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/vr/ - Retro Games


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File: 517 KB, 793x590, hellSlave_hbg.png [View same] [iqdb] [saucenao] [google]
7943929 No.7943929 [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

NESdev:
wiki.nesdev.com
forums.nesdev.com

SNESdev:
wiki.superfamicom.org
github.com/alekmaul/pvsneslib

N64dev:
n64dev.org

Sega Dev:
smspower.org

Mega 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

DS Dev:
ndshb.com
forums.serenesforest.net/index.php?/topic/26913-nintenlords-hacking-utilities

Amiga Dev:
eab.abime.net

Zed Dev:
worldofspectrum.org

Previous: @ desuarchive.org/vr/thread/
>>7906287
>>7865482
>>7835658
>>7787576
>>7772819
>>7727686
>>7679650
>>7631727
>>7597758
>>7544203
>>7485931
>>7433626
>>7373559
>>7311797
>>7262583
>>7205614
>>7155960

Want something here? Post it for the next thread.

>> No.7943936
File: 67 KB, 792x522, half_life_64.jpg [View same] [iqdb] [saucenao] [google]
7943936

what's your dream homebrew, /vr/ ?

>>7906293

>> No.7943956

Was the other new /hbg/ deleted?

>> No.7943959

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

>> No.7943974

>>7943959
How do I get started? I

>> No.7943980

>>7943956
the byuu one is 2 weeks old. what other thread?

>> No.7943982

Does anyone know what term might be used in Japanese for "unused", as in "unused concept art"?
What are Japanese words for "cancelled" in the case of a project that was cancelled?
Or any other Japanese vocabulary useful for searching for info on cutting room floor material for games.

>> No.7943983

>>7943974
>I
Anon...?

>> No.7944001
File: 135 KB, 834x563, handsomefacesuperman.jpg [View same] [iqdb] [saucenao] [google]
7944001

>>7943974
what console?

>> No.7944005

>>7943980
https://desuarchive.org/vr/thread/7943935/

>> No.7944008
File: 69 KB, 800x383, PD1 Remake text.png [View same] [iqdb] [saucenao] [google]
7944008

>working on a translation for the Power DOLLS 1 remake from the late 2000's
>start off good, translating the error messages and menu stuff
>suddenly can't find any more japanese text hidden in the .exe or .dll files
>take a look at DATA.BND which is one giant blob of data
>start throwing stuff at it to see what I can dig out
>HyperRipper finds a ton of .bmp and .png files inside of the blob
>tons of fucking text in image format, needs careful graphical editing to not look like shit
I still haven't found the mission's text data, which I'm fairly certain is in some damned special snowflake format buried inside of this blob. In the original, mission data was kept in two files, all of which seem to be present in the blob.

>> No.7944009

>>7944001
GBA because I already know some ARM assembly and I figure it's easier for a console that was probably programmed in C.

>> No.7944019

>>7944005
dont know but its not necessary for anyone else to make threads. thanks anyway.

>> No.7944021

>>7943974
Start by mapping out data offsets. Graphics, text, numerical data, whatever, get handy with a hex editor and just keep a list of where everything is in the rom and how much space it takes up.
Then look in the rom for pointers to that stuff. Learn to visually distinguish between pointer tables and pointers that are inline with asm. You don't have to know asm for that, just be able to recognize data in context, and maybe a few basic instruction values like rets so you know where functions begin and end.
Begin mapping out ram just like you mapped out the rom, cannibalize Gameshark codes to do it or just use a cheat searcher and start writing down where health, runtime stats, and all that jazz are kept.
Look up docs for whatever platform you're working with, learn how the memory space is laid out at the console level. Start using emulator features like ram dump, background/sprite displays.
Start asm hacking in earnest, you already know where hardcoded stuff is in rom, you know where runtime stuff is in ram, most of the assembly you're interested in is copying rom to ram or manipulating stuff that's already in ram. Use your emulator's debugger, look at ram state before and after certain code is called to figure out what the code does. Look up the opcodes you don't know from the code you're looking at.

Congrats, you are now pro hax0r.

Since you're interested in GBA, you should talk to the Pokemon guys. They went even further than disassembly and decompiled several games to nearly the original C.

>> No.7944180
File: 536 KB, 1638x2048, 1599402786280.jpg [View same] [iqdb] [saucenao] [google]
7944180

>>7943929
bump

>> No.7944625
File: 148 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
7944625

Crossfire is another game we might do a NES port of but it's very similar to Sea Chase (actually less sophisticated of a game).

>> No.7945356
File: 341 KB, 649x514, Screenshot from 2021-07-13 01-54-27.png [View same] [iqdb] [saucenao] [google]
7945356

has anyone tried nes maker? recommend it or hate it? I'm an RPG maker noob so it seems up my alley

>> No.7945714

>>7943236
Can someone explain this? The game can't be ripped but WHY

>> No.7945732
File: 134 KB, 355x599, 1623730261907.jpg [View same] [iqdb] [saucenao] [google]
7945732

>>7944001
Genesis/Megadrive

>> No.7945918

>>7945714
I found something someone said about this:
>this game normally sends its note data in real-time from the SNES with its own internal format, and therefore is undumpable in the SPC format at this time.
>I have to reverse-engineer the note format, replicate what the SNES side does on the SPC700 side, then perform any command ID translations as needed.
So I guess that means the way the music is coded makes it a huge pain in the ass to make SPCs in the normal way.

