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

/vr/ - Retro Games


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File: 28 KB, 1170x1024, 1680203173543376.png [View same] [iqdb] [saucenao] [google]
9812230 No.9812230 [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

Homebrew Lists & Links:
RIP (gone and forgotten next thread unless anon updates it)

Quality of Life Improvements:
https://pastebin.com/4gmM7wc6

/vr/ Desplash Patches:
mega.nz/folder/FZtzjZJa#qtrGXSbVNjiXUrnGUGSVMw

Huge Archives:
drive.google.com/drive/folders/1McT6JDSrZhBvblHTlp0NUIcb-5yPue8A
archive.org/download/En-ROMs/En-ROMs/

Other Archives:
archive.org/details/rom-hack-patch-archive
mediafire.com/folder/50m95vbbuyf25/vr's_ROM_>Hack_Recommendations
archive.org/details/hbmame_0244_roms

NESDev:
wiki.nesdev.org
forums.nesdev.org

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

N64Dev:
n64dev.org
n64vault.com

GC/WiiDev:
devkitpro.org
github.com/devkitPro/gamecube-examples

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

DCDev
dreamsdk.org

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

PS2Dev:
github.com/ps2dev

XboxDev:
xboxdevwiki.net/Main_Page

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:
hackipedia.org/browse.cgi/Computer/Platform/PC,%20NEC%20PC-98
target-earth.net/wiki/doku.php?id=blog:pc98_devtools

PokeMiniDev:
pokemon-mini.net

Previous:
desuarchive.org/vr/thread/9781282

>> No.9812418

i wonder if i could make a decent story focused romhack like the sicari smw hacks. i guess i could do it in smw as well but i have no artistic skill so every npc would have to be toads or koopas or something. nowhere near as exciting unless your writing skills are good to make up for it

>> No.9812609

https://youtube.com/watch?v=Ngxk59RAmS4

>> No.9812625

is there a hack that puts the mario walking sound back into mario games like mario 3 or super mario world ? This walking sound here
https://youtu.be/mKU3pUrJaUs?t=22

>> No.9813028

https://youtube.com/watch?v=GA3pj1HKH3o

>> No.9813502

Is there an easy to use SMB2 editor that can change the height of carried items?

>> No.9813503

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

>> No.9814845

https://www.youtube.com/watch?v=xHdfzIbazR8

>> No.9814872

>>9814845
That looks fun.

>> No.9814901
File: 104 KB, 1280x720, maxresdefault-2069256323.jpg [View same] [iqdb] [saucenao] [google]
9814901

I prefer Tomato's fan translation of Mother 1 over the original script, so I'd rather play that version, but it only works on the GBA (text is too long for the NES or something) and holy hell the GBA soundtrack does the OST a disservice. I know GBA sound isn't great generally but they messed up the most basic shit. Compare:

https://www.youtube.com/watch?v=XoSBRcQwocE
https://www.youtube.com/watch?v=-PhzDkGdGPY

https://www.youtube.com/watch?v=ZBVkdDTN5xU
https://www.youtube.com/watch?v=ihD6ls4WWo8

I've seen audio improvement hacks for other GBA games, but not this one, which surprises me. Just fixing basic shit like the out of tune leads and horrible drum samples would go a long way. How hard would that be?

>> No.9815878
File: 2.56 MB, 256x224, desertstormboom.webm [View same] [iqdb] [saucenao] [google]
9815878

Rate my Boom-Boom fight

>> No.9815927

>>9814845
>>9813503
>cool stuff
Here new Alisha’s Adventure - https://www.youtube.com/watch?v=ptunPRaNMZI

>> No.9815934

>>9815878
GOTY background, battle itself seems too "only the dev knows how to beat it without trying dozens of times".

>> No.9815937

>>9815927
You already shilled it here.

>> No.9815987
File: 88 KB, 800x600, Super Mortal Kombat - Right Version.jpg [View same] [iqdb] [saucenao] [google]
9815987

>>9812230
MK1: Nitro Edition + Fastrom (updated eponymous game port)

MK2 SA-1: Arcade Edition

>> No.9815990

>>9815937
Did you watch it?

>> No.9816094

>>9815990
Yeah.

