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/vr/ - Retro Games


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7727686 No.7727686 [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
pouet.net

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
mega.nz/folder/TBgnhIxS#aKF0Cv0DA9kYI_qUI_gXvg

NES dev:
wiki.nesdev.com
forums.nesdev.com

Spectrum dev:
worldofspectrum.org

N64 dev:
n64dev.org

SMS Dev:
smspower.org

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

Saturn Dev:
antime.kapsi.fi/sega/docs.html
segaxtreme.net
www.jo-engine.org

GB Dev:
gbdev.gg8.se/wiki

GBA Dev:
forum.gbadev.org
github.com/pret

Amiga dev:
eab.abime.net

Previous thread:
>>7679650

>> No.7727876
File: 620 KB, 792x524, warcraft_II_64.png [View same] [iqdb] [saucenao] [google]
7727876

what's your dream homebrew, /vr/?

>>7679658

>> No.7728318

bump

>> No.7728320

bump

>> No.7729101

I started learning circuitry design, nand2tetris, and I just sort of find it so uninteresting, even the actual soldering is abstracted away from the CPU designer, the hardware designer

I have a feeling so much more could be done in gaming on simple circuitry, namely analog circuitry, but people simply haven't bothered to try

>> No.7729112

>>7729101
> I have a feeling so much more could be done in gaming on simple circuitry, namely analog circuitry
what do you propose?

>> No.7729121

>>7729112
attempting to make electro mechanical games, and using analog circuitry for things like physics calculation, like Tennis for Two did

I started studying Z80 ASM to start learning how to develop for the SG-1000/MSX1 and I just kind of hated it, not that I find it hard to understand, although it is a bit difficult, just the unintuitive way that it works bothers me a little bit, and there might be a way to streamline all of this

>> No.7729152
File: 16 KB, 262x381, computer_space.jpg [View same] [iqdb] [saucenao] [google]
7729152

>>7729121
i'd like to see some experiments. the earliest games were state machines with no CPUs, it can be done. i think the real problem is scale: once you get past a simple concept, you're dealing with a ton of parts that have to work together in sync. microprocessors allow you to fuck up, iterate and rewrite ROMs constantly. hardware is a bit less forgiving.
personally i've grown a liking to 6502 asm, ill take it over any of this bloated OO crap i have to deal with in real life.

>> No.7729161

>>7729152
how different is 6502 ASM from Z80? The Z80 has a lot of wonky stuff that's confusing me, and I've heard the 6502 is a bit weaker but more straightforward

>> No.7729183

>>7729161
The instruction set is a little less tidy but the Z80 is a much more powerful microprocessor than the 6502 once you get used to it.

>> No.7729224
File: 339 KB, 527x484, chuck.png [View same] [iqdb] [saucenao] [google]
7729224

>>7729161
>The Z80 has a lot of wonky stuff that's confusing me
Depends what's confusing you. The 6502 may not be any better, it comes with its own set of unintuitive jank, but, once you understand what the designers had in mind i find it nice to use.
It's also a matter of finding a good assembler and how to use that properly.

>> No.7729227
File: 171 KB, 1546x1360, Peach.png [View same] [iqdb] [saucenao] [google]
7729227

Anyone know if pic related has been edited to have normal Peach sprites or know how I could do it myself?
Hack looks fucking amazing but I can't get past this fat Peach design and knowing it's a fetish from the author just makes it worse.

>> No.7729231

The 6502 isn't very nice when you try to do 16-bit arithmetic.

>> No.7729232
File: 1.26 MB, 1233x1069, peachs_adventure_green_hill2.png [View same] [iqdb] [saucenao] [google]
7729232

>>7729227
I don't think so? You could swap in the peach SMB2 All Stars sprites, fat peach's hitbox is actually still marios.

>> No.7729248

>>7729232
It's more I'm not sure how to do it in the first place, looked online and Central suggested Pixi but the ROM isn't even opening with it.

>> No.7729296
File: 1.56 MB, 1280x720, 6502_16bit_artithmetic.webm [View same] [iqdb] [saucenao] [google]
7729296

>>7729231
> The 6502 isn't very nice when you try to do 16-bit arithmetic.
It's not hard. Here it is step by step. Watch and learn.

>> No.7729316
File: 120 KB, 808x607, peach_adventure_sprites.png [View same] [iqdb] [saucenao] [google]
7729316

>>7729248
> It's more I'm not sure how to do it in the first place
The graphics show up fine in YY-CHR. You can even have 2 YY-CHR's open and copy paste between them. Wonderful program.

>> No.7729493

>>7729227
You'd have to do more than just edit sprites, because there's full image cutscene images sprinkled around with said large Peach

>> No.7729870

>>7729101
Yeah, fantasy consoles are retarded. Certainly not as retarded as many other things but retarded none the less. Unfortunately for you, pretending that no one bothered trying to make analog games is massively more retarded. This is some seriously next level contrarian hipster cringe.

>> No.7729896

>>7729870
Microprocessors all but killed the potential for state machine analog games, similar to how 3d killed pixel art. I'd like to see someone try. Heavy stuff though.
You can generate an NTSC video signal with synchronized components and a fast enough clock signal: 21.7 MHZ to be fast enough to draw individual "pixels". Ben Heck did it with a single microcontroller:
https://www.youtube.com/watch?v=PZsWqOuJFKI

>> No.7729969

>>7729316
How do you set this up with the Mega Drive?

>> No.7729984
File: 176 KB, 802x730, genesis_yy.png [View same] [iqdb] [saucenao] [google]
7729984

>>7729969
It should automatically detect smd files, otherwise, just set it to this.
megasis games often used compression though, in which case you're probably fucked, unless it's a popular game with a known compression format, then you're only probably fucked =)

>> No.7730213

>>7729316
>You can even have 2 YY-CHR's open and copy paste between them. Wonderful program.
Fuck's sake, I've been wasting a lot of time haven't I.

>>7727686
What game is this?

>>7727876
I just found out there's an old Usagi Yojimbo game for Spectrum, I wonder how hard it would be to make something similar for NES.

>> No.7730280

MSX to Master System hacks:
https://www.smspower.org/forums/16445-MSXToSMSHacks?start=600

>> No.7730331

>>7730280
hot DAMN anon

>> No.7730409
File: 1.94 MB, 640x552, animation test.webm [View same] [iqdb] [saucenao] [google]
7730409

After a lot of hair pulling, a basic animation system is finally in place. It's a bit rough (no interpolation or blending), but it will have to do for now.

>> No.7730465

>>7730409
Nice, how do you do bone skinning on the n64, is it all on the cpu?

>> No.7730539

>>7730409
the walking and running look very fluid man great work. what program do you use for modeling?

>> No.7730580

>>7730331
Yup. Couple a chaps have been very busy. Incoming Parodius and Nemesis 3 better have scroll fix patches...

>> No.7730615

>>7730465
The vertex skinning is done by the RSP using one of the standard microcodes (one of the F3DEX2 variants, in my case).

As for how it works... it's a bit technical, but here we go:

In the case of the F3DEX2 microcode, the current transformation matrix is applied to each vertex as it's loaded into the vertex buffer. Importantly, it's possible to change the transform in between vertex loads. For example, you can load a few vertices, change the transform, and then load a few more vertices (to a different location in the buffer, so as as not to overwrite the previous vertices). This makes it possible to apply a different transformation matrix on a per-vertex basis-- exactly what's needed for simple vertex skinning (up to one bone per vertex). And if your display lists are well optimized, it comes at little to no extra performance cost.

>>7730539
Thanks.
The modeling and animation are all done in Blender (for better or worse. I can't tell you how many times I've cursed at the bloody thing).

>> No.7730648

>>7730615
Oh I see, its kinda like in legacy ogl where you push the transform matrix and then the next vertex load gets multiplied by it.

>> No.7730670
File: 264 KB, 1280x720, space_manbow.jpg [View same] [iqdb] [saucenao] [google]
7730670

>>7730580
holding out for some space manbow, god i'd love to throw that on the 'x7

>> No.7730970

>>7730670
MSX2 games are a no-go. They'd have to be MSX2 to Genesis hacks, apparently. The whole process read like a migraine.

>> No.7730993

>>7730970
ahh. gotcha. that makes sense with the scrolling at least.

>> No.7731191

How do I hack Kirby's Adventure. I wanna add more abilities/mixing abilities.

>> No.7731216
File: 124 KB, 1826x793, kirbys_adv_status_bar.png [View same] [iqdb] [saucenao] [google]
7731216

>>7731191
There is some information available on the game:
https://datacrystal.romhacking.net/wiki/Kirby%27s_Adventure:Notes#Powers
Download Mesen and get familiar with the debugger. I'd suggest setting a breakpoint at $05E3, your current power, and seeing how the game handles this byte.
You're also going to need a CHR editor, i'd suggest YY-CHR.

>> No.7731220
File: 88 KB, 1139x795, kirbys_adv_classic.png [View same] [iqdb] [saucenao] [google]
7731220

>>7731216
>setting a breakpoint at $05E3
A read / write memory breakpoint on that RAM value. You can do this by opening the memory editor and right clicking on that byte: $05E3

>> No.7731675

Is it possible to hack Time Dominator, so that it isnt so choppy?

