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/vr/ - Retro Games


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File: 11 KB, 512x384, miner 2049er (colecovision).png [View same] [iqdb] [saucenao] [google]
8254475 No.8254475 [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

Want something here? Post it for the next thread.

>> No.8254515
File: 14 KB, 640x480, file.png [View same] [iqdb] [saucenao] [google]
8254515

genesis solitaire is comin' along

>> No.8254517

>>8254515
Neat!

>> No.8254523

>>8254517
I have learned so god damn much about compilers and pointers.

>> No.8254576 [DELETED] 

>>8254515
This is probably only 128k (smallest MD ROM size) right?

>> No.8254631

>>8254515
what ROM size?

>> No.8254843

>>8254523
>using C instead of assembly master race
Since it's only a card game I'll forgive that, you don't really need speed for this.

>> No.8255057
File: 67 KB, 792x522, half_life_64.jpg [View same] [iqdb] [saucenao] [google]
8255057

what's your dream homebrew /vr/ ?

>>8209372

thx for making the thread. with projects been busy. its working out well.

>> No.8255172

>>8254843
when I make real games I'll probably write most of the boilerplate in C and manually optimize shit
>>8254631
128kb so far, only have one set of backgrounds and card backs, no music at all

>> No.8255182

>>8255172
>128kb so far, only have one set of backgrounds and card backs, no music at all
Even the smallest 128k games like Columns and Flicky have music so space shouldn't be an issue and I doubt a card game is going to need more space than that. I thought Columns did have multiple backgrounds too but I can't remember.

>> No.8255367

>>8255057
Tomb Raider Atari 2600 demake

>> No.8255507

>>8254843
A good C compiler will generate better machine code than a bad assembly programmer. And unless you're doing something that has incredibly tight timing it doesn't matter anyway. You don't get paid any more for spending more time in a loop waiting for something to happen.

>> No.8255762

>>8255507
iirc square used C in the 90s. so it's been viable since then.

>> No.8255946
File: 28 KB, 735x635, bb11.png [View same] [iqdb] [saucenao] [google]
8255946

https://www.romhacking.net/utilities/875/
So, you can't edit any part of level 28 without it breaking level 11, lol. What does it take for people to actually test this shit properly?

>> No.8256285

>>8255762
RPGs don't need to be fast. Sure you can get away with C on that kind of a game but on pre-32 bit machines it's unviable for action games.

>> No.8256293

>>8256285
It is true ?


C
90.4%

Assembly
4.6%

https://github.com/andwn/cave-story-md

https://www.youtube.com/watch?v=k5FGXCunvJI

>> No.8256297

>>8256285
wasn't assembly pretty much the norm until 5th gen consoles?

>> No.8256321

>>8256297
In action games, yes. all those shitty Micronics games on the NES were written in C and you can see how well those run.

>> No.8256461

>>8255182
Genesis music is just a table of values you poke into a register, it doesn't take much space. The SNES otoh has sampled sound that's a lot more greedy.

>> No.8256473

>>8256293
compiler optimizations are far, far better now than they were then

>> No.8256487

>>8255182
>Even the smallest 128k games like Columns and Flicky have music so space shouldn't be an issue and I doubt a card game is going to need more space than that

Depending on how many backgrounds he includes he will have to use a bigger ROM but the actual game logic for Solitaire is going to be very short and not need much space so it's almost all going to be for additional graphics.

>> No.8256507

it's sure nice to code MD game and have absolutely no bank switching bullshit

>> No.8256523

>>8255172
A card game's fucking nothing. Programming Vectorman on the other hand...

>> No.8256651

anon's card game needs some ecchi backgrounds

>> No.8256693
File: 28 KB, 512x448, Archon (NES Activision 1989).png [View same] [iqdb] [saucenao] [google]
8256693

>>8254515
>>8255057
hmm, a Mega Drive Archon...

>> No.8256716
File: 27 KB, 640x512, amiga archon.png [View same] [iqdb] [saucenao] [google]
8256716

>>8256693
Yeah you could add some juked-up cheesy animation during the combat section. Although a lot of people might still say the 8-bit minimalism of the original was better. But if you did, you'd likely want to use the Amiga code as a basis due to same CPU.