>> No.7945937

I'm looking at some breakdowns of how SNES graphics work. From what I gather, in Mode 1, you have 2 background layers, a 4 color window layer, and a Sprite layer that render to a 292×224 texture. This then gets rescaled down to 256x224.

Looking at the layers, it seems like every tile gets offset by one pixel over its neighbor during the scaling. Is this what's going on, and is this what is meant by interlacing?

>> No.7945950

>>7944008
Godspeed, I'd love to play the old Power DOLLS again. I can't even imagine what a mess that all is...was there any special reason they did it that way, or just a quick and dirty solution at the time?

>> No.7945984

>>7945937
The SNES renders at 256x224. It's stretched out to occupy the same space as a 292x224 frame would by the video encoder.
The "stretching" is not a scaling, but simply making each pixel wider. Analog video doesn't have a concept of pixels, so the console isn't restricted to using square pixels. This is common for /vr/ hardware.

Interlacing is something else completely.

>> No.7945994

>>7945984
Ah, okay. I was looking at this
>https://www.copetti.org/writings/consoles/super-nintendo/

And the section demonstrating layers confused me. I knew that the SNES was supposed to output at 256x224 but his layer images were 292×224, so I thought that was before any resizing for display happened.

>> No.7946357
File: 4 KB, 126x102, wario_thumbs_up.jpg [View same] [iqdb] [saucenao] [google]
7946357

>>7945714
TL;DR: Most games preload sound samples into the SPC-700 sound chip memory, and use the CPU to issue commands to manipulate these preloaded samples. SPC music format is basically just a "save state" of the sample memory at the time and the recorded commands the CPU sends.
Wario's Woods does not do this. It is constantly reloading each samples dynamically as they are being played. Therefore, a savestate of SPC-700 sound chip memory would be useless and only play back a few seconds of each song. It's a very inefficient to do things, but, Wario's Woods can get away with it due to the simplistic nature of the game.
https://twitter.com/xkeepah/status/1272267614543204352

>> No.7946365

>>7945994
> resizing
It's not exactly a resizing at all. A CRT TV is just an electromagnetic "laser" sweeping back and forth from left to right. You can send it color voltages at any interval you like and it will just keep drawing.

>> No.7946391

I'm reminded ot the Amiga who uses sample-based sound (but driven by the CPU rather than a separate audio processor) and due to memory limitations you can typically only have a couple bars worth of music in a game.

>> No.7946431

>>7945984
>Analog video doesn't have a concept of pixels, so the console isn't restricted to using square pixels.
For old 4:3 CRT TVs is there a maximum pixel resolution that the scanline can't account for above a certain amount? Would a 1024x768 output look almost indistinguishable from a 640x480?

>> No.7946439

>>7946431
Vertical is set in stone at 480; with some degree of the very top and bottom not visible. "Horizontal" has to do with how each TV has its shadow mask set up and laser timing. You can send it "infinite horizontal color signals" but if it isn't that lasers turn to fire it won't make a visual difference.

>> No.7946442

>>7946431
The amount of actual detail that you can resolve on a color CRT is limited by the dot pitch. That will depend on the individual display. The amount of lines it can scan is also limited by the horizontal synchronisation frequency. An SD CRT will only run at 15KHz which comes out to 240 lines per field.

>> No.7946445

>>7946439
> 480
> 240
240, right, 480 interlaced. Nintendo and following consoles use the same vertical rows with signal trickery, known as "double strike"

>> No.7946496

>>7945950
Organization more than anything I think. The original DOS release had most of the same data, but a lot of smaller resolution pictures with a lot of dithering, all in loose files. Instead of leaving all the graphics and mission data out in loose files, they just stuck them all in one container. I'm not even 100% sure they did any compression. There's an accompanying file to the blob with the same name but different extension that has all the file names of what's in the blob, possibly in order as well. If not, at least I know the names of the 768 files inside.

Mission unique data is kept in a many files inside the blob. MAP(xx).ATR, MAP(xx).BMP, MAP(xx).LYT, MAPOBJ(xx).BTM, MAPOBJ(xx).MOB, MAPOBJ(xx).PNG, MAPOBJ(xx).STK, MESS(xx).DAT, MMAP(xx).PNG, SMAP(xx).PNG, STMAP(xx).PNG, and possibly a few others. There's also a .dll file tied to each mission. The .bmp's and .png's are easy to find and rip, but the others will be entertaining to hunt down.

>> No.7946518

>>7944625
I can't figure out if this is using char sprites or hardware sprites. It seems like there's too many sprites moving around for them to be h/w especially since they're multicolor and you would have to stack sprites for that.

>> No.7946537

>>7946518
for what system?

>> No.7946610

>>7946537
Atari 8-bit

>> No.7947065
File: 7 KB, 196x52, AMS000H.png [View same] [iqdb] [saucenao] [google]
7947065

>>7946496
As I suspected, the IDX file is an index of what's in the blob. It stores the entire listing of what's in the blob in a simple format. 16 bytes for the filename inside of the blob, 4 bytes for the file size, and 4 bytes for the starting offset of the file. It looks like so for each entry:

41 4D 53 30 30 30 48 2E 50 4E 47 00 00 00 00 00 90 1A 00 00 00 00 00 00

Everything prior to the 90 1A is the filename, which translates out of raw hex into AMS000H.PNG(with 5 unused bytes). The four bytes for size, 90 1A 00 00, tells us the file is 6,800 bytes large. The four location bytes tells us the file is at the very beginning of the blob. Both the size and location are stored in reverse order, so the file size is 1A90 in hex, not 901A. HyperRipper matches what the index says, pic related. Now I just gotta locate the non-graphical data, and use the offsets to pull it out.