>> No.9816113

>>9816094
Nice.

>> No.9816136

Anyone know any games that have music tools aside from SMW and SM64?

>> No.9816145

>>9815878
>minimalist HUD
Cringe. It always gets cuts off on a CRT. Move all that shit one tile lower and it should be okay.

>> No.9816178

>>9816145
I'm aware it's not great for CRT but how many other status bars can:
>be displayed with layer 3
>support longer and more detailed messages (this is the one that has its own message system)
>correctly displays Lx5's power-ups
>displays all the other useful information

>> No.9816217

>>9815927
It has the same issues it's had for the last few years:
>Braindead enemy AI that just moves from one side of the screen to the other
>Enemy bullets just go in fixed directions
>No complex attacks or homing bullets
>Sprite Flicker and drop out

Compare it to the games he's trying to emulate like Gunstar Heroes and Alien Soldier and it's not really at the same level yet. Those games not only have a lot of enemy sprites, explosions, etc. going on, but they also have interesting enemy AI, homing shots, complex weapon systems, etc. going on. Just look at the basic enemies in the first level of Gunstar, you'll see them moving in different directions, climbing, jumping, shooting, etc. all at the same time. In this demo all the enemies are doing the exact same thing at the same time, moving from one side of the screen to the other, every now and then shooting a fixed bullet pattern.

I know it's homebrew by one person, but it's been like this for years now with no attempts made to polish those issues up. If I were the dev I'd focus on that part of the game instead of just making more levels with the same glaring flaws. As it is right now it's just a tech demo, not a game.

>> No.9816746
File: 11 KB, 1027x949, file.png [View same] [iqdb] [saucenao] [google]
9816746

>>9812230
Having a stupid time trying to get a Ninja Gaiden Restored ROM hack to actually patch (not doing the optional free movement part of the hack, though)
https://www.romhacking.net/hacks/5845/
Tried patching it with both flips and some online rom patcher, neither working. Is the download borked or am I just being retarded
I checked the ROM crc, it matches

>> No.9816750

>>9815878
>Desert train stage
Maybe I'm just outdated, but that's pretty original for a Mario game.

>> No.9816862

Started play plumber for all seasons (SMW hack) and it's pretty good so far, has a lot of cool custom sprites and gimmicks.

>> No.9816982

>>9816746
RHDN's online patcher will tell you if your ROM matches the expected checksum, if it does and it still isn't working, i don't know what to tell ya

>> No.9816993
File: 6 KB, 640x480, Safe_area.png [View same] [iqdb] [saucenao] [google]
9816993

>>9816178
> I'm aware it's not great for CRT
just move it down 8 pixels

>> No.9817003

>>9816145
Then stop using ancient trash

>> No.9817030

>>9817003
> ancient trash
laggy ass rectangles are the actual fuckin trash

>> No.9817060

Can super kiwi 64 run hyper neo geo 64?

>> No.9817286

>>9817003
>stop using soul

>> No.9817301

>>9812625
There really should be.

>> No.9817305

>>9817286
>t. satan

>> No.9817325 [DELETED] 

Guys, where can I find full rom set for famicom disk system that has both disks NOT merged into one disk for emulators?

Need normal jap set and translated set with both disks

>> No.9817441
File: 1.97 MB, 256x224, desertstorm2.webm [View same] [iqdb] [saucenao] [google]
9817441

>>9815934
>>9816750
Thanks, anons. I'll update boom boom before I release the demo. Here are some more of the level in action to show off the parallax scroll

>> No.9817448

>>9817441
That's looking pretty good, Anon

>> No.9817476
File: 29 KB, 482x800, 7a5-2813422435.gif [View same] [iqdb] [saucenao] [google]
9817476

>>9817441

>> No.9817519
File: 13 KB, 480x320, chat.png [View same] [iqdb] [saucenao] [google]
9817519

I've just finished the chat social link.
In it, you have to trick an old man into showing you his dick.

>> No.9817529 [DELETED] 

>>9817519
>>9817519
noice, my favorite pass-time!
im trans btw, don't know if that matters..

>> No.9817697

>>9815878
>>9815934
"Don't stand next to the boss when it's glowing and flashing a million colors" seems pretty obvious. In the webm he jumps into the Bob-omb explosions but it looks like it's because he can, not because he has to.