>> No.7731712
File: 925 KB, 503x720, socket_the_hedgehog.png [View same] [iqdb] [saucenao] [google]
7731712

>>7731675
Love me some Socket, simple as. That could depend on a million factors and is most likely a major reengineering of the engine, if it's even possible. Do you have any experience?
Also, have you tried overclocking it in an emulator? That would tell you whether the lag is baked into the code or if it just can't get enough things done in a frame.

>> No.7732123

>>7729896
Microprocessors just made certain things easier. Unfortunately one of those things you embarrassing yourself on the internet. That actually hurt to read. And super cringe how you totally missed the point of that video replicating shit that was done literally decades ago.

>> No.7732126

Are there any quality playstation 1 dev resources? Not really finding anything useful.

>> No.7732129

>>7732123
> That actually hurt to read
That's just a side effect of having no fuckin brain. Get lost dipshit.

>> No.7732138

>>7732126
PSX scene is kind of a disaster... good luck

>> No.7732158

>>7731712
That game was just Sanic but with random, haphazard level design and no fun roll/pinball gimmick, though...

>> No.7732186
File: 756 KB, 690x690, sonichu.png [View same] [iqdb] [saucenao] [google]
7732186

>>7732158
knockoff sonic best sonic

>> No.7732527

>>7732126
I don't know of anything in that field besides psxdev.net and some of these disc dumps.
http://redump.org/discs/system/pc/letter/p/?page=4
The Japanese "programmer tool" discs might have something of value in them.

>> No.7732593

>>7731220
>>7731216
Thanks for the info. Will look into this. How difficult do you think it is for a novice to do thi type of hacking? I also know there is a HAL labs game resource extractor/compressor. Would that help with mods like what I'm thinking or graphic ones mostly if you know.

>> No.7732615
File: 32 KB, 738x584, paperboy_paper.png [View same] [iqdb] [saucenao] [google]
7732615

>>7732593
>HAL labs game resource extractor/compressor
None of the graphics or resources in Kirby's Adventure are compressed.
> How difficult do you think it is for a novice to do thi type of hacking?
Absolutely fuckin impossible. In order to put new moves or abilities into the game, you're going to have to learn 6502 assembly, the NES architecture, MMC3 bankswitching, reverse engineer how the ability system works, hijack different parts of the game to insert new content, figure out how the assets are referenced in code, mimic that structure in your own routines, find empty spaces to write new routines; and on top of that draw a ton of new artwork. I'm probably forgetting a few things.
> What should i do instead
Learn some code, make a neat little demo. Start here:
https://nerdy-nights.nes.science/

>> No.7732617

>>7732615
>None of the graphics or resources in Kirby's Adventure are compressed.
yeah it's a standard CHR ROM game with completely uncompressed graphics. only CHR RAM games have compressed stuff and it's usually a rudimentary at best compression scheme.

>> No.7732620

>>7730993
More to do with the fact that a standard MSX2 had 64k of VRAM - I think almost four times as much as the Master System. Think it had around four times as many colors as the Sega machine, too (though, not as many on screen at the same time).

>> No.7732623

>>7732620
The MSX2 is closer to being an Amiga or Mega Drive-class machine than an NES-class one.

>> No.7732663
File: 4 KB, 320x400, Miss.png [View same] [iqdb] [saucenao] [google]
7732663

>>7732615
>What should i do instead
I just might anon. I just might. I'll probably be doing some lua stuff soon for some non /vr/ game mods again so it might get me in the mood to try a demo.

>> No.7732689
File: 55 KB, 777x781, NESblast_21_2_6.png [View same] [iqdb] [saucenao] [google]
7732689

>>7732663
> Lua
Well, hold the phone, you're honestly in luck. Mesen has a comprehensive Lua API and scripting engine. It makes NES hacking much easier. I'd watch displaced tackle the Zelda RNG with it to give you a dose of what you'd be in for.
https://www.youtube.com/watch?v=qTjA9cDry2Y
also i just happen to be building an entire game building application using that Lua API on top of an asm engine

>> No.7732783

what NES mapper to use? depends on what you're doing. the first banking scheme was CNROM which appeared in late 1985. this is basically NROM but you can switch in different graphics sets and CNROM games are still going to be short and limited. CNROM games typically store the level data in unused parts of the CHR ROM, disable PPU rendering, and switch in the level data to read it.

>> No.7732818

Hi, visiting from /m/, never been on this board before. Does anybody know any good programs or scripts or etc for extracting graphics/sprites from Game Boy Advance ROMs/ISOs?

>> No.7732868

>>7732818
try this. drag and drop a ROM into it.
https://github.com/gingemonster/GameBoyPngConverter/releases

>> No.7732871

>>7732818
nevermind use this
https://tutorial.feuniverse.us/gfx/gbage

>> No.7732878

>>7732818
keep in mind though, you can extract graphic data from a ROM, but palette data is stored separately. it's up to you to color it manually once extracted.

>> No.7732884

>>7732783
Storing level data in the CHR ROM isn't uncommon and even SMB does it; this does help you save on PRG space.

>> No.7732901

>>7732884
it was a good solution for the time, but, i wouldn't be doing that nowadays. it's an unnecessary pain to get to. RAM is limited enough as it is.
if your level data is in ROM then you can fetch it anytime and not eat up any of that precious 2k.

>> No.7732919

>>7732783
>and CNROM games are still going to be short and limited.
the Japanese Dragon Quest 1 was CNROM and is quite big for such a game. it also stores the level data in the CHR ROM and reads it back. for the US release they switched to MMC1 so it could use battery saves instead of the original 65 character or something long password save (Dragon Quest 2 had even longer passwords!). the level data was moved to the PRG ROM.

>> No.7733123

>>7732129
>no u
You will immediately cease and not continue to access the site if you are under the age of 18.

>> No.7733931

>>7733123
Feel free to follow your own advice.

>> No.7734364
File: 6 KB, 249x188, seething-zoomer.jpg [View same] [iqdb] [saucenao] [google]
7734364

>>7733931
>n-n-no u

>> No.7734375
File: 434 KB, 631x517, pole_position_commercial.png [View same] [iqdb] [saucenao] [google]
7734375

don't make me turn this car around

>> No.7734592

https://www.trashworldnews.com/hack-match/

>> No.7734615

>>7729870
>you're not supposed to think about it

Worthless trash like this person's posts are why I don't normally look in these threads. Usually it's hard to be VERY elitist about video games, because they are too inherently crude to support it. But when manipulation of the underlying technology comes into question ooooh /vr/ suddenly turns right into /lit/, where nobody is ever supposed to think about anything (except in the magical right way that the local Elitist Anon will never actually help to nurture).

>> No.7734628

>>7727876
Lumines for SNES

>> No.7734640

>>7734364
Embarrassing, Anon. Just embarrassing.

>> No.7734724
File: 44 KB, 451x388, skateOrDie.jpg [View same] [iqdb] [saucenao] [google]
7734724

>>7734615
> trash like this person's posts are why I don't normally look in these threads
it's just one sega system tier schizo. ignore him.
> local Elitist Anon
Well i try fuckin constantly to post information to help people make things. 99% of people come in here asking for tutorials, hit one headache, give up and never finish them. You know what though? that 1% who does stick with it ends up making an awesome romhack or actually finishes a game on retro hardware is why i maintain this dumb thread.
Making new stuff is the most anti-consoomer thing you can do. i wish that more people could feel the pure unadulterated joy of having graphics you drew move around on a CRT with the code that you wrote. i live for this shit and i love it. it seems impossible and overwhelming at first, but if you stick with it, the reward and sense of self satisfaction is worth all of the pain and headaches: ya just gotta fuckin get past the kaizo intro stage.

>> No.7735351

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

>> No.7735750

>>7732818
Okay, /m/ anon back again, turns out the Virtual Boy Advance can just export tiles of sprites in bmp or png. Problem solved. I can even switch the background layers while playing on/off so characters are floating in a spooky void, I love this thing.
And it works great on Wine, which is the most important thing for me..

>> No.7735769 [DELETED] 
File: 1.03 MB, 981x1011, BoxedVersion.png [View same] [iqdb] [saucenao] [google]
7735769

This game Demons Of Asteborg for the Genesis looks pretty fucking cool and I think it is finally getting close to release. I love the idea of really well polished homebrew games with physical release. In fact, this is one of my favorite things about the retro.. umm.. scene?

On the other hand.. it is not cheap, I don't mind paying the asking price, but what if it ends up sucking? With these amateur projects, sometimes they have some nice talent onboard doing graphics or music but the game mechanics are all janky, or the balance may be off, getting those elements right are just as much a form of art as anything else. What if it starts out as awesome as it appears to from the video clips but doesn't maintain that quality? So, logically the smart thing to do would be to wait for some reviews, but I have grown extremely wary of the small clique championing homebrew, they seem rather.. uncritical.

Another homebrew game in a sorta similar vein is Dungeons & Doomknights being developed for the NES. Also looks hella cool, but at this point if you want a physical release, you got to pony up some serious cash.

