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

/vr/ - Retro Games


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File: 14 KB, 240x160, titei.png [View same] [iqdb] [saucenao] [google]
8579919 No.8579919 [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
gbatemp.net
sonicretro.org
mariopartylegacy.com
pokecommunity.com
pouet.net

IPS/BPS Patcher:
romhacking.net/utilities/1040

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.org
forums.nesdev.org

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

N64dev:
n64dev.org
n64vault.com

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
jo-engine.org

GB Dev:
gbdev.gg8.se/wiki

GBA Dev:
forum.gbadev.org
github.com/pret
forums.serenesforest.net/index.php?/topic/26913-nintenlords-hacking-utilities

DS Dev:
ndshb.com
dsgamemaker.jada.io

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

Want something here? Post it for the next thread.

>> No.8579921

Haven't seen thread in a while, so I added shit to the OP.
OP pic: https://web.archive.org/web/20060616004705if_/http://tekipaki.jp:80/%7Echinchilla/game/GBA/titei/titei_ver1.03.zip

>> No.8580169

>>8579919
Been a while...
Ok so, I'm messing around with hacking SMB 2.
Turns out the small versions of the characters are sprites of the same size, just pushed like, 8 pixels down.
I wanted to push those sprites up to the same position as the large character versions. Anyone could tell me where in the ROM memory that position could be changed? I'm not good with finding that kind of stuff.

>> No.8580286

>>8579919
lets say I hypothetically got stuck at combining two .gba files, because I dont know how to execute .bat or .sh files on my phone, what would you do in this hypothetical cenario. using android btw.

>> No.8580290

>>8580286
>combining two .gba files,
What?
>dont know how to execute .bat or .sh files on my phone,
Do you really not have a computer?

>> No.8580346

>>8579919
Why haven't you started a disassembly of your favorite game, anon?

>> No.8580353

>>8580346
I'd like to do that. What can I use? I already know C and assembly for my target platform. What kind of tools are there for RE?

>> No.8580362
File: 297 KB, 720x1280, Screenshot_2022-01-31-15-40-35.png [View same] [iqdb] [saucenao] [google]
8580362

>>8580290 merge two files like pic related
>do you really not have a pc
I do not have a pc

>> No.8580387

>>8580353
A good emulator with debugger, a hex editor, and a graphics/tile viewer. Make an assembly project that binary-includes chunks of the original ROM and builds to the original ROM, then begin gradually replacing the chunks with disassembled code. Start mapping out interesting data, find useful RAM variables from cheat codes, and disassemble whatever functions you can find.

>> No.8580392

>>8577907
The 2600 is not a forgiving machine to make a game for.

>> No.8580473

>mucking around with Metal Gear(NES)
>locate most of the screen layouts
>locate almost all of the tilesets
>locate a few of the tile layouts
>locate all the palettes including some buried inside of code
>still can't find the layout attributes that would specify special tiles like exits or where enemies spawn
>only info about any of this is from some 10 year old forum posts on RHDN where the guy literally said "Oh, I found X" but doesn't bother to say where he found it
The more I dig, the more I'm convinced I'm gonna have to run it through Nintendulator or something similar to map out where all the data is.

>> No.8580491

>>8580473
or better if someone remade MG to use something better than UNROM

>> No.8580528

>>8580491
It should have 256k ROM and MMC1 at minimum.

>> No.8580530

>>8580491
There's already MMC3 and MMC5 patches for Metal Gear. IIRC the MMC5 patch doesn't work on some emulators, but the MMC3 patch is pretty stable. I'm just trying to figure out where everything is on the existing ROM. I really want to overhaul the maps themselves. The entire game always struck me as being unbalanced and poorly paced. You can get not just a pistol, but a SMG and a grenade launcher, as well as mines and plastic explosives before you even fight your first boss. You spend a large part of the game in buildings 1 and 2, then a small part of the game in the last two buildings. The layout of the buildings, the locations of the buildings, it's all a mess.

>> No.8580541

the MSX game was 512k, that wouldn't have been cost-effective for a NES game in 1988

>> No.8580907

>>8580504
Mega Drive port

>> No.8581221

American here who bought an issue of Retro Gamer once. So now, just for fun, I'm working on a Manic Miner style flip-screen collect-a-thon platformer on the Genesis that plays like Montezuma's Revenge with ZX Spectrum style graphics.

>> No.8581257

>>8581221
>So now, just for fun, I'm working on a Manic Miner style flip-screen collect-a-thon platformer on the Genesis that
no reason not to have scrolling screens. you're not as limited as you would be on 8-bit machines.

>> No.8581304

>>8581257
Well my initial intention was a Metroidvania or some sort of action adventure game but I downsized to something I could realistically do

>> No.8581615

>>8580389
what ROM/mapper would you need?

>> No.8581783

Any exceptional ones lately? Talking 7 EP, Minus Infinity, Deadpool, 3mix, Amida tier

>> No.8581785

Any new commercial doomps?

>> No.8581802

where did Sea Chase anon go?

>> No.8582160

>>8581615
I would say a cart like Adventures of Lolo 2 used with 64k ROM and MMC3. It would only need to use a single PRG bank but the MMC3 IRQ is necessary to implement the scrolling+status bar as it is on the Atari/Commodore.

>> No.8582214

>>8581802
https://www.youtube.com/watch?v=TwxA6l9hirM

literally any retro system could handle this.

>> No.8582490

>>8582160
>>8581615
>>8580389
why not just use sprites for the score and life counter like a lot of games do anyway?

>> No.8582526

http://www.gamebase64.com/game.php?id=3077&d=18

This lists the C64 Apshai as 106 blocks in size (ie. 27k). I know this can't be true because it was a 16k cartridge release. What happens is all the crack screen/trainers/dox which balloons its size.

>> No.8582536

>>8582490
The game would need ext. cartridge RAM so you already need MMC3 anyway.

>> No.8583276

>>8581802
https://twitter.com/controllerhead1
I think this was him since he mentioned that NESBlast thing.

>> No.8584002

https://www.youtube.com/watch?v=uSASBpzqdt0

this would be a fun NES port project. afaik it's only 4k since it was a port from the Atari 2600 but it can be enhanced a little like having a proper title screen and music.

>> No.8584021

>>8584002
What do you do in this game? I can't figure it out.

>> No.8584047

>>8584002
>What do you do in this game? I can't figure it out.
>grab the bonuses
>avoid enemies
>when you get all the bonuses the guy at the top starts carrying a key which you grab to complete the level

>> No.8584048

>>8584021
gotta go fast

>> No.8584081

>>8584002
https://www.youtube.com/watch?v=AF6uHP5MM6A

Better to use the C64 game as a basis since the Atari's sprites are kind of a PITA.

>> No.8584131

>>8584081
>Better to use the C64 game as a basis since the Atari's sprites are kind of a PITA.
explain

>> No.8584141

>>8584131
A8 sprites are 8 pixels wide but the whole height of the screen. You need to shift the sprite pattern around in memory to move them vertically. On C64 you just have nice simple X and Y counters. Of course the NES doesn't have those, instead there's a sprite grid similar to the tile map and you also have to copy this into the PPU every frame or it will forget it.

>> No.8584150

>>8584141
i know, that kind of flustered Sea Chase anon because he didn't really know the A8s that well

>> No.8584151

>>8584081
>Better to use the C64 game as a basis since the Atari's sprites are kind of a PITA.

if you download C64 image files online note that they're usually compressed and you'll have to use unp64 to unpack them to an uncompressed PRG.

>> No.8584153

>>8573297
ZX Spectrum Fast Eddie?

>> No.8584163

>>8584153
it would be a lot more work because all versions of this game are on 6502 machines. rewriting all the code to Z80 would not be nice.

>> No.8584225

>>8584081
>>8584002
The Atari version is a bit more horrorcore due to the darker colours and more aggressive sfx. The C64 is a bit too cutesy.

>> No.8584228

>>8584225
hmm i thought on Lemon64 someone said the Atari had better sound effects

>> No.8584234

>>8584002
I genuinely can't figure out what are char sprites here and what are P/Ms.

>> No.8584243

>>8584234
idk either but it wouldn't matter because the C64 port would be easier to use as a basis for a NES conversion

>> No.8584248

>>8584141
>Of course the NES doesn't have those, instead there's a sprite grid similar to the tile map and you also have to copy this into the PPU every frame or it will forget it
i didn't know that

>> No.8584259

Do Japs have romhack translations of things they never got ported to their side? I can't imagine there's be a lot but there's got to be something.

>> No.8584265

>>8584248
The NES does not have individual X and Y coordinate registers for sprites like C64 has. Instead you have a 256 byte "grid" kept in RAM denoting each sprite's X and Y position, as well as whether it's flipped horizontally or vertically. You can flip sprites but only horizontally or vertically, thus each sprite needs two patterns to have four about-faces. The sprite grid has to be blitted into the PPU once per frame or the PPU forgets it's there.

>> No.8584279

>>8584081
Here only the MC has about-faces and he just changes direction left and right. So you would need only two sprite patterns for him. The enemies just need two as well for their movements. Some of the enemies also move at different speeds. This can be solved by using a countdown timer so they move only every so-and-so frames (C64 and Atari have hardware timers but the NES has none, you will have to have countdown values in a memory location).

>> No.8584293

>>8584279
if you mean the CIA timers most C64 games don't use those anyway, they just disable them and rely entirely on the VIC-II IRQs for timing and then you're just going to use countdown timers same as the NES anyway.

>> No.8584416

>>8584293
oh

>> No.8584426

>>8579919
So where do I get the homebrew in your picture, OP?

>> No.8584437 [DELETED] 

>>8584293
I guess the Atari 8-bits probably do too.

>> No.8584461

>>8584081
It was originally an Atari 2600 game; how complex could it be?

>> No.8584462

>>8580907
Shitty "port"

>> No.8584467
File: 2 KB, 292x68, Palettes.png [View same] [iqdb] [saucenao] [google]
8584467

>>8580473
More info.

