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2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


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File: 478 KB, 618x516, smb3_mix_hbg.png [View same] [iqdb] [saucenao] [google]
8021432 No.8021432 [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
dsgamemaker.jada.io
forums.serenesforest.net/index.php?/topic/26913-nintenlords-hacking-utilities

PSX Dev:
psxdev.net
problemkaputt.de/psx-spx.htm

Amiga Dev:
eab.abime.net

Zed Dev:
worldofspectrum.org


Previous: @ desuarchive.org/vr/thread/
>>7982550
>>7943929 >>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.8021436
File: 139 KB, 792x522, metroid_64.jpg [View same] [iqdb] [saucenao] [google]
8021436

what's your dream homebrew, /vr/?

>>7943936

>> No.8021447

>>8021432
Waiting on Super Mario /v/orld: New Vegas. I heard some RAM-related shit happened and they're scrambling to fix it, on top of making the final boss. Hope they pull through.

>> No.8021452

>>8021447
Apperently the final thread is going to be on /vr/ in a few minutes.
Most of the ram shit got fixed last thread.

>> No.8021456
File: 28 KB, 512x448, super_mario_vorld.png [View same] [iqdb] [saucenao] [google]
8021456

>>8021452
awwww shiiiiiit my body is ready

>> No.8021460

>>8021447
I made graphics and a level for the previous title, but decided to sit this out and just be a player. I'm excited.

>> No.8021498

>>8021452
That's a relief. Now let's see what they will do about the dropped levels, though...

>> No.8021524

>>8021447
wtf this board does cool shit? I thought the only thing we ever tried and failed to do was zniggy

>> No.8021530

>>8021524
It's not a /vr/ project, if that's what you mean.

>> No.8021534

>>8021452
Why is the final thread going into /vr/? Did they piss off the /v/ mods again?

>> No.8021561

https://www.youtube.com/watch?v=lHhdPrD0mUY

>> No.8021598

>>8021534
Something about /vr/ being slower and giving anons more time to finish their shit. like me finishing the cover

>> No.8021630

>>8021534
Organizer anon got rangebanned from /v/, somehow.

>> No.8021642

>1 hour and 30 minutes late
uh oh...

>> No.8021663
File: 3 KB, 202x216, 1499045947082.png [View same] [iqdb] [saucenao] [google]
8021663

>>8021630
Jesus christ.

>> No.8021739

Speaking of SMW hacks, last night I played Tatanga's Revenge. It's surprisingly well done with good graphics and decent level design.

>> No.8021756

>>8021436
Corpse Party 64

>> No.8021770

>>8021642
maybe he lives in hawaii or one of those other weird pacific islands

>> No.8021780

>>8021770
Could be. I believe the level submission deadline was at noon, but the fourth castle level just got finished according to the claimsheet, so the author must have emailed him the files and gotten accepted.

>> No.8021786

I have so many ideas for projects I'd never have the time for all of them.

>> No.8021796

>>8021447
>>8021534
>>8021630
>The SA-1 has a builtin Super MMC memory mapper thing built into it. Looks like there was also a standalone Super MMC chip too, but five seconds of googling didn't really find any games that used it.
Alisha’s dev word was right. SMW hacker are utter retards.

>> No.8021802

>>8021796
what makes you say that?

>> No.8021810

Threads delayed while OP gets all the shit inserted into the final baserom, thats why there isn't a thread atm.

>> No.8021894

>>8021802
Well SMW central can’t progress right way.

>> No.8021908

>>8021796
>Alisha’s dev word was right. SMW hacker are utter retards.
he said that? based, I am now interested in his work

>> No.8022104

>>8021456
Ew

>> No.8022113

>>8021456
Lookin' good

>> No.8022291

>>8021447
Expect that like nesdev?

>> No.8022307

>>8022291
>>>/v/566783606

>> No.8022319

>>8022307
lol
lmao

>> No.8022331

>>8022319
with so many people working on it with custom code, i figured person X wrote over person Ys RAM addresses.
>>8022291
if you're working solo you shouldn't expect that at all. The SNES has 128KB general purpose RAM compared to the 2KB of the NES, which is like a mansion compared to a shed. NES RAM management is pain =(

>> No.8022385
File: 86 KB, 650x350, op-never-delivers-feat-good-1.jpg [View same] [iqdb] [saucenao] [google]
8022385

>still waiting for the thread.

>> No.8022390

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

>> No.8022393
File: 5 KB, 250x187, 778733CE-043C-45D9-95DF-BCC04617E790.jpg [View same] [iqdb] [saucenao] [google]
8022393

>>8022307
Dat horse on rider (LoU2) post

>> No.8022435

>>8022385
He's still getting submissions, and he has add everything into the baserom. Maybe it'll be up tomorrow?

>> No.8022554
File: 100 KB, 1280x720, Wario Land 64.jpg [View same] [iqdb] [saucenao] [google]
8022554

>>8021436
Wario Land 64, just feels right for the system. I imagine it being similar to Wario Land 2 where you can't really die, but each level would just be a big pit, so if you fail or miss a jump, you fall back down and have to go through it all again.

>> No.8022580
File: 4 KB, 126x102, wario_thumbs_up.jpg [View same] [iqdb] [saucenao] [google]
8022580

>>8022554
that demo looked really cool, it's a shame he never finished it =(
https://www.youtube.com/watch?v=hWVAxHsJQP0

>> No.8022586

Ok it's about time for that SMW thread guys when's it happenin?

>> No.8022603
File: 47 KB, 183x142, 6e203c54876b849c71a7458d1b97cd608f421f99ac91e1ac465ceada7a1dc563.png [View same] [iqdb] [saucenao] [google]
8022603

>>8022580
Someone should give another crack at a Wario Land 64. I wish I knew more about programming, modeling, rigging, etc, but my brain doesn't handle math well. It hurts to not know how to put ideas into fruition.

>> No.8022606

>>8022586
No fucking idea. I'm assuming its going to be tomorrow.

>> No.8022612
File: 1.09 MB, 1059x978, vs83u7F.png [View same] [iqdb] [saucenao] [google]
8022612

>>8022586
Pretty sure OP's asleep.

>> No.8022616
File: 46 KB, 190x190, diagonal_mario.png [View same] [iqdb] [saucenao] [google]
8022616

>>8022586
if they are testing a ton of merges give it some time. it's probably better to wait a day or two than to receive a broken game.

>> No.8022638

Looks like they're about to drop You Groove You Lose. It's no longer marked safe.

>> No.8022664

>>8022616
No rush, I mean it's nothing compared to my broken dreams

>> No.8022684

>>8022664
What dreams? l'm curious

>> No.8022738

>>8022684
Oh nothing one of my dreams was creating a loyal sequel to SMW as a romhack but you took care of that....sort of.

>> No.8022751

>>8022738
where's our check?

>> No.8022758
File: 25 KB, 500x374, olivia_munn_g4.jpg [View same] [iqdb] [saucenao] [google]
8022758

>>8022738
don't let your dreams be memes
https://fusoya.eludevisibility.org/lm/index.html

>> No.8022782

>>8022751
I gave it to Nintendo

>> No.8022791

>>8022758
I'm aware of the editor, I find it a bit confusing but I think I can still give the SMW2 game a shot, I want a game with aprox the same ammount of levels, a brand new map that gives a full nostalgia feeling and the levels would remind us of the original game's goofiest and quirky moments with the same baddies, sort of like an expansion to the original game.

>> No.8022796
File: 1.64 MB, 1747x1301, LHQfAub.png [View same] [iqdb] [saucenao] [google]
8022796

>>8022612
Well this is going to take all fucking day.
Least OP delaying the Sm/v/3 thread gave me some time...

>> No.8022806

>>8022791
in order to complete large projects, you have to break them down into pieces. make a prototype map with a few spots and start making levels. the first things you make might not be that great, and that's ok: don't be afraid to scrap them. everything is practice and experience. working on the project will help you decide what you like and what you don't. one level at a time, one screen at a time, one block at a time. good luck

>> No.8022812

>>8022796
soul

>> No.8022813

>>8022684
My other dream is to find a literary agent, and finally finish my novel, publish it and make a license deal for the rights to film my script and direct and co write my script. Maybe even adapt it to a videogame in the future also. Even a manga version would be awesome too. Who knows really.

>> No.8022815

>>8022806
Thanks, I'll even playtest myself and let people playtest the prototype levels to give me general opinions on it. It's gonna be a passion project.

>> No.8022834
File: 203 KB, 1024x575, mystic_searches.jpg [View same] [iqdb] [saucenao] [google]
8022834

>>8022813
Hi Joe

>> No.8022835
File: 183 KB, 984x1825, A872438E-9AED-4BAA-9CEF-3FD59296C5D9.png [View same] [iqdb] [saucenao] [google]
8022835

How does /v/, /vr/, and surprisingly, [s4s] feel that almost more than 10 characters will become part of /v/idya characters? INCLUDING Sneed and Bury Pink?