>> No.7735781
File: 1.03 MB, 981x1011, BoxedVersion.png [View same] [iqdb] [saucenao] [google]
7735781

This game Demons Of Asteborg for the Genesis looks pretty fucking cool and I think it is finally getting close to release. I love the idea of really well polished homebrew games with physical release. In fact, this is one of my favorite things about the retro.. umm.. scene?

On the other hand.. it is not cheap, I don't mind paying the asking price, but what if it ends up sucking? With these amateur projects, sometimes they have some nice talent onboard doing graphics or music but the game mechanics are all janky, or the balance may be off, getting those elements right are just as much a form of art as anything else. What if it starts out as awesome as it appears to from the video clips but doesn't maintain that quality? So, logically the smart thing to do would be to wait for some reviews, but I have grown extremely wary of the small clique championing homebrew, they seem rather.. uncritical most of the time.

Another homebrew game in a sorta similar vein is Dungeons & Doomknights being developed for the NES. Also looks hella cool, but at this point if you want a physical release, you got to pony up some serious cash.

>> No.7735783

>>7735750
Linux lad?

>> No.7735794

>>7735781
Depends. If it's made by Euros you already know what you're getting into.

>> No.7735827

>>7735781
this thing is like 80 megabits? (10 megabytes) talk about overkill. come now you could have made a simple 4-8 megabit game and it would have been fine.

>> No.7735932

>>7734615
/vr/ turns into /lit/ when a faggot starts imagining he's living in an alternate history fantasy novel where things that happened in reality never did

>>7734640
Embarrassing, Anon. Just embarrassing.

>> No.7736043

>>7735781
>>7735827
yeah it gets annoying when it's obviously the team flexing rather than making a decent game

>> No.7736090

So, I tried Super Mario RPG: Armageddon. I gotta say, I feel conflicted about it.

>the QOL changes are really fun
>the minigames are ramped up not just in difficulty and challenge, but rewards as well
>spritework for the main story is okay
>overall, it gave a really nice challenge ramp-up from vanilla

On the other hand, things went south fast once I started finding the lazily inserted superbosses and crossovers.

>pokemon
>Kingdom Sharts
>Hatsune Miku
>a random Persona reference

I just immediately dropped the game after that. That just went a bit too far in terms of autism. might as well put Sonic the Hedgehog in there to complete it.

>> No.7736764

>>7735794
You almost sank your industry through incompetence, we didn't.
>inb4 no Yuro industry
This is your cope, and it's becoming tiresome for everyone else. Here's something that proves you emphatically wrong; it's a post about the western release of the PS1:
>>7732521
We were chosen over you. There was obviously a reason for that. Cope.

>> No.7737546

>>7732871
to the person making a Golden Sun hack, use this please.

>> No.7737552

>>7736090
the Shadow Peach boss was still pretty cool
i just hope some talented pixel artist adds Shadow Queen itself

>> No.7737590

>>7730213
Shovel knight. It's not /vr/ retro and I don't know if it really has that much to do with homebrew or romhacks but it's still a great game.

>> No.7737596

>>7737590
Thank you

>> No.7737610

>>7735781
>>7735827
So the Mega Everdrive does not support some of these configurations used by modern homebrews like this and Krikizz has suggested it was deliberate as a courtesy thing so their shit wouldn't get pirated.

>> No.7737754

>>7736090
>kingdom sharts
>a random Persona reference
>pokemon
Yikes dang this is sh-
>Hatsune Miku
based

>> No.7737765

>>7737610
That's dumb. If any homebrew devs create a new mapper for their game, they need to publicly share the details so that software/fpga emulator devs and flash cart manufacturers can add compatibility. The market for physical carts is super small, you are going to reach a much larger audience if you also offer a digital download rom option that people can play on whatever they have available. Sure there will be piracy but the benefits of giving people more options and ensuring compatibility for as many people as possible makes its absolutely essential. The best homedevs seem to understand that.

>> No.7738135
File: 1 KB, 157x18, 2341234.png [View same] [iqdb] [saucenao] [google]
7738135

What's this kanji at the start here? I can read kana and I can recognize radicals well enough to usually be able look up a kanji so I can transcribe sentences to be able to MTL them when playing, but I don't recognize this one by heart and the tiny size makes the radicals ambigious.

>> No.7738170

>>7738135
繋げる

>> No.7738263
File: 89 KB, 256x240, hard-drop-animation.gif [View same] [iqdb] [saucenao] [google]
7738263

I was asking around for hard drop to be modded into NES Tetris a few months ago and someone just happened to do it. Very cool.

>> No.7738394
File: 12 KB, 256x240, tetris_excel.png [View same] [iqdb] [saucenao] [google]
7738394

>>7737546
> Golden Sun
Multiple proprietary graphics compression formats. Basically impossible. Very unfortunate.
>>7738263
> Hard Drop
This is another hard drop hack that adds further speed and control improvements, but, the one you have is good if you want the vanilla experience w/ hard drop.
https://www.romhacking.net/hacks/4973/

>> No.7738494

>>7738394
That's the one that made me look up again if someone had a more vanilla hard drop. Even had the ghost pieces which is nice.

>> No.7738564
File: 176 KB, 474x363, nintendo_quality.png [View same] [iqdb] [saucenao] [google]
7738564

>>7738494
those ghost pieces are reallllly slick. i might steal them for excel 3.0
the guy wrote an entire article on making that too, he did a nice job:
https://www.gridbugs.org/reverse-engineering-nes-tetris-to-add-hard-drop/

>> No.7738587

>>7738564
You made excel? 100% add it. That was a fun read as well. What exactly changed with the controls in excel? And what else does it change? The description is a little vague.

>> No.7738616

>>7738587
check the readme, it has changes and frames.
you can move pieces at all times when vanilla gets your pieces stuck, pieces move left/right at 2 frames, spawn faster, minimal line clear animations, every screen skippable, and of course hard drop with proper points. the ghost piece hack screws up the scoring system even though it's a very minor thing.

>> No.7738785

>>7738616
Something that would be cool as an otpion would be for the pieces to slide a little like in modern tetris and not lock into place as fast. Also the ability to rotate the piece if it is at the edge of the screen like in modern ones.

>> No.7738806

>>7738785
those would be slick. if i ever revisit that hack ill think about it. i've got other plans.

>> No.7738918

>>7727876
Source code leak or reverse engineer of Jazz Jackrabbit 2 and have it ported on handelds (PS Vita, Switch, etc.)

>> No.7738931

>>7738806
What are your plans?

>> No.7738949

>>7738170
Yeah, those are way too simplified in the pixel font for me to have guessed without having memorized that full kanji. 糸 is so squished it's unrecognizable.

>> No.7738984

>>7738931
a submarine and a game engine

>> No.7739047

>>7738949
I have not memorized them, I could easily identify the radicals though. I'm used to play SNES and NES games and they all have the same bullshit for a lot of games.

>> No.7739291

Does anyone have New Super Mario Land v1.3 & v1.4?

>> No.7740176

>>7739291
i'm not sure they were ever released? here's 1.5
https://archive.org/details/new-super-mario-land

>> No.7742460

bump

>> No.7742783

https://www.youtube.com/watch?v=_wQKut3UZQQ

>a fucking CNROM game in 1993
now that's what I call shovelware

>> No.7742892
File: 41 KB, 500x303, electronic_talking_battleship.jpg [View same] [iqdb] [saucenao] [google]
7742892

>>7742783
would have been cool with to have Electronic Talking Battleship with the DPCM and a more capable mapper. period correct too.

>> No.7742897

>>7742783
Considering this was a shovelware dev that's kind of expected though still sucks that Capcom put out all those late period Disney games for the NES and they were using an UNROM setup with 128k of ROM in 92-93.

>> No.7742971

>>7742783
I took a look at the ROM and they didn't even use all the available space. there's over 2k of the PRG that's empty and quite a lot of empty CHR too including 399 bytes at the top of it.

>> No.7743201

NES carts with PRG RAM usually put it at $6000-$7FFF. i'd be curious why no one ever though to put an 8k ROM here and make a super NROM with 48k ROM

>> No.7743207

>>7743201
i think because banking circuitry was cheaper than putting an additional ROM there and decoding it. it seemed like devs considered banking a perfectly adequate way of getting past the 32k PRG limit and Nintendo never supported this setup on any of their mappers.

>> No.7743216

btw once you get past NROM you normally always have a fixed bank usually the one containing the CPU vectors and typically also the banking routines. the one exception is AxROM because that banks the whole PRG in one piece but then you have to include redundant code in every bank.

>> No.7744092

>>7727686
did anyone else notice the troll OP that put a ZX Spectrum link and deleted the SNES link?

>> No.7744098

>>7727876
New Shanate title and Rusty port for TG-16

>> No.7744128
File: 19 KB, 764x720, mario_paper_sai.png [View same] [iqdb] [saucenao] [google]
7744128

>>7744092
yes.......
not to mention Shovel Knight is a modern game for modern hardware by a commercial game studio. It has nothing to do with homebrew, and doesn't even belong on this board. Whatever man.