Palettes have a 3 digit code preceeding them. The majority of palettes used in the game have FE 3F 00 in front of the data, but there are three palettes that use a different code. FD 3F 10(used for two), and FE 23 F0. The normal palettes are all used for level maps, the three special palettes I think are used for title screen and a few other bits. Pic related is the three special palettes, you'll notice one is all dark grey.

>> No.8584469
File: 21 KB, 240x160, 00.jpg [View same] [iqdb] [saucenao] [google]
8584469

>>8584426
first post:
>>8579921
https://web.archive.org/web/20060616004705if_/http://tekipaki.jp:80/%7Echinchilla/game/GBA/titei/titei_ver1.03.zip
https://web.archive.org/web/*/http://tekipaki.jp:80/%7Echinchilla/game/GBA/titei/titei_ver1.02.zip
https://web.archive.org/web/20060629054522/http://www.chinchilla-soft.com:80/GBA/titei_ver1.01.zip
https://web.archive.org/web/20060629051506/http://www.chinchilla-soft.com:80/GBA/titei_ver0.00.zip

there's also picrel: https://web.archive.org/web/20060629055900if_/http://www.chinchilla-soft.com:80/GBA/ayuayu_ver1.02.zip

>> No.8584470

>>8579919
Come on?

Wondersawn Dev feel more retro than DS DEV

>> No.8584474
File: 106 KB, 554x439, 5e2.jpg [View same] [iqdb] [saucenao] [google]
8584474

>>8584081
>disassemble C64 code
>trace how everything works
>open graphics in CHR Pad
>redo everything for NES (most of the code, perhaps the algorithms could be kept as they're machine-neutral)
>all sound/graphics/control inputs
Simple as.

>> No.8584479

>>8584467
The NES technically has 64 colors but it's really 56 since eight of those are identical shades of black and Nintendo advised against using some of them as certain TVs might choke.

>> No.8584483

>>8584474
and this is a really small game, we're talking like 4-8k here

>> No.8584489

>>8584474
It gets better. The NES also has no collision registers nor decimal mode so anything that uses those will have to be totally rewritten.

>> No.8584506

>>8584489
Sea Chase guy found that out hard.

>> No.8584532

>>8584489
you have to do box bounds checking right?

>> No.8584535

>>8584469
thanks

>> No.8584550

>>8579919
New Alisha update:
https://m.youtube.com/watch?v=eUOlPBxZIls


PC-FX can do 3D and now support TG-16 emulation.
https://m.youtube.com/watch?v=Gblg_NdUoBw

https://m.youtube.com/watch?v=WwbEiS3hDyM

Wondersawn demo: https://m.youtube.com/watch?v=ORy9sSUfnnc

>> No.8584574 [DELETED] 

>>8584532
Yes. On a NES game what you do is this.

>each frame
>get the MC's sprite position
>subtract it from the sprite positions of each enemy sprite
>if the difference happens to be 0, then a collision has taken place
>jump to the handler in the code that deals with MC to enemy collision
>in addition you also have to check what background tiles the MC is in contact with which is in four different directions
>compare his X-Y positions with the background tiles
>but since the tile map is in the PPU RAM and you can't get at it except during the blank, you need a substitute namely an array that represents the tile map

>> No.8584580

>>8579919
First 3DO
Second GBA
Third Xbox
Now Tomb Raider 64: https://sys.4channel.org/derefer?url=https%3A%2F%2Fm.youtube.com%2Fwatch%3Fv%3DvoTxGuKkMRY

>> No.8584603
File: 13 KB, 1093x612, example.png [View same] [iqdb] [saucenao] [google]
8584603

>>8584532
Yes. On a NES game what you do is this.

>each frame
>get the MC's sprite position
>subtract it from the sprite positions of each enemy sprite
>if the difference happens to be 0, then a collision has taken place
>jump to the handler in the code that deals with MC to enemy collision
>in addition you also have to check what background tiles the MC is in contact with which is in four different directions
>compare his X-Y positions with the background tiles
>but since the tile map is in the PPU RAM and you can't get at it except during the blank, you need a substitute namely an array that represents the tile map

>> No.8584619

>>8581304
Castlevania HoD GBA hack

>> No.8584636

Metal Gear 2 SNES?

>> No.8584639

>>8584603
>>8584489
C64 and Atari 8-bit have collision registers but they're really only useful for sprite-to-sprite collisions not sprite to background collisions since they can't tell you what exactly the sprite is touching. So you'll still have to use bounds checking for sprite-to-background anyway, but easier than on NES since they have memory mapped video and don't need an array as a stand-in for the tile map.

>> No.8584690
File: 55 KB, 802x914, YkUuR4.png [View same] [iqdb] [saucenao] [google]
8584690

Glad to see this thread back.

Message (and question) dialog system up and running, now working on the event routes.

>> No.8584720
File: 464 KB, 1324x992, wat.png [View same] [iqdb] [saucenao] [google]
8584720

Found a bunch of patched Super Mario 64 romhacks, though some of them were already in the op

https://archive.org/details/sm64-ra

>> No.8584782

>>8584720
>patched
More legit.

>> No.8584820

>>8584489
Decimal mode really only used for the score counter, right?

>> No.8584829

>>8584820
yes. since the NES doesn't have it, game score counters can't actually count to 10 instead they just fudge it by printing a 1 on the screen

>> No.8584838

https://www.lemon64.com/forum/viewtopic.php?t=60423&sid=a9af5448e8b9a30c415f99698cb499fc

Breakout game and the entire source code is posted here. convert this to NES code as an experiment/test.

>> No.8584867

>>8584838
That has a mere 200 lines of code yet would still need to be 75% rewritten for the NES.

>> No.8584880

>>8584838
I'd get rid of the eyeball ball because that's dumb.

>> No.8584938

The 6502 status register has the interrupt enable/disable flag. On the Atari 2600 and Apple II there's no IRQs so you can just use it as free storage. I assume you can on the NES as well since an NROM game won't have any IRQs.

>> No.8584959

>>8584938
Don't you get an IRQ from the PCM channel?

>> No.8585000

I was looking into trying to translate what I can in a Super Famicom Japanese RPG, but I failed to find where any text data was located. though I started to find some interesting things like what dictates where the text should be located, when the line ends, etc

How would I go about finding that Japanese text data? I assume it would be something like this: a list of bytes that tells which tiles to pick from the VRAM (which is where the characters are located), but I don't know if the assumption would be correct. It's an RPG so possibly everything is compressed anyway in which case I'm just fucked

>> No.8585021
File: 2.89 MB, 640x530, new_textures_compressed.webm [View same] [iqdb] [saucenao] [google]
8585021

more work on my engine

got some new textures working


>>8585000
a lot of games from that era use variable width text rendering, which means they won't have any tiles in VRAM or in the ROM, and instead would render lines of text into tiles on the fly (necessary because each character isn't the size of a tile)

and yeah, text strings could also be compressed

>> No.8585098

>>8582462
NES Tapper would be neat but might have problems with the scanline limit

>> No.8585110

>>8585098
eh? just set 8x16 sprite mode

>> No.8585154

>>8584959
I guess only if you use it though.

>> No.8585165

>>8585154
>>8584959
the PCM channel fucks with controller reads and you can't use it in a banked sound bank

>> No.8585204

>>8585165
Games that use PCM samples have to read the controller a couple times per frame to get reliable results. But if you're not using it then just LDA $4016/$4017 and read the bits.

>> No.8585250

>>8584550
This

>> No.8585251
File: 74 KB, 820x442, 446786788656.jpg [View same] [iqdb] [saucenao] [google]
8585251

the NMI is going to be where your PPU access happens and everything else is in the main CPU thread which runs while the PPU is actively drawing the screen. the NES CPU has a total of 1,789,772 cycles per frame and just 2273 of those are during NMI (really 2250 when you subtract code needed to exit the NMI thread). instructions on the 6502 vary from 2-7 clock cycles so pay careful attention when writing NMI code to not go over.

>> No.8585296

>>8585251
Well...acsually you can put everything in NMI as SMB does or everything in main thread or split it. If in main thread you need a way to detect the blank as explained here.

https://archive.nes.science/nesdev-forums/f2/t15852.xhtml

But personally I think split NMI+main thread is the most logical way to structure a game.

>> No.8585310

>>8585296
on the Atari 2600 it's the opposite. game logic during blank, video access during active render.

>> No.8585431

>>8584470
Yeah.

>> No.8585468

>>8582214
Oh how meh

>> No.8585484

>>8585468
We picked that game because the source code got released and it was pretty simple and figured it wouldn't give him too many problems porting it, even though it did prove harder than he thought. There are other Atari 8-bit and C64 games I'd have preferred (damn I'd love Jumpman Jr. or Shamus for the NES) but they don't have source code online and are more complex and more work to port.

>> No.8585587

>>8585296
it's 29,780 cycles during the active render

>> No.8585671

>>8584469
>this snapshot cannot be displayed due to an external error

>> No.8585762

>>8584002
The iNES minimum format is 16k PRG but that doesn't matter. You can use the extra space to add a proper title screen, pause feature, perhaps some music, etc. All the stuff that made NES games more polished than pre-crash stuff.

>> No.8586060

>>8584489
Nintendo didn't include the decimal mode because fukka you gaijin.

>> No.8586067

>>8585484
Sure thing, pal.

>> No.8586163

TFIII beta on GBA hardware?

>> No.8586308

>>8585000
It would be very weird to find a SNES RPG without text compression, sorry.

>>8586163
What?

>> No.8586326

>>8586308
Ignore the guy who keeps posting "Game on System?" It's just some idea guy who moved into the thread after Sea Chase anon converted it over to the NES. He thinks if he keeps spamming game ideas someone will make it for him.

>> No.8586393

>>8585671
Wayback can be pretty unstable, but it'll work after refreshing, eventually.

