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/vr/ - Retro Games


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File: 332 KB, 860x501, inufuto.png [View same] [iqdb] [saucenao] [google]
8754069 No.8754069 [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
baddesthacks.net
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

SegaDev:
smspower.org

MegaDev:
gendev.spritesmind.net/page-doc.html
github.com/Stephane-D/SGDK

SaturnDev:
antime.kapsi.fi/sega/docs.html
segaxtreme.net
jo-engine.org

PSXDev:
psxdev.net
problemkaputt.de/psx-spx.htm

PS2Dev
github.com/ps2dev

GBDev:
gbdev.gg8.se/wiki

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

DSDev:
ndshb.com
dsgamemaker.jada.io

PC98Dev:
www.target-earth.net/wiki/doku.php?id=blog:pc98_devtools

PokeMiniDev:
pokemon-mini.net

Want something here? Post it for the next thread.

Previous:
>>8671083

>> No.8754078

>>8754069
OP pic is that of someone that makes games and then ports the same game to 20-30 systems each including Speccy, MSX, Sharp X1, Amiga and others.
http://inufuto.web.fc2.com/8bit/aerial/
http://inufuto.web.fc2.com/8bit/bootskell/
http://inufuto.web.fc2.com/8bit/cavit/
http://inufuto.web.fc2.com/8bit/impetus/
http://inufuto.web.fc2.com/8bit/lift/
http://inufuto.web.fc2.com/8bit/mazy/
http://inufuto.web.fc2.com/8bit/neuras/

>> No.8754268 [DELETED] 
File: 151 KB, 800x556, ff2 box.jpg [View same] [iqdb] [saucenao] [google]
8754268

http://www.romhacking.net/hacks/6671/

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

Vanilla Final Fight 2 is unplayable now

>> No.8754276
File: 67 KB, 480x432, gb.webm [View same] [iqdb] [saucenao] [google]
8754276

I did it.

>> No.8754494

I was contracted to convert a Commodore 64 game to the Atari 800 but it never saw the light of day as the publisher went bust. I cant mention the title due to legal reasons but I have the source code so plan on uploading it, where would be the best place for lost Atari 8-bit games?

>> No.8754518

>CTRL-F
>Zniggy
No results
Shame.

>> No.8754530

>>8754494
atariage.com maybe

>> No.8754539

>>8754276
Amazing how you managed to fuck up the video loop for a four frame animation.

>> No.8754571

>>8754539
Because I don't care

>> No.8754660

>>8754078
Versatile

>> No.8754662

>>8754276
I'm guessing the SML Mario moving is a sprite (obj) and the rest is background

>> No.8754853

bump

>> No.8754897

Why is homebrew so hard bros? I'm quite a seasoned programmer and I tried to get into GB dev. I don't want to use a modern editor like GB Studio, I want to do it authentically.

While trying to get into ASM, I found endless pages of technical information on DMG, a handful of "hello world" examples that barely do anything besides draw a sprite, then entire source codes for games. There's literally nothing inbetween. How the fuck do I work with this?

>> No.8754920

>>8754897
You can do GBA and Mega Drive stuff among others with C only if assembly is the issue.

>> No.8754967

>>8754897
Seconding >>8754920. GBA (and DS) is a really good platform to get into with just C knowledge.

>> No.8754989

>>8754494
This is pasta from somewhere, isn't it.

>> No.8755150

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

>> No.8755168

>>8754897
It's ASM. You are just doing the same things you would do in C/C++/C#, only you have to do every step manually, and that can be a bitch to learn if you are coming from high level languages. Unironically, there's some non-/vr/ video games about ASM programming that I found were great for learning ASM concepts and coding around limitations. TIS-100 is a good start, and Exapunks is pretty much full-on ASM programming.
Another option is to grab source code for a few games, and start making notes in the code to figure out what is going on. The Genesis is really good for this since it has a lot of source code from Chris Shrigley, who worked on a number of officially released games. Ex-Mutants was the game he literally learned how to do 68000/Genesis programming, so it makes a good look at simple code. Gargoyles was him showing off with some nifty 3D effects on sprite movements, and was the last game he made for the console.