>> No.7744132

>>7738394
>>7738263
>the moron at M2
Tetris shouldn’t get MD Mini release.

>> No.7744158

>>7727876
Darkstalkers 1 / Vampire: The Night Warrior source code for a SNES/SFC and Cyberbots on PC-FX

>> No.7745261

>>7727876
Unreal for N64 and Playstation

>> No.7745294

>>7731712
Man, someone was porting the levels to Sonic (1?) and what was there was pretty spot on. I wish it'd continued, the author was gonna let us play as actual Socket, too. Might be somewhere on the Sonic hack database google doc.

>> No.7745327

Hey bros, not sure if this is the right place but I assume you guys have experience with flashing and stuff like that. What are the best options for flashing SNES and gameboy carts, for stuff like translation patches and that kinda thing?

>> No.7745371

>>7745327
i would check the NESdev hardware forum, but, you're going to need some EEPROMs and a specialized chip burner that supports alot of pins, most modern chip burners don't support enough pins. That's about all i know.
http://forums.nesdev.com/viewforum.php?f=9

>> No.7745386

>>7742897
Darkwing Duck was MMC1 256k but it does seem they were really cheap with ROMs most of the time.

>> No.7746168

>>7730615
what's wrong with blender,?

>> No.7746431
File: 903 B, 54x17, ambigious kanji.png [View same] [iqdb] [saucenao] [google]
7746431

I need kanji help again, what is it trying to say about a professor, I can't make out the third character's radicals.

>> No.7747118

>>7746431
教授達はゲー

>> No.7747158
File: 12 KB, 270x225, 32321889.jpg [View same] [iqdb] [saucenao] [google]
7747158

>>7746168
>what's wrong with blender,?
Found the monkey.

>> No.7747417

Can anyone upload Gigaleaks' Sutte Hakkun (DMGASPJ0.1) somewhere?
It's the only game I want to play and can't be assed to download the 9001GB file just for that

>> No.7747432

>>7746431
I recommend learning Japanese more. As you read more and more stuff, you'll get familiar language and become able to recognize/guess stuff from context.

The third kanji in your pic looks like a fucked up 産 with some extras, but that makes no sense, so then you think about it and realize it's indeed a fucked up 達.

>> No.7748604

>>7747432
>>7739047
Thank you again, could you maybe make a little guide to some of the more common fucked up ways certain kanji are depicted in SNES/NES games?

>> No.7749236

>>7747158
ah I see. You're one of those people who think if someone asks why something is bad, they must be a fan of it.

Try to be less of an overly defensive retard please. Thanks.

>> No.7749296

>>7748604
Those two replies are from different person. As for the guide, it's impossible to do so because it is not SNES's fault but the kind of font the dev uses for the game. Since each dev uses his own font, it will have different kinds of fucked up kanjis. As said by the first reply, you are better off reading more Japanese(manga is a good idea as they have furigana if you read shounen ones).

>> No.7749636

>>7744128
Thi is a great romhack. Too short though. I love the night aesthetic

>> No.7750557

>>7749236
u mad, bro?

>> No.7750752

>>7748604
Yeah, I agree with >>7749296

Your own reading practice will help you the most here.

>> No.7751369

>>7727686
is there a pastebin or chart for essential rom hacks?

>> No.7751426

>>7751369
check the archives in the copypasta. there isn't some sort of "definitive list" though. just think of a game you like and see if there are any romhacks for it that sound interesting.

>> No.7751481

is there any working GG aleste 3?

>> No.7751743

What are the best new super mario bros. DS romhacks?

>> No.7752821

>>7750557
nice projection, bro

>> No.7753523

What's the best N64 debugger?

>> No.7753953

>>7753523
64 bro swears by Project but i don't really know
>>7730409

>> No.7755291
File: 989 KB, 853x480, seachase_21_5_14.webm [View same] [iqdb] [saucenao] [google]
7755291

>>7722828
Implementing hitboxes. Tough to do, even tougher to get just right. The original A800 code relies entirely on hardware collisions. Fun times.

>> No.7755514

Maniac Mansion on both the Famicom and NES versions is an MMC1 CHR RAM game. not entirely sure what the CHR RAM was needed for. usually animated tiles but this game doesn't have any that I'm aware of.

>> No.7755530

>>7755514
> MMC1 CHR RAM
That was fashionable for like a year before MMC3 took over.

>> No.7755536

>>7755530
There are MMC3 games with CHR RAM; Mega Man 3, 4, and 6 use it although that setup is not common.

>> No.7755585

>>7755536
It seems only Capcom and Sammy used MMC3+CHR RAM. The latter used it in Ninja Crusaders which is only 128k. Dunno why MMC3 was needed for that. Yeesh, they could have just used UNROM.

>> No.7755625

>>7755530
it's mostly used in 87-90, in the late period of the NES it seems MMC3 was used more often

>> No.7755660

>>7755291
oh well in many commercial releases they didn't bother too much with proper collision detection anyway. getting the game completed on time and shipped took priority.

>> No.7755696

Is "castlevania II redacted" still the best patch for CV2?

>> No.7755710

>>7755660
Having an emulator i can step through frame by frame with memory display and savestates is immensely helpful. It would be hell to do this in the 80s.

>> No.7755718

>>7755585
I want to assume the devs wanted the soft-selectable mirroring and IRQ timer for easy split scrolling.

>> No.7755726

>>7755585
Then again Capcom were so penny-pinching they were putting out all those UNROM Disney games in 1992-93.

>> No.7755741
File: 18 KB, 262x192, index.jpg [View same] [iqdb] [saucenao] [google]
7755741

How hard is to make a Simcity Snes romhack with snes mouse support?

>> No.7755746

>>7755741
that... might actually be pretty doable. heavily depends on how they programmed the cursor.

>> No.7755768

>>7755536
And in between that Mega Man 5 uses CHR ROM instead. Don't ask me what Capcom's logic was there especially because the later MMs are basically the same game with different assets.

>> No.7755809

>>7755768
wonder if it depended on whatever components they could get cheap when they did the production run of the cartridges. maybe it just happened to be that when MM5 was released, they got a good deal on 256k ROMs so they didn't use CHR RAM for that one game.

>> No.7756038
File: 27 KB, 466x466, 1620606398778.png [View same] [iqdb] [saucenao] [google]
7756038

that reminds me, I fucking found a thread on /vg/ about Metroid romhacks, and I've gotten into that shit recently.
The fact that the VITALITY artist also got in there to talk about the dev shit for that romhack also got me more interested in this shit
so recommend me some good metroid romhacks if you can, /vr/

>> No.7756042

>>7756038
Oh, silly goose. It's a Metroidvania General, not a Metroid romhack thread. At least get it right if you're going to take my advise and advertise on /vr/.
>>>/vg/335219536

>> No.7756046
File: 26 KB, 256x224, Super Metroid Vitality009.png [View same] [iqdb] [saucenao] [google]
7756046

>>7756038
That's cool that the artist was there to post about that shit, VITALITY's a pretty solid hack. It has some good spooky environments, excellent tile usage.

>> No.7756048
File: 11 KB, 800x800, 1556236533781.png [View same] [iqdb] [saucenao] [google]
7756048

>>7756042
hey it still involved some Metroid romhacks.
Sides, I like VITALITY, it had some cool art, well-hidden poweru ups, and a good ass horror vibe, even if it was just another romhack with reskined enemies
>>7756046
Oh definitely. Mother fucker even posted the final boss sprite, both an alpha version and multiple final products.
Shit is sincerely spooky

>> No.7756050

>>7755585
there's a few UNROM games that use 256k ROM but most of the time if you made a game that size it just made more sense to use MMC1

>> No.7756061
File: 834 KB, 576x864, $R6CDIW8.png [View same] [iqdb] [saucenao] [google]
7756061

>>>/vg/334936554
>>>/vg/334936992
>>>/vg/334937284
>>>/vg/334937832
>>>/vg/334939675
>>>/vg/334939864
>>>/vg/334940168
>>>/vg/334940868
Here's the VITALITY spriter's posts, if anyone was interested.

>> No.7756065

>>7756048
Well, sure, but you make it sound like it's specifically a Metroid Romhacking General, and while they're certainly a welcome topic, it's an all encompassing Metroidvania General in reality.

>> No.7756070
File: 29 KB, 600x450, 1557362710833.jpg [View same] [iqdb] [saucenao] [google]
7756070

>>7756065
a fair point, my bad then for getting the wrong point across.
though to be fair, despite it being an all-encompassing metroidvania topic, a lot of the discussion is dominated by Metroid.

>> No.7756265
File: 2 KB, 320x200, 62131-castle-wolfenstein-commodore-64-screenshot-the-beginning.gif [View same] [iqdb] [saucenao] [google]
7756265

NES port of Castle Wolfenstein...if you dare.

>> No.7756774

>>7756265
Did nazi that comin'.

>> No.7757605

Where do I find people good with x86 ASM?

>> No.7757631
File: 60 KB, 640x480, Yinyangisland.jpg [View same] [iqdb] [saucenao] [google]
7757631

>>7727876
3d mortal kombat levels in soul calibur 2

>> No.7757660

>>7757605
r/asm unironically. what do you plan on MOVin?