>> No.8586594

>>8585021
>a lot of games from that era use variable width text rendering, which means they won't have any tiles in VRAM or in the ROM, and instead would render lines of text into tiles on the fly (necessary because each character isn't the size of a tile)

in this case the tiles are in the VRAM though, I can see them and yes each character uses several tiles

>> No.8586848
File: 6 KB, 240x160, bathroom.png [View same] [iqdb] [saucenao] [google]
8586848

>>8584690
Event routes done :)
https://litter.catbox.moe/a0j9lk.mp4

>> No.8587142

>>8586594
well by following a couple of routines I was able to locate where the text related to items is located in the RAM (and easily translate it there, but that doesn't help), however I can't find instance of that same text in the ROM and what happens is they write all the text data in the RAM at the start of the game through a routine I do not quite understand. So it looks like everything is compressed indeed and they decompress it at the start of the game

>> No.8587272

>>8585762
how do you implement a pause feature in a NES game?

>> No.8587383

>>8586308
>what
Yes it exists.

>> No.8587578

>>8587383
I don't know what game are you talking about, but proof or GTFO.

>> No.8587641

>>8587578
Are you stupid or trolling?

>> No.8587665

>>8587641
GTFO then.

>> No.8587681

>>8586308
>>8587665
A retard or blockhead?

>> No.8587689
File: 340 KB, 474x266, Untitled.png [View same] [iqdb] [saucenao] [google]
8587689

Looking for someone to port the NES bootleg Pokemon Yellow (Lei Dian Huang Bi Ka Qiu Chuan Shuo) to the MMC5 chip so it can be played on western NES consoles via flash cart. It requires a bit of ASM knowledge, but the process can open up the western NES to a bunch of SNES era demakes (A Link to the Past and Minish Cap also have chinese NES releases)

>> No.8587708

>>8587689
Hated bootleg

>> No.8587730

>>8587272
You would do an endless loop while scanning for a Start button press. Nintendo had in their Q/C checklist that a pause feature was a requirement, which was really nice considering most pre-crash games had none.

>> No.8587751
File: 221 KB, 320x286, Untitled.png [View same] [iqdb] [saucenao] [google]
8587751

>>8587708
>Hated bootleg
You may hate them. But its the only way your ever going to get demakes of Sword of Mana, Golden Sun, Chrono Trigger, Link's Awakening, or Harvest Moon on the system.

With the help of rom hackers, we could actually get new Pokemon titles on a system that could have never done so otherwise. Compairing Lei Dian to the original Pokemon Yellow, you can see how much life the NES can breathe back to the original pokemon games.

>> No.8587791

>>8587751
>Sonic NES
I know but still hated them.

>> No.8588056

>>8584550
So kino demonstrates.

>> No.8588091

>>8584938
IDK if you would want to do an SED just as a precaution but I'd assume if you're not using MMC3 then it's safe to use the status register.

>> No.8588191

>>8584720
>Doki Doki Mario 64
Sounds interesting.

>> No.8588269

>>8585204
SMB3 does two controller scans per frame.

>> No.8588273

/vr/ has successfully completed at least two homebrew games--Zniggy and I assume Sea Chase (maybe?)

>> No.8588549

>>8586326
>It's just some idea guy who moved into the thread after Sea Chase anon converted it over to the NES. He thinks if he keeps spamming game ideas someone will make it for him
wut

>> No.8588561

>>8588549
A guy who was something something Sea Chase anon...fuck I don't even know. I'm really high right now.

>> No.8588570
File: 40 KB, 765x431, 1056355.jpg [View same] [iqdb] [saucenao] [google]
8588570

>>8588561
>>8588549
god you guys are disabled

>> No.8588578

>>8588570
Apparently >>8586326 is seeing ghosts in his head because I don't know what this ideas anon is. I remember only that Sea Chase guy was here and then...died I guess.

>> No.8588585

>>8588578
there was one guy or perhaps several who suggested this and that NES port project but IDK where he said anon was asking someone else to do it for him

>> No.8588591

>>8588561
>fuck I don't even know. I'm really high right now
It happens.

>> No.8588669

>>8588585
There have been a couple guys in here working on NES projects. Or claiming to, at any rate.

>> No.8588689

>>8588669
either show proof or you're full of shit

>> No.8588702

>>8588689
I'm not the one working on stuff, just saying some anons did.

>> No.8588852

>>8579919
Someone linked this here once, wonder if it's not worth adding to OP?
smspower.org/forums/16445-MSXToSMSHacks

>> No.8589005

>>8584636
Out all the game. This and Darkstalkers seem worth it.

>> No.8589329

>>8586326
>He thinks if he keeps spamming game ideas someone will make it for him
who will make what?

>> No.8589341

>>8589329
There's no point in randomly throwing game ideas out there is what I'm saying. You may as well be tossing a rock into the Grand Canyon in the 1 in 50,000 chance it will hit someone's skull.

>> No.8589414
File: 21 KB, 759x704, 4chan Post.png [View same] [iqdb] [saucenao] [google]
8589414

Working on a Castlevania 3 romhack, how does this look so far?

>> No.8589465

So if I were to remake this SNES game using C, how would the address $808000 in the boot ROM be changed?

>> No.8589585

there was a guy who say he wanted to port Chuckie Egg on NES. what happened to him?

>> No.8589594

>>8589585
He never posted proof so fuck him.

>> No.8589654

>>8588273
Zniggy got done, but the Sea Chase port to NES seems to have died in October when he said he was doing the sound engine.
https://github.com/Tamamoball/Zniggy
>>/vr/thread/S8209370#p8209702

>> No.8589664

>>8589654
I told him to upload his source code somewhere since if he couldn't do something or didn't have the time for it, someone else could do that portion of the project, but no he didn't.

>> No.8589693

>>8589664
The original Atari code is online of course any time someone else would like to take a crack at it. or hell, even a C64 port it would be easier than making a NES game. I mean, come on. Zniggy guy finished his game and it was an OC project he had to design from scratch, not a port of an existing game.

>> No.8589696

>>8589414
the colors look all indie inspired

>> No.8589740

>>8589693
>Zniggy guy finished his game and it was an OC project he had to design from scratch, not a port of an existing game.
I think he took 3-4 months. He also complained a lot less than the other guy how agonizingly hard the project was.

>> No.8589775

>>8589740
The guy who did C64 Prince of Persia also did a much more complicated port with 90% less complaining.

>> No.8589843

>>8589414
Tell us more about this.

>> No.8589876
File: 17 KB, 759x692, 4chan Post.png [View same] [iqdb] [saucenao] [google]
8589876

>>8589843
It's a community hacking project that focuses its efforts on revitalizing CV3's engine to patch in new levels, enemy's, characters, lore, bosses, and music to the hairpulling CV3 US edition. Its been in development for about a year now and shows no signs of stopping anytime soon.


https://www.romhacking.net/forum/index.php?topic=31918.0

>> No.8589902

>>8589876
Interesting. You got a Grant style character somewhere? I like my wall climbing.

>> No.8590012
File: 3 KB, 256x240, famicom_de_pon_000.png [View same] [iqdb] [saucenao] [google]
8590012

>>8589740
>>8589775
http://www.ma.ccnw.ne.jp/okunyon/
This port of Panel de Pon was nice, & he also made a Bejeweled clone in 3 months. He's currently doing Space Invaders for NES with Gradius power-ups.
I'm wondering if anyone knows where to get the games that he doesn't have a download for on this page.

>> No.8590087

>>8584470
I edited the OP this time and haven't ever been the one making these threads before. If you have preferred WonderSwan/WonderWitch dev forums/wiki or something, I'll try to squeeze as much in next time along with the Pokemon Mini dev forum.
https://www.pokemon-mini.net
I'm probably going to put Aquaplus P/ECE info in there as well, and it'll likely just be this blog that links to an emu & other homebrew since there's very little info on it.
https://blog.gingerbeardman.com/2021/08/19/aquaplus-piece-vs-panic-playdate/
This is an NSF player for it:
https://web.archive.org/web/20070328172752fw_/http://www.geocities.jp/kz_s6502/soft/nsf221.zip

>> No.8590114 [DELETED] 

>>8589414
I don't like the fact that regarding the ground, half of the top sprites are dark. The ground should always pop up and be something that comes clear without having to look or wonder about it.

also below the central gear place it looks like stairs going down, if you want to add details don't do it in a way that can be confusing.

Finally as far as the actual stairs go there should always be at least one block between the start of the stairs and void

>> No.8590117

>>8589414
I don't like the fact that regarding the ground, half of the top pixels are dark. The ground should always pop out and be something that comes clear without having to look at it or wonder about it.

also below the central gear place it looks like stairs going down, if you want to add details don't do it in a way that can be confusing.

Finally as far as the actual stairs go there should always be at least one block between the start of the stairs and void

>> No.8590631
File: 26 KB, 1256x376, 20210916_123659.jpg [View same] [iqdb] [saucenao] [google]
8590631

>>8589902
Yep, currently working on it. The character uses a bagh nakh (tigers claw) for an offensive weapon wich double as climbing spikes.

>>8590117
Noted, thanks for the advice.

>> No.8591057 [DELETED] 

>>8590012
>This port of Panel de Pon was nice, & he also made a Bejeweled clone in 3 months
that was a complete waste of effort. i can't imagine anything less interesting than puzzle games.

>> No.8591083
File: 2 KB, 256x240, fly_a_way_001.png [View same] [iqdb] [saucenao] [google]
8591083

>>8590012
These are Famicom homebrews? It's interesting how Japanese guys can make stuff that actually looks like it could be a commercial release from the 80s as opposed to the shit that Westerners pull from their butts.

>> No.8591104

>>8589876
Hacking community are autism kino.

>> No.8591105

>>8591083
Western guys are a lot more open to experimentation than Japanese are. Unfortunately the results tend to be feast or famine.

>> No.8591107

>>8584580
Holy balls. N64 finally getting one after all those year.

>> No.8591550

>>8590012
how do you download them anyway? you just get a page full of gibberish text characters.

>> No.8591632

https://www.lemon64.com/forum/viewtopic.php?t=59128&sid=f96ca5f434fc6efc53944ce9eeec369e

Half related to Sea Chase. This was a source code release for Sea Dragon on the A8. Yes another submarine game but this a scrolling shooter. Contrary to what he says here it was on C64, in fact it had several ports. This would be a perfect NES project, a basic H scrolling shmup. I would definitely work on that framerate though. Why is this so sluggish?

https://www.youtube.com/watch?v=7BXy5J4QSWM

There's also a TRS-80 port which could be the basis for a ZX Spectrum or perhaps a Colecovision conversion.