>> No.8256742

>>8255057
Shadow of the Colossus on the Wii. I've always wanted to play it but Sony products are prohibited in my house.

>> No.8257051

>>8256507
also everyone absolutely love 68k <3

>> No.8257287

>>8255367
how about no?

>> No.8257740 [DELETED] 

Howzit, brahs!
Wampus the tubular first game in the stellar MULEniverse series is free to download.

https://johnvanderhoef.itch.io/wampus

>> No.8257813

>>8255057
NES Miner 2049er maybe?

>> No.8258743

Has anyone tried to make a Rom Hack of SM64 that adds the extra content from the DS version?

>> No.8258997

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

>> No.8259068

>>8255507
>A good C compiler will generate better machine code than a bad assembly programmer.
Yeah but there aren't "good"/well-optimizing C compilers for targets like the Z80 or 6502.

>> No.8259221

>>8259068
It's a shame that neither have something as mature as GCC.

>> No.8260028

>>8260020
Would love to do a ROM hack and add the intro, assuming the PRG ROM has any free space to add the code for it but maybe it doesn't.

>> No.8260095

>>8256285
Any language is viable for games on any system as long as it compiles to efficient machine code. 40 years ago well optimized compilers for HLLs didn't exist, and would take weeks to compile if they did. Today you can write games for the 2600 in BASIC.

>>8259068
There are. Unless your definition of "good" is letting you compile your VS project and have it run at the same speed, and resolution as your desktop PC. No. Like the easter bunny those don't exist. But if you actually know how to code, as opposed to trying to copy and paste someone elses PC code, and how to use optimization you can get code running many times faster than just pasting shit in and running whatever random compiler with default options.

>> No.8260141

>>8260095
>Unless your definition of "good" is letting you compile your VS project and have it run at the same speed, and resolution as your desktop PC
in that case you just become STI trying to force their Sonic X-Treme engine to work on the Saturn and wondering why it was 15 fps

>> No.8260349

>>8260028
it may well not but didn't really look at the ROM to find out

>> No.8261942

>>8260759
Bionic Granny Atari 2600. Actually this game would be appropriate for the system.

>> No.8262818

>>8261942
I thought you were supposed to play a kid, but turns out you control granny. Sounds fun.

>> No.8262852

https://www.youtube.com/watch?v=dQ7aWXai9mU

Bionic Granny was so infamous that inspired this improved remake. The original game would as anon said probably be an acceptable Atari 2600 title but on C64 you tend to expect a little more than that.

>> No.8264009

bump

>> No.8264603
File: 2.51 MB, 240x160, botellin_eng.webm [View same] [iqdb] [saucenao] [google]
8264603

>>8254515
Make a 64 colors coomer solitaire pls.

>>8254843
You should be able to code most Mega Drive gameplay code in C/C++, right?
You always can profile what takes most CPU and rewrite that in ASM later.

>>8253172
First items (drugs) menu and animations done.

>> No.8264621

>>8264603
He'll need a bigger ROM if he wants more backgrounds. Try bumping it to 512k and see how much can be fit.

>> No.8264629

>>8264603
i need to practice pixel art, I'll see about coomer solitaire, i make no promises that it'll be any good for cooming though

>> No.8264657

>>8264603
>You should be able to code most Mega Drive gameplay code in C/C++, right?

As anon said, a card game doesn't need to be fast C wouldn't be an issue. For an action game you'll need asm on a 7.16Mhz CPU.

>> No.8264691

>>8264657
What precisely can asm do that C can't?

FWIW I've dicked around in Shenzhen I/O but never done any real asm, I get the basic concepts though.

>> No.8265145

>>8254475
3DO Port of Tomb Raider WIP:
https://www.youtube.com/watch?v=fiDr5MfgpD4

>> No.8265169

>>8264691
Compiled languages are too slow and bloated for an 8-bit or 16-bit CPU. Only with 32-bit CPUs did it become practical. Action games pre 5th gen by and large were always coded in asm. An HLL might be ok for an RPG as those didn't have to be fast or require cycle-exact coding.

>> No.8265327

say a game like Alien Soldier required crazy 68k code optimization tricks that a compiler can't do. it takes a mad scientist of a human coder to do this kind of thing.

>> No.8265418

>>8265169
Do you have any specific examples of bloat?