>> No.7947479
File: 339 KB, 527x484, chuck.png [View same] [iqdb] [saucenao] [google]
7947479

>>7947065
> reverse order
lil' endian pointers, also, you can do ASM quicker when things are in reverse.
nice detective work man

>> No.7948913

https://www.youtube.com/watch?v=4AwA90VxgWU

>> No.7950162

https://www.youtube.com/watch?v=m0nkGNACJOY

>> No.7950298
File: 5 KB, 131x446, 1626318055130.png [View same] [iqdb] [saucenao] [google]
7950298

Considering I'm putting /vr/-Tan in the SMW romhack, I am curious on how /vr/ see the design of this if this is correct representations for /vr/-tan or if there's any pixel fixing it needs, or movement recommendations. I just don't want negative vibes like I got from /jp/.

>> No.7950305

>>7950298
/jp/ can suck it. That looks radical.

>> No.7950387
File: 9 KB, 233x216, vr.jpg [View same] [iqdb] [saucenao] [google]
7950387

>>7950298
Look 'n good.

>> No.7950404

>>7950305
I forgive /jp\ though, I don’t know what gotten into them that time about /jp/-tan. im already planning to put Flanfly in.
>>7950387
Thanks, but a good friend from /s4s/ made it to help me put him in, so I’m curious of what /vr/-tan needed from /vr/ here to help make him more representable for here,

>> No.7950432

What do you guys think of randomizers? Any you'd recommend?

>> No.7950671

Is there a beat'em up/hack'n'slash that has a ton of hacks, level packs, etc?

>> No.7950736

>>7947479
I hate little endian ordering. Why couldn't they just fucking settle on big endian?

>> No.7950768

>>7950671
Streets of Rage.

>> No.7951634

>>7950736
> lil endian sux
its annoying for humans to read, but, its easier for processors and code to handle: the LSB is at a specific address as opposed to moving around based on data size / type.

>> No.7951740

>>7943936
you posted it

>> No.7951748

>>7945356
i played with it a bit. the stock setup is pretty barebonrs and to do really good stuff requires you too roll some of your own code, which im too retarded to do. there might be don't good community modules developed by now but i haven't checked in over a year.

gb studio is a lot more noob friendly.

>> No.7952237

>>7950432
SMRPG's rando is pretty cool. FFV's is too.

SMW's is kinda cool? It doesn't really change the game too much though.

Heard good things about LttP and FF4, but haven't played them yet.

>>7950298
Keep up the good work. Looking forward to seeing these sprites in game.

>> No.7952351

>>7943959
I just play ROM hacks. I'm not into making them.

>> No.7952378

>>7951748
>gb studio is a lot more noob friendly.
Sure, but it's also so limited that you really can't do much beyond RPG games. I played around with GB Studio for a while, eventually I realized you can't do much of anything with it. The program isn't very good either. You can build a map from a specific limited set of tiles, but when you go to load it the program thinks you're using 19 million tiles and rejects it. Oh, and don't forget you can't just pick four shades and have the program realize what's what, you need to pick the four specific colors the program recognizes as the green-scale shades or it won't import your graphics properly.

If NES maker lets you input your own code, it already gives you a lot more options than GB Studio.

>> No.7952676

>>7952378
> NES maker
it gives you more options sure; the problem is its kind of unintuitive and difficult to use as well as... ehhh... broken...
if you can learn to navigate the minefield and memorize its clunky interface you can make some pretty amazing things with it, though.

>> No.7952965

>>7947065
>finally locate some encoded text in some file buried in the blob
>decide to get clever and see if I can convert the raw hex to the proper encoding and get the JP cleanly right out of it
>encoding of JP characters doesn't match Unicode, UTF-8, EUC-JP, JIS, Shift JIS, or ISO-2022
>actually get entirely different set of characters and gibberish under all encodings
>text I found was only a part of a briefing, and not the first mission like I thought.
Great, now I get to experiment around and figure out what hex translates to what characters. Also need to figure out the newline code and new paragraph code to make sure text flows properly. To make matters worse, english typically shows up as english in the ascii. I've looked through the blob and executable and all mission related files and still cant find some parts in english I can see in-game. Which tells me not all english in-game is simple ascii, some of it is using some special snowflake encoding with the rest of the JP.

This would be a lot easier if I could pinpoint some text from the first mission briefing to modify. Instead, I'm goin in blind.

>> No.7953085

>>7952965
Get a hex editor that supports relative search and Thingy tables.

>> No.7953502

>>7953085
>thingie tables
What would be the point of this? It can't recognize what the characters are, and I still need to experiment around to figure out which code correlates with what. I'll still need to manually put in text one character at a time. This just adds another step to the process, and nothing is gained. And relative search wouldn't help much either, whatever text is buried in there is compressed to hell. Hell, Monkey Moore just crashes out anytime I try a search.

>> No.7954125

Would anyone able to tell me where's a safe place to get GameCube ROM's?

>> No.7954154

>>7954125
> GameCube ROM's
They are ISO's. Google "GAME_NAME iso" and you should be fine.

>> No.7954180

I've been updating Hyrule Magic.