>> No.8022838

>>8022835
I don't understand this? What is this?

>> No.8022841
File: 66 KB, 512x256, F223B60F-4F1B-468E-B166-30D5C970A9FB.png [View same] [iqdb] [saucenao] [google]
8022841

>>8022838
A spritefren made over 30 base characters to be playable, which is too much for SMVanon, that he made a poll on which top 10 characters will join the game. The losers will join as npc instead.

>> No.8022842

>>8022841
I question some of these choices.

>> No.8022843

>>8022841
Why are all these choices retarded? I don't care if it's a /v/ related hack.

>> No.8022848

>>8022834
Joe Momma

>> No.8022917

>>8022843
We outsourced the work to s4s for slave labor

>> No.8022965

>>8022758
hnnnng

>> No.8022975

>>8022835
Milhouse

>> No.8022982

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

>> No.8023236
File: 123 KB, 458x438, 1625339828315.gif [View same] [iqdb] [saucenao] [google]
8023236

Aaaaaa

>> No.8023525

>>8022554
I want a Wario Land 64, which is sort of a between between Wario Land and Wario Land 2 in terms of core concepts, maybe it has a separate mode where you can die as a hardmode.

>> No.8024303

Anyone knows how the fake 3d of the Megami Tensei games work? Like, when you turn the background seems to turn as well, is it fake 3d like with doom?

>> No.8024323

>>8024303
Open an emulator and find out.

>> No.8024461

>>8021436
Darkstalkers develop on SNES

>> No.8024491

>>8022796
Kino

>> No.8024614

>>8021786
Maybe start by working on just one.

>> No.8024627

>>8024592
It's up.

>> No.8024682

>>8023525
I imagine it could be similar to the first 3 Wario Land games, that is Wario Land, VB Wario Land, and Wario Land 2. Levels would be giant pits you'd have to climb out of and the game would prioritize momentum and power rather than the precision of Super Mario 64.

>> No.8025702

>>8022554
Neat

>> No.8026741

>>8021436
Shantae grand adventures on TG16 platform

>> No.8027884
File: 184 KB, 500x331, tumblr_oodsytWNd71w7l907o2_r1_500.png [View same] [iqdb] [saucenao] [google]
8027884

What the hell ever happened to DDSTranslation and RetroTranslator?

>> No.8027892
File: 38 KB, 663x579, 1628371102712.jpg [View same] [iqdb] [saucenao] [google]
8027892

>>8027884
The dude who translated the goemon games, he came back after people motivated him and convince him to not bend the knee to the trannies and wokists dilating over his translations, and he did one of the Super chinese games afterwards, but then...........poof, he vanished.

1 out of 3

1.-he c/u/cked out again

2.-The GookFlu got him and finished him out and his relatives closed his account

3.-Twatter cancelled him and pulled a Stallin

>> No.8028132

>>8022965
Ugh

>> No.8028217

>>8021436
Banjo Threeie, I just don't want it to be a Banjo Kazooie hack, especially a very unremarkable one.

>> No.8028250

>>8021432
Playing a lot of Super Mario Bros. hacks lately...

>> No.8028269

>>8028217
Give banjo a sword

>> No.8028276

>>8028269
>DDSTranslation
He had one. Rare decided it didn't work and they gave him a bird instead.

>> No.8028352

>>8028217
theres always ukulele

>> No.8028357
File: 161 KB, 662x505, mario_air_man_hbg.png [View same] [iqdb] [saucenao] [google]
8028357

>>8028250
i've been playing alot of the ones that Kosmic does

>> No.8028584

Any tactical rpgs that have a good number of romhacks for new maps, campaigns, etc?

>> No.8029126
File: 15 KB, 261x289, R.jpg [View same] [iqdb] [saucenao] [google]
8029126

>>8028269

>> No.8029585

>>8029126
He looks like a proto Sonic character here, I like this style

>> No.8030726

>>8029585
>unexpected
Rocket Knight vibe to me

>> No.8030732

>>8021796
>>8023236
>>8028357
correction

>> No.8031215

>>8028357
How does pic related play?

>> No.8031237

>>8031215
fun little hack. it's short, polished and to the point.

>> No.8031357

Any chance someone has this translation archived?: https://www.romhacking.net/translations/4939/

Same with the Red and Crystal versions from the same guy.

>> No.8031690

>>8031357
Only found version 2 on google, but I think based on what I see 3 has been perfected back in January

>> No.8031892

>>8022331
LOL I too could be a zoomer born in 2002 copypasting stuff from a SNES programming wiki

>> No.8032314

>>8021436
Super Mario Bros. for NES but with

- animated paralax scrolling backgrounds
- ability to backtrack towards the left
- map level select like in SMW / SMB Delux
- ridable yoshi
- Wolrd 9 and beyond like in SMB2 jp
- minus levels
- built-in level creation tool
- hi-score leader board like in VS.SMB

>> No.8032346

>>8032314
Should have a You vs. Boo mode too like Super Mario Bros. Deluxe had.

>> No.8032449

>>8032096
thankfully for that so we're not having to discuss Paperboy in these threads; it was already ported to just about every system you could want to play it on

>> No.8032523

>>8031892
then why aren't you?

>> No.8032542

>>8032314
You can't do true parallax on an NES unfortunately. There are some parallax-like in Battletoads, Sword Master, Metal Storm, or Vice: Project doom; but those are just clever asset management and scanline tricks.

>> No.8032547

>>8032542
Battletoads is a CHR RAM game so it just alters the tile set on the fly to produce animated backgrounds.

>> No.8032559

>>8032547
Yep. It's just one (or a few) repeating tile(s) so they just rewrite them. Rare doing Rare things.
https://www.youtube.com/watch?v=wt73KPS_23w
The trick in Sword Master was to have 8 sets of prerendered "background layer" tiles and bankswitch them as you scrolled forward.

>> No.8032564

>>8032547
Vice: Project Doom and some Sunsoft Batman games just mess with the scanlines so it looks like "parallax" but it's on a per-scanline basis, so nothing ever overlaps.

>> No.8033180

>>8031237
Cool. Think I'll check it out.

>> No.8033540

>>8021436
Mega man X5, Darkstalkers 2, Misadventures of Tron, and Legend 2 for N64.

Remarkable port

>> No.8035636
File: 8 KB, 416x121, pacnsacdave.jpg [View same] [iqdb] [saucenao] [google]
8035636

Does anyone have the patreon-only translations from pacnsavedave? Can't find those anywhere, but people are paying for his patreon so SOMEONE has them.

>> No.8035863

>>8035636
I don't have any, but which?

>> No.8035927

>>8035863
http://pacnsacdave.weebly.com/

If you look there and scroll down a bit, you'll see a bunch marked Patreon only.

>> No.8036282

>>8035636
At one point I tried to get them, but unfortunately the actual roms are on his Patreon page, short of actually resubscribing and asking him for them I've got no clue how to get them

>> No.8036526

>>8028217
heh i just found this
https://www.youtube.com/watch?v=hKDuKjRKYCQ

>> No.8036790

>>8021796
Hear about SMW Central act all pc faggotry lately.

>> No.8036941

>>8036526
soveless

>> No.8037775

Over on /t/ there's a romhack thread, which has quite a few NES, SNES and gameboy games amongst other things. I was happy to see that on one of the links the roms were already hacked and ready to go.
Is there anywhere else I could find roms with the hacks already added?

>> No.8037870

>>8035636
His shit seems sort of bad with reddit tier franchise pandering.

>> No.8038094

>>8037775
/t/?

>> No.8038169

>>8036526
dont care for that

>> No.8038216

>>8037775
have you read the op

>> No.8040667

Zniggy...