>> No.8755371

>>8754897
Also you can try GBDK: https://github.com/gbdk-2020/gbdk-2020

>> No.8755613

>>8754897
I hope this doesn't come off as easier said than done but you could check out gbdk tutorials with examples in C, while at the same time learning the relevant video, sound, and memory hardware quirks, then try to implement those examples to ASM

>> No.8755893

Had you all seen that Atari 8-bit port of Dr. Mario?

>> No.8755898

>>8755168
>The Genesis is really good for this since it has a lot of source code from Chris Shrigley, who worked on a number of officially released games. Ex-Mutants was the game he literally learned how to do 68000/Genesis programming, so it makes a good look at simple code
It's also got a powerful CPU and a completely flat memory map while the Gameboy needs bank switching for anything more complicated than Tetris.

>> No.8755927

Are there any Earthbound romhacks that speed up the game? Either by letting me use the bike or giving me a dash button?

>> No.8755935

The downside is the YM2612 is an absolute bastard to use so most people just stick to the GEMS driver.

>> No.8755939

>>8755927
Forgot to add. Im looking for romhacks that give me a dash or the bike, and no other changes.

>> No.8755994
File: 5 KB, 242x208, cringe-whisper.jpg [View same] [iqdb] [saucenao] [google]
8755994

>>8754897
>>8755168
>>8755613
>ASM
this is how you spot an assembler language larper

>> No.8756475

>>8755994
>posts 0 proof he knows anything about anything
>just attempts to insult others
Oh, it's this faggot again. Watch him post no proof of intelligence.

>> No.8756898

>>8754276
you didn't do anything someone might care about

>> No.8756905

>>8755994
you're retarded
none of this matters at all
and being a shitty programmer doesn't matter either

>> No.8756916

>>8756475
look dude, we have to guard society from ignorant niche assembly programmers who don't know exactly what they're doing

this is a very important discipline (nintendo game assembly for your emulator) and i will not let any cunning dudgers say technically wrong things in this thread

>> No.8756923 [DELETED] 

>>8755168
go to RHDN and download the docs for your console

>> No.8757140
File: 768 KB, 240x160, english_load_save.webm [View same] [iqdb] [saucenao] [google]
8757140

Load save screen.

>>8754276
Fuck yes.

>> No.8757414

>>8754920
>>8754967
>>8755168
>>8755371
>>8755613
Thanks so much for this recommendation. I guess it really is assembler. I'm totally comfortable with C, so GBDK looks like a great option. At least it will allow me to become familiar with the hardware and mix in a bit of ASM until I learn what I'm doing. If nothing else, I'll actually be able to make a damn game instead of just thinking about it and getting stuck immediately.

>> No.8757423

>>8757414
Yeah, I think it is better to understand how to deal with old as fuck systems first and use ASM when you need more performance.

What kind of game do you want to make?

>> No.8757443

>>8757423
I want to make a Zelda clone or at least a tile based RPG as those games were most inspirational growing up. Just want to fulfill a childhood dream. I already bought a flash cart so I can play it on my original Game Boy. I've been replacing some broken parts and cleaning it up real nice, and learning how it all works.

I've quite a bit of experience making similar games in C and SDL.

>> No.8757460

>>8757443
This was made with GBDK, so I guess tile based RPGs are possible with it: https://geek-joystick.itch.io/marla-and-the-elemental-rings

More GBDK games: https://itch.io/c/2388586/gbdk-based-game-boy-games

>> No.8757462

>>8757460
Thanks friend. Very much appreciated.

>> No.8757707
File: 51 KB, 1280x720, (You).jpg [View same] [iqdb] [saucenao] [google]
8757707

>>8756475
>>8756916

>> No.8759385

https://www.romhacking.net/hacks/6671/
https://youtu.be/aPkkHASxPTE

Vanilla Final Fight 2 is unplayable now.

>> No.8760348
File: 13 KB, 482x464, gb.png [View same] [iqdb] [saucenao] [google]
8760348

I done it now.

>> No.8760513

>>8760348
DOOCTOOOORRR

>> No.8760520
File: 598 KB, 240x160, english_party_menu.webm [View same] [iqdb] [saucenao] [google]
8760520

>>8757140
And with the party menu all menu screens (except maybe galleries and shit like that) are done.