>> No.8591671
File: 131 KB, 1559x492, 578763699667.png [View same] [iqdb] [saucenao] [google]
8591671

>>8591632
tried looking at the source code but it's all mashed and unreadable

>> No.8591710

>>8591632
I literally never heard of this game but it must have been popular to get on everything (computers anyway, not consoles)

>> No.8591772

>>8591550
Probably just right click -> "save link as" if it's not downloading normally.

>> No.8591789

>>8590012
these are all NROM, aren't they

>> No.8591797

>>8584550
Must be crazy to run 3D polygons software for PC-FX. Truly impressive.

>> No.8591949

>>8584048
>Sonic SNES

>> No.8592180

>>8591632
this uses the joystick button to fire forward and the spacebar to fire up. there's also a Defender-style "kill everything on screen" bomb but idk how you active that.

>> No.8592219

>>8592151
This game uses the elusive 256k version of UNROM.

>> No.8592265
File: 266 KB, 521x768, grill.png [View same] [iqdb] [saucenao] [google]
8592265

>only devfags and shop-talking autists in these threads
>no one actually talks about what's fun to fucking play
I just wanna play good romhacks for christ-sakes.

>> No.8592303

>>8592265
You WILL play my shitty tech demo and you WILL like it

>> No.8592458

>>8587689
Magical Pop'N NES

>> No.8592576

>>8592265
Well what kind of hack are you looking for?
Anyway, maybe this can help >>8576854

>> No.8592639

>>8592458
Final Fight 3 NES

>> No.8592869

>>8587665
>>8587578
>Lack basic understanding.
Laugh at your face.

>> No.8593093

>>8592265
pure consumption is cringe
learn to make stuff yourself

>> No.8593307

>>8592265
Garbage take.

>> No.8593380

>>8591632
https://github.com/tonysavon/Keystone-Kapers-C64/blob/master/src/game.asm

This guy ported the Activision game Keystone Kapers to C64. But even if you were to this on the NES you'd need to rewrite almost everything. Look at the first couple lines of code.

>SEI
>LDA #$35
>STA $01 ;switch out BASIC
>LDA #0 ;set border to black
>STA $D020
>JSR SHOWPIC
>JSR WAITBUTTON
>LDA #$0B ;set multicolor char mode
>STA $D011

None of this translates to the NES at all as it has neither a border, BASIC, or a multicolor char mode. Also you can't just change the background color anywhere in your code, it can only be done during the blank.

>> No.8593546

>>8580362
Not sure if you still care but installing termux should do the trick. After opening termux, probably something like
>cd /mnt/sdcard/Download/whereeverthefuck (to get to the folder)
>./SMT1_create.sh (or instead try bash ./SMT1_create.sh) to run it

>> No.8593949
File: 124 KB, 1024x678, ma29e9xfl7361.jpg [View same] [iqdb] [saucenao] [google]
8593949

what's your dream homebrew, /vr/?

>> No.8595078

>>8593380
>Also you can't just change the background color anywhere in your code, it can only be done during the blank
this is the part that always flustered me about NES coding

>> No.8595404

>>8593380
>Keystone Kapers
Is the MSX/SMS port any easier to use for this?

>> No.8595426

>>8595404
Not really. The graphics setup is a little closer to the NES but it's Z80 code so still needs to be completely rewritten from the ground up.

>> No.8595472

>>8595426
>>8595404
The MSX/Master System still let you access the VDU any time you want so it's not as annoying as it is on the NES.

>> No.8595508

Is there any QOL rom hacks for Pokemon HeartGold/SoulSilver? I never got to experience G2, and I want to do it the best possible way.

>> No.8596058
File: 34 KB, 320x224, MEGA TURRICAN MULTI (W) (Checksum fixed).000.png [View same] [iqdb] [saucenao] [google]
8596058

Ayyyyy, found Metal Dragon, the actual working Mega Turrican Directors cut, and Eyra the Crow Maiden.

>anonfiles com/z344l0D0x6/Metal_Dragon_zip
>anonfiles com/xdRcffE1xf/MTDC_7z
>anonfiles com/l7h1y5F9xd/Eyra_The_Crow_Maiden_bin

Anons keep asking for Zaku for Lynx too, which is at
>www79 zippyshare com/v/Vhfea8Wq/file html

Obv add dots and https:// where appropriate. I swear these spam filters get more retarded every day.
Have fun.

>> No.8596109

>>8596058
>it’s all dolphin porn
anon please

>> No.8596137
File: 21 KB, 855x285, DEAD.png [View same] [iqdb] [saucenao] [google]
8596137

>>8596058
Good stuff, but the zippyshare link seems to be dead.

>> No.8596287

>>8593380
Apple II port (^:

>> No.8596303

>>8596287
https://www.vintageisthenewold.com/tag/apple-ii-homebrew-games

It has homebrew stuff although I've heard people claim it doesn't.

>> No.8596478

>>8596137
Crud. I did find another link but apparently THAT died too according to the forum. Pisses me off cus it's so wanted around here and I thought I'd found it.

>> No.8596613

>>8596478
I dunno why, it's in the no-intro Lynx set and has been for years now.

>> No.8596660

>>8596058
Thanks, anon

>> No.8596809

>>8593949
half life 64, sonic mania saturn, commander keen genesis

>> No.8596819

make it happen

https://gbatemp.net/threads/would-anyone-be-interested-in-joining-me-to-translate-the-official-gba-port-for-tsukihime.607250/

>> No.8597019

>>8596819
This reminds me. These are ports of VNs called To Heart, Kizuato and Sizuku to GBC. They need files from the original discs to compile. I couldn't get it to work and haven't seen reuploads of them anywhere.
http://mydocuments.g2.xrea.com/html/gb/thgb.html
http://mydocuments.g2.xrea.com/html/gb/kzgb.html
http://mydocuments.g2.xrea.com/html/gb/szgb.html
https://archive.org/details/Sizuku
https://archive.org/details/LeafToHeart
Don't know what this is, but I attempted to compile it once and it failed.
http://mydocuments.g2.xrea.com/html/gb/gbpi39.html

>> No.8597078
File: 18 KB, 240x160, mQg6Cke.png [View same] [iqdb] [saucenao] [google]
8597078

So how do I get the secret ending?

>> No.8597116

>>8593949
Darkstalkers port on SNES and PC-FX.

>> No.8597179

>>8593949
Gamecube homebrew of N.U.D.E, Casltevania Resurrection, Alice, Ecco the Dolphin and Blue Dolphin.

>> No.8597183

https://youtu.be/lUkT0HiPu7M
Don't mind me, just being the best Sonic 3 & Knuckles hack ever conceived.

>> No.8597254

>>8587730
I think you can get new reproduction MMC3 PCBs now. discreet mappers are ok for basic action games.

>> No.8597443

>>8597183
based, also classic heroes, return of shadowand ordinary sonic rom hack

>> No.8598173

bump

>> No.8598213

>>8598173
What?

>> No.8598249

>>8593949
Starcraft Ghost revival on GameCube, Xbox and possibly Dreamcast/N64 someday.

>> No.8598643

>>8592265
Are you disabled?

>> No.8598869

>>8586163
>actual FM sampling
Woah, lot potential.

>> No.8599656

>>8596058
Metal Dragon is prime 'I wouldn't pay money for this' with stolen sprites from MERCs and hilariously edgy writing that sounds like Fonzie wrote it but it has a damn good engine, nice music and actually nice gameplay that's different enough from MERCs to be fun. If they made their own graphics and dropped the 'lol MGS parody aren't we original' cutscenes this'd be a winner, but it's a guilty pleasure nontheless.

The speeding trucks full of dudes always drop weapons in an order, so you can stock up on your favourite weapon in a few more truck kills, and they're always frequent. The level that's constant tanks near the end is my 1cc limit so far (and you need this for the true ending) Stocking up on sniper shit beats them easily but i'm usually shotgunning my way through the gates bit in the level previous and don't have enough sniper ammo. Worth trying anyway.

>> No.8599995

>>8593949
Oni on 5th gen console or Xbox and Gamecube

>> No.8600308

bump

>> No.8600321

>>8598643
>Gameplay and development discussion:
>What homebrew / hacks are you playing /vr/ ?
No, are you? That's literally the first part of OP's post and it's mostly just dev autism no one cares about with hardly any talk of playing them. Sorry you don't like that I'm not in your spectrum club, but using/playing the hacks IS part of the topic, jerkoff.

>> No.8600338
File: 13 KB, 672x480, 78667.png [View same] [iqdb] [saucenao] [google]
8600338

>>8593949
Gremlins on Colecovision?

>> No.8600348

>>8597116
>Darkstalkers SNES
Never happening, idiot. Not without cuts that make it look like an Chinese bootleg of the already shitty SFA2 SNES port, or chips so far from removed from the SNES and period hardware that it'll hardly matter anyway. You'd have to go full Paprium and it would still probably suck.

>> No.8600354

>>8600348
Didn't stop them from doing SF2 on the ZX Spectrum. (^:

>> No.8600357

>Darkstalkers Saturn
There, you happy?

>> No.8600367

>>8600338
>game is on Apple II/Atari 8-bit/C64/PC
There's no existing Z80 versions of this you'd have to totally redo everything from scratch. I'm not a huge Colecovision fan either because of the retarded way the NMI works.

>> No.8600373

If anyone is interested I created a rom hack of MegaManAnniversaryCollection for GameCube which replaces the ost for 1-3 with their arcade game music and 4-6 with the ost from complete works. Also I fixed the A shoot B jump design, and made new secrets in the secret menu. It's like of a tribute to Hitoshi Ariga. I just put the game in a folder titled "game" so its compatible with Nintendont on wii. I also provided the ROOT of it so you can use it with gcrebuilder to inport your own tunes
anonfiles {D0T} com/R7k6k6G4x5/MEGAMANANNIVERSARYCOLLECTION_ROM_HACK_rar

>> No.8600379

>>8600367
>I'm not a huge Colecovision fan either because of the retarded way the NMI works
explain

>> No.8600393

>>8600357
>too bored easy
>Darkstalkers 2/3 and Groove on Fight exist
No.