>> No.8040941

Tomato Adventure GS codes (Eng. translation):

0300094A:63 Inf. Life Plr. 1
030009CE:3A Inf. Life Plr. 2
03001AB0:0001869F Inf. Money
0200EF08:10 Inf. Gear-Yo
0200EF24:07 Inf. Mag Mitts
0200EF3C:05 Inf. Erupter
0200EF5C:07 Inf. Pop Horn
0200EF44:07 Inf. Puffer
0200EF14:05 Inf. RabiShoes
0200EF40:07 Inf. SneaKars
0200EF46:05 Inf. UFO-Cast
0200EF0C:07 Inf. Chomper
0200EF2C:05 Inf. Fumigator
0200EF28:0A Inf. Tail Wag
0200EF60:07 Inf. Love Song
0200EF54:07 Inf. NanaBoard
0200EF0E:05 Inf. Origami
0200EF56:07 Inf. BowlingRice
0200EF3E:05 Inf. Pyramet
0200EF0A:07 Inf. Kendama
0200ef10:0a Inf. Shell Fist
0200ef48:07 Inf. Spider Gun
0200ef18:05 Inf. Cupid Bow
0200ef4a:07 Inf. Rocket Pak
0200ef2e:05 Inf. Bee Gatling
0200ef5e:05 Inf. Fart Horn
0200ef30:05 Inf. Super Fan
0200ef4c:07 Inf. Sun Beam
0200ef1c:06 Inf. Electric Eel
0200ef34:07 Inf. Zap Drum
0200ef64:06 Inf. Hotafant
0200ef32:05 Inf. Cyclooka
0200ef4e:05 Inf. Bouncer
0200ef36:05 Inf. Popocan
0200ef68:0a Inf. ShuriGun
0200ef50:06 Inf. Firehog
0200ef20:07 Inf. Seed Bomb
0200ef38:06 Inf. Yokozuna
0200ef62:05 Inf. StarScope
0200ef42:05 Inf. Choo-Choo
03001a10:63 Inf. Binkies

Codes not available on GameHacking.org.

>> No.8042113

>>8032314
Would play. Make Yoshi based on the beta raptor Yoshi while you're at it

>> No.8042120

>>8021432
>IPS Patcher:
>romhacking.net/utilities/240
Just put their online patcher in the OP: https://www.romhacking.net/patch/

>> No.8042130

what's the best emulator to play hacks on? higan doesn't like them and i don't like ZSNES anymore. also, what's your favorite hack that i should play? SNES-based only please

>> No.8042306

>>8042130
snes9x has played every translation and hack I've thrown at it.

>> No.8042337

>>8042130
>higan
Higan was demoted years ago. Use the final release of BSNES. It has run-ahead, HD Mode 7, Widescreen HD Mode 7, granular overclocking, and all kinds of shit. It also has options to enable "ZSNES compatibility" for the hacks that were built under that old version of ZSNES and won't work on anything else.

>> No.8042478

>>8042130
If you take some time to configure Snes9x properly it does a pretty good job and most things will work nicely, Zsnes is not recommended anymore at this point because it's exploitable and not supported.

>> No.8042480

>>8042337
Bah. SNES9x is king, with a copy of ZSNES around for those few times you ever need it, which is basically never in this day and age.

>> No.8042527

>>8042480
lol

>> No.8042535

>>8042527
fight me, faggot

>> No.8042548

>>8042478
i'm sorry, exploitable? can i get hacked using ZSnes?

>> No.8042549

>>8042535
no keep seething

>> No.8042557

>>8042548
https://www.youtube.com/watch?v=Q3SOYneC7mU

>> No.8042565

>>8042548
While I can't find the original Zsnes video which showed the exploit that made the emulator launch a regular Windows prompt here's an idea


https://youtu.be/Vjm8P8utT5g

>> No.8042571

>>8042557
oh ok you found it, thanks, appreciate it..... I forgot to mention that this code execution may be possible on any emulator so be careful with shady roms

>> No.8042578

>>8042557
>>8042565
damn that's crazy, thanks fellas. also i will try both snes9x and BSNES :)

>> No.8042598

>>8042578
Snes9X is more aimed to regular use with pretty good accuracy and performance (and ease of use) and Bsnes is literally accurate so it will imitate all the things a real snes has but has a pleb filter

>> No.8042692

>>8042120
awesome

>> No.8042735

>>8035636
https://archive.org/details/pacnsacdave-hack-rom-collection

Here is some stuff, good luck finding the rest

>> No.8042738

>>8035636
wait, there are seriously people paywalling fan translations? Christ, what a dick move.

>> No.8042779

>>8042738
nobody does anything for free anymore, the rise of crowdfunding has seen to that
things people used to do out of the kindness of their hearts years ago; mods, translations, fangames, it's all behind some sort of patreon or other type paywall. everyone is greedy now.

>> No.8042808

>>8042779
>fangames
That's a pretty fucking stupid thing to do, that's pretty much the only way to protect yourself from being sued. ( unless it's Nintendo, then they'll come after you regardless of weather or not your profiting, and they'll probably wait till your nearly done too. Can't have fans showing them up. )

>> No.8042812
File: 85 KB, 1366x768, z.png [View same] [iqdb] [saucenao] [google]
8042812

>>8021436
Mega Man Zero 1-4 compressed into one game and acts as a love letter to the series in general.

> has an anime opening and ending cutscene like in MM8 and MMX4
> opening stage is similar to MMZ1 where you have to save Ciel
> stage select is a throw back to the first mega man game with only 6 bosses
> boss rooms have no walls for extra challenge
> bosses are: Harpuia, Leviathan, Fefnir, Phantom, Elpizo, Craft
> after all 6 stages proceed to last 4 stages ala Wily's castle like in the classic games
> last 4 bosses are: Yellow Devil, Copy X (with 2nd form), Omega Zero (all 3 forms), Dr.Weil
> Yellow Devil has all his moves from the Power Battle games
> Copy X can heal at will and as many times as he wants
> Omega Zero can heal when using Rekkoha (like in the ZX games)
> cleared stages affect other stages like in the first Mega Man X
> retcon the story to remove any traces of cyber elves or cyberspace
> upgrades are bought via e-crystals for a more streamlined experience
> purchases can only be done outside of missions
> plays like MMZ3, so no level up
> still has the rank system, so S rank is still required for Ex-skills
> secret discs unlock artwork, game music (remixes included), bonus modes
> playable characters are unlockables

post 1/2

>> No.8042818

>>8042808
I didn't say it wasn't stupid.

>> No.8042819

>>8042738
it seems not all are translations, they're romhacks.....apparently some stolen btw, like the Deadpool one, but I can't be a 100% sure

>> No.8042820

>>8042812
post 2/2

>>8021436
Mega Man Zero 1-4 compressed into one game and acts as a love letter to the series in general.

> has an anime opening and ending cutscene like in MM8 and MMX4
> opening stage is similar to MMZ1 where you have to save Ciel
> stage select is a throw back to the first mega man game with only 6 bosses
> boss rooms have no walls for extra challenge
> bosses are: Harpuia, Leviathan, Fefnir, Phantom, Elpizo, Craft
> after all 6 stages proceed to last 4 stages ala Wily's castle like in the classic games
> last 4 bosses are: Yellow Devil, Copy X (with 2nd form), Omega Zero (all 3 forms), Dr.Weil
> Yellow Devil has all his moves from the Power Battle games
> Copy X can heal at will and as many times as he wants
> Omega Zero can heal when using Rekkoha (like in the ZX games)
> cleared stages affect other stages like in the first Mega Man X
> retcon the story to remove any traces of cyber elves or cyberspace
> upgrades are bought via e-crystals for a more streamlined experience
> purchases can only be done outside of missions
> plays like MMZ3, so no level up
> still has the rank system, so S rank is still required for Ex-skills
> secret discs unlock artwork, game music (remixes included), bonus modes
> playable characters are unlockables

post still too long

>> No.8042824

>>8042818
I didn't think you did.

>> No.8042830
File: 40 KB, 1366x768, Yellow.png [View same] [iqdb] [saucenao] [google]
8042830

>>8042812
>>8042820
oh boy, did I fuck here

> can play as Ciel (cyber elf sprites are reused as projectiles and abilities/weapons)
> Ciel's dash leaves a trail of cyber elf sparkles (instead of dust like Zero's)
> Ciel can purchase upgrades from the pause menu (even during a mission)
> playing as Ciel replaces her NPC self for Alouette

> X is unlockable (beating a boss will give him a new weapon)
> X's dash is reminiscent of the X games, (he can also air dash)
> X can also find armor pieces scattered (or hidden) in the 6 stages
> X cannot purchase upgrades, instead he has to find them (like in his games)
> playing as X replaces Ciel for Alia, Omega Zero for Vile, Yellow Devil for Shadow Devil, Dr.Weil for Sigma

> can play as classic Mega Man (bosses and weapons are replaced with that of MM1)
> classic Mega Man has slide and charge
> playing as classic Mega Man replaces Ciel for Roll, E-crystals for Screws, Copy X for Duo, Omega Zero for Bass and Dr.Weil for Dr.Wily (also has his ailen form)

I can't decide if Zero should get weapons after defeating bosses (Zero Knuckles, S.Boomerang, the rods, etc.)

>> No.8042834

>>8042812
Your first sentence is just Mega Man Zero Collection for the DS no? It's pretty nice

>> No.8042895

>>8042834
That sounds like a collection but something on a way new level

>> No.8043668

>>8042738
>>8042779
In one hand, I can understand. First time I saw one of his hacks, it was on a chinese cart, years ago.

And then apparently he pulled some big bullshit with the Deadpool hack like >>8042819 pointed out.

>> No.8044009

>>8036790
>Hear about SMW Central act all pc faggotry lately.
What happened here?

