

>> No.7216963

https://www.youtube.com/watch?v=wF9uiRrbXQA
this looks insanely polished, pretty excited

>> No.7218585

https://www.youtube.com/watch?v=J4LNM8b9Vg4

>> No.7220213

>>7214614
link?

>> No.7221214

Any prepatched updates?

>> No.7222118
File: 38 KB, 209x232, dorrie.png [View same] [iqdb] [saucenao] [google]
7222118

I've been working on and mostly completed a tool to convert older sm64 hacks to the new decompilation project so that it can be compiled optimally to have reduced lag and also be compatible on console.
As a test I ported over the "first" full romhack SM74 and its partner SM74EE completely. You can compile for N64 but also PC, switch, wii u and 3ds. I'll be porting over a bunch of other popular and my own hacks using the same method so that PC finally has a library of hacks to play.
https://youtu.be/lm10pSD3QVI I did a playtest of all the levels here just to show how playable it is. If you've ever played hacks on N64 before you'll recognize that besides for the last few, this is way better than normal.
You can look at the code here if you want to hack stuff yourself. https://github.com/jesusyoshi54/sm64ex-alo/tree/sm74

>> No.7222457

>>7209059
The mesen debugger is great but it still has problems, it's such a huge pain in the ass discarding labels, or having to relabel branches with every small modification. It's still better to build a da65 disassembly script, which can label all sorts of data structures and insert comments and so on.

>> No.7222470

>>7222118
With all due respect, who is the target audience for this. Speedrun communities will only accept the real cart and Emulators already remove most of the lag anyway.

>> No.7222551

>>7222457
based
>>7222470
cringe

>> No.7223076
File: 75 KB, 1280x720, Fate of the Bombiwa.jpg [View same] [iqdb] [saucenao] [google]
7223076

This game sucks ass. Why did people praise it when it came out?

>> No.7223094

>>7222470
The point is to be able to play on any platform. Most old hacks also have huge compatibility issues and only work on one emu/plugin combination.
As far as romhack speedruns go there is no limitation on console/emulator and the sm64 sapphire port is actually quite popular among console runners right now as a speedrun.
I also update the camera to be not ass in general and anyone who is interested in making derivative hacks can easily do so as its all open source.

>> No.7223116
File: 951 KB, 1380x768, $RIVAY80.jpg [View same] [iqdb] [saucenao] [google]
7223116

>>7223076
Same reason people praised this trash.

>> No.7223885
File: 7 KB, 640x480, images-11.png [View same] [iqdb] [saucenao] [google]
7223885

When someone will patch DK64 to work without the expansion pak?
It's being revealed that the memory bug was more of a myth and specific only to one revision of the N64

>> No.7224064

>>7223885
I thought the whole "only needs an expansion pack due to a bug" thing was a hoax.

>> No.7224073

>>7223885
> DK64 to without the expansion pak
i'm not sure why anyone would want to do this? The cart came with an expansion pak for free when it was new lol. There are so many other problems with that engine, tons of bugs, terrible framerates, that you would probably want to tackle before worrying about cutting out an extra 4MB of ram... i doubt this will ever happen

>> No.7224097
File: 361 KB, 460x460, file.png [View same] [iqdb] [saucenao] [google]
7224097

>latest romhacks
>another mario 64 hack
>another smw hack
>more translations of shitty jarpigs
>another japanese rockman hack with kirby music
>another nazi penis trump hack
>another alttp hack

>> No.7224472

>>7209034
>>7210201
> Would be cool to make a Ghidra plugin to do the same thing so more GBA games
Looks like you can do this:
wrongbaud.github.io/posts/ghidra-debugger/

>> No.7224504

>>7224064
It's real. The expansion pack doesn't even actually fix it, just prolongs the time it takes for the crash to happen. Virtual Console version needs to be reset after a while because of this.

If you ever watch the Conkers Bad Fur Day dev playthrough on youtube, they poke a ton of fun at the DK team over this too.

>> No.7224668

>>7224504
>The expansion pack doesn't even actually fix it, just prolongs the time it takes for the crash to happen. Virtual Console version needs to be reset after a while because of this.
How do we know that those are caused by the same issue? And I don't recall it ever crashing on original hardware in the first place.
>If you ever watch the Conkers Bad Fur Day dev playthrough on youtube, they poke a ton of fun at the DK team over this too.
I'm interested in learning the truth, but not interested enough to sift through a long video series

>> No.7224773

>>7224097
>>another alttp hack
Boy I wish this was even half as common as the others you listed

>> No.7224791

>>7205614
Don't SM64 rom hackers ever change the game's HUD? I've seen some impressive level hacks, even hacks that give Mario new moves, but as long as SM64's boring old HUD still looks exactly the same, it's still going to have that cheesy rom hack feel no matter how much else is changed.