I'd complain about instantly becoming spiky potentially right before you land on him but that's just Boom Boom, he's been pulling that shit for 30 years

>> No.9817745

Found this while searching for hacks. https://youtu.be/9CTmlRfAkag

>> No.9817801

https://www.youtube.com/watch?v=c_4lKhBXWhM

>> No.9817812

>>9817745
mario kart music kinda nice with that level at 12:30

>> No.9817816

>>9817801
>3 hours long
sheeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeesh

>> No.9817978

>>9816178
smb3 status bar

>> No.9818574

>>9814901
Not really familiar with GBA specifics but it'll depend on how the driver is set up and how much work you're willing to do. Audio hacking is generally harder than text/graphic hacking.
It sounds like the M1 port is using the base gameboy soundchip, which is very similar to the NES's 2a03 but with some differences that can make a 1:1 copy a bit challenging.

A simple change might be fixing the waveform for the bass. The NES 2a03 uses a triangle wave, while this port seems to use the GB wavetable to produce a more pulse-like sound.
This could be as simple a fixing the values used for the wavetable, which should be a 16 byte string consisting of 32 4-bit values.
The drum samples should be fairly straightforward - locate the samples in the rom, convert the NES drum samples to the proper GBA format (8-bit PCM) and swap them out.
The note pitches may be simple to adjust if it's just a formula or table of values that need tweaking rather than the instruments.

Another issue I'm spotting is that most GB music uses hardware envelopes, which are typically more limited (often just simple "start at volume A, fade at rate B, cut off after C") while the NES title used more complicated software envelopes. Unless the driver has support for software envelopes, this could be a lot of work to really dial in.

>>9816136
What kind of tools and for what era of games? What is your skill level and what are you aiming to do?
Hacking audio from the PSG/FM era (NES, Genesis, GB, SMS, TG16, etc.) will be different than the sample/tracker era (SNES, many N64) which are different from streaming audio (most PS1 and onward).
Some games now have borderline drag-n-drop options while others have tools to aid insertion/transcription or have had been hacked to feature modern drivers.

>> No.9818686

>>9816217
Well he fixed wolf animation, level three got multiplied background layer and level two significant improvement.

>> No.9819076
File: 85 KB, 757x673, SMWEr (1).png [View same] [iqdb] [saucenao] [google]
9819076

playtesting this cringe /v/orld-like hack that i and some friends made it. Soon i will share the download link if yall want

>> No.9819085

>>9819076
Goku

>> No.9819172

>>9819076
looking soulful

>> No.9819249

>>9816217
>kino tech demo
Also Sonic: https://www.youtu.be/qL5lb9_U2KQ

>> No.9819270

>>9818686
Sure, but that's kind of what my point is. For years there's been no attempt at all into adding any sense of enemy AI, complex bullet patterns, etc. to the game. Even back when the game was still a Gunstar Heroes demo, the enemies still just mindlessly moved from one side of the screen to the other doing nothing and not reacting to the player at all. For how long it's been in development I'd expect to see some improvement there.

>> No.9819481

>>9817812
>Kat's Run: All Japan K-Car Championship and Power Rangers Zeo: Battle Racers
He didn’t know.

>> No.9819684

>>9812230
How to make Shantae 64: https://www.n64brew.dev/wiki/Libdragon

>> No.9820058

>>9819076
It is cringe but not bottom tier and it looks like you had fun. But really you shouldn't be afraid to share it. I enjoy talking to other old timers, IRL friends, about my cringe projects I hatched up as a youth.

One sentence: Animated ASCII art tits in my late teens on the VIC20.

>> No.9820069

>>9818574
I'd be interested in knowing what games have the easiest options for music hacks. In general. I guess 8 and 16 bit eras preferred.