>> No.7757669

>>7757660
https://youtu.be/TznJFneHEKk

PC booter wireframe HGC/PC Speaker MMO

I wanna learn ASM but I just want to find some ASM libraries and maybe pay someone to help me out, release the entire thing open source so everyone can use it as a kinda easy to use open source MMO

>> No.7757683

>>7757669
> Wireframe MMO in x86
You guys crack me up man. There is a C / ASM x86 3d graphics demo someone posted here a bit ago. Look into that: >>7695334

>> No.7757731

SNES game jam. Supposedly...
https://itch.io/jam/snesdev-game-jam

>> No.7757737

>>7757683
https://github.com/chandler14362/radiance

What about taking something like this and throwing a 3D renderer in there?

>> No.7757739

>>7757737
What about it? I'm weary of pet project github pages. See if you can get it to compile.

>> No.7757749

>>7757739
it's annoying because, in C, I could do this easily, and for ASM, there are libraries and little game engines it's all about hunting them down, with high level assembly nothing about my idea is dumb it's just hunting down libraries and maybe programmers that can make it easier

>> No.7757759

>>7757749
> nothing about my idea is dumb
How many years do you want to spend on this project? My guess is about 3 hours until you do give up and something else.

>> No.7757807

>>7757759
You don't give up on something you've been thinking about for 5+ years

>> No.7757828

>>7757807
Ok. Say you are truly serious and want to actually tackle this thing, and for arguments sake, you have the programming skill to do it. You still have to make an entire game engine, graphics, sound, game balance, and if it's an MMO, somehow you're going to have to work networking into a system that was not designed to have it, all in x86 assembly running at some arcane amount of MHZ. That's not even counting the centralized server i'd assume you'd have to have to run it. After the years you have spent on all of this work, who is going to want to play it or even have the hardware to support such a thing?
What i would suggest before any of this is getting something to compile. Take apart that 3d demo, see how it works, that should at least take a week. Good luck.

>> No.7757836

>>7757669
stick to writing some Pac-Man clone

>> No.7757889

>>7757828
I'll try to figure out how to get this to compile, anywhere else I can find ASM stuff? I know gitlab has stuff on it but I can't actually search the site
>>7757836
No

>> No.7757907

>>7757889
https://opensecuritytraining.info/IntroX86.html
good luck

>> No.7757918

>>7757907
I meant libraries and things, I already have resources to learn ASM, ones that don't try to link it to C as well

>> No.7757924

>>7757918
I don't know of any x86 ASM libraries. Search for macros. The most popular one is called "C"

>> No.7757928

>>7757924
you mean NASM? got it

>> No.7757929

wait what is anon trying to do exactly? an MMO what? i don't get it.

>> No.7757935

>>7757928
I am versed in 6502 and haven't gone past basic MOV stuff with x86. Good luck.

>> No.7757939

>>7757929
essentially a minimalist MMO, wireframe (with hidden line removal), monochrome, animation Quake 1 style just switch between models, single channel/PC beeper sound effects, so the majority of dev time goes to the game logic and networking code

>> No.7757950

Learning NES development. Seems fun, assembly is nice too. Also, why is there hardly any SNES homebrew games?

>> No.7757976
File: 47 KB, 1203x942, seachase_sprite0.png [View same] [iqdb] [saucenao] [google]
7757976

>>7757950
Good choice. Right here with ya. Happy to help.
> why is there hardly any SNES homebrew games?
Time. Less tools. Complexity of game and assets. Complexity of 65c816 and the SNES architecture. If i had to guess anyway.

>> No.7758013

>>7727876
This guy is currently making his own RE style engine for his own game but is using RE2 assets as placeholders:
https://www.youtube.com/watch?v=pdciWbstU4A
https://www.youtube.com/watch?v=t05EbyycP5Y
https://www.youtube.com/watch?v=1PqYpqhcoFs

>> No.7758185

>>7757976
>Complexity of game and assets
there's a sizable Mega Drive homebrew community so this alone isn't an explanation
>Complexity of 65c816 and the SNES architecture
bingo. the SNES is not nice to program.

>> No.7758192

>>7758185
I do hear alot of nice things about the 68000. 'c816 not so much.

>> No.7758196

>>7758185
yep, it's about the SNES itself, Genesis used components that were common and well understood, in fact, it was almost a mirror of a lot of the arcade games out at the time, x68000 and a Z80, plus a VDP and a sound chip, every developer knew back them how to use it and still knows, but the SNES is the only platform to use the 65c816, it has its own custom soundchip as well from Sony, powerful but not as easy to use or commonly used as FM or wavetable synthesis, and on top of all this, the CPU is relatively slow, meaning anything you want to do automatically has to be a bit more optimized, whereas it's much easier to, say, write Genesis games in C

>> No.7758207

everyone and their dog loves the 68000 and it's no major deal to get some sprites and a tile map running on a Mega Drive. the SNES is an awful mess and very annoying to work with.

>> No.7758290

>>7758196
Mega Drive games can also be done in less space. The SNES's sound and graphics data don't compress as well.

>> No.7758606

>>7756265
this one might be an issue due to its randomly generated maps which works on a computer with RAM but not on a ROM cartridge. unles you dropped that idea and just had a fixed map layout.

>> No.7758634

>>7758606
If you had PRG RAM you could put the map data in there, but you can't do that on an NROM setup you need an ASIC mapper. Actually it would be easier to do this on a Master System or Gameboy as they have 8k RAM which is plenty to hold the map; the NES's 2k RAM is not enough.

>> No.7758706

>>7758196
>>7758185
Makes me wonder how SNES ended up having a bigger library than MD, desu.

>> No.7758729

>>7758706
Way more systems sold. Way more money to be made. Software companies with teams of paid professionals don't really care how difficult hardware is to work with, to a point anyway. It's wayyyy more of a pressing issue for a single / small team of homebrew devs.

>> No.7758731

>>7727876
Castlevania, Contra and Gradius GameCube

>> No.7758737

>>7758731
> Contra and Gradius GameCube
Have you played the rebirths on Wii ware?

>> No.7758750

>>7744158
>Darkstalkers
I’m see SNES port mention in article, Gamefaqs, subreddit, YouTuber like NintendoCompetes and some old forums.

>> No.7758756

>>7758737
Yes I have did. Think about new games with 3D engine.

>> No.7758829

>>7758756
Castlevania with 2D sprites and 3D backgrounds, like Strider 2/Hard Corps Uprising would be great

>> No.7759049

>>7757924
I see what you mean now more, the limiting factor for x86 isn't that it's too complex or anything like that (although that certainly doesn't help), it's just that nobody really knows how to use it and there's just no libraries or engines made in ASM, I know for a fact if I make a game from scratch I just won't be able to make a game, and I'm not going to do that, so I'm going to look for open source engines with networking that will be the best idea, there's simply no way to do this in ASM without finding some kind of pre-existing ASM MMO, which, doesn't exist, I have the source code for a version of Elite but I assume it's copyright bc it's an ASM to C conversion

https://github.com/siwithaneye/Meridian59

What about changing how Meridian 59 renders things? I think it's like the Doom engine, or even simpler, but it might be able to do more to do simple Brush-based Thief style environments

>> No.7759108

>>7758729
The PS2 was comparatively a bitch to program but overwhelmingly dominated its generation.

>> No.7759114

>>7758729
>Software companies with teams of paid professionals don't really care how difficult hardware is to work with, to a point anyway
Even so, the SNES's janky architecture was a problem and most of the big Japanese devs didn't manage to put out SNES games that were as good as their NES efforts (Square may be one exception).

>> No.7759132

>>7758729
It's like the Apple II. Back in the day making Apple II stuff was worthwhile when every public school in America could be a market for your software but there's no real reason to do it today.

>> No.7759160

>>7758706
The SNES has 1727 games and the Mega Drive has 869.

>> No.7759178

>>7759160
?

>> No.7759186

>>7759178
That was how many games came out for them in their commercial lifespan.

>> No.7759198

>>7759186
Yeah, which agrees with what I said. SNES has almost twice as many games as MD.

>> No.7759242

>>7759049
> no libraries or engines made in ASM
Not that they couldn't be, but, that's just not how people programmed or even thought back then.
> What about x
I have no idea. If it were me, i would start with getting something simple running and compiling. Concentrate on your environment and workflow. Draw a few shapes, do some stress tests on said code to see if your plans are even possible. That's what i would do anyway.

>> No.7759297

>>7759049
>>7757828
This is an unimaginably stupid idea and anon should hang his head in shame.

>> No.7759354

>>7759198
it has more games than the NES even though NES games were smaller and took less time to develop

>> No.7759409

https://www.youtube.com/watch?v=lC7FFkgtKkQ

(i love that music btw)

little technical detail about MMC1 games like this. bank switching is very slow because it takes six instructions to bank something with MMC1 (MMC3 only needs three instructions and discreet mappers generally only two). there's a pause of about 1.3 seconds between levels due to this.