>> No.7225179

I also made the first ever kirby64 hack. Its honestly not super great but it has some novelty I guess as the first ever hack of something.
https://youtu.be/88JG_vcHtNA
Kirby hacking is still dead even after a I made a bunch of tools I don't think a single other person is even trying to make a hack so this is probably all that will exist for a while.
>>7222118

>> No.7225660

Now that they are retro, are there any tools for the GBA yugioh games to edit what cards each opponent uses? I've seen very few hacks for those games, and not one where the opponents are given better decks, so it's unlikely.

>> No.7225669

>>7225660
i don't see any tools, but, looks like someone has mapped out the memory locations for CPU decks for Reshef of Destruction
https://datacrystal.romhacking.net/wiki/Yu-Gi-Oh!_Reshef_of_Destruction

>> No.7225694

>>7223076
>>7223116

post a oot romhack you think is better

>> No.7225814

>>7225694
The Missing Link
Nimpize Adventure
Dawn & Dusk

>> No.7226137

https://www.youtube.com/watch?v=0ckUinOiQzc
Linux for N64. LUL

>> No.7226152

>>7226137
thoroughly based

>> No.7226228

>>7225179
>even after a I made a bunch of tools
Can you tell me the tools? Im very excited to hack Kirby.

>> No.7226238

>>7226137
i want the full Irix experience not this free-ware shit

>> No.7226243

>>7226137
no 64-bit ???

>> No.7226405

Just use a hex editor and find the boss theme's value, change it into whatever custom boss's value you put in. (Everyone say that it's 05, but the rom it's 0E).

>>7224791
>it's still going to have that cheesy rom hack feel no matter how much else is changed
Because sm64 itself is cheesy?

>> No.7226417

>>7226405
meant to>>7213923

>> No.7226689

>>7225669
I believe it and Forbidden Memories are the only Yugioh games that have been hacked. Reshef plays differently from the other Yugioh games, but perhaps Konami reused how the decks are stored.

>> No.7226872

Are there any romhacking communities that focus specifically on making things for lesser-known/good games that never got decent hacks? I want a Donkey Kong Land rework, bros

>> No.7227012

I can finally play this game: https://www.romhacking.net/hacks/5624/

>> No.7227174

>>7223076
I decided to give it another try tonight. It just makes me so, so angry, and I'm not normally one to get angry at video games. Currently stuck on a part where you have to lure a darknut across a thin bridge to let it break down a barrier, while dodging a swarm of ice keese. One hit from the darknut sends you flying into the abyss every single time without fail, resetting the room. Getting hit by one keese puts you in a stun lock because so many are swarming you that the very instant you thaw, another one freezes you, repeat until dead. You can't kill the keese first because to get to where they are you need to wake the darknut to break a barrier leading to it; if you run ahead to kill the keese, the darknut falls off the bridge into the pit; to lure the darknut without letting him fall, you have to stay just barely outside of his attack radius, so if you try to kill the keese as you lead the darknut, the darknut is sure to catch up with you (one sword swing is all it takes) and hit you (again instantly sending you into the pit). The best strategy I've found is to spam deku nuts to stun the keese, but you don't have time to actually kill them so you end up wasting your entire supply before you get unlucky and one slips by and hits you, or you're slightly too slow and the darknut hits you, or you're slightly too fast and the darknut commits suicide, so every single time you fail, you have to go farm nuts. It requires perfect precision input on top of extremely good luck.

That sums up the entire game, really. Perfect precision input and extremely good luck are mandatory to get anywhere in this game. Perfect precision input in a janky ass game not built for precision input. Every single time I clear a ridiculous, convoluted challenge, I think "surely THAT is the worst part of the game," and the game consistently proves me wrong. This is truly a game that can only appeal to autistic speedrunners.

