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/vr/ - Retro Games


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File: 24 KB, 770x710, hbg_blazing_rangers.png [View same] [iqdb] [saucenao] [google]
8069312 No.8069312 [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/
>>8021432 >>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.8069316
File: 664 KB, 792x524, halo_64.png [View same] [iqdb] [saucenao] [google]
8069316

what's your dream homebrew, /vr/?

>>8021436

>> No.8069432

>>8069312
Where's the rom?

>> No.8069434

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

>> No.8069503
File: 149 KB, 1600x900, game_genie.jpg [View same] [iqdb] [saucenao] [google]
8069503

>>8069432
https://firstpressgames.itch.io/blazing-rangers
AEPUOP

>> No.8070697

>>8069316
Violated Heroine or one of those RPGmaker H games ported to SNES or Genesis.

>> No.8070707

Has there been any 3D homebrew made for the Sega Genesis?
Like, one that's ment to utilize the SVP chip used in Virtua Racing.

>> No.8070760
File: 170 KB, 512x512, castle.gif [View same] [iqdb] [saucenao] [google]
8070760

>> No.8070779

Upload rare romhacks and patches please.

>> No.8071118

>>8070760
I think I can understand why Hyrule Magic might have been so janky. Nice work.

>> No.8071270

>>8070707
Nothing substantial, but I know some people are looking into it. I know a model converter exists, but I don't remember if they ever made it public.

>> No.8071374
File: 9 KB, 120x140, sonic_hand.png [View same] [iqdb] [saucenao] [google]
8071374

>>8070707
There was an Anon making a 3d genesis engine. Haven't seen him in a few months though...
https://desuarchive.org/vr/thread/7485931/#q7489380

>> No.8072056
File: 2.11 MB, 641x510, blast processing, baby.webm [View same] [iqdb] [saucenao] [google]
8072056

>>8071374
Looks neat!

>> No.8072059

>>8071374
He still posts here and his project progressed.

>> No.8072559

>>8069316
Darkstalkers: The Night Warrior (SNES) & Darkstalkers 2 (N64)

>> No.8072571

Who knew GBA base show offf potential in 3D, https://m.youtube.com/watch?v=DvwzLvpRhck

Surprise by SNES port of Megaman 4. Thought Wily Wars 2 compilation almost happens.
https://m.youtube.com/watch?v=SACfa0pTQNk

>> No.8072772

>>8070760
Woah, like playing my 3DS redo-like sequel

>> No.8072840

>>8072571
60 fps video: https://www.youtube.com/watch?v=jPxiaai-7nI

>> No.8072881 [DELETED] 

https://www.youtube.com/watch?v=TaiaL7zXZGE
https://www.youtube.com/watch?v=7cehaqXFCGE

Uggh, C on retro machines. And this is on DOSBox where you can increase the cycles. Imagine playing this shit on an actual 8086 or 286 PC back then and enjoying your 13 fps (both games written in Turbo C IIRC).

>> No.8072906

>>8072840
K

>> No.8073126

Anyone have any collections of homebrew roms for systems like the Game Boy/Color/Advance, NES, SNES, Genesis, and etc.?, Older consoles in general really, whether it be commercial or non-commercial, anything beyond what's easily found on the internet

>> No.8073147

Bump

>> No.8073246
File: 595 KB, 859x560, DebugWindowV2.gif [View same] [iqdb] [saucenao] [google]
8073246

Introducing the FCEUX Debugger

See animated image for a rundown of the Debugger window.

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

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

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

Bookmarks can help you identify locations in the code.

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

>> No.8073267 [DELETED] 
File: 1.56 MB, 1280x720, 6502_16bit_artithmetic.webm [View same] [iqdb] [saucenao] [google]
8073267

>>8073246
Welcome aboard. Try Mesen.

>> No.8073269
File: 202 KB, 584x344, CheatSearchWindowV2.gif [View same] [iqdb] [saucenao] [google]
8073269

>Finding Variables With Cheat Search for FCEUX: A Primer

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

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

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

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

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


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

>> No.8073273
File: 145 KB, 467x437, CodeDataLog.gif [View same] [iqdb] [saucenao] [google]
8073273

>Introducing the Code Data Logger

The Code Data Logger is a simple but useful tool. It is helpful in developing a proper disassembly.

See, the only thing a computer can deal in is binary, ones and zeros. That's it. What those bits mean is determined by how it is interpreted. Is it a number, or a letter? Maybe it's an instruction or a pointer to somewhere else in memory. You can't actually know what some chunk of bits in memory are based only on the bits themselves. However the computer doesn't care. You just give it a starting point and it goes off on it's own. It will take the first byte and assume it is an instruction, then load the next zero or more bytes (however much as that particular command needs) as an operand, executes it, then does the very next byte.

So to disassemble machine code back into code, you could start at the beginning and sort of unzip your way through the file, except for the fact that you can change which byte is the next byte to execute via jumps, branches, straight up stack manipulation, or maybe even witchcraft (self modifying code.) These factors make such an approach...

complicated.

Doing a complete job would end up requiring you to emulate the entire system. But hey! You're doing that anyways when you play a ROM on the emulator! This is where the Code Data Logger comes in. You start the logger and it will keep track of every byte in the entire file and watches as the instructions are executed. It will mark each byte as having been used as Code (instructions to the processor) or Data (used by the processor to do the command). You can then play the game until you've done everything the game can do, and by then you'll have marked up the entire file. A disassembler can then use this file to help it create accurate source code which, should, recompile into back into the same game you started with.

Now if you don't understand why anyone would get excited to have the source code for a game, don't worry, this tool just isn't for you.

>> No.8073281
File: 47 KB, 1203x942, seachase_sprite0.png [View same] [iqdb] [saucenao] [google]
8073281

>>8073273
Looks good to me so far. Nice writeup!