I've got it working with expanded dungeons and more overworld sprites. Tons of bug fixes, dungeon room copying, a new ow tile search feature. A dozen external command line tools, exporting importing dungeons, manipulating speed and damage tables for enemies.

It's in good working order, 1 bug fix in the last week but very stable recently.

I call it HMX (Hyrule Magic Xpanded) might share it with you all in the coming days...

>> No.7954192

>>7954180
You're the fag who's making Oracle of Secrets, huh?

>> No.7954198

>>7954192
Nope, no rom hacks from me. I'm just fucking with the editor for now.

DLL's for all the area names, sprites and entrances... localization is in.

>> No.7954263
File: 8 KB, 1000x1375, ALttP_Bunny_Link.png [View same] [iqdb] [saucenao] [google]
7954263

>>7954180
awesome!!!

>> No.7954373 [DELETED] 

>>7949927
Are you thinking what I'm thinking?

>> No.7954412

>>7954104
Are you thinking what I'm thinking?

>> No.7954587
File: 37 KB, 1080x608, 70a6fa78d65be4f504b354b28ac0b0fd.jpg [View same] [iqdb] [saucenao] [google]
7954587

alright here's the plan, Sam

>graphical display with a 10x10 grid of squares
>use the Colecovision's numpad to enter coordinates when prompted
>get an error sfx or tune sounded when you get the wrong square
>get the right one, the Hurkle pops out (leave it to your imagination what he looks like) and falls off the screen
>hit the * button on the controller to get a hint as to his location
>perhaps some short music tunes for different events in the game
>estimated ROM size, probably 16k

>> No.7956609
File: 202 KB, 1291x1014, mouse_trap_coleco.png [View same] [iqdb] [saucenao] [google]
7956609

>>7954587
Meka has some real nice debugging tools; seems like a great emu to develop on.

>> No.7956662

>>7956609
>>7954912
still if you wanted to make a NES port it would make more sense to use the arcade code as it's 6502

>> No.7956667

>>7956662
Right. He's not talking about Mouse Trap, i just had that picture around.

>> No.7956707

>>7956662
>>7956609
This looks like it would be easier to just hack Pac-Man

>> No.7956710

>>7956662
The Colecovision port probably wasn't a source one anyway since arcade ports in that time usually weren't, though even if it was the different CPU means it wouldn't really be accurate.

>> No.7958308

https://www.youtube.com/watch?v=O1yNjt_h5-s

>> No.7959709

https://www.youtube.com/watch?v=lA3LzyH6cEg

>> No.7959993

i'd love if somebody did ports of King's Valley on the MSX

>> No.7960010

>>7959709
6:43

Hey is that Mr. Wino?

http://www.gamebase64.com/game.php?id=5064&d=45

>> No.7960884

https://pastebin.com/0uF33BBY
I'd like for someone to download these off of pan.baidu.com and reupload them here so I can get them.

>> No.7961343

>>7960884
Least you could do is say what the hell are those links.

>> No.7961583

>>7961343
I put the file names above the links. I just need to check everything for the patch archive and don't really know what most of these are. I know I only have Metroid Acrash v1.92 while v1.95 is in here. I believe one of these has 300 NES hacks in it or something.

>> No.7961601

>>7961583
>I believe one of these has 300 NES hacks in it or something.
Damn

>> No.7961861
File: 1.45 MB, 1344x632, Project 1.49864849.webm [View same] [iqdb] [saucenao] [google]
7961861

So I added a bunch of different "render modes" to my OoT/general N64 editor. This makes it possible to view things like textures, vertex colors, etc. in isolation-- something which can be pretty useful when debugging. And if you set it to the "random" render mode, it turns into what looks like one of those "indie" games the kids are into these days. Who knew OoT was secretly a hidden indie gem?

>> No.7961897

>>7961861
Pretty neat.

>> No.7961961

>>7943936
PS1 needs better puzzle games

>> No.7962049

Whats some good GB/GBC/GBA homebrew or ROMHacks that arent Pokemon...

>> No.7962919

>>7943929
What do you people think of a remade Chaos engine but in modern graphics with maybe RPG elements in the vein of Diablo or Dark souls perhaps.?.

>> No.7963527

Hiya, I'm new to the whole romhacking scene. Are there any quintessential romhacks everyone recommends? Only ones I've played/known about are Newer SMB DS and Pokemon Prism and Clover, because again I'm a normie.

>> No.7963534
File: 19 KB, 512x448, smb_3mix.png [View same] [iqdb] [saucenao] [google]
7963534

>>7963527
SMB 3mix
Super Metroid Vitality
Sonic Megamix
Chrono Trigger: Crimson Echoes
Rockman 4 minus infinity
SMW Peach's Adventure
if you pick one of those you're in good shape

>> No.7964621

https://www.youtube.com/watch?v=IRv_xKS4q7o

>> No.7964642

>SMB Special - 35th Anniversary Edition
>romhacking.net/hacks/6067/
Haven't tried this yet, but it sounds really good.

>> No.7964650

>>7964642
i miss SMB 35 =(

>> No.7964803

>>7964650
What's that?