>> No.8265503

>>8264657
>>8265169
Games like Xeno Crisis, Irena and Demons of Asteborg have been made with SGDK, so I guess they have a lot of C (and maybe C++?) code.
They are not Alien Soldier, but they are cool action games.

>> No.8266056
File: 760 KB, 1895x1275, Baby-Parrot.jpg [View same] [iqdb] [saucenao] [google]
8266056

>>8265169
>Compiled languages are too slow and bloated for an 8-bit or 16-bit CPU
pic related

>> No.8266495

>>8266481
POR was 512k PRG+128k CHR for 640k total ROM. This was the only NES game I know of to have that particular ROM size. I figure they calculated it based on the C64 game which used four double sided 1541 disks for a total of 680k space.

>> No.8267246

did you know about 40% of LOZ's ROM is empty?

>> No.8267269

>>8267246
>>8266495
ROM compression screens on NES games can vary widely. For example Kirby's Adventure is shorter than SMB3 despite double the ROM size. Probably because it has a lot more unique graphics.

>> No.8267274

>>8267246
Oh, so that's how they made a Metroid/LoZ combined randomizer, there was more than enough room to just mash Metroid into the same ROM.

>> No.8267291

>>8267246
LOZ was an FDS game originally and FDS disks hold a total of 112k. however it used some pretty heavy duty compression schemes to minimize the amount of loading/disk flipping the player had to do. they didn't change any of this when converting it to cartridge even though they had a 128k ROM with a lot more space to play with and no load time or disk flipping.

>> No.8267302

Another NES mystery was why Top Gun had stuff trimmed out of it in the US release despite same ROM size as the Famicom (128k).

>> No.8267309

>>8267302
Konami may have meant to use a smaller ROM size out of penny pinching but turned out to have a surplus of 128k UNROM boards so they just put the game on one of those anyway.

>> No.8267323

>>8267269
in most games the code portion is the smallest part of the game and the ROM will be largely level and graphics data, although SMB is an exception since it's about 70% code and uses extreme compression of the level data. but for most NES games disassembling the PRG ROM reveals the bulk of it is level data.

>> No.8267365

>>8265169
This may have been true back in the 90s but these days GCC can compile C code on the 68k that's pretty well optimized.

>> No.8267460

Are there any spooky romhacks of SM64 similar to those fake iceberg-inspired videos?

>> No.8267489

>>8254475
The Saturn Homebrew community has released a Demo Disc showing off various different Homebrew and Translation projects:

https://segaxtreme.net/resources/bootleg-sampler-3-demo-disc.100/

https://www.youtube.com/watch?v=stblgqwcH14

>> No.8267856

>>8266056
sup assembly language LARPer

>> No.8268252

yeah a lot of games don't actually use all their ROM space. I had checked for example Archon on the NES. Now the original game fit entirely into the memory of a 48k Atari 800 and it seems most of what was added to the NES was the music and enhanced graphics, the core game is still the same. So although it's a 128k ROM there is a lot of unused space at least half the ROM.

>> No.8268294

>>8268252
As you might know, the NES was supposed to get SimCity and it was cancelled. Reportedly this was because Koei decided a SNES port was cheaper than what they were going to do on the NES which was make an MMC5 game.

>> No.8268315

>>8268252
128k is pretty damn big for an 8-bit game

>> No.8268367

I decided to revisit my dumb song, I'm not good with composing (well actually transposing piano keys to FT) so I decided to sit down and add a second part.

https://vocaroo.com/1k4Nn8bmvK8h

It's still jarring as I don't know most of the tricks, I'll learn i reckon.

>> No.8268378

>>8268315
it is. if you look at 128k NES games many (most?) never actually use all that space. a lot of times the publisher would use whatever ROM/cartridge boards were cheap and available, like if there was a glut of 128k UNROM boards then they'd use those even if the game didn't necessarily require it.

>> No.8268406

Bugs Bunny Crazy Castle is 96k (64k PRG+32k CHR) but an impressive 73% of that is unused especially the CHR ROM has loads of empty space.

>> No.8268451

>>8267246
I checked. it's about 50%.

>> No.8268521

If anyone has played Project Blue for the NES, is it any good?