>> No.9820101
File: 3.37 MB, 512x448, gs_2.webm [View same] [iqdb] [saucenao] [google]
9820101

>>9817745

>> No.9820119
File: 6 KB, 512x448, 1663128364412914.png [View same] [iqdb] [saucenao] [google]
9820119

>> No.9820614

>>9820119
Chocolate

>> No.9820625

>>9820119
Looks like a lost Gameboy Mario game. Good shit anon

>> No.9820782
File: 12 KB, 394x396, smc.png [View same] [iqdb] [saucenao] [google]
9820782

https://files catbox.moe/fxo0gf.smc

>>9819076

>>9819172
>>9820058

Yeah it was so much fun to make some shitty levels with internal memes, and that was a based moment. Final version is ready so, enjoy it! The humor is confusing but the gameplay at least don't sucks.

>> No.9821119

So did /v/orld 3 ever get that patch to enable alternate player characters

>> No.9821135

What are the best English translation for Super Famicom versions of Final Fantasy 4, 5 and 6?

>> No.9821164

>>9821119
No, OP dropped the project. Right now some people are doing a fanmade update with some bug and level fixes. Paint Panic's author made a less shitty version of his level, for example.

>> No.9821172

>>9821164
What
But I loved Paint Panic

>> No.9821201

>>9821172
What do you like about it? Everyone considered it to be tedious garbage. The only way I could imagine people enjoying it is if they abused the fuck out of savestates or rewinds.

>> No.9821852

>>9820069
Generally speaking the most popular games have the most stuff available, but I really need to know your skillset to give recommendations m8
Do you have hacking experience? Composing experience? Neither?
Are you looking to insert other games'/people's music into hacks or compose/cover stuff on your own?

I haven't done much 16-bit era hacking but Sonic 1 is by far the most accessible on the genesis.
A lot of games use the same engine on that system (SMPS) which has a lot of tools, including ones to convert .vgm or midi files into a format usable by this engine. Furnace Tracker (or Deflemask) can be used to compose for the YM2612 and export to vgm.

I'm most familiar with NES myself, and there's not really much in the way of direct tools here, you usually go through a chain of utilities depending on your goals.
FamiTracker will let you compose hardware accurate music, but each game will have a unique driver with it's own limitations.

Games like Megaman and SMB have recently been hacked to utilize FamiTone drivers which can import compatible FamiTracker modules. This gives you a ton of freedom to compose how you want, provided you are familiar with tracking chiptune.

There's an editor out there for later Capcom games with a tracker-like format.
In general the major 3rd party titles had more powerful engines.

Most first-party Nintendo titles have documentation on how their audio engines work (SMB1+2J, SMB3, Metroid, Mother, Zelda, etc.), but their format is often more limited.
Metroid has a dumping/insertion utility, while most currently require manual transcription afaik.
Most Nintendo titles have a header for each song where you set the tempo/instruments and data pointers, then program each channel by writing it like:
Set note length 10
A3
G3
Set note length 5
Rest
C4
etc. but each of those codes will be mapped to a certain byte, so you can write a basic conversion spreadsheet or script.

>> No.9822039

>>9820782
That Cirno is probably the worst custom boss I've ever fought

>> No.9822135

>>9815927
sweet

>> No.9822190

>>9820782
>https://files catbox.moe/fxo0gf.smc
Not working Link

>> No.9822217

>>9822190
put the . between files and catbox

>> No.9822259

>>9822039
lol even brawler agrees
https://www.youtube.com/watch?v=14yy9zczZy4

>> No.9822336

Open Beats of Rage looks interesting. Maybe everyone knows about it already. I think it's retro. It's retro-esque
https://github.com/DCurrent/openbor

here's an example of one of the games made with it
https://youtu.be/CEkN6eMRy8A?t=24
i think this is the game here
https://gamebanana.com/mods/382577

>> No.9822396

>>9820782
i beat the hack just now. whoever made the bosses should kill themselves. whoever made "chubby bellies and vore fish" should kill themselves. whoever made "gravity delight", i want to suck your cock.

overall a good hack, i think it's about on par with /v/orld 3 for me, though /v/orld 2 is still the best. i think if you removed the custom bosses and removed the truly terrible levels it'd be as good as /v/orld 2.

>> No.9822409

>>9822396
Have you ever tried being a nice person that doesn't say such nasty things?