>> No.7965848

>>7963534
Ay thanks anon, totally forgot about Metroid hacks somehow; there's a ton for me to dig through.
Havent heard of the Mario and Sonic hacks before somehow, they look really good, thanks for tipping me off to them anon! By any chance doe, would there happen to be a fork of that last hack with more accurate Peach sprites? The sprites themselves aint bad, just, why call her Peach when that clearly isn't lmao

>> No.7965857

>>7964621
Difficult to develop? It had the largest library of the sixth generation. The internal structure is different, but at the time developers were already moving to c++

>> No.7966032
File: 120 KB, 808x607, peach_adventure_sprites.png [View same] [iqdb] [saucenao] [google]
7966032

>>7965848
nah. fat peach is fat. it's a ton of work to replace that, but it could be done. her hitbox is still mario's though.

>> No.7966040

>>7965857
it was "difficult" to develop for because the architecture was very different than PC, Xbox, or Gamecube. The other systems had much larger L1 caches and faster single threaded processors, which is what most devs knew how to do. The PS2 had a tiny 16KB L1 cache but lightning fast DMA to move memory to and from it. You could also do floating point calculations in parallel in like a multithreaded setup: multithreading is much more common nowadays but unheard of in 2000 for gamedev.

>> No.7966187

>>7966032
Ah oh well, no biggie then.

On a different note, for Sonic Megamix, is it recommended to play the last Genesis version or the latest CD version? Is the mod still being developed anyway?

>> No.7966583

>>7961583
Currently working on grabbing everything

>> No.7966594

>>7966187
genesis probably fine. the guy went on to make Sonic Mania.

>> No.7966631

>>7966594
>they went on to make Mania
Yeh I'm aware, s'why I asked if this's ever planned to be finished or naw? I imagine they've all got way more on their plate now

>> No.7966778

>>7966187
>no biggie
Actually-

>> No.7967534
File: 1.26 MB, 1233x1069, peachs_adventure_green_hill2.png [View same] [iqdb] [saucenao] [google]
7967534

>>7966778
Someone memed about replacing the peach sprites in here before. you can literally just copy paste the ones from SMB2 US All Stars. If you feel strongly enough to spend a week doing that than go ahead. There is also a bunch of hand drawn art with fat peach too, so, have fun (re)drawing all of that.
Either that, or just play as Fat Peach. Who gives AF?

>> No.7967543

>>7967534
You'd be surprised. It boggles the mind, how many people are offended by someone's OC fatty version of Peach being the star.
You can replace the sprites, but there's still plenty of cutscenes in the game that will show the fat Peach. No escape.

>> No.7967815

>>7967534
It was a joke.

>> No.7968432

>>7953502
Try a different utility for relative searching, perhaps. Or reconsider your technique. InVerse wrote a helpful document quite a few years back:
>http://www.romhacking.net/documents/742/

ROM hackers frequently use hex editors with Thingy table support, and quite a few have relative search functions. You should be able to find one that suits your needs on RHDN. If there really is compression involved, you'll have to chance your luck with decompression tools; unless you wish to code your own. However, it's far better to exhaust the fundamentals before trying anything too inconvenient.

If you manage to figure things out, you may want to look into additional utilities for large-scale projects. For instance, table builders can expedite the table making process—if you know the order of values. Also, script extractors and inserters allow greater flexibility in text editing and are standard tools for large translation projects.

>> No.7968458
File: 1.44 MB, 1920x1080, olgahh.png [View same] [iqdb] [saucenao] [google]
7968458

>>7943929
Been playing the shit out of metal gear solid via ps2 and ps3 via freemcboot and a flash loader. It's been years and I still play them frequently. Got a few quality of life hacks for the mgs legacy collection, and trying to figure out how to get duke nukem's head onto naked snake's body in 3. Not much progress but it's been a fun project.

>> No.7968897

>>7968432
you mean NES hackers? thingy tables aren't that great.

>> No.7968950
File: 63 KB, 823x281, fuck shit piss cunt.png [View same] [iqdb] [saucenao] [google]
7968950

>>7947065
Me again, the fucking text data is intertwined with pointers and control codes. In pic related, I took a small section of the text.

54 58 34 38 8D 82 90 FF AB 94 5C 94 9A 96 F2 33

Which roughly equaled out to from the TX48 on the right side of the picture to the 3. 10 characters. With 16 hex digits representing that, I figured there was some fuckery afoot. Switching the entire line to all 33's gave me the result on the left. Meaning 16 digits of 33 only gave out 9 digits of 3. If they are being paired up for Kanji, that means there's 8 digits representing 10 characters, or 9. Which means this isn't pure text or easily convertible text. It sure as shit isn't unicode, shift JIS, EUC, or anything close. Changing one line shouldn't nuke other lines. So now I get to figure out which ones are the important codes. Yay.

>> No.7969010

>>7968950
hmm, it's common to use pointers for reused words and phrases. that's a fuckton of text for 16 bytes, even if it were compressed.

>> No.7969063

>>7968950
Ok, this is a cross between ASCII, Shift JIS, with random bytes thrown in that the game knows to ignore. So in the following line, the first 4 are all single digit, but the ones starting with 8x or 9x are double digit, and that one that is three digits, I figure the game is ignoring the FF since 90AB is 性 in shift JIS. Shit should be pretty easy now I know which ones are control codes.

54 58 34 38
8D 82
90 FF AB
94 5C
94 9A
96 F2
33

equals:

T X 4 8





3

>> No.7969096

>>7968897
NES, Genesis, PSX, GBA... you name it. It's a simple workaround for games with unusual encodings. Special editors or extracted scripts merely conceal some of the finer points.

>> No.7970941

>>7968458
Whats a flash loader, anon; is it for your PS2 or your PS3?
Also huh, there are hacks for PS2/3 games? First I've heard, neat. Where'd you find em?