>> No.8073309

>>8069316
it'll always be half-life 64

>> No.8073336
File: 67 KB, 792x522, half_life_64.jpg [View same] [iqdb] [saucenao] [google]
8073336

>>8073309
i got you bro

>> No.8073392

>>8073126
Nice try Nintendo ninja

>> No.8073542

>>8073392
>Nice try Nintendo ninja
I said homebrew you stupid motherfucker, Nintendo can go take a flying leap for all I care, not everyone looking for that kind of shit is some stupid idiot working for Nintendo

>> No.8073545

>>8073542
>>Nice try Nintendo ninja
>I said homebrew you stupid motherfucker, Nintendo can go take a flying leap for all I care, not everyone looking for that kind of shit is some stupid idiot working for Nintendo
Probably a bit excessive of me, but still, all I want is homebrew, I've already got stuff I've grabbed from the likes of archive.org and what not

>> No.8073825

Alisha’s Adventure: https://www.youtube.com/watch?v=3LY2laM-94A

>> No.8073906

>>8069316
Corpse Party 64

>> No.8074362

>>8073545
ok sorry m8

>> No.8075326

>>8069312
Phantasy Star old demo (TG-16)

>> No.8075529

>>8069316
Improvement Final Fight (SNES)

>> No.8075834
File: 1.79 MB, 243x182, AOAT.gif [View same] [iqdb] [saucenao] [google]
8075834

I've already asked this when the Goemon debacle happened, but just recently downloaded a bunch of romsets for various consoles and lost that post. Is there a list of hacks/translations removed from RHDN? I'm not up to date with that and want to download everything I can.

>> No.8076456

>>8075834
Goemon debacle?
Also id be interested in the same. Flames of eternity was removed by Square Enix.

>> No.8077553

>>8073825
>average enjoyer of cute animu

>> No.8077736

>>8073336
based

>> No.8078019

>>8076456
Goemon debacle aka Romhacking.net trans dudes went nuts over some meme line in a recent Goemon translation

>> No.8078495

Got an SNES mini, turns out it's one of those really close counterfeits. Already disputed it on Ebay.
Can I still run Hackchi on it, or should I even bother?

>> No.8078930

>>8078193

Atari 2600 port of this.

>> No.8078935

>>8078495
Return it, only if you're absolutely sure it's counterfeit

>> No.8078943

A common NES cartridge setup is 128k PRG ROM+CHR RAM. This is what LOZ, Castlevania, Mega Man 1, and many lesser titles use. In this you may have eight 16k banks which could be arranged like so. the graphics are compressed and copied to CHR RAM on the fly. in any game, your code is always the smallest portion and most of the ROM space is taken up with sound and graphics data.

>code
>code
>music
>level
>graphics
>graphics
>graphics
>graphics

this particular setup is generally seen in UNROM or MMC1 carts. on UNROM the first 16k is fixed and has core game routines in it. since MMC1 has floating banks, you will have to include redundant reset code in each bank as you don't know which one will be active at power on. but generally on MMC1 you'll keep one bank fixed and have core game routines in there.

>> No.8078945

>>8069316
3DO Doom with a Carmack-tier port.

>> No.8078963

>>8078943
a lot of games never actually use all the ROM space. you can download a ROM and check its compressed size, very often it'll be half as big as the unpacked ROM. cf.

https://wowroms.com/en/roms/nintendo-entertainment-system/athena-usa/21606.html

compressed this is 71k although the ROM is 128k. meaning 43% of it is unused.

>> No.8079001

>>8078963
>compressed this is 71k although the ROM is 128k. meaning 43% of it is unused.
That's. Not what that means. Keep in mind the NES didn't exactly have the spare CPU cycles do do on-the-fly decompression of even the most basic data compression algorithms. If you had data that was extremely structured and low on entropy, you just had to store all of it. This is particularly true of graphical data. If your enemy sprite needs to be 80% of a single color and only use the other three colors 20% of the time, it still needs all bits on every pixel, no optimization possible. Text too.

>> No.8079015

>>8073126
>>8073542
>>8073545
Check here (needs updating just as much as this thread needs splitting) https://pastebin.com/vmTUejDq

>> No.8079041

>>8078935
>only if you're absolutely sure it's counterfeit
Says "Wii would like to play" on the main menu, and fits the pics of other bootlegs.

>> No.8079732

>>8079001
>That's. Not what that means.

Obviously he was referring to the file size when compressed as a ZIP, as you would figure out if you had any kind of intelligence.

>> No.8079752

>>8079732
Wii U can use it too

>> No.8079757

yeah often if you disassemble a ROM in a hex editor you'll find lots of empty space. i did that with Flicky on the MD. the ROM is 128k but only about 40k of that is actually used.

>> No.8079784

>>8078930
>ZX Shit
No thank, I good.

>> No.8079797

>>8079784
Have you seen the average Atari 2600 game?

https://www.youtube.com/watch?v=NKA59dzz8do

>> No.8079804

>>8078943
the main point of this setup is animated bg tiles, sometimes also sprite transformations

>> No.8079812

>>8079757
couldn't they have just used a 64k ROM instead?

>> No.8079980

>>8079812
By the time the MD came out 128k ROMs were cheap enough that you could afford to waste one.

>> No.8079983

>>8079797
Seem as 70 past (better off on the 50 era instead)

>> No.8079985

>>8079757
>>8079001
Feature creep. You often don't know just how much space you're going to need so better safe than sorry.

>> No.8079995
File: 5 KB, 957x74, boogerman.png [View same] [iqdb] [saucenao] [google]
8079995

>> No.8080000

A few early MD games were 1-2 megabits but otherwise 4 megabits was the normal "base" size.

>> No.8080054

>>8079980
>NES homebrews
>are mostly all NROM
>MD homebrews
>everyone is obsessed with trying to make a game as hueg as they can

>> No.8080069

>>8080054
>NES homebrews
>need to deal with bank switching and learn how to take advantage of the more powerful mappers to do anything beyond NROM
>Genesis homebrews
>regardless of the ROM size(as long as it's one of the standard sizes or smaller), it's all addressed as a single chunk, no additional learning or bank switching needed
There's a reason.

>> No.8080075

>>8080054
>MD homebrews
>everyone is obsessed with trying to make a game as hueg as they can
I didn't know everyone was F*nzie.

>> No.8080091

>>8080069
>kids born in 2001 who only know how to code in Java are incapable of doing something 80s coders did with no problem
Lyl.

>> No.8080095
File: 662 KB, 1027x883, forest.jpg [View same] [iqdb] [saucenao] [google]
8080095

Nebs and Debs is a typically shitty example of a NES homebrew in which it's NROM but they try to make it look like a late period MMC3 game. Also it was made by Euro demosceners so you shouldn't really expect much anyway.

>> No.8080101

didn't some Euros also do Micro Mages?

>> No.8080120

>>8080101
Yes and that game is an example of how not to do a homebrew. Actually, Blazing Rangers isn't bad and looks more like a typical early period NES game, but then again it was made by Japanese guys, not Euros.