>> No.7227245
File: 2.59 MB, 768x712, smw2 - bsnes-plus v05 2020-12-29 12-50-36.webm [View same] [iqdb] [saucenao] [google]
7227245

Just wanted to show off a little Yoshi's Island romhacking project I've been working on these past few months. This hack aims to overhaul Yoshi's Island to make it play more like a Mario game, revamping the physics and mechanics, which makes it more of a true sequel to SMW. Baby Mario is removed, and I've coded a powerup system for Adult Mario in his place. I've also added sliding on slopes and running. As you can tell, the hack is still early in production. Graphics and frames still need to be drawn in some areas,or just redrawn altogether; I've borrowed and modified a sprite sheet of a YI-styled Mario to fit it in the game, sometimes I have to draw a pose myself if none exists for the game or it's not good enough, like the skidding pose, which definitely needs a redraw.

I'd like to see how far I can get with this and see if there are any more workarounds to original, obsolete mechanics like egg throwing, I've already figured out new mechanics for things like the egg throwing and flutter jumping, but I don't want to spoil it and post my ideas right now just yet.

Let me know what you think, and ask me any questions if you have any!

>> No.7227256

>>7227245
My god, it's beautiful

>> No.7227267

>>7227174
What in the goddamn. That sounds like kaizo tier bullshit. But, two things:
Is Nayru's Love available?
Pretty sure you mean Iron Knuckle.

>> No.7227276

>>7225179
shill this in Kirby threads in /v/ please, you'll probably gain interest there.

>> No.7227287
File: 5 KB, 109x145, Mario_leaping.png [View same] [iqdb] [saucenao] [google]
7227287

>>7227245
Looks pretty damn good anon.
You should try to incorporate movement from the 3d Mario's if possible.

>> No.7227294

>>7226405
>Because sm64 itself is cheesy?
No? That's not what I'm saying at all. I'm saying the best kind of rom hacks are the ones that don't feel like fan projects at all. Even Majora's Mask, which was ostensibly an official hack of OoT, made some slight alterations there.

>> No.7227301

>>7227294
*to the HUD, I mean

>> No.7227334

>>7227267
>Is Nayru's Love available?
Not to my knowledge. You start with bombs, nuts, sticks, and a sword, and so far the only item I've found is a shield. Judging from the story I'm close to the end and I've thoroughly explored every area available to me and I don't think there are any items so far that I haven't found. Then again who knows with this game.

>Pretty sure you mean Iron Knuckle.
You're right, I always forget they're different enemies.

>> No.7227337

>>7227174
And sorry for the madpost, I know they aren't fun to read, but it felt good venting about this frustrating experience of a game.

>> No.7227339

>>7227245
Nice will there be fireball aiming?

>> No.7227368

>>7227287
Ground Pounding is already a thing. I'm not too sure about doing triple jumping, long jumping or side somersaulting; Mario's already pretty acrobatic as it is. Also, I don't want to deviate too much from the simplistic platforming style that the older Mario games have already given us, I just want enough moves to build around YI's level designs to make them seem less impossible.
>>7227339
Yes, that will be one of the ways you shoot projectiles at enemies or ? clouds. I want fire flowers to be more of a luxury and hard to come by since it would make Mario very overpowered; there will be another way of obtaining projectiles to throw—I might talk about it later in development...

>> No.7227843

>>7227245
Godspeed anon

>> No.7228250
File: 45 KB, 700x600, 1360109300527.png [View same] [iqdb] [saucenao] [google]
7228250

>>7209959
cool

>> No.7228471

>>7224097
>nazi penis trump hack
? Forget meds?

>> No.7229152

>>7228471
>Forget meds?
/pol/ brainwashed you so fucking bad, it's a real thing. Go figure.it's actually dope though.

>> No.7230623

>>7223076
>>7227174
Blog update. Because I'm a glutton for punishment or something, I gave it another try tonight. I beat the game, sort of. I completed the challenge, but used save states to cut down on the tedium. I was sick of spending several minutes between each attempt going through the game over screen, leaving the area, refilling my health and deku nuts, and coming back. The time spent farming/menuing before every attempt took longer than the attempt itself. So I made a save state just before the room with the iron knuckle and ice keese and every time I died I reloaded that state. So you could say that I did not beat the game because I didn't have the patience to do the same repetitive task over and over and over again. It took about twenty attempts before I finally got it and from there I was practically at the end of the game. The final boss only took a couple tries (no save states necessary there).

I was trying my hardest not to give in and use save states but I just didn't have it in me to spend an hour farming for hearts and nuts to complete a two minute section of the game.