>> No.7971968

To the guy that wanted all of the stuff linked in that pastebin page, I've got it all grabbed if you want it

>> No.7971974 [DELETED] 

>>7971968
>To the guy that wanted all of the stuff linked in that pastebin page, I've got it all grabbed if you want it
The stuff on baidu netdisk accounts that is
>To the guy that wanted all of the stuff linked in that pastebin page, I've got it all grabbed if you want it

>> No.7971995

>>7963527
Castlevania: Chorus of Mysteries
PKMN Brown (if you like Prism)
Zelda: Parallel Worlds
The Mother 3 translation was a big deal when it came out

>> No.7972081

>>7971968
Not him, but nice. Spotted anything interesting?

>> No.7972290

>>7972081
I'm still sorting through it and have someone to translate file names, so I'll update the thread on my findings aside from what the pastebin guy specifically wanted

>> No.7972352

Are there any good non-translation romhacks or homebrew out there for 3DS (that isn't CTGP-7)? Or is it still just too young for that somehow?

>> No.7972368

>>7956609
How do you even use YY-CHR?
Whenever I try exporting and reimporting an image, it's always with messed up colors. I'm sure I'm doing something wrong but it's too cumbersome to fix the colors and basically redraw it every single time.

>> No.7972375

>>7969063
>Ok, this is a cross between ASCII, Shift JIS,
That's just plain Shift-JIS.
Characters before 7F are interpreted as one byte, matching their ASCII values, and characters after that are dual byte. Even regular hex editors with shift jis support should give you good results.

>> No.7972446

>>7971968
I updated the pastebin with 5 more since I still need to go through the site. I just want everything reuploaded with the original filenames.

>> No.7972471
File: 5 KB, 385x145, smb_clouds_bushes.png [View same] [iqdb] [saucenao] [google]
7972471

>>7972368
> messed up colors
Correct: They aren't messed up at all. Classic consoles store color data and graphic data separately. They use code to load palette registers to assign to bitmaps as the game is running. YY-CHR has no way of knowing what the colors are "supposed to be" because they aren't supposed to be anything. You can load any palette you like as you are running the game.
This is why the same graphics can be used for multiple different color enemies or create mario's sparking star power effect by changing his palette data every frame.
Modern games and image formats do not work like this.

>> No.7972492

>>7972471
I know that of course. I know how to change that palette and extract it from an emulator or the CLUT or whatever.

I mean a YY-CHR specific problem where images get corrupted whenever they're imported back in the tool, even for simple high contrast shapes. Crystaltile2 doesn't have this issue.

>> No.7972513
File: 132 KB, 710x510, zero_wing_youknow.png [View same] [iqdb] [saucenao] [google]
7972513

>>7972492
I'm not sure what you're talking about then. I've used it successfully for NES, SNES, Gameboy, Genesis, and even some 1BPP formats for many years now. I've never had a single data corruption issue.

>> No.7972672

>>7971995
Didnt i hear theyre implementing Brown's region into Prism? Any reason not to just wait for them to finish polishing that instead of playing Brown, or is there still incentive to?
Never heard of those Castlevania and Zelda hacks tho, they look real neat, will def try them out. Was just wondering if there were any good CV hacks given the ones that exist for Mario, Megaman, and Metroid, lol. Shame Kirby and Kid Icarus seem to be lacking tho, they seem like prime candidates for level/game hacks.

Also I'm totally up to speed with most translations and QoL hacks, it's just the conversion/modification hacks out there that I'm completely unfamiliar with.
Thanks again for the suggestions so far guys, I really appreciate it

>> No.7972695

can i ask for a curated list of doomwads here?

>> No.7972712

>>7972446
I grabbed the 5 new files, where's a good place to contact you to get you sorted with all of the stuff you wanted?

>> No.7972715

>>7972672
I thought prism was no longer being updated after all that shit happened

>> No.7972747

>>7943982
>Does anyone know what term might be used in Japanese for "unused"

ochinko

>> No.7972761

>>7943982
onna ni naru wa, zutto dekinai

>> No.7972776

>>7943982
TCRF has a few pages written in Japanese, so maybe you could look there for relevant terminology.
For example: https://tcrf.net/Help:Contents/Creating_%26_Editing_Articles/ja#.E8.A8.98.E4.BA.8B.E3.82.92.E4.BD.9C.E3.82.8B.E3.81.AB.E3.81.AF

>> No.7972781

>>7972776
This part in particular looks relevant:
>「アルファ版」「ベータ版」という言葉はしばしば間違って使われます。なのでWiki内で間違って使用されている場合は、私たちが修正します。 そのかわりにearly(古い)やprototype(プロトタイプ)、unused(未使用の~)を使ってください。

>> No.7972930

has The Curse of Illmoore Bay for SMD been dumped?