>> No.8080263

>>8079980
In general terms, 128k on the MD would be equivalent to an NROM game on the NES, 256k would be equivalent to a CNROM game, 512k would be equivalent to a 64k PRG ROM game like Dragon Warrior 1, a 128k NES game would be equivalent to 1MB on the MD, and so forth--a 512k NES game would be the equivalent of 4MB (32 megabits) on the MD.

>> No.8080294

>>8080101
>Yes and that game is an example of how not to do a homebrew
Why? Unironically asking.

>> No.8080343

>>8080294
Sorry forgot to quote >>8080120
Also whats with nesdevs autismo about a homebrew/game being NROM or MMC3?

>> No.8080396

>>8080343
I guess he's arguing most homebrewers can't be bothered to deal with bank switching.

>> No.8080415

>>8080294
One reason being the postage stamp sprites that no commercial game would have used back in the day because they would be an illegible mess on a typical TV set.

>> No.8080639

>>8080263
eh not really

>> No.8080892

>>8080263
SNES games on average needed a little more ROM space than MD ones because the sound and graphics data was not as compact.

>> No.8081628

bump

>> No.8081641

>>8080415
Yes, yes. Everyone's impressed with how authentic you're being. Someone else is making brand new content on NES specifications out of a passion for retro gaming hardware, but hey, you're being mindful of how shitty TVs of 1984 were. So I guess you sure got one up on them.

>> No.8081669

>>8080892
>RAM
See>>8073825

>> No.8081690

>>8069316
Mother 3 on the DS, natively.

>> No.8081836

>>8080263
>>8080639
a safe ratio to assume would be that a typical 16-bit console game needs 8x the space of an NES game so a 64k game would be equivalent to 512k on the Mega Drive, 128k would be equivalent to 1MB, etc.

>> No.8081920

Micro Mages had tiny sprites because the devs (they admitted this) didn't want to deal with the scanline limit.

>> No.8082187

https://www.youtube.com/watch?v=_h1Vk9m3eeQ

>> No.8082189

>>8078945
>3DO Doom with a Carmack-tier port.
Best I can do is point you to an in-progress build of a hack meant to improve Doom 32X

>> No.8082190

>>8079015
>Check here (needs updating just as much as this thread needs splitting) https://pastebin.com/vmTUejDq
I still have the all files pack that is now a dead link on anonfiles, I'm all sorted on that end

>> No.8082196

>>8081690
>Mother 3 on the DS, natively.
Could always take the time to decompile it and eventually port it to everything under the sun, assuming that's as possible as other decompilations going on for other systems

>> No.8082236
File: 869 KB, 1492x2128, seac_20210428_013433.jpg [View same] [iqdb] [saucenao] [google]
8082236

>>8082187
Should i fix the Action 52 controls lul? Maybe i'll do it tomorrow for shits and giggles. i've already fixed Tetris

>> No.8082258

>>8082236
>the phantom of the opera made the NES port of Sea Chase
The lore deepens.

>> No.8082283

>>8080120
You are full of cocks in your mouth.

>> No.8082527
File: 9 KB, 256x224, Keytastrophe single screen puzzle hack.png [View same] [iqdb] [saucenao] [google]
8082527

Looking for recommendations for SMW hacks that mainly focuses on single screen challenges, can be Kaizo light, but bonus points of its "only" hard or very hard.

>> No.8082813

>>8075834
if anyone has compiled a list of hacks removed because trannys and piko shillsman, I don't know of it

>> No.8082919

>>8081641
Neat, it's the chef fallacy.

>> No.8083017

>>8080396
Bank switching kinda sucks.

>> No.8083023

>>8083017
Nah just for script kiddy zoomers who can't do something hundreds of coders used to do back in the day without a hitch.

>> No.8083029

>>8083023
>hobbyists getting into ASM programming aren't as talented as people who did it every single day as their job
You sound angry about things you can't do yourself.

>> No.8083045

What Remains used banking. that game was 512k.

>> No.8083056

?These part charts are directly related to the mapper chose of the game, NROM mapper. I don’t think I need to take a deep dive in NES mappers, but a short summary would be that NES games came on a multitude of different cartridge hardware. Some boards had additional memory, rewritable memory (as opposed to read only memory), and or memory banking, along with other features (like HUDs and diagonal scrolling). These mapper advances, along with talented programming, was an ingenious way to extend or enhance what was possible on the base hardware of the console.

>Nebs ‘n Debs used the base board that had no additional features on it, which is the no mapper board (NROM). NROM was used for many of the original NES games (Super Mario Bros., Balloon Fight, Donkey Kong). Compared to the enhanced mappers with the memory management controller (MMC), as in the MMC3 (Super Mario Bros. 3) or MMC5 (Castlevania III Dracula’s Curse), NROM is very limiting, but many current homebrew developers see this as a challenge they want to strive to tackle. Morph Cat, homebrew developer that released Micro Mages, used NROM as well and put together a great explanation video of NROM challenges and how they overcame the memory limitations on Micro Mages.

>Dullahan Soft talks a bit about those challenges of working on NROM as they developed the commercial game in the interview portion below. Needless to say, they kept hitting the limits and needed to optimize or make cuts along the way, saying it was a battle to fit the game in NROM, but that they would work on NROM again.

>> No.8083080

>>8076456
>Flames of eternity was removed by Square Enix.
The hack has been there for like 7? years later? how?

>> No.8083086

>>>8083056
why couldn't these guys just be out with it and say they didn't want to bother with bank switching?

>> No.8083242

>>8083086
it also makes it more expensive and complicated to physically manufacture your cart if you go that route. it's not merely a question of coding.

>> No.8083254

I would just offer the ROM on Steam as a download, there's no need to bother with physical cartridges unless you're trying to scam coomlectors.

>> No.8083268

>>8083254
>there's no need to bother with physical cartridges unless you're trying to scam coomlectors.
>unless

>> No.8083290

>>8083086
The issue I have is more like that a game like Nebs and Debs is obviously trying to be a more complicated game designed for a 256k cartridge but they shoehorned it into NROM. I've nothing against NROM games but be realistic and accept that you can only do 1984 Balloon Fight kinds of stuff with that.

>> No.8083306 [DELETED] 

>>8083290
pretty sure that's because they assume most NES gamers expect a game that looks like SMB3

>> No.8083324

I'm pretty sure is because they can buy cheap NROM or UNROM-512 boards off of Ali Express.