>> No.8268528

>>8267246
I believe that's why they made the second quest, since there was so much empty space they figured why not add some filler.

>> No.8268835
File: 81 KB, 640x480, 1611452743612.jpg [View same] [iqdb] [saucenao] [google]
8268835

>>8268252
That's because manufactures just make parts with a standard sizes and you're stuck with that whether you use it all or not. Although stuck might be too strong a word. When I dumped paprium I removed the unused from the FPGA with my moms nail clippers.

>> No.8269370

>>8268406
https://wowroms.com/en/roms/nintendo-entertainment-system/the-bugs-bunny-crazy-castle-usa/21789.html

compressed and all empty space removed it's nearly NROM sized. this could have probably been a CNROM game but using MMC1 still allowed some advantages like independent switching of the sprite and bg tile CHR banks and soft switching of the mirroring direction (the levels alternate between vscroll and hscroll). this particular configuration with 64k PRG and 32k CHR is unusual though and I thought only like 3-4 games used it.

>> No.8269553

>>8269370
That's what's called an SBROM board. The only other games that used it were Short Order/Eggsplode and Dance Aerobics both contemporaneous to BBCC. Probably Nintendo had a large stockpile of SBROM boards from those games and gave Kemco a good deal on the things to unload them. Also BBCC in its original incarnation as Roger Rabbit was an FDS game, wasn't a cartridge.

>> No.8269582

>>8268835
you have to round off games to the nearest ROM size. if a Mega Drive game was 320k in space you'd use a 512k ROM since there isn't an intermediate ROM between 256 and 512k.

>> No.8269590

>>8269582
I believe a few early Mega Drive games used 2x 256k ROMs instead of 1x 512k ROM due to parts shortages.

>> No.8269624

>>8268294
>SimCity
>Koei
Maxis stopped it because they had to severely cut it down and it still ran like shit, as evidenced by the released version we finally got of the prototype. Who is reportedly? Your ass?

>> No.8269821

it was a 16-bit game to begin with; the only 8-bit version was the C64 which was really more of a prototype than anything and very simplified and limited

>> No.8269940

>>8269582
When you compare the early NROM stuff, most of those had the ROM packed pretty much completely full. it wasn't until bigger ROMs and mappers where it became normal to leave the thing half empty.

>> No.8270265

>>8267663
Gilligan's Island uses a 128k ROM. Slightly less than half is actually used.

>> No.8270523

Kirby's Adventure has 768k ROM. About 38% of that is unused.

>> No.8270661

>>8255057
Not exactly a homebrew, but a romhack for Goldeneye and Perfect Dark that rebalances the games around M&KB would be nice.

>> No.8271179

>>8269582
As you can clearly see in my picture I didn't round anything off. There are sharp edges everywhere.
And no, you don't "round off" games. That term doesn't mean what you think it does. It's also not true that memory parts only come in sizes that are integer powers of two. And, of course, you can mix different sized parts. Have you never seen the inside of an NES cart or something?

>> No.8271192

>>8271179
>And, of course, you can mix different sized parts.
yes but normally not done because it was more expensive. most 16-bit console games used a single ROM, usually 512k/1MB/2MB/4MB. using odd ROM sizes like 1.5MB was done occasionally but you needed two chips for that which cost more. some early Mega Drive titles were odd sizes (eg. Phantasy Star III was 768k) because the game was too big for a 512k ROM but they didn't have 1MB ROMs available yet. Had PS3 come out a little bit later they'd just use a 1MB ROM and leave part of it empty.

>> No.8271217

>>8271192
>>8271179
>>8270523
>>8270265
>>8269940
>>8269590
>>8269582
>>8269553
>>8269370
>>8268835
>>8268406
>>8268378
>>8268315
>>8268294
>>8268252
>>8267309
>>8267291
>>8267274
>>8267269
>>8267246
>>8266495

Why don't we just rename these threads to "LARPer Dick Measuring contest"? These threads keep getting derailed by the same few people trying to prove their the smartest person in the room while actual discussions and posts about new homebrew releases on various different consoles gets buried.

>> No.8271237

>>8271217
Excuse me? My post was just a guess at best.

>> No.8271245

>>8271217
The only larper here is the guy trying to pretend he's a janitor and enforce his rules on everyone.
Also known as you.