>> No.7972938

>>7972712
Someone messaged me on Discord recently with most of the files except the large ones. I'll just drop them here in case anyone wants them.
https://cdn.discordapp.com/attachments/720008968226996226/867772104413282364/120.zip
https://cdn.discordapp.com/attachments/720008968226996226/867772156241510400/21-30.zip
https://cdn.discordapp.com/attachments/720008968226996226/867772182506766357/31-50.zip
https://cdn.discordapp.com/attachments/720008968226996226/867772437650473021/51-70.part1.rar
https://cdn.discordapp.com/attachments/720008968226996226/867772448677167192/51-70.part2.rar
https://cdn.discordapp.com/attachments/720008968226996226/867772312866521108/51-70.part3.rar
https://cdn.discordapp.com/attachments/720008968226996226/867776866042642462/71-end.part1.rar
https://cdn.discordapp.com/attachments/720008968226996226/867776892341321748/71-end.part2.rar
https://cdn.discordapp.com/attachments/720008968226996226/867776901158535239/71-end.part3.rar
https://cdn.discordapp.com/attachments/720008968226996226/867776902785269810/71-end.part4.rar
He'll probably send the large ones later.

>> No.7973184

>>7972375
I wish it was just shift JIS. 1 in 3 have control codes in front of them, a few don't correlate 1:1 with shift JIS, and valid shift JIS codes are sometimes used as extended control codes if they have a control code preceding them. That's why when switching to shift JIS encoding, I got pure gibberish. I've also discovered the bytes that get "ignored" actually don't. Depending on the code inside them, the character will be ignored, changed to another, or jump text elsewhere.

89 83 should be 宴 in shift JIS. Here, it's 海, which is 8A 43 in shift JIS Why? Hell if I fucking know. There is zero good fucking reason for this shit. ZERO.

>> No.7973497

>>7962049
Go to romhacking.net for hacks, and see what interests you. There are several for Castlevania, Fire Emblem, and Metroid GBA games. There's a difficulty hack for Link's Awakening DX, as well.
>>7972352
I'm not too familiar with the system, but I haven't seen any major hacks around. There are some game ports and emulators. You might find more information at gbatemp.net. Games for newer consoles do tend to be more difficult to hack, due to trickier formats and whatnot. Solo hackers or small teams usually achieve more thorough work with older games.
>>7972672
Prism is a sequel to Brown (that's my understanding). Brown's region does show up in Prism, however. As for Kirby, Halloween Adventure has a couple of positive reviews.
>http://www.romhacking.net/hacks/4454/
Kid Icarus has a level editor, if you want to get started.
>>7972715
The guy in charge received a cease and desist e-mail, apparently. Seems like Prism was later continued under a new group.

>> No.7973853

Anyone dump that stupid Turrican director's cut? It's especially dumb now that a better FPGA exists.

>> No.7973871

>>7973497
>The guy in charge received a cease and desist e-mail, apparently. Seems like Prism was later continued under a new group.
I knew about that whole thing, I just wasn't aware that there was continued development beyond the last build I played

>> No.7973875

>>7972938
Good to know, means I can skip straight to my plan of translating all of the file names and what not

>> No.7974214 [DELETED] 
File: 47 KB, 500x500, tyrone.jpg [View same] [iqdb] [saucenao] [google]
7974214

>>7943929
Anyone got them new buyfag homebrew links? I know there's some russky site with a lot of them but I forgot what it is. Guess I'll peruse 4chan archives or what for a cool dude to (You) me.

>> No.7974307

>>7973184
best to get corrupting and take notes
unless you want to go the debugging route

>> No.7974364

>>7973497
Whats a good way of sorting out the high-effort or quality hacks from the amateur ones? romhacking.net doesnt really have a "sort by rating" system, at least not that i noticed.

>> No.7974571

>>7974364
True. There was some discussion about implementing ratings quite a while back, if memory serves. Maybe the staff thought it could invite abuse and chose to keep things simple.

However, you could start by sorting by downloads; along with other options, perhaps. That should help narrow things down and give you some idea of popular appeal. If you open individual pages for hacks in separate tabs, you can easily check if reviews are available. It might be a good idea to take a peek at playthroughs on YouTube, as well.

If all else fails, you can always download a bunch of hacks and give them a blitz.

>> No.7974972

Is there something like archives of savegames so you can start at a specific point? I want to play pokemon firered or leafgreen but only the new content if possible

>> No.7975002

>>7974972
Yes, gamefaqs stocks savegames for some systems. I know for a fact they have PS1 saved games in a few different formats.

>> No.7975109

What's a good starting location for a pokemon hack that's quaint and peaceful, but also more original than a grassy village?

>> No.7975163

>>7975109
A mountain top village. A country bumpkin goes down to see how the city-folk do pokemon.

>> No.7975187

Where do I learn how to colorize Game Boy games?

>> No.7975203

>>7973184
Another example of this happy horseshit.

83 6E ハ
81 5B ー
83 66 デ
83 7F 42 ィ
81 45 ・(it's shown as a space in-game)
83 6A ニ
83 85 ュ
F9 F0 ー
FF 89 ラ
83 93 ン
83 68 ド

See anything fucked up here? Let's ignore the 3 digit code here. Notice ー is represented by standard shift JIS 81 5B and F9 F0 which isn't any encoding I know of(mebbe unicode?). Two completely different codes give the exact same fucking result. What kind of crackhead shit is this?

>> No.7975205

>>7975187
I want to see Mega Man V colorized so badly. Same with FFL1 and 2, really.

>> No.7975218
File: 10 KB, 250x226, gumpei.jpg [View same] [iqdb] [saucenao] [google]
7975218

>>7975187
this should help
https://www.youtube.com/watch?v=mrwjdCQvtxM

>> No.7975223
File: 3 KB, 160x144, ULdnw2T.png [View same] [iqdb] [saucenao] [google]
7975223

>>7975205
Someone is working on MMV: https://www.romhacking.net/forum/index.php?topic=31996.0
Looks like it'll take some time, though.