>> No.8083579

I'm still determined on getting an SNES classic.
Am I right in thinking that the best way to tell a real from a fake, short of actually getting a photo of the homescreen, is the number of dots on the controler port cover?

>> No.8084086

>>8082527
Nightmare Cafe [0-9]+ Kaizo Light though.
Super Mario Logic
100 Rooms of Enemies

>> No.8084313

>>8072840
imagine this dev reaching remedy for a Death Rally port... just imagine

>> No.8084398

>>8078943
MMC1 is tricky because there are several boards/variations of it with slightly different capabilities. this can include different ROM sizes and the presence or lack thereof of PRG RAM. some games use banked 16k PRG RAM but I don't believe anything released outside Japan did. In 256K MMC1 games using fixed $C000, the fixed bank is always 15. Only in 512k games is there a choice between bank 15 in $C000 (with any of 0-15 in $8000) and bank 31 in $C000 (with any of 16-31 in $8000).

>> No.8084424

>>8084398
512k is absolutely huge for an 8-bit game.

>> No.8084546

>>8084398
> the fixed bank is always
Usually the last bank in the ROM. This is fairly standard and not unique to the NES.

>> No.8084563

>>8084546
My understanding is with MMC1 you don't know what bank is going to be in $C000-$FFFF at power on because the mapper starts in an undefined state, so you have to include redundant code in each bank.

>> No.8084640
File: 1.72 MB, 1600x1200, Banjo Kazooie GBA N64.png [View same] [iqdb] [saucenao] [google]
8084640

>>8069316
Banjo-Advancie / Banjo-Halfie

Converting the entirety of Banjo-Kazooie: Grunty's Revenge into the Banjo-Kazooie / Banjo-Tooie engine and retooling it entirely as an N64 experience. Fix the mini-games, fix the speech and dialogue, fix some of the level design to better suit 3D.
Also it'd be fun to play some Donkey Kong 64 levels as Banjo & Kazooie.

>> No.8084739

https://www.youtube.com/watch?v=ddecH6CcHQY

BTW if you didn't know, the smallest Mega Drive game is Super Ping Pong, an unlicensed Japanese title that's a mere 16k in size (the physical ROM used is 1 megabit)

>> No.8084794

>>8084739
>>8081836
NES tiles and sprites are 16 bytes each, on the MD they're 32 bytes so graphics data can be assumed as double the space of NES graphics. I'm not sure about the code portion though I would assume 68000 code occupies more space than 6502 code.

>> No.8085047

https://www.youtube.com/watch?v=3luUb7WEm7k

someone needs to hack Arkanoid to properly include the intro sequence with the spaceship. all it would take is a 32k CHR ROM instead of the 16k one that's in there. i mean, come on, Taito. you were that cheap you couldn't even...

>> No.8085103

Should i start with nesmaker or learn to make a nes game in assembly/C? I only know python at this point.

>> No.8085115

>>8085103
NES Maker isn't good for anything but an RPG. For any action game yes you most certainly will need to code it in assembly language.

>> No.8085153
File: 64 KB, 300x276, mario_isScrewed.png [View same] [iqdb] [saucenao] [google]
8085153

>>8085103
nerdy-nights.nes.science/
masswerk.at/6502/6502_instruction_set.html/
wiki.nesdev.com/w/index.php?title=Programming_guide
Post questions if you get stuck. GL HF

>> No.8085159

>>8082187
Wasted video about garbage pile.

>> No.8085161

>>8072056
that's old, it has textures, lighting and transparent wall effects and stuff now

>> No.8085167 [DELETED] 

>>8082189
it's a new port not a hack

>> No.8085186
File: 5 KB, 372x348, vegas_dream_news.png [View same] [iqdb] [saucenao] [google]
8085186

>>8085161
well you should post some more webm's!

>> No.8085515

>>8085103
>C
Too bloated

>> No.8085524

>>8085103
you can't get away with using C on the NES or GB. assembly or bust

>> No.8085528

>>8069316
Capcom fighting games for the N64
Metroid Prime for the Nintendo 64

>> No.8086030

>>8084739
Clearly inspired by Arkanoid where different power ups do different things to the ball.

>> No.8086037

>>8086030
>>8084739
>>8085103
Do an NES port of Super Ping Pong. it would be a good starter exercise.

>> No.8086104

>>8083086
The Master System has fewer banking options compared with the NES and only five standard ROM sizes (32k, 64k, 128k, 256k, and 512k).

>> No.8086109

>>8086104
yeah but the only market for it was Euros anyway, so...

>> No.8086131

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

Oh well this looks like a fun NES port project.

>> No.8086280

>>8086131
this game is 32k, is equivalent to NROM, no?

>> No.8086289

>>8086280
The ROM is 32k but the Master System had a conventional setup where the main game ROM stores the graphics and you copy it to VRAM as needed (the NES's CHR ROM setup is unique to it). I believe on the NES you would probably need CNROM as it seems to have at least two tile sets worth of graphics.

>> No.8086298

>>8086289
Master System's a Z80 machine, Z80 code take about 15% less space than 6502 code so you will have a little more room in the ROM to store graphics in.

>> No.8086325

>>8086289
>two tile sets
Relative term here as the Master System VDU can use up to 512 bg tiles at once while is 256 on the NES.

>> No.8086332

>>8086325
yeah but actually since it can flip tiles, it's very common for Master System games to have symmetrical background objects to allow tile reuse.

>> No.8086354
File: 653 KB, 1280x720, ea1.png [View same] [iqdb] [saucenao] [google]
8086354

>>8086298
>>8086289
CNROM on the NES supports one PRG bank (32k) and four CHR banks for 32k CHR ROM, but the Master System doesn't quite work this way as it stores its graphics in the main ROM. Broadly speaking, a 32k Master System game is about equivalent to an NROM game on the NES as there's only enough room for about one graphics table. If you were to make a CNROM game like Milon's Secret Castle, you would need to use a 64k ROM on the Master System to have about the same amount of space.

The Japanese Dragon Quest 1 was a CNROM game, but for the US release it was bumped to MMC1 with 64k PRG ROM and 16k CHR ROM. This would need 128k ROM on the Master System with five 16k ROM banks used (the remaining three would be empty).

>> No.8086370

I think most 32k Master System games were cards rather than cartridges to save money, and there are a bunch of bootleg Korean titles but all of them are just MSX games hacked to run on the Master System and even still have the original 16 color graphics intact.