>> No.9822442

>>9822409
the cirno boss is one of the worst bosses ive ever played, second only to the sakuya boss and the mogeko boss. the bosses are terrible, so the person who made them never making bosses again would LITERALLY be an improvement. also chubby bellies and vore fish is probably the worst level i've ever played in my life, and thats saying something.

i liked other parts of the hack though. i liked coomer oldmen, i loved bahia guy, i loved all of world 6 except vore fish, i loved the creepypasta level, i loved the car level. the highs of this hack are just as great as /v/orld 2, but the lows are some of the worst i've ever played.

>> No.9822563

>>9815878
can you make him shoot the bobombs a bit further out?

>> No.9822570

>>9820119
hyrule castle septic tank repair is a bitch

>> No.9822692

>>9822442
ty thats kinda better

>> No.9822725

>>9814901
>audio improvement hacks for other GBA games
Early title like Konami, Capcom and Sega

>> No.9822891
File: 6 KB, 256x224, 1675445976111663.png [View same] [iqdb] [saucenao] [google]
9822891

>>9820625
thanks anon
>>9822570
kek

>> No.9822985 [DELETED] 

>>9820119
this is yoshin isnt it

>> No.9823152

>>9820782
Somehow, this hack is incompatible with Mesen2, but works on hardware. That's definitely some sorta record.

>> No.9823427
File: 523 KB, 1127x1280, amazon.jpg [View same] [iqdb] [saucenao] [google]
9823427

>>9812230
Golden Axe Beast Rider right port on Wii

But have Xbox and GameCube do 2.5 3D.

>> No.9823643

>>9819684
Special stage 3-D

>> No.9824235

So be honest, what are the chances of a /v/orld 4? WoERld was so good, and clearly anons here have talent too. Is there anyone retarded enough to even try such a thing?

>> No.9824241

>>9824235
Slim to none.

>> No.9824302

>>9819270
>some improvements
>enemy AI
Once being final product.

>> No.9824334

>>9815878
a bit too one dimensional. Have it fire a single bomb, but randomize the speed, distance and arc of it.

>> No.9824347

>>9824235
I don't think so. Organizing those hacks must be extremely difficult, along with the amount of tardwrangling doing a 4chan project entails. Even if it doesn't happen, the /v/orld spirit will live on. WoERld is definitely a fun time, just dragged down by atrocious bosses and some really obnoxious levels.
>Is there anyone retarded enough to even try such a thing?
I remember when aterraformer (and it was 100% him) tried to start a collab...while /v/orld 3 was still in development. The levels that were already in the baserom sucked complete shit.
https://arch.b4k.co/v/thread/563415826/

>> No.9824674
File: 38 KB, 1149x526, smb3.png [View same] [iqdb] [saucenao] [google]
9824674

>>9824235
Someone was talking about doing a SMB3 collab when the editor for it is ready. Perhaps I can release the beta version here once it's functional (that way it can get bugtested too), and maybe get in contact with the old /v/orld organizer if the schizos are right about his identity and prepare the collab together. He was struggling with some managing things if I recall from the first two, so I wouldn't mind helping him out.

That said, I don't know if it's still encouraging for others knowing that SMB3 would have inferior hacking capabilities to SMW hacking, since they'll still have to stick to designing vanillaesque levels until I add extra support in the editor like custom graphics and music, which I would want to do in a later release. Otherwise, if no one has interest in doing a SMB3 collab, I'll just release it normally. The pic here is probably the first hurdle, it's a patch creator and applier and can assemble NES and GBA code to apply to the ROM.

>> No.9824679

>>9824302
It's been in development for almost a decade now with no sign of any effort being put into those issues.

>> No.9824898

>>9817060
Hmm

>> No.9824983

I'm playing WoERld right now, up to the world 3. It's pretty good but holy fuck is it difficult. There's a lot of troll difficulty, with many tight jumps and obstacles that are offscreen and almost unreactable. It's like mixing /v/2's levels with /v/3's difficulty on crack.
>>9824674
This would be nice. If it's as easy to use as Lunar Magic then I could see a collab working.

>> No.9824993

More smw central?

>> No.9825113

>>9820782

Chubby Bellies and Vore Fetish is just the worst level made ever in this hack, i must agree with the anons.

My favs include the Blue Goku level, Nyan fortress and the blue switch palace.

>> No.9825143

>>9824674
I'd probably be up for it. SMB3 was my favorite game of all time back in the day.