>> No.8600394

>>8591083
The Japanese make incredibly polished games, but they're often incredibly simple and short. Westerners are more varied and tend to bite off more than they can chew. Battle Kid is probably the best example of a balanced western homebrew game.

>> No.8600404

>>8600348
Chinese bootleg? Trash like X Men vs Clone Fighters? Fine you brainlet, It technically official but rushed port.

>> No.8600420

>>8600379
MSX and SG-1000 use the same chipset but they tie their vertical blank to the IRQ while the Colecovision puts it on the NMI instead. Problem is explained in detail here.

https://atariage.com/forums/topic/104734-black-onyx-for-colecovision/

>> No.8600507

>>8584550
SOVL

>> No.8601027

Is there a place that does mod bounties? I'll pay 500 us dollars to the first person that can make a mod for blue stinger that has the English translation but uses the Japanese fixed camera.

>> No.8601062

>>8600373
Appreciated, anon.

>> No.8601482

>>8593949
Corpse Party 666444 and Bayonetta 64DD

>> No.8601676

>>8600367
it would be easier to port the PC code since x86 is much more similar to Z80 asm than 6502 is. in fact it's pretty much an enhanced expanded Z80 instruction set.

>> No.8601684

>>8597254
I wonder how many MMC3 games actually use the 8k banking feature outside SMB3 and Kirby?

>> No.8601704

>>8597254
There's plenty of games that could have gotten away with discreet mappers; MMC1 was preferred for its flexibility and the fact that once Nintendo ramped production up the boards were available at cheap prices so there was no reason for devs not to use them. UNROM would probably suffice for most games that don't need extra RAM (generally used for save games or destructable environments). Even the Famicom Dragon Quest 2 was still UNROM, they didn't use MMC1 until DQ3.

>> No.8601758

>>8601704
LOZ uses a 128k ROM but actually is only about 64k, the ROM is half empty.

>> No.8601779
File: 26 KB, 357x364, image.jpg [View same] [iqdb] [saucenao] [google]
8601779

>>8601758
is probably artifact of converting it from FDS. i believe that's also why Bugs Bunny Crazy Castle used an odd ROM size (64k PRG+32k CHR) since in its original incarnation as Roger Rabbit, it had been an FDS game.

>> No.8601880

>>8601062
Also, I've removed the voice acting in 8 and replaced the cutscenes with "hd" Japanese cutscenes.

>> No.8601894

Curious - is there a single Japanese megaman hack that does - not- use Kirby music? It seems like Kirby music is a rite of passage of Japanese megaman hacks, at least if they change the music as well.

>> No.8601912

Best emulator for hacking GBA?

>> No.8601916

>>8601912
nocash if you're a boomer

>> No.8601924

>>8601916
yeah, nocash debug version is the best for that

>> No.8602147

>>8593949
Both Cadillac and Dinosaurs & Super SFII Tubro X (SNES)

>> No.8602181

>>8602147
Kinda weird those two haven't been ported officially.

Wonder how it would go for a Cadillacs & Dinosaurs or Runark Growl port for NES. Most chinese beat-'em-up and fighting game ports have trouble displaying all the pixels.

>> No.8602225

>>8602181
Not officially strange. NES port need special chip.

>> No.8602436

>>8601916
What if i'm a zoomer?

>> No.8602716

>>8602225
>Not officially strange. NES port need special chip.
wut

>> No.8602938

>>8602436
There unironically is a program called No$Zoomer that was designed to change the screen ratio when no$ didn't have that option.
mGBA is also useful.

>> No.8603021
File: 10 KB, 672x480, Miner 2049er (Big Five, C64 1983).png [View same] [iqdb] [saucenao] [google]
8603021

Miner 2049er...

>> No.8603026
File: 3 KB, 256x224, dsc6.png [View same] [iqdb] [saucenao] [google]
8603026

And here's a rough mockup I made of a NES version.

>> No.8603057

>>8602716
I think he was relpying first to the lack of official SNES ports, and then why NES ports don't work well.

>> No.8603061

>>8603026
you could have just copied the Colecovision graphics, they're close to the NES except for less vertical resolution

>> No.8603071

>>8603026
>MS Paint mockups
it's better to just use CHR Pad for this

>> No.8603079

>>8596303
>>8596287
>>8603071
there's no modern tools for making Apple II graphics that I'm aware of, nothing like the tools you have for NES, C64, etc graphics

>> No.8603096

>>8603026
IIRC you had to press the number buttons on the keyboard to select the elevators but the NES doesn't have those

>> No.8603102

>>8603096
I guess you would do like on the Atari 2600 where you just pushed the joystick down to use an elevator. You could only go up (or back to the bottom if you were on the top elevator)

>> No.8603106

>>8603102
well you could press Up to go up and Down to go down. NES games can after all have more complex game logic than Atari 2600 games can. (^:

>> No.8603137

>>8602181
So weird. Capcom never thought of it or clueless might say.

>> No.8603186

>>8597116
Oh yes yes

>> No.8603280

what's with that guy or guys who are obsessed with hating Micro Mages? it's p. good game.

>> No.8603316

>>8603026
i hear the Famicom got no collision registers which is annoying

>> No.8603334

>>8603316
There are none; Nintendo never put them in any of their 2D systems. You have to just do box bounds checking by calculating sprite positions relative to other sprites or background objects each frame. You need to include an array that represents the tile map to use for calculating them since you can't read the map itself except during the short blanking period. On the Atari 8-bit, C64, and Colecovision you do have collision registers but they're only useful for sprite to sprite collisions; background collisions still require box bounds checking. But it's easier than on the NES because you can read the tile map whenever you want--on Colecovision slightly more annoying since it can only be read indirectly through the VDU registers and at a reduced speed during active render.

>> No.8603352

I wouldn't recommend a beginner attempt coding a NES game with scrolling screens, unless it's a passive screen transition. Scrolling screens with stuff actively happening is tough.

>> No.8603372

>>8603021
this game was popular as hell, they put it on basically every early 80s console and computer other than the TRS-80 CoCo which would have likely only happened if Radio Shack paid for a port.

>> No.8603384

when you have multiple enemies in a game, how do you remove killed ones from the code loop?

>> No.8603401

>>8603384
You would have a counter for active enemies and decrease it by one for each enemy removed from the screen. The code loop would check the counter for active enemies and run through the AI routine for each instance of that enemy.

>dec a
>ld (aliens),a

Something like that.

>> No.8603408

>>8603352
>Scrolling screens with stuff actively happening is tough.
not really. you pretty much just have to shift the sprite positions with the screen scroll and use event timers to move different enemies on screen as the level progresses.

>> No.8603413

>>8603408
It's not easy for a beginner and worse is having to unpack the level data as you scroll. I would not recommend you try a side scroller at all, stick to single screen maps. You may also (depending on the target machine) have to play with raster interrupts and whatnot for split scrolling.

>> No.8603540

>>8593949
>Arcade edition
First Mortal Kombat, Avenger (Data East), Sunset Raider, Final Fight and Captain Commando as SNES redo project
>homebrew
Burning Force on SFC, X68000 systems, Neo-Geo (enhanced)

>> No.8603978 [DELETED] 
File: 28 KB, 400x400, smwc logo.jpg [View same] [iqdb] [saucenao] [google]
8603978

SMW Central is a site dedicated to making ROM hacks of Super Mario World. However, it holds some dark secrets.
My friend has been doing a lot of digging that started just over a year ago but picked up the digging in the past few weeks, and he just got banned from the site and the Discord for trying to bring these issues up to the staff. Essentially, the staff of SMW Central have been covering for a specific Japanese lolicon artist despite others being banned from the site for defending pedophilia or lolicon. Also keep in mind, that SMW Central allows users of all ages to join the site. There's even more juicy details
Read my friend's full expose here: https://docs.google.com/document/d/1ytAzyUYnoSQDi7FIG8oConIlNf1Saps8vIHFfVMjkQc/edit

>> No.8603990 [DELETED] 

>>8603978
Who's the pedo they're covering up?

>> No.8603993 [DELETED] 

>>8603990
Kusamochi. You can find the information about him in the Google Doc.

>> No.8603998 [DELETED] 

>>8603978
oh no a lolicon whatever should 4chan do

oh wait /b/ still has loli threads daily carry on

>> No.8604010 [DELETED] 

>>8603998
And that makes it all right. That's your argument?

>> No.8604012 [DELETED] 

>>8603978
Love it. Keep up the good job.

>> No.8604016 [DELETED] 

>>8604010
your asking for righteous indignation on 4chan, a site known for its degenerate content

not your personal army, etc.

>> No.8604020

did the b3313 fags ever unfuck their hack?
>only works good on fucking pj64
>its like the early 00s with hacks that only work on nesticle/zsnes

>> No.8604029

>>8593949
Bubble Bobble MD.
Contains all original stages, all the exclusive stages from other ports, and the Sybubblun stages. No faggy extra features like custom gfx or music from some snotrag home dev that has the reverse Midas touch; it would have to be tastefully done, like Darius - Extra Version.

>> No.8604034 [DELETED] 

>>8604016
This isn't 2004 we're born again protestant Christians now.

>> No.8604037 [DELETED] 

>>8604016
>I am completely morally bankrupt, and a perpetual threat to children everywhere
Right. Read you proud and queer, pedo.

>> No.8604048 [DELETED] 

>>8604037
and you're on 4chan

>> No.8604051 [DELETED] 

>>8604048
This is 4channel. We're all Christians here.

>> No.8604057 [DELETED] 

>>8604048
>I'M PART OF AN ACTUAL HIVE MIND! NOOOOOO!
The. Absolute. State. Go for a walk, morlock.

>> No.8604401

>>8603026
i think it would be better to attempt a shmup, they're much simpler than a platformer

>> No.8604429 [DELETED] 

>>8603978
This show's the huge hypocrisy from the anglosphere's web, if they did allow nsfw and loli but actually nuke actual child porn then it's another story.

>>8604010
>>8604034
>>8604037
>>8604048
>>8604051
>>8604057
Anime webside

>> No.8604469 [DELETED] 

>>8603978
So Alisha Adventure dev, Aaendi was right all along.