Overall the game was underwhelming. I'm sure a certain subset of OoT fans would enjoy it, but I just don't feel that OoT lends itself well to this style of hack. Too many parts required absolutely perfect execution, which is difficult to achieve in a clunky game like OoT. OoT hacks are best when the challenge comes from discovering the solution to the puzzles. Some of the puzzles were good here, but the challenge came from executing the solution rather than discovering it.

>> No.7230851
File: 57 KB, 528x542, retardio.png [View same] [iqdb] [saucenao] [google]
7230851

>>7205614
Alright i made a basic ASM hack

>> No.7230869
File: 52 KB, 528x542, handicapped.png [View same] [iqdb] [saucenao] [google]
7230869

>>7230851
basically i was playing this game with my nephew on christmas, but it's too hard for him so I gave player 2 a handicap.

I reprogrammed the lives display to display two rows of lives because it only displays 3. There were sprite conflicts with the points popups so I reduced the timers on those, so that they delete sooner.

>> No.7230903

>>7230869
cool, nice job, but why did you use the PAL version?!

>> No.7230910

>>7230903
I played both versions and this one seemed better, it has the little demo animations like in the arcade

>> No.7230914

>>7230910
>>7230903
Also came out in 1993? I think it's a better version because the rom is also larger.

>> No.7230970

>>7227245
respect

>> No.7230998
File: 624 KB, 500x775, 1601328154246+small.png [View same] [iqdb] [saucenao] [google]
7230998

/v/orld 2 is still pretty cool:

http://longc.at/vorld2.html

>> No.7231219
File: 1.90 MB, 3264x2448, IMG_1314.jpg [View same] [iqdb] [saucenao] [google]
7231219

>>7205614
So i got a cart working but it's kinda ugly, stacking ic slots to do rewiring is so shitty and annoying

I've never removed solder mask before but i bet I could make this look a lot cleaner if i tried that. Should i just experiment with dremel bits? what would you use?

>> No.7231668

>>7231219
Very cool! I would run it by the NESdev guys, they really know their shit:
forums.nesdev.com/viewforum.php?f=9

>> No.7231797

>>7227245
Damn, very cool. Been wanting to see this (and DK in DKC2+3) for a long time. What you've done here looks great so far. I don't know what you're thinking of using for replacing the egg throwing but maybe the super ball from Mario Land would be a good fit?

>> No.7232329

>>7227245
That looks amazing.
For some reason I kinda want to see that mario do the DK94 handstand.

>> No.7233539

>>7229152
I still have no idea what you're talking about. Are you sure you're okay?

>> No.7234449

>>7225179
Find a way to make movement not slow as balls and you'll be rolling in downloads.

>> No.7234519

>>7206547
I've had more enjoyment from star toad than last impact. Last Impact would've been better if Kaze just took the time to fix the fucking camera.

>> No.7235009

>>7233539
http://www.baddesthacks.net/forums/viewtopic.php?t=667

>> No.7235098

>>7231797
With all the shy guys in YI he should add throwable turnips

>> No.7235350

>>7231797
Funnily enough, I already had the idea to add DK in DKC2 (not the third installment), but since it probably would have taken a lot longer to do (barely any documentation around), I started on the YI project first. Also, I didn't think about the Superball powerup at all; it probably would fit better as a bonus powerup you use on the pause screen rather than in the levels, since it would be much more powerful than the fire flower.
>>7235098
That was the idea. I'm trying to program moves from MM into the project, and I think they'll fit pretty well. I just finished programming crouch jumps, now I'm trying to work on Mario picking up certain enemies, and possibly stacking them one after the other, given that since you could have so many eggs in the original game, you can stack and throw Shy Guys like normal, and charge up your throw by holding down the R button and aiming with the D-pad for launching them.

>> No.7235754
File: 1.33 MB, 256x224, layers.webm [View same] [iqdb] [saucenao] [google]
7235754

starting work on a smw level right now. uses a lot of smoke and mirrors for visual effects, but i think it looks decent enough

>>7227245
man this looks cool. good luck on your project

>> No.7235817

>>7235754
Looks nice, Anon, I like the lava animation.

>> No.7235934

>>7235817
thanks! it took a bit to get the movement and interaction right

>> No.7237149

>>7235754
Nice. I like the palette. Lunar Magic is pretty mature these days. There are even people doing insane ASM hacks:
https://www.youtube.com/watch?v=IUBo5JDVIEg

>> No.7237607 [DELETED] 
File: 200 KB, 285x437, 1609252612508.png [View same] [iqdb] [saucenao] [google]
7237607

/r/ring may with a chubby pear figure, having huge thighs and hips
i'd like her nomming on a pokéblock and blushing, completely oblivious to her size

>> No.7239081

https://www.youtube.com/watch?v=pkkBh6aN9Sg

>> No.7239108

>>7235754
You've already done enough. I just want vanilla SMW with that lava.