>>7975218
Thanks.

>> No.7975230

>>7975163
Know any games that have an appropriate tileset for such a village?

>> No.7975501

>>7975230
Dragon Quest 6
Live-A-Live
Aretha II: Ariel no Fushigi na Tabi

>> No.7976617

https://www.youtube.com/watch?v=DWztoaiA9tA

>> No.7977583
File: 3 KB, 256x240, 6067titlescreen.png [View same] [iqdb] [saucenao] [google]
7977583

This is really good. I consider it now part of the NES Mario Quadrilogy.

>> No.7978042

https://twitter.com/CaseyTheVA/status/1359486447242203139
>only available through DM
Does anyone have a reupload of this?

>> No.7979253

>>7978042
If I get a response from them I'll pop it up somewhere

>> No.7979574

>>7943936
Darkstalkers (SNES)

>> No.7979602

>>7979596
>>7979596
>>7979596
>>7979596

new

>> No.7979616

>>7943929
How does someone start with Homebrewing?

>> No.7979638
File: 19 KB, 766x720, Wolf_Spirit - Copy.png [View same] [iqdb] [saucenao] [google]
7979638

>>7979602
the thread isn't even dead for another day. can you please stop making these? >>7944019

>> No.7979643
File: 5 KB, 372x348, vegas_dream_news.png [View same] [iqdb] [saucenao] [google]
7979643

>>7979616
check the console links in the thread copypasta, pick one, and get going. post here with more specific questions. good luck

>> No.7979909

>>7943936
Castlevania Bloodline, Contra Hard Corp and Megaman Wily War for SNES

>> No.7979925

I wanna get started gamedeving in general, but is making a console homebrew comparitively any easier or harder than making a game for PC, like in Unity or whatever engine people today use for 2D games?
Im thinking of a simple 2D platformer I wanna make for fun, maybe on the tier of a GBA or DS game (depending on which platform is easiest to work with).

>> No.7979928

>>7979602
And it's gone

>> No.7979930

Does anyone have any good references on OOT's map data? I'd like to convert some into Quake maps and was wondering if there's a way to programmatically do it (even partially) or if it needs to be done manually.

>> No.7979935

>>7943929
Anyone know where I can find Shadow The Hedgehog in Sonic 2 and Shadow The Hedgehog in Sonic 3?

>> No.7979947

>>7979925
> is making a console homebrew comparitively any easier or harder than making a (modern game)
Harder, but more rewarding. You'll have to spend a few months learning the ins and outs of your target hardware and it's assembly language. Check the copypasta links and get going!

>> No.7980053

>>7979925
Much harder in general. IMO DS is one of the easiest places to start for console homebrew though.

>> No.7980346

>>7979935
I can only hope I grabbed the right ones from my archived stuff
https://www.dropbox.com/s/yy3bqv99pegnq3j/shadow%20the%20hedgehog%20in%20sonic%20the%20hedgehog%201%2C%202%2C%20%26%203.zip?dl=1

>> No.7980618

>>7943936
Corpse Party 64

>> No.7980625

>>7972715
>>7975501
>>7979602
>>7979616
>>7979638
Alisha’s Adventure: https://www.youtube.com/watch?v=3LY2laM-94A

>> No.7980689

>>7980346
Thanks

>> No.7980739

>>7954180
Me again, I've switched from dungeon focused changes onto the overworld editor.
This past week I have debugged the OW item saving errors, and fixed the whirlpool, flute locations, and exits editing.

Is there a good list of bugs or complaints about HM anywhere? Gotta catch'em all.

>> No.7980798

>>7961861
Even SNES can do some of that.

>> No.7980819

>>7944001
Wonder swan or PC FX

>> No.7980835

>>7943929
>pic

Hellslave is looking technically amazing.

>> No.7981213 [DELETED] 

new bread
>>7981190
>>7981190
>>7981190
>>7981190

>> No.7981254

>>7981213
What is your malfunction?

>> No.7981273

>>7943936
TG-16 need new game like Shantae

>> No.7981375 [DELETED] 

>>7981373
>>7981373

new

>> No.7981424

>>7981375
And it's gone.

>> No.7981435
File: 19 KB, 764x720, mario_paper_sai.png [View same] [iqdb] [saucenao] [google]
7981435

>>7981424
I'll make another one when this one is closer to the bottom.
which is what i used to do before other people started making cheap imitations...

>> No.7981487

the janitor is refusing to let new thread be posted until this reach page 10

>> No.7981510
File: 30 KB, 512x448, bahamut_lagoon_hbg.png [View same] [iqdb] [saucenao] [google]
7981510

>>7981487
which is totally fair. some idiot started posting them a day early. no one else needs to make threads, i started this thread, wrote and maintained the copypasta, and have always made them in a timely manner. thanks for your help, but, no thanks.

>> No.7981526

>>7981487
lol stop trying so hard

>> No.7981531

>>7981510
>claiming ownership over a general thread
Yeah no.

>> No.7981538
File: 22 KB, 758x716, blade_buster_.png [View same] [iqdb] [saucenao] [google]
7981538

>>7981531
i honestly don't know why anyone else would care.

>> No.7982850

>>7980346
What is this? does it need an emulator? Should I virus check this?

>> No.7983083

>>7982850
Shadow The Hedgehog in Sonic The Hedgehog 1, 2, and 3 for the Sega Genesis