>> No.8086379

>>8086370
>Gook bootleg
Thought south zone ain’t poor country lol

>> No.8086380

>>8086370
it was the Third World. having any vidya at all to play was something, they weren't that anal about the graphics.

>> No.8086387

>>8086379
In the 80s-90s it was. South Korea was like the biggest PS1 pirate games market anywhere.

>> No.8086392

>>8086387
>Pirates
Kinda sad, market can have some succeed, look at HCB64.

>> No.8086418

>Youtube video of Great Baseball
>comment section: man this looked mind-blowing when you compared NES Baseball
No shit, Sherlock. It was a 128k game while the NES Baseball was 16k. But actually the US release of GB was significantly enhanced; the original Japanese release was 32k and one of the Master System's launch titles from 85, it's a lot cruder.

>> No.8086447

>>8086370
>I think most 32k Master System games were cards rather than cartridges to save money, and

Aside from that, another cost-saving measure was the fact that a lot of SMS games had custom ROMs with an on-chip memory mapper. However some carts had the mapper in a separate chip, so...

>> No.8086741

>>8085528
See>>8072559
Also original Fire Emblem 64 or port over Like Ike: PoE

>> No.8086795

>>8069316
>dreams a reality
Bloodline, Hard Corp, Phantasy Star I remake, Wily Wars 2 (Megaman 4 was already ported), and Burning Force.

>> No.8086869

>>8084398
There's 25 different variations of MMC1, some Famicom-only, some only found on Western releases. Deciding exactly what your game needs is tricky which could be a reason why homebrewers are afraid of making anything that's not NROM.

>> No.8086889

>>8086869
how exactly did commercial developers determine the banking set up to use?

>> No.8086903

>>8086889
I'm pretty sure they would pick a ROM size and build the game around it. Sometimes this was limited by what the publisher was willing to pay for, or by parts availability. Did you know the Famicom versions of Baseball and Pinball used 2x 8k ROMs instead of a single 16k PRG ROM? Probably due to what was available when they manufactured the cartridges.

>> No.8086907

http://bootgod.dyndns.org:7777/profile.php?id=3995

This is a one-off MMC1 variant used in a Go game that has 32k PRG+16k CHR as well as a battery save.

>> No.8087323

>>8073246
>>8073269
>>8073273
Nice guide and all but...it's 2021, Mesen exists now. FCEUX is obsolete not just due to low accuracy but Mesen tramples all over its debugging features as well.

>> No.8087417
File: 246 KB, 1920x1079, smb_disasm.png [View same] [iqdb] [saucenao] [google]
8087417

>>8087323
calling FCEUX a "low accuracy emulator" is a bit harsh and unjustified, but yeah, Mesen is a clearly superior choice for development and romhacking in just about every way.

>> No.8087796

>>8087417
Ok, so sell me on it. What can Mesen do that FCXUX can't?

>> No.8087939

>>8072571
>Who knew GBA base show offf potential in 3D
Everyone with the feintest interest in the GBA!?

>> No.8088027

>>8083242
Anon there are plenty of ready-made PCBs you can purchase, or get into an agreement with the PCB maker to preassemble shit to you. To get bigger ROM sizes you only need a 74161 latch to hold the higher address pins low/high (aka select rom bank).

>> No.8088060

>>8088027
Sure, this works for discreet mapper setups like UNROM, but ASIC mappers like MMC1 combine several functions into them including soft selecting the mirroring direction and address decoding to enable the use of PRG RAM. MMC3 also provides a scanline IRQ as well as finer banking granularity.

>> No.8088064
File: 2.87 MB, 638x508, optimized_animated_fireblu_compressed.webm [View same] [iqdb] [saucenao] [google]
8088064

>>8085186
it's kind of cheating because i'm using 512kB of SRAM to optimize the texture mapping (self-modifying jump tables). it's quite a bit slower with the older method.

excuse the terrible texture, it's better than what I had before :)

>> No.8088653

>>8087939
There interest day of childhood.

>> No.8088680

So I'm expecting my MiSTer to arrive either tomorrow or Wednesday. What are some good romhacks or PD demos I should check out?

>> No.8088770

>>8086379
>>8086392
>first world nigger
Go back to your corporate daddy or R*ddit

>> No.8089002
File: 1.75 MB, 512x447, 1626786586291.webm [View same] [iqdb] [saucenao] [google]
8089002

>> No.8089157

>>8089002
That looks interesting, what's it a hack of?
(Assuming it's a hack instead of something else)

>> No.8089162

>>8089157
Its SMW

>> No.8089203

>>8073126
https://www.nesworld.com/article.php?system=nes&data=neshomebrew
I want to create something like this but with screenshots a text reviews.
Anyone willing to review some homebrew?

>> No.8089231

>>8089203
I normally suck at describing things beyond a few words, but I think I could give it a go, given my existing extensive collection of homebrew, most of which being for the NES, and to a lesser extent for other consoles

>> No.8089235

>>8089162
What's the name of the hack, I need some more stuff to play after having finished some of the more shorter hacks I've come across

>> No.8089361

>>8087796
Not him, and I don't use it for Hex editing, but it's great for graphics hacking in real time.

>> No.8090289

>>8088770
I don’t use bot site or Twatter

>> No.8090334

>>8088770
Ahh gotten cry?

>> No.8090978

>>8069316
How about the Simpsons arcade game console ports we never got because bullshit reasons?

>> No.8091071 [DELETED] 

>>8090978
who cares about garbage ports of a slightly above average arcade game

>> No.8091096

>>8090978
yeah IIRC that was because Akklaim owned the Simpsons console license so Konami couldn't port it to consoles. in a just world there would be NES, Mega Drive, Gameboy etc ports of that bad boy.

>> No.8091107

>>8090978
Fuck that, I want my ZX Spectrum port of the Simpsons Arcade Game.

>> No.8091113
File: 103 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
8091113

>>8069316
port of King's Quest V on a 16-bit console which was more equipped to handle this game instead of a fucking NES

>> No.8091191

>>8091107
Awful port idea. I want TG-16 and X68000.

>> No.8091246

>>8082283
Like YouTuber shill or it own CEO

>> No.8091362

>>8069312
Thought plan: https://neogaf.com/threads/neogeo-emulator-is-in-development-for-nintendo-64.1604990/

>> No.8091375

Recommend me a Castlevania SOTN hack to spice up the game.
I feel like playing it but vanilla and randomizer feel boring now.