>> No.9825479
File: 2.94 MB, 256x224, newboomboom.webm [View same] [iqdb] [saucenao] [google]
9825479

Updated my boom boom fight and now it uses one of the default patterns that came with the custom sprite

>> No.9825575

>>9825479
Now it looks fun to play.

>> No.9825983

>>9825575
>fun to play
Here>>9815927

>> No.9826106

>>9825983
That looks boring because all the enemies are brain dead and the level design is dull and uninspired.

>> No.9826213

>>9825983
Stop spamming it and finish it at once.

>> No.9826909 [DELETED] 

bump

>> No.9827731

>>9824674
based

>> No.9828284

>>9825983
What the fuck is taking you so long with this game? The only good part is the skeleton.

>> No.9828595

>>9824674
I'd be open to giving it a shot if you could get things running.

>> No.9828885
File: 2.69 MB, 480x320, flying_crutch_no_sound.webm [View same] [iqdb] [saucenao] [google]
9828885

Flying crutch special attack.

With sound: https://files.catbox.moe/avrbnw.webm

>> No.9829159

Are there any sites specialising in Kirby romhacks?

>> No.9829167

>>9825479
Please, please, PLEASE make enemies and bosses consistent when it comes to interactions with power-ups. Every single ROM hack that has custom mobs has ones that fireballs just pass through and most custom bosses do not interact with fireballs even when it makes no sense for them to not be hurt by them.

>> No.9829226

>>9829167
Unfortunately I don't have the asm knowledge to do this. Lx5's power ups come with a configuration tool which is handy since you can prevent the hammers from killing custom platforms, for example. I wish it had a feature that let sprites treat getting hit by a custom projectile to treat it like a fireball, but he isn't working on it anymore.

>> No.9829237

>>9829167
>Please, please, PLEASE
Please, please, PLEASE suck my dick lil man.

>> No.9829246

>>9824674
Honestly, after tasting all the chocolate in the newer romhacks I think a mostly purely vanilla hack would be very refreshing. I've had enough of jank ASM gimmicks.

>> No.9829247

>>9828284
The dev is more focused on trying to win a playground console war argument from his childhood than actually designing and finishing a game.

>> No.9829325

>>9826213
Spamming? This is retro board.

>> No.9829331

>>9826106
>That looks boring because all the enemies are brain dead and the level design is dull and uninspired.
Like my posing SMW?

>> No.9829337

>>9829247
>The dev is more focused on trying to win a playground console war argument
What bogeyman you make up?

>> No.9829369

>>9829325
>>9829331
>>9829337
Samefagging? In a retro board?

>> No.9829446
File: 176 KB, 598x574, 1681738366432751.png [View same] [iqdb] [saucenao] [google]
9829446

>>9825983
Space Channel 5 game

>> No.9829484

>>9829159
there was one but it was DOA and so are KA hacking in general since the author of KALE abandoned it

>> No.9829505

>>9829337
>What bogeyman you make up?
It's not really made up, if you just look back at the history of the dev and that project you'll see it started as him trying to prove the SNES could handle Gunstar Heroes and Alien Soldier to shut up Genesis fans. You'll also see him pop up in internet arguments from time to time raging at anyone who calls the SNES slow.

>> No.9830614

https://youtube.com/watch?v=aEFwuZHnb1I

>> No.9830717

I found some videos of an improved version of Super Bros. 6 (an old hack of Tiny Toon Adventures with Mario) some time ago. It looked cool, but unfortunately, the person behind the romhack abandoned the project.
https://www.youtube.com/watch?v=yqK8Zfm8pQk
https://www.youtube.com/watch?v=P9jzwLP9E8o
https://www.youtube.com/watch?v=ArI3wHSHFrM

>> No.9830757

>>9823427
Jesus WHY?

>> No.9830826

>>9829505
>You'll also see him pop up in internet arguments from time to time raging at anyone who calls the SNES slow.
Don’t most here do same?

>> No.9830863

>>9829505
>to shut up Genesis fans
Which worse? Genesis or PlayStation?

>> No.9830886

>>9830826
>Don’t most here do same?
Some of them could very well be him. I wouldn't be surprised if he's the one who keeps posting the videos of his homebrew in these threads.