>> No.8271291

>>8271245
Half this thread is back and forth banter about ROM sizes and the assembly LARPer.

>> No.8271302

>>8271291
Banter? It looks like discussion to me.

>> No.8271318

>>8271302
And what does a discussion about the ROM sizes of retail games have to do with homebrew?

>> No.8271347

>>8271318
Interesting anecdotes.
Homebrew is more than just programming your own thing, it's the study of existing programs and hardware too.
Besides, the ROM sizes of retail games could be of interest to the people who hack them. Since y'know, this is also ROM hack general.

>> No.8271367

>>8271347
ROM sizes though in most cases isn't something a homebrew developer is going to care about. They know how big their game is and how big of a ROM they'll need. ROM size in homebrew development really only becomes a concern when you go beyond the max addressable size and need to start dealing with mappers.

Even with ROM hacking it's not that big of deal unless again you need to go beyond the max addressable size and start using mappers. And on consoles like the NES the mappers are so well documented at this point I'd imagine a 4chan thread is the last please a hacker would go for that info.

The point I'm getting at here is that quite a few interesting things get posted in these threads but get completely ignored/buried due to these kind of discussions cluttering the thread.

>> No.8271543
File: 24 KB, 407x405, 6766.jpg [View same] [iqdb] [saucenao] [google]
8271543

>>8271367
>And on consoles like the NES the mappers are so well documented at this point I'd imagine a 4chan thread is the last please a hacker would go for that info
>last please a hacker would go for that info

>> No.8271547

>>8271543
Not even part of this thread, but can't help but laugh at classic online stuff. Well done

>> No.8271548

>>8271367
>ROM sizes though in most cases isn't something a homebrew developer is going to care about. They know how big their game is and how big of a ROM they'll need.
uh no you won't. not until it's done.
>ROM size in homebrew development really only becomes a concern when you go beyond the max addressable size and need to start dealing with mappers.

All NES games except very small ones use a mapper and SNES/Mega Drive games normally never need one because of their relatively huge address space.

>> No.8271567

case in point. in this thread anon is working on a Mega Drive Solitaire game. he's tentatively set the ROM size to 128k but it could get bigger depending on if he adds more backgrounds.

>> No.8271749

>>8271192
There's a big difference between "it was only done on 1/2 the NES library and some other stuff' and "it's impossible" As a stand alone off the cuff generalization it might be excusable. But that post was so full of misinformation it deserved correcting.

>>8271217
>NOOOOO!!!! you can't talk about how games are made! you can only talk about games other people have made. and not the stuff i don't understand.
kek

>> No.8272252 [DELETED] 

>>8271749
assembly languager LARPer spotted

>> No.8272263

>>8271749
assembly language LARPer spotted

>> No.8272456
File: 5 KB, 512x448, 384236-spelunker-nes-screenshot-a-ghost-is-on-the-spelunker-s-tail.png [View same] [iqdb] [saucenao] [google]
8272456

>>8255057
Mega Drive Spelunker? Because why not?

>> No.8272680

>>8269370
https://www.youtube.com/watch?v=lC7FFkgtKkQ

It has about 4 or 5 bg tile sets (three for the different levels, one for the title screen, and one for the intermission screens I'd estimate but seems to be just one sprite set.

>> No.8274187

bump

>> No.8275364

>>8255057
>Nocturne demake on SMT2's engine
>SoTN mod that puts Alucard in Super Metroid with all of the enemies replaced with Metroid enemies/bosses.

>> No.8276497

the worst aspect of ports is between different CPUs. anon found it annoying to port an Atari 8-bit game to NES and that's same CPU. trying to port to the Master System would be 10x worse because Z80 and 6502 are very very different and none of the stuff you can do on one translates to the other.

>> No.8276539

>>8276497
The NES has more on-screen colors finer resolution and sprite animation and graphics sets are 256 chars while A8 sets are 128 chars and the latter's sprites are pretty limiting. It does have h/w sprite collision detection and scanline IRQs which the NES does not.

>> No.8276574

speaking as someone who once tried to port a C64 game to the Taito L System I wanted to bash my head into a concrete wall. i'm not sure whether porting 6502 code to Z80 or vice versa is worse.