SMW Central full of incompetent hack and extremely retards.

>> No.8604470 [DELETED] 

>>8603978
>SMWCentral mods are hypocrites!
Nothing new there.
>SMWCentral mods are pedo's who've shown porn to actual underages
Be sure to pass your info to the FBI, I hear they have an interest in pedo groomers.

>> No.8604520 [DELETED] 

>>8603978
Take it to reddit, zoomer.

>> No.8604530

>>8603026
i thought you anons was porting Mouse Trap

>> No.8604573
File: 5 KB, 648x409, colecovision-mouse-trap-screenshot.png [View same] [iqdb] [saucenao] [google]
8604573

>>8604530
The only home conversion of this is on the Colecovision and it would be awful trying to convert Z80 code for a 6502 machine like C64 (ZX Spectrum port more achievable?) Yes the arcade game was 6502 but disassembling that is fairly useless as you'd have no way to know how everything works (what all the memory locations, graphics, etc do) unless you had a tech document for the Exidy Universal Game Board which there is none available to my knowledge.

>> No.8604656 [DELETED] 

>>8603978
I've masturbated to toddler Arle so what?

>> No.8604682 [DELETED] 

>>8603978
Lolichads win again.

>> No.8604685 [DELETED] 

>>8604682
>>8604656
Cringe

>> No.8604784

>>8604020
PC port on the way. Maybe.

>> No.8604853

>>8604573
>The only home conversion of this is on the Colecovision and it would be awful trying to convert Z80 code for a 6502 machine like C64
people used to do this back in the day. it wasn't super fun, but they did it.

>> No.8605042

>>8604853
That doesn't mean you'd want to do it now if you can help it.

>> No.8605092

>>8603372
even the TI-99/4A got it

>> No.8605135

>>8604573
Mouse Trap has voice clips (ie. the dogs barking)? IDK how you'd do those anyway. Does Famitracker or whatever have capabilities for adding in samples? I have no idea.

>> No.8605153

>>8604020
>only works good on fucking pj64
It works well on RA if you set the counter factor to 2.

>> No.8605382

>>8603026
https://www.lemon64.com/forum/viewtopic.php?t=66232&start=30

try porting this guy's Breakout game before doing anything ambitious. just to verify that you know what you're doing.

>> No.8605807

>>8601758
>>8601779
That brings a good question, how many games do you know that had/have placebo data that is just to fill up space?

>> No.8605818

>>8605807
You can download any ROM you like and take a look for yourself. Unused space will be filled with FFs.

>> No.8606073

bump

>> No.8606162

Dumbass cringed mod

>> No.8606267

>>8593949
See>>8584636

>> No.8606375

Metal Gear NES anon here again. Found most of the text, just gotta translate it to know which block is which. It's a pretty simple system. The whole mess starts at 5382 on the ROM, with the briefing text from Big Boss.

22 24
82 89 87 00 82 8F 93 93 00 93 90 85 81 8B 89 8E 87
BIG BOSS SPEAKING
FE 22 64
8F 90 85 92 81 94 89 8F 8E 00 89 8E 94 92 95 84 85 00 8E 73 71 73 A3
OPERATION INTRUDE N131.
FD FE 22 24
99 8F 95 00 81 92 85 00 94 8F 00 89 8E 86 89 8C 94 92 81 94 85
YOU ARE TO INFILTRATE
FE 22 64
94 88 85 00 85 8E 85 8D 99 00 86 8F 92 94 92 85 93 93
THE ENEMY FORTRESS
FE 22 A4
AD 8F 95 94 85 92 00 88 85 81 96 85 8E AD 00 94 88 85 8E
"OUTER HEAVEN" THEN
FE 22 E4
84 85 93 94 92 8F 99 00 94 88 85 89 92 00 86 89 8E 81 8C
DESTROY THEIR FINAL
FE 23 24
97 85 81 90 8F 8E 00 8D 85 94 81 8C 00 87 85 81 92 A3
WEAPON METAL GEAR.
FD FE 22 24
86 89 92 93 94 A6 81 94 94 85 8D 90 94 00 94 8F 00 83 8F 8E 94 81 83 94
FIRST,ATTEMPT TO CONTACT
FE 22 64
8D 89 93 93 89 8E 87 00 8F 95 92 00 AD 87 92 85 99 00 86 8F 98 A3 AD
MISSING OUR "GREY FOX."
FE 22 A4
94 88 85 8E 00 94 92 99 00 94 8F 00 86 89 8E 84
THEN TRY TO FIND
FE 22 E4
94 88 85 00 8D 85 94 81 8C 00 87 85 81 92 A3
THE METAL GEAR.
FD FE 22 24
95 93 85 00 86 92 85 91 95 85 8E 83 99 00 71 72 70 78 75
USE FREQUENCY 12085
FE 22 64
86 8F 92 00 81 8C 8C 00 83 8F 8D 8D 95 8E 89 83 81 94 89 8F 8E
FOR ALL COMMUNICATION
FE 22 A4
97 89 94 88 00 8D 85 A3
WITH ME.
FE 22 E4
8F 96 85 92 A3
OVER.
FF

As you can see, every starting line starts with 22, and FE tells it to print the next line after. FD tells it to blank the screen and start with a new screen of text(after displaying the arrow and waiting for input), and FF says it's the end of the text block currently being printed. 24-64-A4-E4 say if it's the 1st to 4th line respectively, unless the line starts with a 23 instead, then it will be 5th line to 8th line, but only 5 lines can be displayed on the screen. Wheeee.

>> No.8606389

>>8606375
>The whole mess starts at 5382 on the ROM
At $5382? That seems to be in the first 16k which is fixed in place since this is an UNROM game.

>> No.8606396

>>8606389
in the second 16k ($4000-$7FFF). that I guess is a bank containing graphics data

>> No.8606409

>>8606396
Buried right in the middle of sprite data and title screen data.

>> No.8606414

UNROM 128k games have eight 16k banks the first is fixed and the others are swappable. Contra is probably organized like this.

>bank 1 fixed @ $C000-$FFFF and has the core game engine
>banks 2-4 graphics
>banks 5-7 object code for different levels
>bank 8 sound

>> No.8606436

>>8601704
>>8606414
the fixed first bank on UNROM is a little convenient since on MMC1 any bank could be in $C000-$FFFF at power on. you have to waste space by putting redundant initialization code in every bank.

>> No.8606450

>>8606436
wow I didn't know that

>> No.8606456

>>8606450
Yeah MMC1 is in an undefined state at power on so it can just drop any bank in $C000-$FFFF and you need to put CPU vectors and init code in all banks to be ready for this. I don't remember if MMC3 does this.

>> No.8606476

so yeah, discreet mappers are pretty easy to work with for the above-mentioned reasons and you can easily build a physical cartridge with them as they're just TTLs. fairly limited of course since they don't support expansion RAM, battery saves, or soft-selectable mirroring but for the typical basic action game they're fine.

>> No.8606632

Disabled AA for N64?

>> No.8607517

bump

>> No.8607521
File: 70 KB, 1024x685, DS1643-100+.jpg [View same] [iqdb] [saucenao] [google]
8607521

>>8579919
I want to mod my NES and replace the SRAM with nonvolatile timekeeping ram. It looks like the NES CPU has all the physical address lines necessary to use the entire address range 0000-1FFF which is normally mirrored. Why couldn't I do this, using something like the nonvolatile timekeeping ram that's supposed to be a drop-in replacement for SRAM?

>> No.8607580

>>8606414
Metal Gear, not Contra. Anyway, mitebcool to remake the game to use a larger ROM and get it closer to the MSX game.

>> No.8607635

>>8607580
IIRC Metal Gear was a 512k game on the MSX. It might be z80 code bloat but that's huge not just for 1988 NES standards, but even the consoles entire lifespan. Most games rarely broke past 256, the largest games were 1024 and some were 768, and this was at leat half a decade after.

>> No.8607751

>>8607635
>It might be z80 code bloat but
Z80 code is more compact than 6502 code.

>> No.8607889

>>8584838
This would set the bg color and palette for the eyeball sprite. I think, anyway.

*=$C000

cli
lda #0
sta $2000 ;PPU render off
lda $2002 ;reset status register
lda #$3f ;high byte of bg color
sta $2006
lda #0 ;low byte
sta $2006
lda #$3f ;bg color=black
sta $2007 ;set bg color
lda $2002 ;reset status register
lda #$3f
sta $2006
lda #$11
sta $2006 ;addr for sprite palette #1
lda #$3f
sta $2007
lda #$30 ;white
sta $2007
lda #$29 ;green
sta $2007

>> No.8607965

If you could name the top five rom hacks of all time which ones would they be?

>> No.8607974

>>8607521
I just don't know why you would. I'm not seeing an upside here. Any game that might depend on the mirroring(dunno if any do) would be broken by it. The RTC data is stored in BCD and the NES CPU specifically lacks BCD mode. No NES game uses RAM-based RTC, nor does any homebrew. What do you gain by replacing the SRAM?
You can technically "upgrade" a Genesis by doubling the VRAM, but nothing would actually use the extra VRAM unless it was specifically coded to do so, and no games were since the Genesis was never sold with the 2nd VRAM bank filled. You would have to make your own homebrew to use it, and then it wouldn't work on any normal Genesis.
You can technically "upgrade" consoles by replacing the 7805 with a switching regulator that produces a lot less heat, but the 7805's are usually part of the filtering system and the power that comes off a switching regulator tends to be more noisy, which can effect video and audio output.
Just because you can replace a part with a newer part with more features doesn't mean it's actually an improvement.

>> No.8607978

>>8607889
no biggie changing some colors. trying to actually get a ball moving around screen will be the hard part because everything in Famicom is very timing sensitive.

>> No.8608003

>>8607974
https://atariage.com/forums/blogs/entry/17860-my-new-trs-80-coco-2-first-look-and-immediate-upgrade-and-modding/

Here's a typical stupid example. Why auto-replace all the 74Lxx TTLs with newer 74HCxx ones? As long as they work and aren't busted I see no point in it.