>> No.8044440

Why are Sonic hackers so in love with the clearly inferior Sonic CD jumping SFX

>> No.8044497

>>8044440
I used to hate it but as I've gotten older I've come to like CD's jump sfx. It sounds less "harsh" than the normal one and is easier on the ears.

>> No.8045418

>>8021432
I was enjoying SMW Return to Dinosaur Land until I got to a stupid ghost house where I had to guide coins through a narrow passage. The only problem is you have to have a cape to do it because other wise the coins are too high to be seen on screen--so you have to float down slowly with a cape while guiding them. If you fuck up, you have to exit the level and start over.

Kind of pissed me off because I was enjoying it up until then. Like I wouldn't mind if you had to do that for a secret alternate exit, but you have to do that to progress to the next castle. I don't mind difficulty, but that shit's just tedious.

What's a good/vanilla SMW romhack that stays mostly true to the original SMW without a ton of new animations and gimmicks?

>> No.8045439

>>8045418
Sucks when a hack is deceptively good up until a specific point and then it just falls into the trap of being yet another piece of shit that isn't playtested or the creator is one of those "lol just use save states bruh" faggots that don't account for ppl who play on real hardware.

As for good SMW romhacks, I generally enjoy anything by Gamma V, it's a pretty chill time that doesn't ever try to be too stupidly hard, although it's never a good time when they introduce custom bosses, my god SMW hackers need to understand that bosses are not needed since none of the custom ones work properly anyway.

SMW just keef edition has been pretty neat so far. It's basically what a game that takes place in "Dinosaur Land" Should have been like, essentially it's just SMW but there's more dinosaurs, both friendly and hostile.

>> No.8045469

>>8045439
Exactly the response I was hoping for, thank you.

And yes, the problem is with restraint. It was kind of like when I played the SoR Remake and it had all this gimmicky shit, bloated mechanics, and a whole cut scene to introduce their shitty new character they made. Rom Hackers don't really understand subtlety.

>> No.8045558

>>8045418
>>8045439
>>8045469
>remember when /vr/ tried to make a hack that was "vanilla" difficulty
>within the first few months, the majority of levels were all full of charging chucks and bullet bills and required precision timing
A problem I noticed from that incident is more experienced hackers with a taste for retard levels of difficulty will move into vanilla projects and ruin them. To actually get a vanilla difficulty hack, you would need a project lead who won't compromise on that. Otherwise the project will get flooded with stuff far harder than the special world levels and be just another crappy overly hard romhack.

>> No.8045859

>>8044009
Same thing that happened to Romhacking.net. Trannies and NPCs took over. Those fools and deviants have the reverse Midas touch.

>> No.8046240

I've been thinking about the differences between tile based 2d games and textured polygon based 2d games lately.

It would seem to me that if a 2d game is built around textured flat polygons then it would be fairly simple to replace the textures with a higher resolution version, and then play the game in an emulator with the internal resolution modifier adjusted to 2x or 3x.
Thus creating your own HD remake of the game.

I think this is exactly what was done with Super Street Fighter II X when the HD Remix came out. The Dreamcast version used textured polygons instead of tiles, and that source code was tweaked to run in higher resolution and all the textures were replaced with higher res versions.

I -think- that this could also be done to games like Street Fighter III Third Strike or Capcom vs SNK 1/2 on Dreamcast using the same techniques.

>> No.8046245

>>8046240
Note: This might run into problems if the game references the size of the texture as part of the graphics functions or game logic.

>> No.8046416

>>8044551
>For this game I'm not sure 32k PRG ROM was even necessary, it seems like it would fit in 16k. It doesn't scroll and has mostly black backgrounds.

>> No.8046424

>>8044551
For this game I'm not sure 32k PRG ROM was even necessary, it seems like it would fit in 16k. It doesn't scroll and has mostly black backgrounds.

>> No.8046546
File: 144 KB, 1638x932, blazing_rangers_data.png [View same] [iqdb] [saucenao] [google]
8046546

>>8046424
i just downloaded the demo, it's nearly full. $8000-$F760 is chock full of data, which is about 30KB of the available 32. It's possible that remaining 2KB is the rest of the level data, but, i'm not sure. but it makes me wonder if the "demo" is actually the full game containing code to disable the rest of it...

>> No.8046550

>>8046546
I wonder if the music isn't a large reason for that. You know how homebrew guys like this have a habit of making Famitracker tunes that eat half the ROM because they cannot into optimization.

>> No.8046581

>>8046550
possibly. i have to say after banging my head at a music engine the last month or so, compressing it isn't as easy as it sounds. heh

>> No.8046610

>>8046550
imost of the early era NES games had pretty limited music they didn't get to Sunsoft Batman level of complexity when you had 256k of ROM and an entire separate music bank you can just switch in as needed. Bomberman for example only uses 2 channels for the music.

>> No.8046629

>>8046550
the two main problems w/ Famitracker is it wasn't really designed for efficiency or actually utilizing the internal sound chip functions. this limits what you can do, especially with SFX, and also leads to a ton of code if you want to support most or all of the things Famitracker does. neither of these things are a problem if you're just making chiptunes for the sake of chiptunes, but, when you want to Actually use it for game music and SFX it becomes very problematic. It's a square peg for a round hole as far as i'm concerned.

>> No.8046636

>>8046629
Ok yeah, that reminds me of the C64 port of MC Kids where the programmer complained that the faggot musician did the music in some SID tracker and the engine got like 50% CPU usage which is why the game is so slow.

>> No.8046686

>>8046636
hilarious. i believe it. Fami isn't thaaat bad but it's frustrations have driven me to write something that right the wrongs the way i see them.

>> No.8046725
File: 160 KB, 1633x923, blazing_rangers_crack.png [View same] [iqdb] [saucenao] [google]
8046725

>>8046546
HOLY SHIT I CRACKED THE DEMO LUL. it seems to contain the entire game.... my b

>> No.8046792
File: 135 KB, 1844x980, blazing_rangers_cracked_lul.png [View same] [iqdb] [saucenao] [google]
8046792

>>8046725
change this 4 boi right here at $B999 to a 0 and you can play the full game from the demo LUL. AEPUOP is the game genie code. that was fun. PWN3D

>> No.8047265

>>8045418
Oddly enough i was playing the same game earlier. And i have to agree. I wish there was just chill vanilla levels with nice calm remix's and calm music. Everyone tries to be the next Kaizo than trying to make their own path which i find sad.

>> No.8047270

>>8045439
I am looking at Ten by Gamma V and it's pretty good honestly. I am going to try the game and check it out.

>> No.8047306

Game Genie code for the Japanese version: AEPUXP

>> No.8047381

>>8047270
>>8045418
Check out Green Jerry's hacks too. His stuff tends to be pretty vanilla and chill.

>> No.8048330

>>8046792
What's the offset in the actual ROM file?

>> No.8048453 [DELETED] 

>>8048330x
header takes up a row so $BA99

>> No.8048459

>>8048330
header takes up a row so $B9A9

>> No.8048567

>>8048026
The AoL SNES game we never got.

>> No.8049526

>>8030240

mod autosaged the Paprium thread

>> No.8049560

>>8049526
a lot of early 90s games would be pretty deficient by modern standards due to bugs, programming oversights, etc yet stuff like TMNT Arcade Game and Simpsons Arcade Game were huge hits due to their presentation and being based on popular franchises. but nobody knew any better at the time. But Paprium is using hardware that did not even exist circa 1992, it would be the equivalent of connecting a DEC AlphaStation to the cart slot. When your game has that kind of advantage over the rest of the Genesis library plus an 8.5 year development cycle, of course people are going to expect it to look and feel polished.

>> No.8049581

>>8049560
Even back then there would be v1.0, v1.2 etc of game ROMs to fix bugs.

>> No.8049710

>>8049560
i disagree. the modern "update" system allows games to be released in miserable unfinished states and "fixed later" which may or may not happen. you'd be hard pressed to find a retail game from back then that is miserably broken.

>> No.8049739

>>8049520
>>8049470
>>8049462
GA was a launch title with a 4 mbit ROM, we can forgive the shitty AI a bit. Here it's harder to overlook.

>> No.8049761

https://www.mobygames.com/game/ooze

See here. The Ooze had 5 different programmers, a main guy and others whose jobs were likely AI and sound engine tasks. Once you get past Atari or Colecovision tier of game you'll need a whole team of dudes. Fonzie should have definitely not tried to do stuff like AI coding himself. and the Ooze was also an 8 mbit game, it was 10% the size of Fonzie's bloated 80 mbit shitshow.

>> No.8049767

>>8049761
AI programming has little to do with space and everything to do with programmer skill and creativity.

>> No.8049768

>>8049761
About 75% of Paprium in the stupid game assets, the code isn't 80 mbits or even close to it.