>> No.7759547

>>7759409
Are you sure that's why the levels pause? MMC1 bankswitching is indeed slower, but that alone wouldn't account for 1.3 seconds? Sometimes those decisions are to load CHR RAM, but usually just for style.

>> No.7759634

>>7759547
Bugs Bunny Crazy Castle is a CHR ROM game so no that's not the case here.

>> No.7759652

https://www.youtube.com/watch?v=0VWD1IKRXBo

The Famicom Dragon Quest 1 is CNROM and there's about the same 1-second pause as the US version when going to different areas of the game. This can be explained because like many CNROM games it stops to read level data from the CHR ROM.

Having said that, the US version is a much improved game. It just plain looks better, sprites face more than one direction, and scrolling is clean because using MMC1 let them automatically switch the mirroring direction to whatever you're moving in while the original game is hardwired to vertical mirroring so moving up or down produces unsightly artifacts. And that's not even getting into having a battery save instead of 60+ character passwords.

>> No.7759660

>>7759652
2:35

kek at the town hooker suggestively swaying her hips. this was changed in the US version to some dumb lady with a basket selling tomatoes.

>> No.7759671

>>7759652
Nintendo went all out in improving the game. I believe they even went so far as to send out free copies with Nintendo Power. Shame it didn't catch on.

>> No.7759679

https://www.youtube.com/watch?v=wkgdymVwf7U

This is a CNROM game I think that just switches the CHR bank, it doesn't read level from it and so screen switches are extremely fast. Also the rescue screens are cleverly done--it uses 8x16 sprite mode for the characters and ladder while the fire truck is scrolled bg tiles set by a Sprite 0 hit.

>> No.7759779

they didn't use MMC1 or a battery save on the Famicom Dragon Quests until 3. DQ2 was an UNROM game and had 104 (!) character passwords.

>> No.7760154

>>7759242
Right, it's not that they couldn't be, but I can't be the person to make libraries or engines in ASM, it's just not reasonable, it could absolutely happen now with FASM and HLA and NASM and C-- and stuff, but it won't be me that does, it's simply not going to happen unless I spent 20 years learning ASM, not that I don't still want to learn ASM, but it's not going to happen in ASM, or Meridian 59 most likely

https://wiki.worldforge.org/wiki/Main_Page

This is probably the best idea for making an MMO

>> No.7760185

>>7760154
> MMO
Not a one man job no matter how you slice it. Sorry man. Looks like you're starting to figure that out =p

>> No.7760190

>>7760185
Never said it would be, but to say it's not possible to do something of substance is just false, there are MMO engines and all I want is a game that has literally no assets and just some game logic and simple maps, not even music just simple sound effects, to say I couldn't do this is kind of insane, I'm not sure why you're so hellbent on this

>> No.7760209

>>7760190
Well you've changed your entire battle plan 3 times toady. I assume you'll just move on to something else tomorrow.

>> No.7760226

>>7760209
I've not changed the idea of what I want to make, but yeah, there's no engines or libraries in ASM so I'm not going to spend 20 years making them, unless you think I should do that? Literally haven't changed anything about what I actually want to make once

Do you think the tech that's used is more important than the game? Have I immediately ditched an idea because I don't want to write my own libraries from scratch?

>> No.7760236

>>7760226
> there's no engines or libraries in ASM
i'm making an ASM engine. it can be done. i'm more than a year into it and i know damn well it will take at least one more year from today. you will get nowhere without focus.

>> No.7760242

>>7760236
are you making an ASM engine that can handle 1000 networked players? I never said it couldn't be done, but is that really going to be a boon to the community in anyway, any more than using C with inline ASM for performance? I'd love to write up a bunch of ASM libraries and an engine and open source it but it would be a lot of work and it's doubtful anyone would use any of it, people that actually use HLA are pretty rare and this isn't going to make it any easier

What does your ASM engine do, exactly? Is it a complex as what I'd need to do for an MMO? It's not, you know it's not, so pick one, either you're telling me to do it or not to do it, make a decision

>> No.7760247

>>7760242
Excuse me, I should clarify, this would make things much easier but is using a macro assembler really that much better than taking pre-existing C libraries/a pre-existing C engine and making something with that that also has inline ASM, it's simply a question of available pre-existing software, nothing more

>> No.7760249

>>7760242
i'm telling you if you want to actually start working on this project you have to actually start working on it.

>> No.7760253

>>7760249
Yeah I'm going to say I'd rather not start making ASM libraries from scratch, if you think that's silly and lazy I'd be interested to hear what you're making

>> No.7760272

>>7760253
I'm making an NES game engine. Sorry if i sound bitter or jaded i guess, but, i've seen plenty of people with big dreams only to give up on them as soon as they realize how much work it actually is. i've done it plenty of times myself.
you'll have to find some way to break each portion of your game into manageable pieces. i still don't think it's possible, but, go ahead, prove a jaded boomer wrong.

>> No.7760294

>>7760272
it's all about how you approach it, and finding a middle ground between your ideal and what's feasible in a reasonable amount of time, I think open source MMO software in C or ASM is something that could be a great boon to the community and I can think of a few ways that it could work, and I think deciding not to do an MMO from scratch, and using an engine is a better idea, is actually what people who get things done do, and deciding to actually do it in ASM would've essentially meant I either would've given up, or not given up and been productive for years without having anything to show for it

I've seen a guy make a game engine from scratch, it took him years to render a square, he learned a lot in the process and can probably get a good job but, I'd rather have a game than an engine

I get it if you're salty that no one puts in the work for ASM game engines like you do but the honest reason for that is simply because it's a bit of a waste of time, I see plenty of 8-bit ASM game engines on github and when people have the idea of making 8-bit games they don't touch them or even think to check github, so really, there's no point

>> No.7760325

>>7760294
>I get it if you're salty that no one puts in the work for ASM game engines like you do but the honest reason for that is simply because it's a bit of a waste of time

Man I wish the SMB3 programmers thought like this and went yeah fuck this ASM game engine shit. waste of time.

>> No.7760328

>>7760294
>I see plenty of 8-bit ASM game engines on github and when people have the idea of making 8-bit games they don't touch them or even think to check github, so really, there's no point
Fine by me. I'm making it for myself first and foremost. Nothing currently exists that does what i want it to do how i want to do it. Plus i just enjoy the design process and agonizing over every instruction because i'm clinically insane. I absolutely plan on using the final product, and if even one other person does, that's cool too i guess.
> I think open source MMO software in C or ASM is something that could be a great boon to the community and I can think of a few ways that it could work
Don't let me tell you that you can't =p
However you slice this thing you're looking at years. Anything can be done in theory, but, most people just don't have the patience or the drive to work on mundane parts of the same bullshit for a very long time. Maybe you do? Good luck.

>> No.7760391

>>7760325
This is horseshit for a few reasons
Commercial game developers have teams of people, so even if they wrote it from scratch it's not the same, but they didn't
Game developers had internal ASM libraries they'd use to make games, even though people like to pretend these things didn't exist, they did, and they were all proprietary, so it's literally not the same as what I'm doing here in any way
>>7760328
Well, I want to make this game in some form no matter what, I've had the idea for years, I want people to be able to reuse the code, there's a lot of people that want to make games with combat like Dark Souls/Mordhau/Mount and Blade, so I'm exploring options to help out with that, if I have to change the plan, so be it, what kind of game do you want to make? I'm guessing you went through those NES game engines that were on github already and realized they were all dumb pet projects that people had abandoned without actually doing anything with?

>> No.7761259

>>7760154
Libraries in assembler are fucking retarded, the entire point of using assembler is to handcraft stuff even the way one person handles registers is not universal.
You're kinda out of your league.

>> No.7761298

>>7760391
>what kind of game do you want to make?
Not what, but how. I have a bunch of Lua scripts in Mesen that synchronize with source files so i can create and tweak games and assets with live code while the game is running. When the project is done, this should save me from the dreaded "type some hex, compile, test" cycle and allow game and asset creation to be much faster. In theory.
There is nothing that exists that does this. For any system anywhere. To my knowledge.

>> No.7761323

>>7761298
Lua scripting seems to magic as far as romhacking goes, I know that Nintendo used it to put Fire Emblem in English without actually editing the rom itself, so no one could rip it, I think the future of romhacking and homebrew dev is going to be filled with lots of stuff like yours, but you're doing God's work

>> No.7761372

>>7761298
I do that directly on the console(nds and soon ps1) using colorforth, dynamic stuff is much better than running gcc. The only thing is that you need to know what you're doing since there are no optimizations other than those you've made and the ROM limitations ofc.

>> No.7761456

>>7761372
How is Forth? I've heard it's sort of like a hacker's BASIC

>> No.7761457
File: 993 B, 49x13, Houkai no Rondo.png [View same] [iqdb] [saucenao] [google]
7761457

Sorry to bring it up again but I am once again asking for help with elementary school tier kanji. What's this one before 魔力 that looks like it has the day radical 日? It doesn't show up for 日 in Jisho or anything.