>> No.7239143

>>7227245
I'm glad to see this in action. Good luck.

>> No.7239272

>>7205614
does anyone have a patched version of starfox survival?

>> No.7239282

>>7205614
>>7213923
>>7224097
>>7226689
Alisha’s Adventure

>> No.7239306
File: 95 KB, 747x1024, 1598740467496.jpg [View same] [iqdb] [saucenao] [google]
7239306

>>7226228
All my tools for kirby are here: https://gitlab.com/scuttlebugraiser/kirby-64-hack-project
I have a level extractor/packer that can split all the games texture/anim/model/collision data into individual files, and then repack it. I also have wrote a blender plugin that can import and export the individual model files. Its not perfect and requires a lot of fiddling but its working pretty well once you figure it out.
There's a kirby decomp available here: https://github.com/farisawan-2000/kirby64/

>> No.7241692
File: 416 KB, 576x432, IkMrSwP.png [View same] [iqdb] [saucenao] [google]
7241692

>>7225179
>>7239306
this is really impressive stuff. good work, anon

>> No.7241865

>>7205614
Tonight is the submission deadline for the 2nd annual Sega Saturn dev contest at SegaXtreme:
https://segaxtreme.net/threads/sega-saturn-26th-anniversary-game-competition.24626/

>> No.7242216
File: 756 KB, 690x690, sonichu.png [View same] [iqdb] [saucenao] [google]
7242216

>>7241865
Respect. Saturn is an architectural nightmare.

>> No.7242320

I played Jiggies of Time before Christmas. Good stuff.

>> No.7242378

>>7233539
Underage dumbfuck doesn't know about early 2000s penis hacks

>> No.7243087

>>7237149
It's unfortunate he's fully gone down the youtuber clown face shit hole.

>> No.7244442

>>7243087
Most of his content now is shit tier troll levels... damn shame

>> No.7244454

>>7239282
Que?

>>7239306
Good shit anon

>> No.7245845

https://www.youtube.com/watch?v=Q8ph2OVqZeM

>> No.7247867

https://www.youtube.com/watch?v=2oNQLP0oqeY

>> No.7249558

>>7212394
https://www.youtube.com/watch?v=aq30EdgSpOY
ben heck is a fuckin god

>> No.7250746

>>7223094
Do you know how feasible it would be to port romhack levels with rm2c and then optimize them manually rather than swap out the Mario model? I personally prefer vanilla Mario despite how terribly unoptimized it is. I dream of someday having a playable uncompromising port of Star Road on hardware as insane as that is.

>> No.7251712

>>7250746
>Star Road on hardware
From what i understand, it goes pretty far beyond what the hardware can do. Also, it's from like 10 years ago, so, the hardware was not nearly as well understood as it is today. The N64 was kind of a mess, so emulators were pretty hacky, and Still have trouble with accuracy to this day in an age where NES / SNES are all but transistor perfect.

>> No.7251784

Which romhack for NBA Jam?

>> No.7251878

>>7251784
TE 2K21
https://www.romhacking.net/hacks/5585/

>> No.7252312

>>7251878
>2K21
How retarded can someone get?

>> No.7253396

>>7250746
>>7251712
I personally am aware of several projects that are trying to remake star road to be possible on console. It definitely is 100% doable, but I do not believe it will happen with RM2C.
This tool can only work with levels that are under a certain triangle limit. SM64 never uses culling beyond the camera frustum, so this means you are gated by the total number of triangles present in the level regardless of how many are on screen. For SM74 it generally was under 2k which got it around 25 to 30 fps depending on how bad the level was.
If you look at some of the larger levels there, there are some that are mid 2K and ones even up to 6K. Those are all imo unplayably laggy. To deal with this you need to remake the levels in blender yourself and no optimization algorithm can reasonably do it (it is probably technically possible but mathematically very challenging and probably very slow).

The star road project I believe will most likely make it to console is completely remaking the levels they probably have about 3 to 4 courses done. I'm aware of several others who want to do it but simply lack to the tools or those who can do but don't want to deal with the tedium of it (kaze). I figure in a while someone will go ahead and finally properly remake it but I'd give it another year. As far as other hacks that can make it on console I'd wager its single digit in the automatic range, and probably single digit in the people who care enough to remake levels.