>> No.8608014

>>8586326
Gameman?

>> No.8608060

>>8607889
SEI not CLI

>> No.8608084

>>8607889
See, to set the palette you have to read $2002 to reset it and then set the VRAM location to write to in $2006 and then put your palette data in the palette map locations. It increments one with each write, so you have to read $2002 again to reset it. Actually the second LDA $2002 was probably unnecessary.

>> No.8608090

>>8608003
In that case, it actually does make sense. With all the mods and extras he's slapping on that machine, he might be pushing the PSU to the limit. He's even got a multi-expansion board in there to fit in more expansion boards like the MOOH RAM expander and that Dragon MSX2+ thing. That Coco PSU has got to be screaming under that load. It wasn't built to power 2 or more cards in a slot designed for one.

>> No.8608101

>>8608090
also all those mods are absolutely retarded. the only thing I would have done was fill out the RAM to 64k. that was a very nice, pristine CoCo that may have never even been used perhaps NOS why would you want to mutilate it like that short of extreme autism?

>> No.8608120

>>8608101
>why would you want to mutilate it like that short of extreme autism?
You just answered your own question.

>> No.8608159

>>8608101
easier to find NOS CoCos and TI-99/4As because nobody wanted those and they weren't popular. it's not like C64s, Apple IIs, old PCs, etc which half the time look like they were through WWII.

>> No.8608201

>>8584838
well that's not too bad. you just keep your sprite table in RAM, alter it as part of the code loop, and blit it into the OAM table during blank

>> No.8608232

>>8607889
you probably don't want to be setting the palette like that or it'll decay since palette RAM is dynamic just as the OAM is

>> No.8608335

>>8592265
>only devfags and shop-talking autists in these threads
Nobody in this thread is actually able to code. Talking about coding and doing it are not the same thing.

>> No.8608348

>>8608335
what about Sea Chase guy?

>> No.8608374

>>8608348
Yeah but he...died.

>> No.8608385

>>8608348
He complained an awful lot and rejected every idea I gave him. And no one even knows if he ever actually finished that game he was working on ornot.

>> No.8608412

>>8607889
>I think, anyway

>> No.8608441

>>8608412
I don't have an emulator set up on my PC and I don't have a flash cart at the moment to test anything on my real NES so it's just kind of guesswork that the code does what I assume it will do. I'd like to at least display the eyeball sprite from the linked C64 code.

>> No.8608457

>>8608441
that's not a good thing. NES code is very timing sensitive if you don't know what you're doing you'll just get a blank screen or garbage.

>> No.8608479

https://wiki.nesdev.org/w/index.php?title=PPU_power_up_state

It gets better. At power on the PPU is kind of groggy and unresponsive (that's the best way to put it) So you should wait at least one complete frame before doing anything.

>> No.8608615

>>8584467
Thanks, Doc

>> No.8608628 [DELETED] 

>>8608385
did your ideas suck? who knows?

>> No.8608829

>>8593949
ZX Spectrum demake of Resident Evil

>> No.8609074
File: 39 KB, 600x600, 57678433.jpg [View same] [iqdb] [saucenao] [google]
8609074

>>8608479
you have to do a lot of init steps on the Famicom

>turn off render and NMI
>wait 1 frame for PPU to stabilize after power on
>clear name tables (they're full of garbage on power on)
>clear out space in the WRAM for a sprite OAM table
>set up palette data
>copy startup screen graphics to name tables
>only when this is all done can you turn render and NMI back on, but wait for the blank or you'll get a misaligned image

>> No.8609121

>>8608385
Zniggy guy completed one more homebrew project than any of you ever have.

>> No.8609167

>>8608441
man if you can't even port 30 or so lines of code in a Breakout game how are you ever gonna do anything of significant complexity

>> No.8609179

ITT: Dumb zoomers who think they can code

>> No.8609185

>>8609179
screw off assembly language LARPer

>> No.8609221

has anyone in /homebrew/ taken a look at nes maker or gb studio? they're obviously limited but im curious what you think

>> No.8609258

>>8609167
All I'm saying is Sea Chase guy seems to have been the only poster in here who could actually code anything and he's dead now.

>> No.8609262

>>8609258
F

>> No.8609543

>>8593949
A proper genesis port of Sonic.EXE based on the creepypasta rather than something like An Ordinary Sonic Rom Hack

>> No.8609563

>>8609543
>Creepypasta
Zoomer garbage

>> No.8609565

>>8593949
SNES FX port of Resident Evil and Slient Hill

>> No.8609593

>>8609221
I can't speak for NES Maker, but from what I've played around with in GB Studio, you are limited to RPGs since the engine can't handle action/scrolling. So if you want to do anything besides RPG-Maker-style babies-first-RPG, you can't. I heard NES Maker is supposed to let you use code where you want to get around the limits, but I've never touched it.

>>8609258
He was learning how to code using that game. If everyone here just like >>8609167 complaining anytime anyone tries, then not many people will have any interest in trying.

>> No.8609609

>>8609593
no that was Zniggy guy. Sea Chase guy apparently already knew how to code and supposedly sometimes posts on the NesDev forum.

>> No.8609623

of course if NES is too hard/limiting you can make a Mega Drive game instead, but doing the sound will make you want to cry. even most professional game devs never mastered it and just had to resort to the GEMS driver.

>> No.8609667

>>8609593
>in GB Studio, you are limited to RPGs since the engine can't handle action/scrolling
That was mostly true up til last year. It's fairly primitive, but since NES Maker is payware shit that's not really worth it, you could look around for people's GB Studio templates to find a starting point.
Example: https://elvies.itch.io/metroid-dread-demake
https://itch.io/games/tag-gb-studio
https://itch.io/games/tag-gbstudio
(different results)

>> No.8609691

>>8609623
well see we were discussing ports of Atari 8-bit or C64 games and it would theoretically be a little easier since they're 6502 machines so the game logic would be easier to convert to the NES

>> No.8609713

>>8609691
Sea Chase guy found it's not _that_ easy especially because the Famicom extremely different from those machines in all but CPU

>> No.8609726

>>8609713
yes but converting the code to Z80 would be much harder than that even. the game would also perform differently due to the logic having to be totally rewritten and a completely different CPU. when porting 6502 code to another 6502 machine you can still keep the basic structure intact including game algorithms.

>> No.8609756

>>8609726
The only Z80 systems that anyone cares about anyway are the Colecovision, ZX Spectrum, and (somewhat) the Master System. The Amstrad CPC is just a clunkier Spectrum with 10 fps games and JPCs are memes and there's no programming dox for them in English anyway.

>> No.8609762

>>8609756
Also two of them have largely the same architecture and all have the same screen resolution (256x192)

>> No.8609805

most of the classic early 80s computer games used the same code base. you can disassemble the Apple II and C64 versions of something and notice this. programmers would generally do a straight port, but also add their own personal touches to a game.

>> No.8609892

>>8609258
I can visualize my code in my head but when I sit down to actually type it out I'm drawing a blank most of the time.

>> No.8610029

Metal Gear NES anon here again. Found some sort of door data right after the text data. There's 226 entries, and they are all in the same format. XX XX. Second digit is always 81-87. I'm not 100% sure what the data is for, but the game reads it off the ROM the moment you get near a door, every frame you are near the door and moving, and when exiting rooms and trucks. This includes elevator doors. Entering a truck doesn't trigger a read in this range. I wanna say it's tied to determining where the door leads, but the trucks throws that out the window. I would say it's tied to access cards, but there isn't enough data to specify a card and door location, since 81-87 only gives you 7 card flags and not the 8 you would need. Doesn't help there seems to be a lot of duplication. This data is not looked at when going from one screen to another.
Sample:
D4 81
D4 81
D4 81
D5 81
D4 81
D4 81
D4 81
DB 81
E6 81
EC 81
D4 81
F2 81
D4 81
FD 81
08 82
0E 82
14 82
1F 82
D4 81
CE 86
And so on. Maybe it's codec call related? But if so, it seems a bit more filled than it should be. I feel it's a table tied to another table elsewhere.

>> No.8610057

>>8610029
Doh, I just remembered there are 7 frequencies. This could be very much codec related.

>> No.8610316

>>8610029
Those look like short pointers.

>> No.8610490
File: 934 KB, 240x160, english_main_menu.webm [View same] [iqdb] [saucenao] [google]
8610490

>>8586848
Started working on the main menu.

>>8589414
The other guy is right, everything looks nice except ground tiles: darker ones are too dark and it seems the stairs don't reach the upper platform.

>> No.8610562

>>8609563
>zoomer garbage
So >>8609179

>> No.8610569

>>8609543
Why do you want a Sonic.EXE game based on a shitty creepypasta? Unless you talking about improvements like a revamp to the story and robot corpses then i'm in.

>> No.8610649

>>8609221
nes maker requires you you're number to access
gb studio is a rpg maker in disguise

>> No.8610805

>>8610490
Looks great anon, good job!

>> No.8610819

>>8610029
I hope you're also posting your findings somewhere else so that they won't be lost once this thread dies.

>> No.8610853

i am interested in making an arcade style game like TMNT, TMNT2, X-MEN or Simpsons.

what tools should i use to get started?

>> No.8610896

>>8610853
First off, what platform?

>> No.8610925

>>8610853
first off, you can't make a beat-em-up only professionals with years of experience can do that, and Paprium proved what happens when amateurs attempt one. tbqh it would be easier to make a shmup, much easier.

>> No.8610961

>>8609946
Apple II port of Druid? It would probably be more like the Spectrum port with flick screen maps and clicky sounds.

>> No.8611095

>>8610316
If they were, every single pointer there would be pointing to the first block of graphical data used for maps. The other graphical blocks are located from roughly 9000-A000, A000-B000, C000-D000, D000-E000, and E000-F000. A000-B000 is the graphical data for outside maps. If the first digit was supposed to be which block, then codes like 08 and 14 are completely out of range. If the second digit is it, then it's all a part of the 8000-9000 graphical block, and I don't see a data set like this for the other graphical blocks. But yeah, I was hoping they were pointers at first.