>> No.7761483

>>7761456
Vanilla Forth is kinda slow due to having to accommodate a standard unless you write your own(see Tachyon Forth) which is pretty easy, I wrote my own colorforth which moves a lot of the compile time stuff like parsing numbers back to the editor and that speeds things up by a lot considering its compiling and not interpreting stuff.

>> No.7761504

>>7761457
How do you not know 百?

>> No.7761516

>>7761457
Also, if you can't read a kanji, you can attempt to draw it into google translate. It usually knows what you mean, even if you completely butcher it.

>> No.7761523

>>7761457
There was a nip dictionary written in java that had decent OCR capabilities but I dont remember the name.

>> No.7761553

>>7761457
It's amazing you can identify 魔 but not 百.

>> No.7761606
File: 37 KB, 500x369, 1535604752317.jpg [View same] [iqdb] [saucenao] [google]
7761606

>>7727876
X-COM/UFO:EU for GBA or SNES. Doubt it could be done for NES.

>> No.7761614

>>7761606
>X-COM
>NES
This is a troll, right? Nobody could possibly be this dumb. Even the Amiga could barely run it.

>> No.7761623

>>7761614
You can, but hardly call it a port and more like a "shitty demake".

>> No.7762165

What's the likelihood of my YouTube account getting nuked if I did a Plaguemon playthrough?

>> No.7762456

>>7761553
>>7761504
Look, my Japanese knowledge is very... influenced by looking at edgy 70's/80's manga materials. So some things like 斬 and 魔 are easy but I have trouble with elementary school kanji.

>> No.7762476

>>7762456
i think you're doing it right man, keep translating your game. seems like a good way to learn.

>> No.7762546
File: 16 KB, 372x363, df2da37278e0270d873015fb5613e57a.jpg [View same] [iqdb] [saucenao] [google]
7762546

>anon wants to make an online MMORPG with an 8086 PC

>> No.7762562

>>7762546
more of a 286

>> No.7762615

>>7762546
i tried to talk some sense into him, but, he'll either give up or get sense the hard way i suppose. a man after my own heart

>> No.7762643
File: 210 KB, 920x739, 47859959.jpg [View same] [iqdb] [saucenao] [google]
7762643

i think this project kind of fizzled

>> No.7762679

>>7762643
they could have done a demake like the port of King's Quest V on the NES

>> No.7762702

>>7762679
But that wasn't the point of this massively autistic exercise, it was to prove the C64 could run the Last Crusade adventure game and LucasArts robbed C64 users back in the day.

>> No.7762708 [DELETED] 

what happened to the dude in the last thread who wanted to port Mouse Trap to the NES?

>> No.7762732

>>7762546
Can a 8086 PC run telnet? If so, anon could enter the fabulous world of MUDs.

>> No.7762734
File: 3 KB, 384x271, Gateway_to_Apshai1.png [View same] [iqdb] [saucenao] [google]
7762734

>>7762732
or he might try something actually achievable like porting Gateway to Apshai or something for an 8086 PC

>> No.7762741

>>7762708
> Mouse Trap to the NES
I wouldn't hold your breath. I'd be happy to help him though. Torpedo hitboxes are coming along...

>> No.7762756

>>7762734
He might try Mouse Trap for an 8086 PC too. all of those would be infinitely better ideas than what he's suggesting.

>> No.7762772

>>7755291
you do realize the collision detection code would be easier if you didn't add the unnecessary addition of the mines bobbing up and down which they didn't originally do. making things needlessly complicated for the sake of doing so is pretty silly.

>> No.7762802

>>7735351
If you or anyone's interested, I just finished
disassembling the first Wario Land game

https://github.com/Kak2X/wl

>> No.7762812

>>7727876
Shadows of the Empire Dreamcast

>> No.7762870

>>7762772
yeah, but this project is mostly for practice. it looks really cool.

>> No.7762878

>>7762772
That little bob is the least of my problems. it's more about testing and tweaking the affected areas for each collision type.
The original code and memory layout was not arranged to support software collisions, if it were, things would be much quicker and easier. That's ok. I knew what i signed up for.

>> No.7763001
File: 2.02 MB, 240x160, GP Legend Mini-map Example.webm [View same] [iqdb] [saucenao] [google]
7763001

I've never dabbled in proper ROM hacking before, but wanted to try making a small improvement patch to the F-Zero GBA games.
Each of the games have flickering mini-maps that can cause screen burn-in on IPS displays, the goal is to remove the flickering by making the maps always solid.

I have mostly no idea what I'm doing so I managed to accomplish something in the stupidest way I could think of: corrupting the ROM files using Real-Time Corruptor and then isolating the changes with the desire effect.

So far, I've achieved this much:
>F-Zero - Maximum Velocity (USA, Europe)
Changing 8bit address 2E5B4 from 10 to 00.
This makes the minimap solid in all modes I checked with seemingly no side effects.

>F-Zero - GP Legend (USA)
Changing 16bit address 2518E from 0840 to 0841.
This makes the minimap solid during races and most modes, except for a brief minimal display before the race starts in training mode.
This change is also compatible with e+ Complete content restoration ROM hack at https://www.romhacking.net/hacks/5366/

>F-Zero - Climax (Japan)
Changing 16 bit address 271FC from 0028 to 0029.
This makes the minimap solid during races, but not during the Course Edit mode's Watch Race mode.
This change is also compatible with the unfinished English translation at http://www.romhacking.net/translations/4564/

I realise that proper ROM hacking would most likely disassemble the ROM, locate the functions that control how the minimap is drawn, and then modify those functions to produce a clean patch.
What I've done could potentially have unexpected consequences on running the game, since it's messing with binary integrity.

>> No.7763034

>>7763001
Nice job! Good choice of project to get your feet wet.
>I realise that proper ROM hacking would most likely disassemble the ROM
Eh. You'd be surprised. It's more like bust out a step-thru debugger, set breakpoints and pray. Memory watching helps too.

>> No.7763062

>>7763001
>I managed to accomplish something in the stupidest way I could think of: corrupting the ROM files using Real-Time Corruptor and then isolating the changes with the desire effect.
As someone who's done a little bit of GBA reverse-engineering (on F-Zero games, no less), I have this to say:
what the fuck, man

Pretty cool, though.

>> No.7763070

>>7763001
I don't think I would try this myself but seems pretty neat.

>> No.7763091
File: 2.87 MB, 240x160, Climax Too Fast.webm [View same] [iqdb] [saucenao] [google]
7763091

>>7763034
Thanks, it's not an ideal process as I'm most likely only tweaking a function value, using the Real-Time Corruptor makes it pretty easy to observe what changes to the ROM binary will do because it immediately loads the result in Bizhawk without the need to restart the emulator or load a savestate.

In GP Legend, I also found a 16 bit address B84 that'll control the minimap flicker before a training race starts, but due to the nature of how the game's flickering animation starts "off/on/off/on...", setting the flickering rate to zero results in always off, rather than desired always on.

>>7763062
Like I said, no fucking idea what I'm doing.
Real-time corruptor is intended to corrupt ROMs or memory to produce entertaining effects, which I sometimes do for laughs.
I ended up producing one weird-ass effect in Climax by writing 2C599553 to address BE0, that seems to uncap the frame rate and make the game run far faster than it should.
No idea how it's not crashing, but it makes me wanna try it on real hardware.

>> No.7763121

>>7763091
Whatever works, eh? And you might end up finding all sorts of cool stuff you weren't even looking for.

>> No.7763125

>>7727876
A translation of the Saturn version of SotN

>> No.7763127

>>7763121
Tis the joy of ROM corrupting, you stumble upon addresses that when you poke values, you discover magical effects.

I'm not satisfied with what I've produced so far anyway, I should look at using a proper step-thru debugger.
Is something like no$gba suitable for that? I'm aware that a lot of emulators support memory monitoring tools.

>> No.7763132

>>7762734
I was always puzzled why this didn't get an Apple II port but I suspect they didn't want to have to deal with scrolling the screen around.

>> No.7763168
File: 191 KB, 1412x858, F-Zero Maximum Velocity map viewer.png [View same] [iqdb] [saucenao] [google]
7763168

>>7763127
no$gba is the one I always used. Its pretty high up there in terms of debugging emulators, at least among ones I've used.

If you want to do something a bit more involved, you might also want to look into using a disassembler. Better yet, many of them support decompilation for the GBA's processor, making the whole process much easier (in my opinion). Just to give you an idea: using a decompiler, I was able to extract maps from games like F-Zero: Maximum Velocity while knowing practically zero ARM assembly.

>> No.7763182

>>7763125
Enjoy:
https://segaxtreme.net/resources/dracula-x-symphony-of-the-night.83/

>> No.7763198

>>7763168
That's super helpful, I'll give this a go soon and see what I can accomplish with the minimap display, cheers.

To be ambitious, it would be cool if I could change the minimap to use transparency instead, but there might be a reason the developers didn't do that such as performance.
I might at least try and change the Maximum Velocity minimap so it's not neon green.

>> No.7763442

>>7727686
Somehow learning about NES's mappers made me think NES is not as amazing as I thought it was, sadly. It was more interesting when I thought NES was able to do all those amazing games by itself and the reason the developers were able to do that, compares to he earlier ones, was thanks to them getting used to develop for the NES, not thanks to a mapper.