>> No.8761272

>>8754069
GameGear Tetris:
https://www.youtube.com/watch?v=O-ZUBnPUK5Q

>> No.8761276

>>8761272
Holy fuck it finally happened after 32 years

>> No.8761335

>>8755927
maternal bound. it's in the mega.nz/folder/TBgnhIxS#aKF0Cv0DA9kYI_qUI_gXvg

>> No.8763271

Bump

>> No.8764787

bump

>> No.8765791

OK so what needs to be done to add a few more voice clips into Earthworm Jim 1 on SNES?
Learning the sound driver is going to be a doozy since like the Genesis version, the sound programmers likely borrowed code running a lower effort driver; dynamic channel handling proven with a debugger, too. I've only checked out the title screen, but because of this, which channel the sound is used in might vary from effect to effect. I might have to drop the extra SFX added in this version, such as Professor Monkey-For-A-Head laughing in Level 5, and if I remember correctly, Jim saying " ̶W̶h̶a̶m̶m̶a̶!̶" "Plasma!". If anybody knows what else is exclusive to this version let me know. Looking at TCRF, the only documented unused content is a Nintendo splash screen and a useless joke screen, so I can remove the graphics and the code from them and free up space. Dropping the sample rate to 7 kHz for SFX played within the levels isn't going to be a big loss in the end. As of right now, I haven't looked into EWJ2 to see if the compression instructions were changed, but I doubt it was. Expanding the cartridge ROM to handle 4 MB should be a last result, even though it could take just as long to deal with the sound channel changing theory should it be correct. Porting in a whole level is a titanic job and isn't going to happen when this alone could take me weeks in total.

>> No.8767263

Bump

>> No.8768363

>>8759385
Good & enjoyable.

>> No.8768376

Any thoughts on SFC/Super NES games: Alisha’s Adventure, REM, Hilda, BLT, Spaceship shooter like game, and Crow Maiden port?

>> No.8768640

How to make FM synth on GBA, N64 and possibly PC FX?

>> No.8770292 [DELETED] 

>>8768640
Bump

>> No.8770413

>>8757140
What game

>> No.8770436

So my platformer is going nowhere because my lack of level design skills. Thinking of starting one of my alternate project ideas. Should it be board game, economics game, or wrestling

>> No.8770523

Any tips and tricks for a Super Mario World hack?

>> No.8770680

>>8770413
https://c3-project.itch.io/c3

>> No.8770792

>>8770436
All three at once. Also a platformer.

>> No.8771038

Niceu

>> No.8771121

>>8770436
Post screenshots.

>> No.8771127

>>8757443
The easiest game you can make is a shmup. Try something like that first.

>> No.8772073
File: 2 KB, 640x480, Platformer.png [View same] [iqdb] [saucenao] [google]
8772073

>>8771121
Basically an unthemed Montezuma's Revenge clone so far

>> No.8772441

>>8754897
i started with the hello world example, which tells you how to write sprites to the screen and move the background viewport around. thats pretty much all you need to get started. you can then make a few little 'functions' to do shit like load map data and animate. you really just need to read up on reading the dpad and then sound and you are pretty much done.

>> No.8772551
File: 253 KB, 240x160, english_game_saved.webm [View same] [iqdb] [saucenao] [google]
8772551

>>8760520
Save points added.
To do them I have added event animations and screen flashes too.

>> No.8773457

All right, I have been playing the new GG port of Tetris on an actual Game Gear and I am thinking the person that made it hasn't been testing on actual hardware because there are major control issues stemming from the GG's d-pad being more of a pivot disk and the game being way too happy with diagonal travel movement which is making it far too easy to mess up on piece drops since any slip of your thumb can make it suddenly veer left or right. Also, why is it Game Boy themed when Sega had their own port that it could've been based on, the GB theming is just odd.

>> No.8773831

Does anyone have a folder of those aftermarket physical/digital storefront homebrew releases like Super Russian Roulette? I've been trying to find them for a while, but it's quite hard to find them, especially the older ones.