>> No.8091383

>>8091113
>Release date June 1992
SNES is already out by this point, Genesis and Turbografx have been out since late 89. But somebody really wants a port of King's Quest V to a system that can't handle it and will clearly be dead soon.

>> No.8091390

>>8091383
Also it was ported by Eastern Europeans (really).

>> No.8091570

>>8091383
The only thing I can guess is that they didn't have big enough ROMs yet in 92. This game was already 512k which was pretty much the biggest NES ROM size and for an equivalent Mega Drive or SNES release you'd need 24-32 megabits. It was a quite substantial game (10MB on the original DOS PC version) and had to be substantially trimmed down to fit in the largest possible NES ROM.

>> No.8091662

>>8089235
This

>> No.8091806

>>8090978
>>8091096
I always wanted a NES one. Even checked a few options of games that could be hacked, but my first choice filtered me hard.

>> No.8092320

>>8069316
Boogerman NES

>> No.8092328

>>8091806
At easiest you could reskin TMNT 2 and why not since the Simpsons Arcade Game and TMNT arcade game were running on the same hardware.

>> No.8092360

>>8088060
>MMC3 also provides a scanline IRQ as well as finer banking granularity.

MMC3 lets you switch the PRG in 8k chunks and the CHR ROM in 1k chunks, though it doesn't seem all games use these capabilities. SMB3 and Kirby do (any time you grab a power up in Kirby it banks in the object code for that power up) but plenty of other games such as Bad Dudes are pretty much just MMC1 titles where they only use MMC3 for the scanline IRQ.

>> No.8092440

>>8092328
That's PRECISELY the one that filtered me hard.
I'm not sure if the weapon tiles are in a different layer and a bit disjointed, and I couldn't figure out how to change sprite colors either.

>> No.8092446

>>8092320
That exists, almost sure of it

>> No.8092450
File: 39 KB, 320x200, Squish_'em_C64.jpg [View same] [iqdb] [saucenao] [google]
8092450

So as some of you probably know we've been working for a while on a port of Squish 'Em to the NES.

>> No.8092458

>>8092440
The sprite colors would likely be with the palette data, but TMNT 2 is a pretty large MMC3 game so it's not exactly easy to disassemble or find out where everything is.

>> No.8092538

>>8092458
Oh I'm sure it's no problem for people who know more than just drawing over graphics, buuut... not my case.
Shame, that gets in my way a lot. Had that problem trying to mess with a SMB 2 hack and with SMW for NES.

>> No.8092559

TMNT 2 has 256k of PRG ROM. This would have 8 PRG banks and they're probably subdivided into 16k or even 8k pieces since it's MMC3. So you may have as many as 32 different sub-banks where the palette data is kept in.

>> No.8092585

>>8069316
Runark Growl for NES would be cool, too.

>> No.8092591

>>8092585
or Cadillacs and Dinosaurs

>> No.8092715

>>8092591
Suck Capcom didn’t port argued best cps dash for SNES.

>> No.8092771

>>8092715
I always wondered why there weren't at least 16 bit ports of their D&D beat 'em ups, or King of Dragons, or Knights of the Round...

>> No.8092807

>>8069316
Tomb Raider on the NES

>> No.8092841

>>8092807
*Tomb Raider on the ZX Spectrum

>> No.8092870

>>8092841
Sure it was a British game series, but that's still no excuse to go to this extreme level.

>> No.8092969

>>8092841
>>8092807
>British game serie
Funny there unreleased N64 port.

>> No.8092992

>>8092969
It didn't have a loicense

>> No.8093000

too bad, the N64 would have been well-suited for an open world game like this

>> No.8093023

>>8086903
I think zoomers might want to learn how to do a Hello World program before they start talking about their fantasy project that will never happen because they're script kiddies who can only code in Java.

>> No.8093318

>>8084398
remember of course that the NES has a huge bottleneck where no matter how much ROM you have, you can only "see" 40k of it at once while the 16-bit consoles can see as much as 4MB at any one time.

>> No.8093641

>>8083254
as if anyone would ever be interested in owning some shitty homebrew cartridge

>> No.8093945

>>8092328
It would take until PS1/Saturn to do a 1:1 recreation of that game on a home system.

>> No.8094229

ITT:
>game from later system on older system!!!!!

...fuckin why? Just a complete waste of time. So creatively bankrupt if this is the best you can think of.

Now a proper demake, like a 16 bit version of FF9, yeah that would be cool.

But just downgraded ports? That's just pointless. Grow some fucking originally for Christ's sake.

>> No.8094314

>>8093945
I'm not sure anyone expects a 1:1 recreation on NES ports. Even TMNT 2 itself lacked a bunch of features, like Don's extra reach.

Actually, didn't the arcade characters already have a few other moves that only made it to TMNT 3? Wonder if that could still be implemented for 2, in that case.

>> No.8094317

>>8094229
>Now a proper demake, like a 16 bit version of FF9, yeah that would be cool.
There's a chinese FF7 port for NES. Where's your god, now?

>> No.8094335

>>8094317
Didn't say FF7.

>> No.8094362

>>8094317
I wish someone competent would Overhaul it

>> No.8094435

>>8094362
I mean, someone did translate and kinda overhaul it, I don't know if it was competent enough. Just in case you haven't checked it in a while.

>> No.8094854

>>8088060
All those advanced features are pretty overrated especially considering anyone here will probably never make a game that justifies them. Just get more program ROM and be done with it.
You could probably find someone that will sell you the clone MMC3 IC used in aliexpress multicarts if you really need the feature set.

>> No.8095307

>>8094317
Somewhere in China, making even more bootlegs ranging in quality from trash to fairly good

>> No.8095310

>>8094435
It's not too bad of a fix, not something I'd personally play though

>> No.8095818

>>8094854
Just the scanline IRQ itself is a huge help that makes coding games a lot easier. I do agree with you however in the sense that not even all commercial NES games used all of MMC3's capabilities. SMB3 and Kirby did but most didn't.

https://www.youtube.com/watch?v=WL755MO_8BY

Take Star Wars. This is just an MMC1 game for all intents and purposes. No animated backgrounds, no split screen scrolling, no DCPM drums, and it doesn't seem like it's using MMC3's improved banking capability to switch in any game data on the fly like in Kirby when you get a power up. So pretty much the only improvement MMC3 brings here is slightly faster bank switching because MMC1 is a slug (takes six instructions to perform a banking operation).