>> No.8276620

>>8276497
>>8276539
I've worked on ports from a few others but of the common 6502 machines I'd say ease of order goes roughly: Plus/4 <- C64 <- Apple II <- Oric <- Atari 2600.

The Plus/4 doesn't have sprites which is fairly easy the big barriers being memory limitations for more complex games, lack of 256 chars in some cases, and lack of colour attribute cells in others. Sound conversion is pretty simple since the CPU clock speed is the same on both machines so you can get pretty much near the same sound.

>> No.8276707

>>8272680
I'd reckon there's only 2 tile sets and one sprite set in there. But I haven't disassembled the game to see.

>> No.8277217
File: 382 KB, 504x430, Steppinonthebeach.webm [View same] [iqdb] [saucenao] [google]
8277217

Haven't updated this on /vr/ in a while, but one major step I and another person have been doing is cracking open Mario World to insert an irresponsible amount of animation.

>> No.8277245

Are the n64 rom hacks compatible with n64 hardware?

>> No.8277587

>>8255057
yoshi's story thread got me thinking. Is it possible to remake yoshi's island in the engine? Besides the obvious flaw of no baby mario, but in some ways isn't that an improvement?

>> No.8277813
File: 676 KB, 327x224, N64_get_N.gif [View same] [iqdb] [saucenao] [google]
8277813

>>8277245
sometimes. later ones have a better chance. there has been a movement to update mario 64 hacks for hardware compatibility lately, which is good.
>>8277217
fuck yeah. love when those engines get pushed.
>>8271347
modern code is all but hardware agnostic. for a classic console, you're going to need a tight grasp on the inner workings of the hardware.

>> No.8277817

>>8255057
I'd ultimately like to see a proper RPG for the N64. I feel like the controller has so much potential. The C-Buttons are utilized well in OoT for instance as an item menu, I feel like they would work nicely in a battle to select spells, kind of like Pokemon Stadium.

>> No.8277967

>>8276497
>i cant into Z80 or 65xx
Well there's yer problem!

>>8276574
6502 filters faggots who can't code and are trying to port from Z80. Many Z80 instructions have no equivalent on the 6502 and if their coding skills consist almost entirely of ^c^v they're fucked. Going the other way is much easier, especially for tards, unless you have timing issues that your Z80 just can't handle.

>> No.8278002

>>8277967
Gameboy "z80" is the hardest. or so I heard

>> No.8278014

Me, I once tried to port some x86 code to Z80 and found it no major problem. When I tried to port the same code to 6502 I turned into a dog chasing its own tail. I had to give up. It was utterly hopeless.

>> No.8278017

There are C64 games like Karnov that are horrible ZX Spectrum copypaste with monochrome graphics and the programmed simply tried to literally translate the Z80 code from the Spectrum into whatever the nearest 6502 equivalent was so you ended up with a mess that ran at 10 fps.

>> No.8278050

>>8256742
Then move out, you're over 18.

>> No.8278058

>>8272456
I would do it if I knew how to write anything more advanced than a Hello World program.

>> No.8278606
File: 1.80 MB, 240x160, cirote_change_eng.webm [View same] [iqdb] [saucenao] [google]
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>>8264629
You could ride the retro coomer hype train, think about it :)

>>8265145
Amazing, but the GBA one is even better.

>>8268367
With a bit more of work I bet it can become a good song.

>>8264603
Summon change menu and animation.
Making the blur effect with a GBA has not been easy :)

>> No.8278862

>>8278002
It's a bit odd and has its pros and cons. I could see how someone might be cock blocked if they didn't know how to use the extra features it has that replace the ones it's missing. Definitely not the most obtuse processor I've worked with. Have a look at some old 4 bit microcomputers if you want a real mind fuck.

>> No.8278949

>>8276620
they're all 1.7Mhz same as the NES, no?

>> No.8279313

>>8278949
Yes but the A8 and Plus/4 run 20% slower during the active screen render which doesn't happen on the NES due to its port mapped video RAM.

>> No.8279348
File: 2 KB, 640x400, Cosmic Crusader (DOS Funtastic 1982).png [View same] [iqdb] [saucenao] [google]
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>>8255057
Here's Cosmic Crusader, a nice little early PC gem. While an NES port might be nice it might almost be better to do on the Master System since the x86 code would convert to Z80 much more easily and the Master System lets you offset the right third of the screen for a status bar. Then you can just vertically scroll the starry background.