>>8610819
I would if Data Crystal wasn't such a pain in the ass to get into. I used to post info there, but I lost my account some time ago when my HDD crashed and the RHDN admins don't seem to give a shit about the Data Crystal part of the site.(I was told someone would get to me, eventually, still hasn't happened) If anyone has an account on Data Crystal and wants to post this stuff, go ahead. I can't be bothered to deal with the lazy RHDN admin cunts. Why establish yourself as the fucking arbiters of ROM hacking information and then make it a pain in the ass for anyone to share information? Backwards fucking shit.

>> No.8611136

>>8610925
Paprium's problem was Fonzie insisted on doing all the coding himself when he needed at least 2-3 other guys to help him out.

>> No.8611160

>>8610925
>>8610896
he could conceivably do a ZX Spectrum beat-em-up, if he wants to do a Mega Drive one he'll need a team of a couple people to make anything decent

>> No.8611223

>>8609623
The typical Mega Drive game needs a bigger ROM than the typical NES game by a factor of two. Partially because the tiles and sprites are 32 bytes a piece instead of 16 and because you have two playfields (although you don't have to use both). There's also the HUD layer if you use that.

>> No.8611521

>>8610925
>>8610853
>>8611160
He could fool around with OpenBoR, or just hack an existing title, if he's not thinking of making one from the ground up.

>> No.8611661

>>8607098
ZX Spectrum port of Mr. Do!

>> No.8611671

>>8611661
it already has an MSX port so you're more than halfway there anyway

>> No.8612140

>>8611095
Apparently you need to contact the admins on discord to get a datacrystal account. If you don't want to do that you could upload your info on rhdn as a document.

>> No.8612190

>>8612140
I repeat:
>>8611095
>I can't be bothered to deal with the lazy RHDN admin cunts.
Already wasted enough of my time dealing with RHDN and Data Crystal accounts, I'm not going through it again. It makes less sense with Data Crystal, since all they need to do is allow anyone to submit without an account, then manually filter out the spam once a month or so. But they would rather force anyone wanting to contribute to jump through hoops and waste time since they can't be bothered to put any effort into it. If you wanna do it, go right ahead. I'm not uploading shit to RHDN or Data Crystal until the admins unfuck themselves and do more than just play PC police.

>> No.8612593

>>8612190
Sadly, mediawiki sucks so much ass and there are so many bots targeting open wikis, they'd be overrun in a day.

Really, it'd be better to make it a NORMAL FUCKING WEBSITE run by SOMEONE WHO CARES and takes email text submissions or something.

>>8611095
Ah, fair. At least on the SNES, the first byte is the lowest byte of the pointer, so they'd all be in the 0x8000+ range.

>> No.8612645

>>8606375
You can just use ascii you know. Just because games in the 80's had their own encoding doesn't mean you have to.

>> No.8612664

>>8585021
what is this running on

>> No.8612742

>>8612593
I would gladly strangle a child if it meant getting a mobygames type website with the type of content Data Crystal was supposed to be about. Something where the admins actually care about the material. Where people can submit info with ease instead of jumping through hoops and having to do all the formatting work themselves. I'd be interested in doing it myself if I wasn't already doing admin work for a romsite.

>>8612645
The text system loads single tiles from the assigned 255-tile tilemap. Any value from 00 to FF will load the associated tile. If you wanna do ASCII, you'll need to modify the text display system. This did make things convenient though, since all graphics blocks can be found and aligned just right by getting the text into the right spots on the grid in a decent graphics tool.

>> No.8612869

Does anyone know why Mega Man X loads graphics for the highway stage during the prologue computer scene just to unload them at the title screen?

>> No.8612935

if I was doing a homebrew I would definitely assign alphanumeric characters to ASCII values

>> No.8613065
File: 67 KB, 540x564, WiseDog.jpg [View same] [iqdb] [saucenao] [google]
8613065

>>8579919
GOOD EVENING MOTHER FUCKERS!!!

NEW EPISODE OF VRNN: Zelda OOT PC
>Mp3
https://files.catbox.moe/7n4veb.mp3
>Archive
https://16-mega-byte.neocities.org/
>Zelda OOT Reverse engineering project:
https://github.com/zeldaret

>> No.8613724 [DELETED] 
File: 6 KB, 273x281, ascii.png [View same] [iqdb] [saucenao] [google]
8613724

>>8612742
This is the ascii character set as it appears in the tile map. You don't even need all of it. Just use ascii.

>> No.8613729 [DELETED] 
File: 6 KB, 273x281, ascii.png [View same] [iqdb] [saucenao] [google]
8613729

>>8612742
This is the ascii character set as it appears in the tile map. You don't need the entire character set. Just use the characters you need and place them in their ascii locations.

>> No.8613820

>>8612869
it probably uses the same bank as that stage during the intro for something. I've seen other MM games do that, fit the intro/cutscenes graphics in whatever level they could, and then the highway stage is a small stage so it probably has less graphics than other stages.

>> No.8614126

https://github.com/Shade-Blade/PMDarkStarEdition
Does anyone have a completed save file for this Paper Mario hack?

>> No.8614128

>>8614126
I mean somewhere at a save point near the end-game.

>> No.8614131

>>8612664
Looks like Genesis

>> No.8614320

Anyone looking for an ost or other audio related material? I've always wanted to compose for a game, could also provide other sound design elements like foley.

>> No.8614609

>>8586326
There's several guys. I suggested 1-2 ideas, not all of them. Really the idea was that /hbg/ do a group project together but nobody can agree on what it is.

>> No.8614690

>>8607974
CopyNES put its bios in the 1000-1FFF range and it apparently worked quite well.

>> No.8614712

>>8614131
*FM Towns

>> No.8614862

>>8606436
I'm fairly sure any ASIC mapper requires redundant init code in each bank. It's probably one reason many NES homebrew coders dislike using them.

>> No.8615029

There's been recent updates on Romhacking to Mesen, Mesen-S and FCEUX, but there's nothing listed about what's changed, from what I've seen. Anyone knows what it might be?

>> No.8615271

>>8615029
idk but Mesen is already perfect with its support for source level debugging. FCEUX recently had its debugger ported to Linux which is better than nothing.

>> No.8615367
File: 103 KB, 587x442, file.png [View same] [iqdb] [saucenao] [google]
8615367

Hmmmmmmmmmmm
mmm

>> No.8615838

>>8612664
it runs on genesis

>> No.8616334

Is there a Japanese equivalent to romhacking.net?

>> No.8616342

>>8616334
NO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

>> No.8616442

>>8616334
not for you dirty 外人.

>> No.8616521

>>8615271
>idk but Mesen is already perfect with its support for source level debugging
I couldn't figure out its hex editor for the life of me

There could be a more direct way to save changes to a ROM, or changing sprite colors on it. Maybe that's it, I should check it later.

>> No.8616909

>>8616334
You'll find most of their content on Twitter or here:
https://medaka.5ch.net/gameurawaza/
http://nozomi.2ch.sc/gameurawaza/
For their more permanent cloud storage site, you could use: site:getuploader.com on Google or some other search engine.
They tend to use temp-uploaders a lot that expire after 24-hours to 30 days like gigafile.nu. If you type "gigafile.nu" into Twitter's search, you'll see what I mean. They have a lot of PC mods, music and other shit set to expire between a day and a month.
https://twitter.com/jde6r8hed
This Dreamcast widescreen hacker does this. Most of these will be in the patch archive in the OP.
Hacking terms - "ハックロム" - "改造"
Homebrew term - "自作"

>> No.8617112

>>8615271
>>8616521
Mesen doesn't have the un-do feature that FCEUX has, I could also never figure out how to get free space to display in the debugger

I find that reading routines is a lot easier with Mesen, but actual editing and writing is better in FCEUX

>> No.8618439 [DELETED] 

>>8617112
One thing mesen does that I don't like is that it constantly tries to hide snippets of data, even when they're spliced in between code. This is a problem, because I have a few functions that work like this:


JSR Write
.asciiz "This string is referenced on the stack."
lda #thisInstructionIsExecutedAfterJSR

>> No.8618450 [DELETED] 
File: 3 KB, 366x122, code.png [View same] [iqdb] [saucenao] [google]
8618450

One thing Mesen does that I don't like is that it constantly tries to hide snippets of data, even when they're spliced in between code. This is a problem, because I have a few routines that work like [pic].

>> No.8618454
File: 3 KB, 366x122, code.png [View same] [iqdb] [saucenao] [google]
8618454

>>8617112
One thing Mesen does that I don't like is that it constantly tries to hide snippets of data, even when they're spliced in between code. This is a problem, because I have a few routines that work like [pic].

>> No.8618509
File: 31 KB, 359x450, 66755.jpg [View same] [iqdb] [saucenao] [google]
8618509

>NES has so many banking options

>> No.8618530

>>8618509
Just use MMC3 and switch 16KiB at a time until you need something more complex. It really doesn't matter that much.

>> No.8618578

>>8618530
>>8618509
Discreet mappers are fine unless you need cartridge RAM or status bar+four way scrolling. MMC1 if you want its single screen mirroring otherwise there's no point in it since MMC3 is otherwise backward-compatible with it. The bad thing about ASIC mappers is as anon said, every bank needs redundant startup vectors while discreet mappers have a fixed first 16k. I also agree most MMC3 games do not actually use 8k banking. SMB3 and Kirby do, but usually it's just treated as MMC1 with an IRQ counter.

>> No.8618592

>>8618578
again, most MMC1 games could have worked as UNROM but the boards were cheap once Nintendo had large stockpiles of them and there was always the possibility of feature creep--you might not necessarily know what your game is going to need when you start on it so it would be better to play it safe and allow more ceiling.

>> No.8618616

>>8618592
The UNROM-128 boards were the cheap, ubiquitous ones that tons of games used. UNROM-256 was rare and only a handful of games used it.

>> No.8620036

has anyone used SCART on a wii? i know about the pal only thing, but i'm wondering if you can still force 240p 60hz on emulators and stuff

>> No.8620037

>>8620036
NTSC and PAL-M video mode implies s-video, PAL60 and PAL video mode implies RGB. So it's no problem to get 60Hz RGB SCART out of a Wii.