>> No.8095924

>>8092450
It's been talked about on here for a while. Any actual progress been made?

>> No.8095935

>>8095818
curious why they did need MMC3 when they ended up not actually using its features in games like SW?

>> No.8095945

>>8095935
Feature creep and I'm sure the boards didn't cost any more than MMC1 or whatever once Nintendo had ramped up production and had loads of MMC3 boards stockpiled.

>> No.8096001

>>8095818
>no DCPM drums, and
MMC3 doesn't provide any enhanced sound capability and even if it did the toaster NES wouldn't be able to use it anyway.

>> No.8096009

>>8096001
no it banks in the DCPM samples on the fly using MMC3's 8k banking capability

>> No.8096025

>>8095818
>I do agree with you however in the sense that not even all commercial NES games used all of MMC3's capabilities. SMB3 and Kirby did but most didn't.
SMB3 and Kirby were at least partially tech demos (whee, look at what we can do with MMC3).

>> No.8096049

>>8095818
It's mostly better but MMC3 also dropped single screen mirroring as an option which is kind of gay.

>> No.8096050

>>8092992
They were closer

>> No.8096083

>>8069316
>>8087742

Magical Pop'N NES?

>> No.8096147

>>8096083
>>8069316
So MWIV get SNES port too? Since it’s liberal perfect platform.

>> No.8096162

>>8078943
UNROM is normally always 128k ROM, there were four games (The Best of the Best: Championship Boxing, Paperboy 2, Momotarou Dentetsu, and Seirei Garai) that use 256k.

>> No.8096195

>>8096162
>Momotarou Dentetsu, and Seirei Gari

These are both Hudson games. The former is a fairly ok RPG, the latter is like an early survival horror game but I'm not that impressed with it (maybe because I just don't care for survival horror in general).

>> No.8096217

>>8096195
>>8096162
I guess MMC1 would make more sense but cost saving was pretty important in Japan.

>> No.8096236

>>8096162
>The Best of the Best: Championship Boxing

CHR RAM was used for on-the-fly sprite transformations in this game.

>> No.8096249

>>8096162
https://www.youtube.com/watch?v=MxfszNc4NB4

the nice thing about UNROM is that it's so fast as you can notice whenever you switch screens. MMC1 is a slug.

>> No.8096367

>>8096249
>>8072840
>>8073825
Oh goodie tech

>> No.8096867

https://www.youtube.com/watch?v=ylZ1R4y726A

>four way and even some diagonal scrolling+status bar
Yay, a 1984 game that does stuff the NES can't do without mapper hardware that wasn't available until almost 1990 (I don't count the shovelware NES "port" of this one).

>> No.8096983
File: 40 KB, 426x214, NES Strider Edit.jpg [View same] [iqdb] [saucenao] [google]
8096983

>>8069312
I did a very minor sprite edit.
Added Hiryu's scarf, and doctored the look of his cypher.


I hope its well recieved. Enjoy, even if just a visual edit.
https://mega.nz/file/ioNyATxB#ZoiW3h1oVDJXzxmpt2TRbfr4Txis1AEQMzX3-Aoz4yE

>> No.8097249

>>8096983
Neat, thank you!

>> No.8097360

>>8070760
Are you working on a LTTP level editor? I looked at the screenshots from the previous thread and it looks really nice so far. Was there one made in the past or are you the first to do it?

>> No.8097778

>>8096249
discreet logic mappers are fast because it only takes 2 instructions to perform a bank switching operation. MMC3 takes 3 instructions and MMC1 takes 6.

>> No.8097834

>>8093000
Right? Can’t imagine what hasn’t been made?

>> No.8097892

>>8069316
NES port of King's Valley.

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

>> No.8098057

>>8097892
K

>> No.8098139

>>8073906
>>8085528
>>8092969
>>8096083
Make it happen.

>> No.8098150

>>8097892
that can at least be done in NROM and not have to argue about which of the 292 different mappers we could use

>> No.8098479

>>8091191
This

>> No.8098560

>>8096083

What's the point?

>> No.8099286

>>8098560
Point of what?

>> No.8099669

>>8069316
>>8094942

JFK: Reloaded for the NES. Zapper required.

>> No.8099679

>>8099669
kek

>> No.8099718

Since we have one persistent troll/spammer complaining about wanting to do ports instead of original games, how about some OC donut steal ideas?

>Escape From New York
>a disease outbreak has overtaken the Big Apple
>overcome enemies in 8 side scrolling levels of mania
>collect face masks as power ups
>final boss is a guy who looks vaguely but only coincidentally like Bill DeBlasio

Coming soon to NES, Genesis, ZX Spectrum, and whatever the hell else we feel like porting it to.

>> No.8099756
File: 56 KB, 396x570, Capture.jpg [View same] [iqdb] [saucenao] [google]
8099756

>>8069316
dreams can come true

>> No.8099781

>>8099756
that was made by a Microsoft employee who used to code commercial Atari 2600 games back in the day

>> No.8099789

>>8099718
Escape From New York would be on my wish list.
Did that PSX prototype ever get leaked?

>> No.8099942

>>8099718
we take shortcuts by making an NROM game (NES) and 4 mbit game (Genesis), right? (^:

>> No.8100242

>>8099718
You know how some homebrew guy made a Genesis title which was basically Smash for characters on the Master System? Like that, but on the SNES for NES titles.

>> No.8100265

>>8099942
No I would not make an NROM game.

>> No.8100284

>>8099942
you know the rules for homebrew game, right?

>NES homebrew is always NROM
>Mega Drive homebrew always some ginormous ROM size no commercial games ever used

>> No.8100339
File: 193 KB, 1280x720, Star Road.jpg [View same] [iqdb] [saucenao] [google]
8100339

>>8069312
been playing this on my Series X in retroarch and its actually pretty fun and has that surreal yet beautiful N64 vibe that im craving.

>> No.8100583

>>8100284
>NES homebrew is always NROM
and it has to also look like a 1992 MMC3 game

>> No.8100803

I don't mind NROM games in of themselves but I don't like when they try to fluff them up to look like late period MMC3 releases instead of what they are and realistically can be, which is Ice Climber-tier stuff.

>> No.8100823

>>8100284
Genesis games no bank switching crap. just nice flat memory.

>> No.8100837

>>8092450
you guys have talked about this for a couple months. show proof of progress already.