>> No.7253942

>>7243087
Gotta play the youtube game unfortunately.

>> No.7254493

>>7253942
true. for every autist that wants to watch Kaizo there are a thousand retards who wanna see their favorite yootoober get TROLLLLLLDDD.
hes laughin all the way to the bank swimmin in that sweet ad revenue like scrooge mcduck.

>> No.7256351

https://www.youtube.com/watch?v=Uor-iTY-FqQ
New from the Micro Mages dev

>> No.7256385

>>7243087
has he really?
from what i understand he just streams and his editor makes the youtube cuts, carl doesn't give a shit about how the content is authored as long as there's a steady flow of videos rolled out. Carl doesn't really do anything but stream on twitch and hope his editor does a good job and if playing the youtube monetization metagame is the goal then yeah, all's well.

>> No.7256689
File: 230 KB, 800x1095, 1609804419603.jpg [View same] [iqdb] [saucenao] [google]
7256689

Did anyone ever uses MiM remixes in their hacks? Any SMW or smb3 hacks where all happens in a huge Bowser Castle?

>> No.7257909
File: 182 KB, 640x891, 1096603-golden_axe_warrior_sms_front.jpg [View same] [iqdb] [saucenao] [google]
7257909

why aren't there any romhacks?

>> No.7257957

>>7227245
This is nice, fucking mad respect.

>> No.7257958

>>7257909
Why don't you make one?

>> No.7257972

>>7257958
because i'm retarded

>> No.7257984

>>7239306
Fuckin A dude, fuck n a.

>> No.7258147

>>7257972
That's more than qualified enough.

>> No.7258232

>>7257984
fuck n but also fuck a fuck both n&a

>> No.7258258

Bumo

>> No.7258562
File: 403 KB, 914x634, tumblr_n48luspRBt1rdss3qo1_1280.png [View same] [iqdb] [saucenao] [google]
7258562

>>7258232
I think it's like. Fuckin ayyyylmao

>> No.7259150

>>7257909
No tools?

>> No.7259290

>>7205641
>Quality romhacks are the best
Play some shitty ones, they're more fun. Heres some old ones from back in the Doperoms days:
Super Mario Magic Plant Adventure 64:
https://mega.nz/file/O7YiwBoY#1hQ9oO4Wp_WyLnThI2hMA0vv0pgExPUZS2LPof49eUg
Super Irishley Drunk Giant WaLuigi 64:
https://mega.nz/file/XjYGmLKY#KoT00U4ehLvO-irSktYxkxFXCcyUwySunwlVbabocTw

>> No.7259305

Oh heres a vid of plant adventure for an idea of what level of "quality" you're dealing with

>> No.7259310

forgot the link. god im tired.
https://www.youtube.com/watch?v=rxMQVRhePHg

>> No.7261124

>>7258258
Bumomomo
Bumomomomomomomomomomooo

>> No.7261591
File: 71 KB, 944x405, Quick_PNG.png [View same] [iqdb] [saucenao] [google]
7261591

>>7227245
I always liked these sprites personally, but I guess there aren't any for power-ups if that's what you're planning on implementing.

>> No.7261598

All I want is a hack for the arcade version of Soul Calibur 2 that adds all the characters from the console versions to run on my cabinet but I know it'll never happen.

>> No.7261701
File: 36 KB, 680x329, C1A63D82-6940-4ECD-8035-B9B675F6A0DA.jpg [View same] [iqdb] [saucenao] [google]
7261701

>>7227245
Romhacking-bros...I’ve barely gotten into romhacks, what are some really nice polished romhacks for Mario games? I liked New Super Mario World, this hack needs a name, etc

>> No.7261813
File: 19 KB, 512x448, smb_3mix.png [View same] [iqdb] [saucenao] [google]
7261813

>>7261701
First off, SMB3mix is a must play.
It rivals Nintendo quality and feels like a new old stock mario. New worlds, new powers, ASM hacking, and insane polish. One of the best romhacks ever to the point where it doesn't even feel like the original game.
https://www.romhacking.net/hacks/2068/

>> No.7262182

>>7227245
I've been waiting on something like this for years. Good luck, anon

>> No.7262594
File: 63 KB, 795x920, farnsworth.jpg [View same] [iqdb] [saucenao] [google]
7262594

This thread is dead. New Thread:
>>7262583
>>7262583
>>7262583