>> No.8049852

>>8049767
that was kind of his point though. most professional game devs delegate tasks like AI to guys who are knowledgeable in them, they don't expect one guy to do everything.

>> No.8050031

>>8049560
X-COM was barely held together with glue and Scotch tape.

>> No.8050089

Typical case of style over substance, Fonzie was so focused on these HUGE NEO GEO graphics that he forgot you still need to have a decent engine under there.
With a game like SoR you get a fed a balanced amount of enemies, and you find yourself coming up with tactics to beat them.
but with Paprium you just find yourself swamped most of the time and you're just using supers and jumpkicks to clear the screen because its so tiring.

I'm not sure if Fonzie can even fix this, or if its even worth fixing at this point. the game is a dud and Fonzie doesn't seem to even have a plan when it comes to the MegaWire.

most likely the tech didn't really work as intended and he's still trying to figure it out, ultimately dooming it to the same fate as the NES expansion port and the Mega Drive modem port.

>> No.8050109

Paprium is not terrible as a whole but the shitty AI is a big letdown and it tries to mask this by barraging you with like 15 enemies at once.

>> No.8050127

What do you think of the Mojon Twin games?

>> No.8050137
File: 25 KB, 1489x290, 7688766.png [View same] [iqdb] [saucenao] [google]
8050137

famous last words

>> No.8050153

>>8050089
2nd gen homebrew is thriving. Cote Games is a French developer and publisher who make over the top box sets with all kinds of extras to accompany their impressive Intellivision games. Their communication is second to none, they are quick to ship, they are also a part of the community and are enthusiastic about what Watermelon would call "competitors'" releases.

Pretty much all of the good and the polar opposite of all of the bad from Watermelon.

>> No.8050165

>>8050153
Watermelon used to have a community around them and their own message board, in the above linked interview it was said, that it is because of how the internet turned and how much people started spamming and so on, but I think it is probably just a matter of better moderation really.

>> No.8050172

There are some groups that sketchy, but projects like Paprium was red flags from the moment the Magical Gem system was announced.

During the development and rolling pre-sales of Paprium, hundreds of games were and published by groups like Collectorvision, OPCode, Team Pixelboy, Atariage, Good Deal Games, 2600connection, PenguiNet, IntelligentVision, Intellivision Revolution, Elektronite, BBWW, Kai Magazine and Blue Sky Rangers.

>> No.8050181

yeah the AI sucks but i was more bothered by the huge expanses of emptiness in the levels

>> No.8050207

>>8050172
do you even know what kind of difference there is between a Colecovision and a MD game in size and complexity?

>> No.8050250
File: 2.20 MB, 2984x4512, nesBeat_cheryl_in_the_cave.jpg [View same] [iqdb] [saucenao] [google]
8050250

>>8050127
fun. a little samey but they are all interesting.

>> No.8050272

>There’s something deeply ironic about this situation that I can’t help but mention. A cartridge for a late 80s console with a 7.16Mhz CPU effectively powered by a 32-bit chip, 21st century programmable logic that in itself may be capable of running a 16 bit softcore CPU if one wished to do so, and a Flash memory IC with a speed and compression that wouldn’t have been available at all in the MD's commercial lifespan. In unison, that very chipset for the game is certainly in many respects more powerful, and certainly generations more modern, than the console it’s running on, which isn’t an illegitimate thing to do in my opinion. Many if not most modern retrofitting accessories for old hardware would fit that description. But at the same time, lead designer Fonzie took the time to intrinsically bash modern retro hardware like the Mega SG in an additional cover letter included with the delivered game, even going so far as to include a troll minigame that seems to be tailor-made as to specifically lock out that very hardware. Not a class act and pretty hypocritical if you ask me.

>> No.8050289

yeah it doesn't stack up to the best MD beat em ups like SOR2 and FFCD. that said, there are a lot of much worse beat em ups on the console, some of which (like Golden Axe) are forgivable because they were so early

>> No.8050321

>>8050289
It depends on what you value in a game. I mean, SOR2 and FFCD were made over 25 years ago when gamers had a very different set of expectations than today. I believe that if Paprium had launched back in the day (even if it only used the Sega Genesis sound chips instead of the FPGA) it would have been seen as one of the best of its generation.

>> No.8050371

>>8050289
On other hand, Paprium's weak AI really isn't as much of a weakness as many seem to think. For one thing, considering how many enemies are on screen, I'd argue it's preferable to keep the enemies a little on the dumb side.

>> No.8050404

>>8050371
Or maybe Fonzie should have played good games with that amount of enemies for reference? A game with ~8 enemies on screen shouldn't have enemy behavior/movement that's dumb, messy and exploitable, it should be tidy, well rounded and require different approaches to repel them, that's why FF and its derivatives were a success.

>> No.8050425

Oh don't get me wrong, I'm not saying Fonzie did it intentionally.

>> No.8050431

>>8050425
I'm just saying he was clueless about it, his only motivation for putting that many enemies on screen was showing off how many he could get on screen at once. And I'd say the poorly balanced moveset and damage output are just as guilty as the AI.
As for FF SNES the enemies are a bit more aggressive than the arcade to make up for the 3 enemies limitation, they also deal more damage.

>> No.8050460

80 megabits my left nut. Most of the ROM space was wasted on the stupid sampled audio. The sprites have the amount of frames you'd expect from a <1 megabit game.

>> No.8050658

I'd rather if Paprium was released as a normal cartridge, no bullshit extra hardware. I would like to buy a ROM that I can put on my Wverdrive and handhelds. Not a poorly made cartridge with wrong voltages that will give compatibility issues on day one and a lot of problems down the line.

>> No.8050673

>>8050658
the biggest commercially released MD game was SSF2 Turbo at 40 mbits, other than that the biggest games were 32 mbits and there were only around 30 of those. the vast majority of MD games were in the range of 8-24 mbits. now you will ask why all of Watermelon's bullshit was necessary and they couldn't just make a game using a normal ROM size. really, 32 mbits is huge for a MD game and didn't even appear until near the end of its commercial lifespan.

>> No.8050680

Also there's the issue that Datenmeister was never a fixed thing. Fonzie first wanted to make an actual custom chip, which shows how little concept of limitations he has. When he couldn't do that, he tried an FPGA and when that didn't work some off-the-shelf coprocessor which may have not necessarily been suitable for the job. Also it was never clear if it was meant to add sound channels, or handle sprites, or what. It was always a moving target and I imagine Paprium kept getting rewritten a lot of times as it changed.

>> No.8050704

>>8050673
The point being made is that just because you have lots of space doesn't mean that you're using it efficiently.

>> No.8050725

>>8050704
yeh but shouldn't more effort be put into perfecting/maximizing existing hardware limitations rather than trying to just make it stronger with added chips, etc? Like, if we know that 32mb carts are manageable, and up to 40mb carts can be achieved, why not just build around the limitation of 32mb? That seems like a good amount of space to work with, considering so many of the games we loved were so much smaller. Am I wrong? I mean, some of the most well respected games were 4/8/16 mb games respectively, right? Wasn't Xeno Crisis pretty small? That game looks and sounds goddamn amazing.

This is confusing, I wish I knew/understood more about the hardware.

>> No.8050729

>>8050680
stuck in development hell for 8 years with a egotistical cringelord tyrant at the helm. it's amazing it even shipped at all.

>> No.8050738

>>8050725
if we could break into the ROM it would shed more light on if / why that space was necessary. we cannot yet, which in itself could be a strong reason why.

>> No.8050753

>>8050725
8-16 mbit games account for the large majority of the MD's library, just as most Atari 2600 games are 4-8k and most NES games are 128-256k. Tanglewood probably didn't need 32 mbits but the guy wasn't good at managing game assets, he needed help to even fit it in 32 mbits. also if you look at Tanglewood or, say, Pocahontas, you notice right away how much more varied and detailed the graphics are compared to an 8 mbit game like Sonic 1 or Strider that has tons of reused assets.

>> No.8050762

And yeah Tanglewood had a massive design flaw early on (Matt didn't realize that throwing in tiles around without worrying about metatile boundaries was a bad idea) which ballooned the amount of unique metatiles for the maps due to misalignments and such. It has a lot more of little details on the floor and such than you'd normally expect (from unique combinations of tiles). Managed to get it to fit by compressing the map data and decompressing it on the fly as the camera pans around though, nothing was removed that didn't get scrapped early on.

>> No.8050768

>>8050725
Just to expand on this a little bit more.

What some people don't realize is that you can't have freak extra hardware inside the cart and a proper digital release option at the same time.

You have to choose:
>More extra hardware crap for brag rights and marketing that only benefits one game, one product, one company.

>More push to the stock hardware, knowledge that can benefit the whole community of developers and the possibility of digital releases which are very important to small developers.