>> No.8100950

https://www.youtube.com/watch?v=lqLelfo6fn8

I believe this one uses MMC1's single screen mirroring.

>> No.8101106
File: 5 KB, 256x224, 1616832002574.png [View same] [iqdb] [saucenao] [google]
8101106

>>8089235
>>8091662
It's my currently in-progress hack, sorry bros

>> No.8101210

>>8101106
I just want a name, not the shit itself

>> No.8101224

>>8101210
Has no name atm

>> No.8101230

>>8101224
are you taking requests for names? I got a few rolling around in my head

>> No.8101253
File: 5 KB, 256x224, 1628064300855.png [View same] [iqdb] [saucenao] [google]
8101253

>>8101230
Potentially, here's the intro story thing

>> No.8101258

>>8101253
Mario and Luigi: Fennel to the Metal
(get it, like pedal to the metal? eh?)

>> No.8101448
File: 35 KB, 640x480, avoid the noid (c64 sharedata).png [View same] [iqdb] [saucenao] [google]
8101448

>>8069316
NES port of Avoid the Noid. I would pay to see this.

>> No.8101542

>>8101258
>Mario and Luigi: Fennel to the Metal
>(get it, like pedal to the metal? eh?)
Could be fennel to the kennel lol

>> No.8102231

>>8100242
No I don't. What's o
It called,?

>> No.8102517

>>8101448
this game sucks

>> No.8102565

>>8101542
i guess, does >>8101253 have anything to do with dogs or the temporary cages dogs are kept in?

>> No.8102798

>>8102231
https://www.youtube.com/watch?v=jFwScNWpH78

>> No.8102872

>>8099718
>NTR nigger steals your waifu with his whipping dick to grab her to the gulag, (you) are going to save your gf from the menace of NTR
>8 stages with unique bosses
>SMB but with a TWIST (no super mushroom, different GFX in each world)
>10 power ups
>different bonus stages
>many endings depending on bonus stages, choices and/or getting ONE hidden item that changes the whole story
>many versions of (you) as playable characters all by their pros/cons
>it gets harder in each stage, to Pokemon to Touhou tier
>2D retro NES tier SOUL GFX
>only on Sega Dreamcast, PSX, PC and XBOX>>8101253

>>8101253
Mario in Fennel City?

>> No.8102989

>>8101253
Super Mario Bros- Fennel City Shakedown, or some other active sounding word.

>> No.8103537
File: 17 KB, 256x256, ICON-NEW-256.png [View same] [iqdb] [saucenao] [google]
8103537

>>8097360
I've been adding features to an existing editor Hyrule Magic.

Gonna release it very soon now, maybe this weekend. Just finished the new icon. (pic)

>> No.8103550

>>8103537
>fixes
-pointer errors
-crashes
-saving errors
-rom corruption errors
- whirlpool transport settings

>new features
-all 320 possible rooms avail (290 used in alttp)
-increased limits for sprites and stuff
-import export dungeon rooms
-more...

>> No.8103913

>>8102565
It wasn't made to be an actual suggestion, just a rhyming joke

>> No.8104147

>>8069503
Hard code with this:
https://www.romhacking.net/utilities/1054/
No need for a cheat file.

>> No.8104161

I'm too retarded to code. Somebody do a Alex Kidd in Miracle World DX MS level hack.

>> No.8104232

>>8072571
This

>> No.8104323

>>8102798
Cool, Konami have crossover on Famicom.

>> No.8104357
File: 135 KB, 1844x980, blazing_rangers_cracked_lul.png [View same] [iqdb] [saucenao] [google]
8104357

>>8104147
nice, yeah, i thought that would be the easiest way to apply

>> No.8104465

>>8078943
CHR RAM lets you compress tiles so you can store stuff in less space. For example a game that uses 32k CHR ROM could if RAM was used have its graphics compressed down to 22k.

>> No.8104485

>>8104465
Bugs Bunny Crazy Castle on the NES has 96k total ROM (64k PRG and 32k CHR) although on the Gameboy it's only 64k, and the Gameboy doesn't use CHR ROM so the graphics would be stored with the rest of the data.

>> No.8104514

>>8104485
i think that's because the typical Gameboy graphics don't use as much space due to the lower screen resolution and generally lower detail level.

https://www.youtube.com/watch?v=OdIt6TWtqy8
https://www.youtube.com/watch?v=lC7FFkgtKkQ

You can see the graphics in the Gameboy version are more simplified. What needed 32k of graphics data on the NES was probably more like 16k on the Gameboy and then figure if compressed 70% you could get it down to as little as 11k.

>> No.8104980

>>8104927
Batman is an MMC3 game but it doesn't seem to be using any of MMC3's capabilities except the scanline IRQ for the score bar. That aside it just seems like an MMC1 game.

>> No.8106443

I'm playing Legend of Zelda: Echos of the Past, and I'm wondering if magic bottle generation has been nerfed to almost nothing.
I can't hardly find any of the damn things.

>> No.8106967

>>8103537
>>8103550
Cool shit, sounds very promising.

>> No.8107019

>>8069316
Bugs Bunny Crazy Castle on the ZX Spectrum.

>> No.8108174

>>8069316
Resident Evil 0 on N64

>> No.8108540

>>8088060
NES scrolling is a PITA unless you only plan to scroll in one axis or you have a mapper that enables single screen mirroring. Later consoles are strictly single screen which makes your job a lot easier.

>> No.8108828

>>8108174
This hurts more.
>>8070697
Oh you, not even sussy video edition for TG-16?

>> No.8109268

>>8069316
The Binding of Isaac (flash game) for SEGA CD

>> No.8110480

>>8069434
Does anyone maintain a list of disassembly projects?

>> No.8111129

>>8104161
Hack not hard.

>> No.8112930

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

>> No.8113471

>>8069316
GBA Gremlins for the NES looks like something that could have happened.
I'll throw in Castle of Illusion and Lucky Dime Caper, too.

>> No.8113481

>>8113471
>GBA Gremlins for the NES looks like something that could have happened.

nah. the original Gremlins game could easily be early period NES NROM title though.

https://www.youtube.com/watch?v=x0JlG0ao3AE

>> No.8114104

>>8113481
sounds like a good homebrew project

>> No.8114336

>>8110480
There's this: https://www.retroreversing.com/source-code/decompiled-retail-console-games
But it's probably missing a lot of them.

>> No.8115384

>>8112930
Work as N64 BC