>> No.8279536

>>8279348
I agree. The x86 instruction set was pretty much an enhanced expanded Z80 instruction set and in the early days of the IBM PC this allowed quick easy ports of the large existing body of Z80 software.

>> No.8279738
File: 847 KB, 1000x700, von_neumann.png [View same] [iqdb] [saucenao] [google]
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>>8279536
historically it was actually the opposite. the Z80 was built to have compatibility with the 8086. intel of course improved their chip and eventually took over the entire planet. the rest is history.

>> No.8279782

>>8279348
PCs don't have hw sprites, converting the game logic to a system that does have them would be a royal PITA.

>> No.8279825

>>8279348
most people in NTSC land don't have access to a real Master System to test it on

>> No.8279917

>>8279825
Just use a Genesis.

>> No.8280106

>>8279348
This would be cake. You could just use bg tiles for the enemy ships and the Master System allows you to flip them.

>> No.8280116

we were doing a port of Chuckie Egg to the NES, remember? of course you can do a Master System port of that if you really want that badly, for that you'd want to use the Spectrum code rather than the C64 for the framework.

>> No.8280284

>>8280116
How's it coming along?

>> No.8280578

>>8276859
I do wish someone would do an MMC3 hack of this thing. I hate the status bar breaking up constantly when there's too much stuff happening.

>> No.8280647

>>8280578
you can structure NES code in different ways. games like SMB that put everything in the NMI have the music slow down when there's too much stuff happening. but TMNT doesn't have music slowdown so it's most likely split between the NMI and main CPU thread.

>> No.8280683

>>8279738
You mean the 8080.

>> No.8280772

>>8254515
>>8255057
https://www.mobygames.com/game/amiga/battle-chess

someone ought to take a crack at a Mega Drive port of Battle Chess. there's several 68000 versions of the game so take your pick on which one you want to use as a code base.

>> No.8280796

>>8280772
And I can see the C64 port is another gay Apple II copypaste job since it's all blue and red colors like Datasoft always did with their C64 and A8 ports (even though this wasn't Datasoft).

>> No.8281009

Solitaire anon here, game logic should be just about done.

I did end up going with that other anon's suggestion, I think I will try to add coomer graphics to this, if only to practice my pixel art.

That gives me an idea, this wouldn't work so well on the Genesis, but how would Koikatsu models look if they were rendered as sprites on the SNES a la Donkey Kong Country? I like the prerendered sprite aesthetic, but would it look good with cel shading?

>> No.8281152

Battle Chess was really a 16-bit game. The 8-bit versions were ass.

>> No.8281171
File: 514 B, 120x124, PissedOffStar.png [View same] [iqdb] [saucenao] [google]
8281171

>>8280683
mmmmm yeah absolutely correct. thanks for paying attention. one gold star for you

>> No.8281175

>>8280772
the X68000 would be the obvious but nobody in the West knows how that thing works and there are no tech documents in English. you would likely use the Amiga code as a basis, as it probably would had a Mega Drive port been done back in the day.

>> No.8281187

>>8281175
The Amiga has the same CPU speed as the Mega Drive so the game timing and whatnot could be retained while the X68000 is 10Mhz. The Mac and Atari ST are 8Mhz so they're also slightly faster. Reason why they had a 7.16MHz CPU in the Amiga and Mega Drive was for NTSC timing. The other machines used dedicated monitors so that was irrelevant there.

>> No.8282414

>>8255057
I'm mildly surprised there's no co-op hack for Mickey Mousecapade.

>> No.8283416

Anyone have the Patreon stuff that pacnsacdave guy no longer has links to anywhere I can get access to (I'm not resubscribing to his shit because there's no way to get any of that crap anymore)

>> No.8284274

Does anyone else use wla-dx on Linux? Can I just use cat to merge my program and a NES header?

>> No.8284451

>>8284274
>Does anyone else use wla-dx on Linux?
Yes
>Can I just use cat to merge my program and a NES header?
No. Don't let your cat anywhere near your computer. They're notorious shitposters.