You can't have both.
If we move in the direction of stuff like MD+ and Datenmeister it's not positive in the long run

>> No.8050769
File: 3 KB, 256x224, The Rendezvous.png [View same] [iqdb] [saucenao] [google]
8050769

>>8050127
The side-scrolling Cheryl games are good I think.
The Rendezvous is my favorite, too bad it doesn't actually have an ending.
Most of their other stuff is.. I want to say dog shit if not for the fact that they are bad on purpose, but really they're just not my thing.

>> No.8050775

>>8050768
I don't mind games that push the limits of the original hardware, but not at the cost of being a title that could have existed at the time of the hardware's life. The idea that adding additional chips etc. that wouldn't have been around in the 90's really isn't something I find interesting, and couple that with the idea that it would also be harder to emulate for release on digital markets, I would totally suggest against it.

see, even all the C64 and Amiga demoscene guys are just using exploits the stock hardware can do. yes nobody knew about VSP scrolling on C64 until like 1992 or something but a stock machine was always capable of it.

>> No.8050793

if coprocessors are cheating then isn't it also cheating to use 32 mbit ROMs which only 30 MD games from 1995-96 used? the vast majority of its games were under 24 mbits. in fact SOJ had a cap of 24 mbits for cost reasons, though third parties could publish bigger titles if they were paying for it.

>> No.8050798

>>8050793
Not really since 32 mbit games did exist in its commercial lifespan. and actually, be thankful MD homebrew guys mostly don't do bullshit like putting ARM CPUs in Atari 2600 games or Amiga shit that requires a riced-out AGA machine that like 3 people would have had back in the day.

>> No.8050838

Making a bmup was always going to be a challenging proposition and believe me when I say many of us had our doubts that Watermelon could deliver on their promises.

>> No.8050865

>>8050838
Pier Solar was only ok but it was WM's first project and they did a lot better than anyone would have guessed.

>> No.8051220

Are any retail GBA games known to be using the game pak mirrors at 0A000000 and 0C000000?

>> No.8051998
File: 38 KB, 512x512, CastlePrisonWay.png [View same] [iqdb] [saucenao] [google]
8051998

All over the place in alttp there are invisible objects.

It appears nintendo lost track of dozens of them.

Or possibly their level editing software put them on that side for easy picking? they are left overs not at all part of any code.

>> No.8052005
File: 32 KB, 512x512, castle.png [View same] [iqdb] [saucenao] [google]
8052005

>>8051998
Before anyone asks what editor.

It's HM with a years worth of customizations here XD

>> No.8052015
File: 46 KB, 512x512, room68.png [View same] [iqdb] [saucenao] [google]
8052015

>>8051998
Another example.

>> No.8052147
File: 616 KB, 500x1030, osKTK.png [View same] [iqdb] [saucenao] [google]
8052147

>>8052015
>>8052005
>>8051998
What function does object C2 normally perform? When it's placed correctly?

>> No.8052275

>>8052147
A falling hole. The black is just background

>> No.8052309

>>8052275
C4 = passage between rooms that isn't a door
C6 = mask to see BG2

>> No.8052579
File: 40 KB, 512x512, room98.png [View same] [iqdb] [saucenao] [google]
8052579

there are at least 40 different types of invisible objects, I've been sorting them all out and am working on a better selection dialog. Got a nice new gui for room select and chests, a gui for door type selection. It's really coming along.

>> No.8052603
File: 470 KB, 993x627, stairs-n-more.png [View same] [iqdb] [saucenao] [google]
8052603

last blog post lol

>> No.8052631

>>8052603
No, fuck you, keep blog posting. This is actually something cool and relevant to the thread. HM has always been a shitshow, it's nice to see someone turning it into something that looks usable. Tell us more.

>> No.8052650

>>8052603
Keep going, I'm interested.

>> No.8052654
File: 34 KB, 512x512, FA-A.png [View same] [iqdb] [saucenao] [google]
8052654

>>8052631
Effin' A Eh?

FA:A
A bg2 invis object that sets up dark rooms like the sewers.

>> No.8052681
File: 129 KB, 1364x702, door-selection-dialog.png [View same] [iqdb] [saucenao] [google]
8052681

>>8052654
Note the yellow dot that show which sprite will drop the key. That's new from me too.

Here is my new Door type selection window.

>> No.8052709
File: 89 KB, 1366x710, entrances have never been easier.png [View same] [iqdb] [saucenao] [google]
8052709

>>8052650
I love my 2 click entrance setter!
Someone tell Zarby he's got the scroll HU FU stuff interferring with his setting the correct values.

>> No.8052741
File: 194 KB, 1366x748, chest-item-selection.png [View same] [iqdb] [saucenao] [google]
8052741

I have import and export settings for all different types of dungeon data. I can rip this game apart shred it and reassemble modified dungeons with a bunch of command line tools I have. Procedural dungeon creation is possible, but for now it's a soulless maze maker at best.

Here is my chest selector.
Of note is the locked door stair mask, and the stair, each with info showing not overprinting yet existing in the same spot... what a bitch to code that was.

>> No.8052813

>>8052741
Door # 1
Type # 19
Room # 119

"Tower" of Hera

>> No.8053280
File: 8 KB, 1000x1375, ALttP_Bunny_Link.png [View same] [iqdb] [saucenao] [google]
8053280

>>8052741
Looks great dude excited for 'Magic 2K21

>> No.8053712
File: 59 KB, 512x512, knowledge vs ignorance.png [View same] [iqdb] [saucenao] [google]
8053712

Just had a thought... Those gray dots for invisible objects was literally yesterdays task, but they aren't too obtrusive and it's damn helpful to know what is what... Now I think everything shall be numbered XD

>> No.8053719

>>8053280
Thank you!

>> No.8054371

>>8021436
Game about Afghan defeats American invaders

>> No.8054375

>>8042834
lol

No as in PC-FX remake port

>> No.8054656

any new nes indie roms that have released recently?

>> No.8054658

>>8052813
reminder that there is also a tool named Black Hyrule Magic that had extra functions, it's harder to obtain a compiled copy but not impossible, you should include the functions from that version

>> No.8054660

>>8021436
A gamecube version of conker's bad fur day. 60's fps with multiplayer intact.

>> No.8054663

>>8054660
sorry that's not possible at this present moment, but a good idea nontheless

>> No.8056372
File: 75 KB, 512x512, all-better.png [View same] [iqdb] [saucenao] [google]
8056372

>>8051998
>>8052015
>>8052579
>>8053712

I made a number of errors posting yesterday lol. alttp has three object types with different encodings each, I was dealing with the invisible objects and ignored the other types... some of them triggered the drawing of those off map objects. After changing my process and deciding to draw a label on all object types those ghost dots starting disappearing (aka drawing properly in the right location instead)

yada yada yada

Now I switch color when drawing dots on each layer and have all objects giving labels. Blue L1, Peach L2, Green L3

>> No.8056390

>>8054658
I have it, all I see worth grabbing is the overworld background animation stuff.

Another other notable features you want?

For the record, the same person who made black magic has handled HM for some time before I grabbed it. (I built from that staging2 base)

>> No.8056452

not going post directly to github
but HM refactored staging2 can be found in this romhacking thread
https://www.romhacking.net/forum/index.php?topic=28213.0

>> No.8056540

>>8054371
Sounds like a simple Guerilla War hack

>> No.8056597

>>8021432
>tfw started my first NES translation yesterday.
Here's hoping I don't get filtered by the technical side of the project. I made a table file last night but it looks like shit gets a lot more difficult from here.

>> No.8056747
File: 246 KB, 1920x1079, smb_disasm.png [View same] [iqdb] [saucenao] [google]
8056747

>>8056597
indeed it does. good luck. ask questions!

>> No.8057443

Does anyone here have experience with the raytracing port of super mario 64?I am trying to set up render96 model and texture mods. Got textures up no problem, but it seems that either the models portion needs a better tutorial or I am missing something. https://github.com/Render96/Render96ex says to extract the contents of the .7z file into ./build/us_pc/dynos/packs which doesn't exist in sm64rt directory but creating it yields no change.
Ideas?

>> No.8058450

>>8056540
sounds like a microsoft flight simulator hack

>> No.8058464

Mega Man 4 SNES port:
https://twitter.com/infidelity_nes/status/1429259741000257545

Fucked up and posted it on another thread, lol.

>> No.8058472

Have there been any updates to prepatched collections? The latest one in the OP hasn't been updated in months.

>> No.8058521

>>8058464
Damn, that's cool. Tried it out and it really works well.