>> No.8774030

>>8754069
how would i go about ripping models from the fossil fighters rom? ive extracted the payload data and its all still compressed files with the first bytes being "MAR"

>> No.8774293

>>8773831
Dunno about that game, but I found this earlier while I was on the hunt:
http://fcpic.nesbbs.com/Game.asp?order2=desc&top=y

>> No.8775043

https://www.romhacking.net/hacks/6700/
https://www.youtube.com/watch?v=e9pvTcppcsY

Pirates of Darkwater is a lot of fun with the additional enemy

>> No.8775052

>>8759385
Ya sure did clean up this thoroughly mediocre game. God that music fucking sucks. Nothing stands out about Final Fight 2 at all. Everything is uglier than 1.

>> No.8776563

>>8754069
Where's a reliable site to get PRE PATCHED rom hacks? Why aren't those a thing???

>> No.8776618

>>8776563
Cdromance has a rom hack section or you chould just patch yourself, it's not hard.

>> No.8776946

>>8776563
>Why aren't those a thing?
Legal reason. It's easy for companies to shut down servers that give access to copyrighted material, it's much harder to make a case against arbitrary bits of code that serve no purpose without the original code.

>> No.8777014

>>8776563
archive.org

they're a library so it's hard for them to get shut down.

>> No.8777870

>>8770792
This: https://m.youtube.com/watch?v=Xz8WnjlUWDU

>> No.8777963

>>8777870
>vertical scrolling

>> No.8778018

>>8777963
Really?

>> No.8778250

Does anyone have the bin/cue from the first post of this archived thread?
https://archived.moe/vr/thread/3969076

>> No.8778804

>>8776946
>legal reason
That plus bandwidth & storage space.
Also, people are retarded.
>new Mortal Kombat 3 hack posted
>https://www.romhacking.net/hacks/6713/
>"this is for 0.71 of Nemesis_c's hack"
Then it's an Addendum, not an Improvement.
>http://www.romhacking.net/hacks/3158/
>0.6
Ugh.
Here's the source of 0.71, prepatched:
http://www.emu-land.net/forum/index.php/topic,61289.msg1424363.html#msg1424363

>> No.8778936

>>8778804
Based, thanks

>> No.8779192

>>8754069
does anyone know if the valkyrie profile ps1 undub works on original hardware?

>> No.8779584

i'm going to post this here because it was a pain in the ass to find going through random github comments
switching ps1 backups to the correct region output with tonyhax on a ps2:
you need this version of PS1VModeNeg (1.01) - drive . google . com/file/d/1-yE13PAdqvRa7dyFClyZZjVkoPAkmp7i/view

boot your ps2 into uLaunchELF > run PS1VModeNeg 1.01 > startup tonyhax and swap like usual
this will swap the ps1 games to output 60hz if you have a PAL PS2

>> No.8779589

>>8779584
You can also use GSM to set the PS1 video mode manually before loading the Tonyhax boot disc.

PS1VModeNeg 1.01 sets it to the opposite of your system region, while later versions read it from whatever disc is in the drive at the time.

>> No.8780224

Run and gun: https://www.youtube.com/watch?v=mDr5zHlyLSw

>> No.8780525

>Thunder Force III GBA port
Make me wish Nintendo add FM styles chip for the handheld.

>> No.8780530

Has anyone ported the Neo Geo Pocket color games to the NES or SMS yet?

>> No.8782140

>>8780530
no

>> No.8783870 [DELETED] 

Bump

>> No.8783961

Does anybody know if it's difficult in general to romhack SNES games?

I've fully translated an old wrestling game and was trying to decide whether I wanted to just do a subtitled youtube video playthrough or actually do a hack. I tried to keep the translation as close as I could to the original text in character count to keep my options open, but for some boxes it's just impossible.

How strict would a game be if there were more text than it expected on a particular screen?

>> No.8784451

>>8783961
Depends on the game of course. Some games still haven't been translated because they're a coded assfuck, not because there's no interest

>> No.8785503

>>8780224
Based

>> No.8785504

>>8759385
Try hard edition

>> No.8785642

Any good dumped and uploaded commercial-shit lately?