>> No.7763454

>>7763442
most mappers just add switching circuitry to bank the ROMs and it's still otherwise the base hardware, and Nintendo in fact designed things this way on purpose as offloading hardware to the cartridge would save money on manufacturing the console itself and allow it to be sold for lower prices.

>> No.7763460

>>7763442
SMB was the game that sold everyone on the NES and it has no mapper at all.

>> No.7763537

>>7763442
It was built with expandability in mind, that's the true stroke of genius.

>> No.7763589

>>7763091
>too fast
Hell no. This is F-Zero!

>> No.7763642

>>7763168
The website for this no$gba thing is broken, where do I find it?

>> No.7763686

>>7763642
Works for me.
Make sure you're using this site and not the fake one:
https://problemkaputt.de/gba.htm

>> No.7763768

>>7747417
The color one or the non-color one? I have the color one and am looking for the non-color one (also for the EU and JP Golf King roms, as I have the Robot Golf US version already). I'll upload it in a bit if that's what you're looking for

>> No.7763769
File: 26 KB, 156x156, 1621227084185.png [View same] [iqdb] [saucenao] [google]
7763769

>>7751481
This and the Kunio collection and Fire Emblem 1 for Switch.

>> No.7763968

>>7763001
>proper ROM hacking would most likely disassemble the ROM, locate the functions that control how the minimap is drawn, and then modify those functions to produce a clean patch
No.
Fucking around like this and stumbling on an effect that works is exactly proper romhacking. Amazing job btw.

>> No.7764461

>>7763537
>expandability in mind
Was it really? It feels more like devs just realized they could do some extra stuff on those cartridge.

>> No.7764624

>>7727686
>What homebrew / hacks are you playing /vr/ ?
chakan the foreverman just got an improvement hack
god bless that man, it makes the game actually good and a ton of fun to play

>> No.7764818

>>7764461
>Was it really?
Yes. They exposed a bunch of address pins to the cartridge. This is why you can have things like save ram. It's also possible to generate IRQs externally for features like the scanline counter.
In theory, there are even more things you can do with the EXT slot on the bottom, such as setting the background color for generating background images and piping in sound, but this was never done.

>> No.7764972

>>7764818
That is cool to know.

>> No.7765073

>>7764818
>This is why you can have things like save ram.
Save/ext. RAM goes at $6000-$7FFF but IIRC you can't just use this space, additional decoding circuitry is needed. Usually this is provided by an ASIC mapper but it can be done with discreet mappers too.

http://bootgod.dyndns.org:7777/profile.php?id=1525

>> No.7765513

>>7763168
How do you go about exploring files and tiles in no$gba?

>> No.7765601

>>7763001
Here's how romhacking would generally go:
https://www.youtube.com/watch?v=n1yloWiWVxY
also new displaced vod hell ya

>> No.7765673

>>7765513
The concept of "files" on the GBA is a bit hazy since there's no standardized file system. As such, the process of tracking down specific assets is mostly a game-specific endeavor.

As for extracting tilemaps and their associated graphics, I usually start by setting a write breakpoint on a relevant part of VRAM. Then I work my way up, tracing the flow of data until I reach the original resources. Many hours later of debugging/disassembling/decompiling, I have enough notes to cobble together a working map viewer.

>> No.7766232
File: 2.05 MB, 640x510, transparent_wall.webm [View same] [iqdb] [saucenao] [google]
7766232

did a little more work on this

added transparent wall rendering

>> No.7766293

>>7766232
That's pretty cool. The red one has a "force field" kind of quality, like you'd need to unlock it to progress.

>> No.7766298

>>7727876
pokemon stadium 2 source code leaks

>> No.7766426

>>7766293
Yeah. There's only one transparent wall here, the other thing you're seeing at the beginning is just the light falloff simulation (simulation is used in the loosest possible sense here lol).

The difference is that the lighting only affects geometry as it's drawn, but the transparent wall is drawn on top of geometry that is behind it.

>> No.7766807

>>7766232
nice little head bob motion there. framerate lookin smoother. good to see you blastbro

>> No.7766949

>>7766807
thanks for noticing :^)

the framerate should be around the same actually, the transparent wall doesn't help, but doesn't hurt too much.

you might have missed the last couple performance improvements i made a couple months ago

>> No.7767001

>>7765073
Cartridge RAM, outside saving, is used primarily in games like SMB3 which have an extensive destructible environment and the RAM is needed to keep track of destroyed objects. Normally they always had 8k RAM--although no NES game ever came close to needing that much space, 8k SRAM chips were cheap and readily available.

>> No.7768459
File: 25 KB, 480x432, COME WITH ME, SONIC.png [View same] [iqdb] [saucenao] [google]
7768459

bump

>> No.7769442

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

>> No.7769729

Is there some kind of tool that allows me to change framedata, damage and shit of any old fighting game (specifically SNES, Mega Drive or Neo-geo ones).

>> No.7769823

>>7769729
Check romhacking.net for specific tools for specific games. I'm not sure which ones (if any) exist, but a tool for multiple games certainly doesn't.

>> No.7771132
File: 2.26 MB, 853x480, seachase_21_5_19.webm [View same] [iqdb] [saucenao] [google]
7771132

>>7755291
Hitboxes are all in. Thank god. 800 lines of code later. It feels damn good to actually, you know, play the game.
Score is next, it's still using BCD mode, so that's some rewriting as well. Haven't done any sound yet either... but it's getting there.

>> No.7771498

>>7727876
That Sonic Triple Trouble fangame on a real Genesis

>> No.7771505
File: 7 KB, 263x192, 09807806858558.jpg [View same] [iqdb] [saucenao] [google]
7771505

>>7727876
Doom on Atari 2600

>> No.7773056

>>7745261
fuck dude there needs to be more PSX homebrew in general. I would play ANY demake for that system.

>> No.7773063

>>7773056
>there needs to be more PSX homebrew in general
Well, then. You know what you have to do. Godspeed, anon. Godspeed.

>> No.7773204

>>7773056
It is ironic why there isn't much, known of at least.
PSX was a very generalized system, so much so that computers could emulate it very effortlessly compared to systems such as the N64.
Likewise, more modern programing languages should be easy to port to it, the problems are likely the limited memory and the methods it uses to render 3D isn't backed by correct perspective, filtering or Z-buffering, also creating discs that correctly use the variable length encoding to get unmodded PlayStations to run them might be hard.
Its CPU was relatively fast, which could be used to correct the 3D rendering but that would severely restrict performance (down to something like 25,000 modern proper polys/sec).

>> No.7773240

>>7773204
i'll bet the whole tonyhax process might open up homebrew, since you can get a security bypass on your memory card. it would be awesome if you could just read the bypass from a burned, or even a pressed disc, but i don't know if its there yet

>> No.7773397

>>7773240
I dont see why someone hasn't just dismantled and slapped in a custom programmed microcontroller into a CD burner, one just needs to make it write some of the discs index and program data in a slightly different way to get the playstation to accept burned discs.
I don't remember exactly what the psx looks for but something about how the track speed is slightly varied plus some superfluous data is inserted that it looks for, that doesn't violate official CD standards
(maybe instructions to the psx drive that common CD drives ignore, but the ordinary music and file data are still readable on computer drives)

>> No.7773401

>>7773240
Speaking of that, the entire ps1 scene is basically dead aside that one french dude making games and lameguy64.
One would think the popularity of the ps1 would at least propel a healthy hombrew/unlicensed games scene but nope.

>> No.7775217

bump

>> No.7775448

I want to try to fuck around with the text in a PSX game, is it doable as a beginner project? I've ripped some 3d models from hex data but I haven't tried anything that modifies the game itself.

>> No.7775737

>>7775448
Depends, quite a bit of PSX data is raw & uncompressed.
But typical issues with editing text are;

Non-standard character codes, meaning often not ascii so words might not show up in hex editors (like spaces could be 00 instead of 20)
You need relative search ability and make text-tables for this.

Text lengths & pointers.
Texts have lengths so are often terminated by some value or the pointers list, need to change these if you want to change text sizes else cut-off texts or large gaps will appear.
Each phrase usually has an index so the game can find the nth text.

Text is compressed.. typically is so if only broken pieces of words can be found. this usually means there's instructions inserted to copy previous strings of words. Decompressing all that requires ability to make simple parsing programs.

But simple tests can be done, like replace all instances of a string in the psx file containing the text, like a character or location name.

>> No.7775928

>>7775737
Thank you anon.
yeah, I want to start with simply trying to change some dialog boxes, then I'll figure out if I can make something out of it.
Ripping 3D model data is a bit more straightforward, but this seems doable as a next step.
Just need to learn how to handle compressed data, since it stumped my last project too (and it makes me feel like a brainlet).

>> No.7776843

>>7772819
>>7772819
>>7772819

>> No.7776983

>>7727876
Corpse Party 64

>> No.7776987

>>7771505
It crap. When Channel F or NES/FDS port?

>> No.7777010

>>7758829
Definitely have been so.
>>7758750
Groups of people have based understanding than capcom.