>> No.8058871

>>8058464
heh nice. ill have to check it out. i was just talking with this dude the other day with the guy from Software Creations heh

>> No.8059041

Anyone got a pack of NES homebrew roms?, Haven't been able to find much in the way of anything new or interesting by way of searching or on archive.org

>> No.8059107

>>8059041
Have you played the nesdev contest roms? There's usually a few decent ones in any given year: https://neshomebrew.ca/

>> No.8059109

>>8059041
2020 ones here: https://neshomebrew.ca/files/2020/Compo2020.zip

>> No.8059270

>>8059107
One of the homebrew packs I grabbed had all of that stuff in there, I have played some of it

>> No.8059356

>>8058450
that's fair

>> No.8059872

>>8059041
>https://neshomebrew.ca/files/2020/Compo2020.zip
I think there is a link to some in the last thread but I guess it wasn't important enough to add to the op

>> No.8060501

I'm thinking of getting an SNES Classic and modding it to run Romhacks.
The only thing that I'm aware of that might be a problem is the limited memory on it.
Good idea, bad idea? Suggestions?

>> No.8060835

>>8021436
Phantasy Star I remake, Megaman Wily War 2 and Spatterhouse 3 on SNES

>> No.8060890

>>8060501
Well in my experience, it runs very well, unlike something like raspberry pi where you have to choose between accurate sound and very smooth video ( no core seems to have both ), SNES has accurate sound and smooth video, but it doesn't run every SNES game, so you'll have to use retroarch, and even then there are just some games that won't run no matter what. There's a really cool super mario world hack that wouldn't run on Canoe, and it would run on retroarch but it had like 5FPS and crackly sound.

I like SNES mini but you're not wrong about the storage space being an issue. Apparantly they've found ways around that, but I haven't messed around with that, I'm fine with having like 200 games and that's it.

>> No.8060941

>>8060890
Would something like Zelda Parallel or Goddess of Wisdom run fine?
Mostly I'm interested in Zelda hacks and whatever RPGs never made it stateside like Sailor Moon Another Story.

>> No.8060971

>>8060941
I think most ALTTP hacks are ass so I haven't tried many but I think Paralell worlds runs. I got lots of Mario World hacks to run just fine, one or two just gave me blank screens, a few Super Metroid hacks gave me "this game is not meant for your region" warnings, but project base and super zero mission worked, Earthbound Halloween Hack works, a lot of quality of life hacks work, really you just gotta try them and see. I think more often than not if they'll boot on SNES9x they'll boot on a SNES mini, even if you have to use SNES9x, you won't get to use the rewind feature, but it'll work.

I don't think they'll work if you need like additional files or something like those Zelda hacks that add CD quality music and FMVs or whatever. Never had much interest in those so I didn't try but I can't see any way of making them work, but I also am using the older versions of Hakchi2.

I'll say that I never had any issue with the NES classic and romhacks. They all just worked.

>> No.8060992

>>8060971
>most
All. There hasn't been a LttP hack yet that I've enjoyed, and I've played them all.

>> No.8060997

>>8060971
Also there may be some shenanigains with the hacks performing differently on canoe or something. One hack would actually teleport me to a different location or kill me if I used save states, which I don't think happened on purpose, if it did then the person who hacked the game is some kind of mad genius. Another hack, I think Toad's World, had really fucked up hit boxes on enemies and they would even kind of pull my character toward them and kill me when I was clearly not touching them. I brought this up to the hack's creator and he just called me a lying faggot so either canoe is doing something funny with his hack or Ice Man can't take criticism.

>> No.8061015

>>8060992
Real shame about that. I hope ALTTP hacking gets a major breakthrough and good hacks start coming out before the arthritis and dementia make me unable to play video games.

>> No.8061280

>>8060971
>>8060992
I"ll decide if they're shit or not myself. Even if it's just "Lttp but not fair", that'll be good.
I love the system of 2d zelda, but after beating every game(but Zelda 2, the skills don't exactly transfer well), they're all too easy or too short.
That's why the Oracle games are my favorite, they feel like one big game with 20 dungeons.
And with a modded SNES Classic, I'll be able to play it somewhat faithfully with no issues.

>> No.8061450

>>8061280
>Even if it's just "Lttp but not fair", that'll be good.
Oh okay you'll absolutely love Parallel Worlds and Goddess of Wisdom then. Make sure to throw in Conker's High Rule Tail for the trifecta of batshit retarded hacks.

>> No.8061670
File: 1.04 MB, 1000x1310, 1628568370838.png [View same] [iqdb] [saucenao] [google]
8061670

I am thinking about the viability of using something like Wanderbar (Tomato dude's sidebar/overlay tool) to make an EOP-approachable means of enjoying Kotobattle: Tengai no Moribito. Due to the amount of things and reasons which make it something that would be very challenging to romhack properly, I think this is a far more reasonable solution considering the amount of prior knowledge required to play it on a basic level, even with the existing translation guide/kotodama compendium in hand.

>> No.8061720

>>8021436
C64 port of Adventures of Lolo

>> No.8061757

>>8061720
an interesting idea. the first two at least are 64k games with a single PRG bank so not too big or hard to disassemble and figure out. they don't have scrolling or other complicated stuff either or enough sprites to need a multiplexer.

https://www.youtube.com/watch?v=xUU4Jfj9Gjs

i'd probably leave out the in-game music and just use SFX only to save some memory/CPU cycles since NES CPU is faster than C64. we could just have music during transition screens.

>> No.8062317

>>8057893

http://selmiak.bplaced.net/games/c64/index.php?lang=eng&game=The-Great-Giana-Sisters&page=main#level

Giana Sisters is a very much simpler game than SMB. I'm almost certain this could fit in NROM and a mapper is not even needed. The levels are short and there doesn't seem to be more than a single tile set used the entire game.

>> No.8062363

>>8061670
I remember reading about this "wanderebar" and wondering why it's not used more ? I know translators want to make the games playable on original hardware, but right now we know ai translation isn't that great, and some games in addition of having huge scripts are nearly unhackable :/ . Does wanderbar have a fail I'm missing or something ?

>> No.8062419

Anyone port that metroid a2m game to anything that can be used with an SD crt? Thinking a gamecube or wii maybe?

>> No.8062448

>>8062419
It's gamemaker so that's unlikely. I had a laptop in the mid 2000s with an S-video port, but even if you could find one, i don't know if it would be fast enough to run it.

>> No.8062458

>>8062419
What about hooking your PC to a CRT TV?
You need a crt_emudriver compatible video card, and a signal converter (I use Retrotek VGA to Component transcoder). It’s a fun weekend project, and a great way to play slow res fangames and emulating consoles you don’t already own or got a flashcart for.

>> No.8062460

>>8062448
You would hardly get a clean 240p signal out of a laptop with a S-Video connection. Windows won’t even output lower than 480p without custom video drivers.

>> No.8062465

>>8062460
>>8062419
A Pi or a Radeon equipped PC with VGA-to-component transcoder will do the trick.

>> No.8062469

>>8062465
Was thinking of getting a pi with a scart hat for streaming video to the crt. If I can get stuff lkke a2m to work too I'm gonna do that

>> No.8062487

>>8062363
Honestly? Because it's a pile of hacks. You have to write some god awful combination of html, javascript and lua for it to work. It requires a specific build of bsnes or snes9x or whatever because tomato's using the windows debugging interface to read wram, and if it's compiled differently, the wram's location in the process changes.

Like, I'm all for the concept. It's just hard to want to build off of a pile of sand. Maybe it's gotten better since I looked at it last, but I doubt it.

>> No.8062685

>>8062487
> god awful combination of html, javascript and lua
what is it some electron bullshit combined with emulator lua scripting?

>> No.8062687

>>8062487
I know most people hate retroarch (I hate them sometimes too) but they are the only one who made an effort of standardization... It would be nice if they include this. Each translation would have this before the full Rom translation. Everybody wins.

>> No.8062690

>>8062685
Please God no... wonderbar predate electron so I hope not !

>> No.8062817
File: 39 KB, 480x320, unknown-276.png [View same] [iqdb] [saucenao] [google]
8062817

>>8021436
Mighty Flip Champs on the Game Boy Advance. It would be interesting seeing a DS/DSi specific game shoved onto the GBA

>> No.8062831

>>8062687
You could probably do the whole thing with lua overlays in bizhawk, but fuck lua.

>> No.8063918

I've been looking through a few NES debugging tutorials and want to give it a try. As a personal project I'd like to pick something simple to start with. How complicated would it be to change the initial and two possible (y,x) positions a cursor may take on a NES title screen ? For example change a cursor's x position from the left to the right of the text. What kind of breakpoint should I create a breakpoint for this ? When the cursor's sprite x position gets written in CPU memory ? When the specific x value gets read ? I've tried directly looking for this x value in PRG ROM as the title screen gets displayed and data is read with Mesen's memomy tool, but to no avail.

>> No.8064313

If I'm turning it into a ROM box, is there any functional difference between an NES and SNES classic?
What about the ones Playstation and Sega put out?