>> No.8284563

>>8283416
Did he ever offer Gremlins through Patreon?

>> No.8285661

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

>> No.8287404

>>8285661
windows, mac, and linux all collectively btfo

>> No.8289405

oh

>> No.8290128
File: 379 KB, 928x484, SS3.png [View same] [iqdb] [saucenao] [google]
8290128

I heard there's an easy way to port SM64 rom hacks to the PC port now. Can someone that knows how to do it port my favorite hack?
Have any of you played this one? I love it. I consider it better than Star Road even. I think it's incredibly underrated, no one talks about this game. The only part that sucks is, like every other rom hack, the camera. Which is why I think a PC port would be great as it would hopefully make the camera a lot better.

>> No.8290196

Tuxie Race Down The Slide is the worst fucking star in a Mario 64 rom hack
The slide is too fucking angular and the penguin cunt always decides to bug-fuck himself off into the abyss whenever you actually win

>> No.8290203

>>8290196
YOU FUCKING SON OF A BITCH I OBJECTIVELY REACHED THE FINISH LINE BEFORE YOU
AND I JUST SAW A YOUTUBE VIDEO WHERE SOMEONE CLEARLY LOST AND STILL GOT THE STAR
SKELUX IS A FUCKING HACK

>> No.8290402

An idea. Create the original Loz game via a hack of BS Zelda. 99% of all the needed graphical assets are already on the ROM.

>> No.8290410

>>8290402
Real ambitious of you. Way to push the boundaries of what's been done in zelda classic only several dozen times.
Maybe next we can recreate the original metroid out of zero mission.

Which gives me something of an idea... Has any hack used the fake, small kraid in Super Metroid and made him a real boss encounter?

>> No.8290420

>>8290410
Real ambition on your part, would be for you to not be a person repellent for one fucking day of your miserable, utterly worthless existence. You're going to die alone, cunt.

>> No.8290423

>>8290420
People are always telling others what they should do, but nobody wants to take their own advice.

>> No.8290465

>>8290423
Shut your retarded, horse cock sucking mouth, bitch faggot. I posted a suggestion for a possible hack that a lot of people have wanted to see ever since they first played the Satellaview game. That doesn't seem like just cause to shit on someone to me. Make a friend, lonely fucker.

>> No.8290689
File: 6 KB, 299x168, he mad.jpg [View same] [iqdb] [saucenao] [google]
8290689

>>8290465

>> No.8291476

bump

>> No.8291518
File: 58 KB, 799x718, 1633646473280.jpg [View same] [iqdb] [saucenao] [google]
8291518

>>8255057
Ecco the tides of time but instead of the dolphin, I want to play as the helo from Choplifter 3.
Don't ask why.

>> No.8291757

>>8290465
Well, you're slightly more creative with your dirty mouth than you are at thinking up romhack ideas. You may have a future as an angry homeless man yelling at cars at the intersection by your bridge.

>>8291518
Graphics only, or completely changed controls?

>> No.8292675

>>8291757
>Well, you're slightly more creative with your dirty mouth
Thanks, you shit eating whore son FAGGOT!
>You may have a future as an angry homeless man yelling at cars at the intersection by your bridge
Highly unlikely, you cum drinking spastic.
https://www.dailymail.co.uk/sciencetech/article-9189539/Science-reveals-swearing-sign-intelligence-creativity-helps-endure-pain.html
Quick to jump on me for my colorful language, quicker to give the seemingly inherently awful people I was replying to a pass. Says a lot about the caliber of the filth that infest this board. Hurry up and die.

>> No.8293323

>>8292675
Do you feel like you are evil?
Do you feel like you are righteous?
What convicts you of this?

>> No.8293329

>>8254475
If anyone is curious how different Saturn FMV Codecs directly compare:

https://www.youtube.com/watch?v=hL9-5JhQa3E

>> No.8294098
File: 263 KB, 582x375, 1618960696171.gif [View same] [iqdb] [saucenao] [google]
8294098

>>8291757
Changed controls too. With working canon.

>> No.8294267

>>8294098
>Mario slams his balls against the ground with every step
Based.

>> No.8294668
File: 46 KB, 190x190, diagonal_mario.png [View same] [iqdb] [saucenao] [google]
8294668

>>8294098
inprooved = yup