>> No.8787537

>>8785642
Try a Russian site.

>> No.8787575

>>8787537
pdretrogames went private
emuland's new dumps is locked

>> No.8787720
File: 1.87 MB, 4032x1816, 20220406_204824.jpg [View same] [iqdb] [saucenao] [google]
8787720

Anyone remember The Great Gatsby having a game?

>> No.8788168

>>8787575
I've got access to both, anything of interest you may want?

>> No.8788292
File: 14 KB, 373x368, gatsby-cart.jpg [View same] [iqdb] [saucenao] [google]
8788292

>>8787720
Surely this is just a modern homebrew game pretending to be some secret long lost title? Seems unusual that it's the only copy, especially that it's dated makes me suspicious. Funny idea for a game though.

>> No.8788332

>>8785642
1emulation seems to stash it in their Xbox Hacks part of the forums. A site called Nextgenroms is useful to find if a game is 'out there' but has some paid shit for making an account, which you need to get through their ridiculously tight spoilered links (which i've tried messing around in the board code to get at to no avail).

>> No.8788519

>>8788168
Not him, but could you repost as much as possible from the time vk com/pdretrogames was privated till now? I'm not sure the exact date. Primary systems I want to sort are SNES, GameGear, NES, Genesis, GB/C & Master System.

>> No.8788545

>>8788292
>>8787720
I'm not even sure it's even an NES game at all. Sure it's janky like an actual homebrew game of the era would be, but the opening sequence with Gatsby (two tiles wide) and three waiters (approx 3 tiles wide each, 11 total) in a row would flicker like hell if it was truly an NES game. However I do remember someone on NintendoAge who was making a port, I think it was K-Han? Judging by how he has an orange-like yellow (the closest the NES has to a yellow color) jacket as opposed to actual yellow (like the web game), this might be it.

>> No.8788696

>>8788168
Not them, but if you can find Gremlins there, I'd thank you.

>> No.8788867

>>8787720
Yeah the rom is available
https://greatgatsbygame.com/

>> No.8789213
File: 54 KB, 172x226, +_e9b703fa06c31e97399fc52f8a178da2.png [View same] [iqdb] [saucenao] [google]
8789213

>>8788867
Well son of a bitch, there actually is a nes version now. I could've sworn the dancing men and women were doing a noob saibot kind of dance, maybe it was redrawn as to not be as wide.

>> No.8789920

>>8787537
Given how Nintendo of Russia sitting duck…

>> No.8791358

>>8788867
>>8787720
Thanks for the link, never watched the movie but nice game. Catchy music.

>> No.8791414

>>8788519
>>8788696
Currently working on something in regards to there, once it's ready I'll let you guys know, if however I don't finish before this thread ends I'll remind people who I am in the next thread

>> No.8791525

>>8791414
Thanks

>> No.8792118

>>8788168
Pretty much what this >>8788545 guy said.

>> No.8792156

>>8788292
>this is just a modern homebrew game pretending to be some secret long lost title
Yes.
"Look! We even found an ad in a totally legit magazine... but we don't have the date... and the ad doesn't include the name of the developer or the publisher... but that's only because the totally finished ROM also doesn't include a copyright notice or a developer name... but it has a Nintendo logo on it! So it must be true!"
Eh.7 for the effort. The game is fun to play though, and I like the idea of taking something that really shouldn't be turned into a video game and make it a run-of-the-mill action platformer.

>> No.8792852

>>8780224
Quick and smooth

>> No.8792946
File: 246 KB, 1000x1000, a0809062009_10.jpg [View same] [iqdb] [saucenao] [google]
8792946

>>8792156
The original flash game was from 2011, give or take, while the NES port is from 2015 I believe. I'm surprised it's a 256kb MMC3 game, I was expecting it to be a UNROM game. There are several concessions though, such as the omission of the Charleston dancing men and women, the latter of whom was featured on the 'soundtrack artwork'. It'd be great for this game to be expanded, as the gameplay is quite solid, but it's a very short, very easy game. Perhaps the engine could be 'open sourced' for a future project.

>> No.8794528 [DELETED] 

Bump

>> No.8794762

>>8760348
Lackey said green and purple.