>> No.8064346

>>8064313
SNES has rewinds (only for SNES). NES doesn't. Also their built in emulator is different. So if you get NES you'll have to use retroarch for every SNES game. There's also different UI and music. Personally speaking SNES is the best of the bunch. NES also doesn't have borders to cover up overscan while NES does and you can add new ones if you look into tutorials.

idk if this is still a thing but you can't have too many games on one screen or it will crash, you can organize them by folders instead, I actually find it quite fun to make custom folder art.

>playstation

very different, in my experience, you actually just plug a USB drive into slot 2 with all the roms and the autobleem program, if you boot up without the USB it will be as if it was brand new out of the factory. I had to edit some text documents in order to get some games to actually have movement. And you can't play ape escape with the native emulator or the included controller.

The Sega 1 is compatible with Hakchi, and in my opinion it runs a bit smoother, it doesn't need to load when you go into a folder, but it won't support save states or rewind for non genesis games, and you can't delete saves once you make them, which is why I still think SNES is best... Sega has the best menu music though, hands down.

I don't think Turbografx has a hack that's available to public yet.

>> No.8064383

https://wiki.nesdev.com/w/index.php/PPU_registers

Aw neat, you can literally fry your PPU by enabling bit 6 of $2000. this is like the equivalent of the Commodore PET killer POKE.

>> No.8064394

>>8061015
Big things are happening in the Zelda Editing Scene.

Hoping to drop HMX this month.

All that's left is sorting out some of label code drawing stairs, and I am making an alternate Dungeon object selection window with names and details about the objects.

I have a branch with some experimental OW features that might get added too.

>> No.8064598

>>8064383
It's thought the Nin was planning some sort of background image generator add-on in which a game could be overlayed. That never came to be.
> you can literally fry your PPU
In theory. I don't think anyone has actually tested this to find out.

>> No.8064607

>>8064383
I looked at that and I can't figure out where the sprite X/Y position registers are (to answer >>8064346's question)

>> No.8064685
File: 86 KB, 1692x772, smb2_dma.png [View same] [iqdb] [saucenao] [google]
8064685

>>8064607
> sprite X/Y position registers
There aren't any. What you do is reserve a page in RAM as the sprite table (usually $200-$2FF) and copy it over to OAM every frame in vBlank with the sprite DMA function.
https://wiki.nesdev.com/w/index.php/PPU_OAM
Each byte in your page is Y position, Tile, Attributes (palette, flip, BG overlap), and X position; these 4 bytes are repeated 64 times and those are your available sprites.
To copy it over, do the following in Vertical Blank:
LDA $#00
STA $2003 (OAM addr)
LDA #$02
STA $4014 (OAM DMA initialize)
After you do this, the next 512 cycles will copy that page ($200-$2FF) of RAM into OAM memory and your sprites will be where you tell them to be.
I hope that makes sense, let me know if it doesn't.

>> No.8064764

>>8062363
Video game translators don't like people being able to view the untranlated text next to their translation since that makes it a lot more difficult for them to bullshit in the rewrites they want.

>> No.8064806
File: 39 KB, 250x280, alex.jpg [View same] [iqdb] [saucenao] [google]
8064806

>>8064764
i think a much bigger reason is they have to replace the text strings and the code that generates it. i doubt it's a "conspiracee" to add agendas or inside jokes.

>> No.8064868

>>8064806
It is with anime where they really do that shit with garbage Western vendors. Wouldn't surprise me if they do it with modern games too.

>> No.8064882

>>8064764
>translators are worried people who don't speak the language at all will see errors
I know you have some hateboner for fantranslated games, but at least you should try to make your complaints follow some sort of logic.

>> No.8064950
File: 30 KB, 512x448, bahamut_lagoon_hbg.png [View same] [iqdb] [saucenao] [google]
8064950

>>8064868
With official translations they censored nudity and religious imagery in the west, but that was the heyday of right wing "cancel culture" for Jesus. Companies and society really don't really care anymore.
The other major problem is poor quality, because you have to understand before the internet translation was a much more difficult task and these were just toys for children, so companies really didn't care all that much.
As for fan translations, i'm happy they exist at all. I'm not sure why someone who speaks both languages would go through a fan translation just to erect a hate boner for text they don't agree with. That seems like an insane waste of time.

>> No.8064983

>>8064607
>(to answer >>8064346 (You)'s question)
I asked a question?

>> No.8064987

>>8064950
>nd these were just toys for children, so companies really didn't care all that much.

It's more like the translators were just some normalfag guys doing this for a paycheck, they weren't weeb fanboys who do it as a labor of love and there weren't really weebs back in the 80s anyway.

>> No.8065128

>>8064987
>there weren't really weebs back in the 80s anyway
The ninja craze must have been a collective fever dream, then.

>> No.8065151

>>8065128
Companies went out of their way to Americanize vidya and anime dubs as much as they could in the 80s-90s. Trust me, weeb culture wasn't mainstream at all back then.

>> No.8065293

I might as well just ask directly, does anyone have any collections of NES homebrew, the kind of stuff that had to be paid for, whether it be a cartridge or rom file, whether still sold or not, and etc.

>> No.8065352
File: 226 KB, 1115x799, 1618101163808.jpg [View same] [iqdb] [saucenao] [google]
8065352

>>8064950
>Companies and society really don't really care anymore
Thats where you're wrong, censoring is still alive very much, its laughable how they've done pic related just because it has a windmill of peace.

>> No.8065357

>>8064806
Well, normally you do, but with the advent of overlay translations being used even in professional/commercial works nowadays (see a Fire Emblem recent official NES translation which employs something very similar, as well as non-translation related upgrades to games such as Phantasy Star 1 getting dungeon automaps and extra info overlaid, circumventing limitations of the original hardware) this is officially a non-issue since in theory, you can use whatever font/size/etc you want and just get it to appear in place of or on top of the original text if you care to.
This SHOULD realistically become the gold standard since you just apply the knowledge of your text pointer tables/offsets/whatever but use it to call up your overlay script and code rather than replacing it entirely.

>> No.8065527
File: 1.41 MB, 2928x2368, trin_20210327_032404.jpg [View same] [iqdb] [saucenao] [google]
8065527

>>8065357
> overlay translations
bruh it doesn't work on console. no thank you.
plus it ties your months of hard work to some specific emulator and additional add on program, all of which are subject to change and have no guarantee of working properly through future updates.

>> No.8065565

>>8065357
i guess some of that extra stuff and the option to keep the original text would be cool but i wouldn't anchor your entire project to that. it would be a cool option

>> No.8066421

>>8056390
well if it isn't already inside the tool I'd like easy drag and drop map editing but I may be asking for too much

>> No.8067042

>>8065151
>ninjas all over comics
>one-gorirrion times folded nippon steel was the sword of choice
>stuff like Akira reaching western theatres
>90s even saw a Hokuto no Ken Hollywood live action
Companies may have tried their best, but weebery was absolutely a thing, though it was nowhere as rampant as nowadays. Trust me on this.

>> No.8067887

>>8067848

on that note, is it me or does it seem more common to find SNES game in odd ROM sizes like 10 mbits or 12 mbits? Genesis games seem to just all be in even multiples like 4 mbits, 8 mbits, 16 mbits, etc.

>> No.8067907

>>8067887
It's usually more efficient to not use weird sizes like that because it requires two chips which is more expensive. Easier and cheaper to just have a single ROM chip which can be left half empty if need be. As a side note, the smallest Mega Drive games are 1 mbit and if you look at Flippy, the actual game is only about 40k and the ROM has tons of empty space in it.

>> No.8067925

>>8067907
some MD games with odd ROM sizes exist like Ghouls & Ghosts is 5 mbits and PS IV is 6.

>> No.8068035

>>8067925
That's correct. G&G is 5 megabits (640k) an odd ROM size.

>> No.8068074
File: 170 KB, 512x512, castle.gif [View same] [iqdb] [saucenao] [google]
8068074

I didn't want to mention object outlines earlier because it was giving me a very hard time, I didn't think I was going to get them.

But I did, and it's bloody awesome IMHO

>> No.8068078

>>8067887
24 megabits was not super common either because it's an odd ROM size, it requires a 16 megabit and 8 megabyte ROM. It was more common to see 2 megabit and near the end of the 4th gen a few 4 megabit games as these needed a single ROM which was cheaper. Some late SNES games like Star Ocean were as big as 96 megabits but used a 48 megabit ROM and SA-1 chip to decompress on the fly.

>> No.8068728

>>8033540
Cool ideas.

>> No.8068732

>>8068078
Star Ocean, Radical Dreamers, Clock Tower I, R&B and ToP should get released outside of Japan.

>> No.8069321
File: 204 KB, 600x480, q_deliver.png [View same] [iqdb] [saucenao] [google]
8069321

>>8069312
>>8069312
>>8069312
>>8069312