He takes the raging at people calling the SNES slow to another level though. Pretty much his go to argument is yelling at people that their PC is slow and the reason they're seeing slowdown and that they need to buy a new PC. THen he'll go silent when the person brings up they're running on real hardware or posts the specs of their PC that are far beyond what's required to run the most accurate SNES emulators.

>> No.9830894

Uniracers widescreen hack or HD decomp when?

>> No.9830971

>>9830886
He have right to call those ungrateful zoomer and faggot unlike

>> No.9830974
File: 59 KB, 651x1024, 1681776562690338.jpg [View same] [iqdb] [saucenao] [google]
9830974

>>9829369
>Samefagging
Act all this delusional

>> No.9831289
File: 34 KB, 1284x244, DAI.png [View same] [iqdb] [saucenao] [google]
9831289

>> No.9831420

Is it possible to make BGB save screenshots as .png instead of .bmp?

>> No.9831914
File: 27 KB, 800x356, PC-Engine-Console-Set.jpg [View same] [iqdb] [saucenao] [google]
9831914

>>9830886
SNES is the slowest console ever released. Even the Wii was faster for a 2006 console than the SNES for a 1990 console. The motherfucking PC Engine, a console released in 1987 to compete with the NES, is faster and can display more sprites than the SNES.

>> No.9832131

>>9831914
>more sprites
https://www.youtu.be/dB8wvVnZdKM
https://www.youtu.be/CKYhteEAStQ

>> No.9832142 [DELETED] 

>>9832131
Fuck off Aaendi, SNES is a slow console even with SA-1. It was designed around that way.

>> No.9832239
File: 28 KB, 800x548, NEC-PC-Engine-Console-FL.jpg [View same] [iqdb] [saucenao] [google]
9832239

>>9832131
PC Engine can show more sprites per scanline than the SNES, you retard.
Also it can display more simultaneous colors, while being way smaller and 3 years older.

>> No.9832242 [DELETED] 

>>9832142
>Aaendi
>mistake bogeyman
Take med schizoid

>> No.9832247

>>9832239
>Also it can display more simultaneous colors, while being way smaller and 3 years older.
Console fail, retard

>> No.9832251 [DELETED] 

>>9832142
The SNES in the video not using SA-1

>> No.9832303

>>9830757
Why not? Game journalist can suck it.

>> No.9832567
File: 517 KB, 617x495, play_it_loud.png [View same] [iqdb] [saucenao] [google]
9832567

>>9831914
> native scaling
> native rotation
> native transparency
> true 24bit color, 256 available (in most cases)
> DMA for all registers
> hblank interrupts with automatic copying
> dedicated division / multiplication registers (huge deal)
> native coprocessor interrupts and bus access
> 100% dedicated audio chip with (an astonishing for 1990) 8 sample channels
it more than makes up for it with its feature set, all of which would leave the PC engine / Genesis / other consoles choking
> but muh meguhhertz
bruh it's the features

>> No.9832597
File: 20 KB, 474x266, th-2092663094.jpg [View same] [iqdb] [saucenao] [google]
9832597

>>9832567
Saltiness is running rampant through your veins.

>> No.9832624 [DELETED] 

>>9832597
Seething

>> No.9832653 [DELETED] 

>>9832624
Dilate

>> No.9832678
File: 175 KB, 474x363, nintendo_quality.png [View same] [iqdb] [saucenao] [google]
9832678

>>9832597
it's not lol, the SNES was the best system of its era with the best library.
assuming i'm salty because i made counterpoints to your argument is not a counter argument. you are everything that is wrong with the internet.

>> No.9832834
File: 48 KB, 680x669, 1504842659569.jpg [View same] [iqdb] [saucenao] [google]
9832834

For programming on the GBA is it generally better to use ints instead of shorts or chars whenever possible?
I thought I read somewhere that the CPU is more efficient with 32-bit values, but I'm also thinking smaller = faster.

>> No.9832871
File: 39 KB, 480x320, chocostia.png [View same] [iqdb] [saucenao] [google]
9832871

>>9832834
https://www.coranac.com/tonc/text/first.htm#sec-notes
>32bit variables are good. Every CPU has a ‘native’ datatype, also known as the word, or in C-speak, the int. Generally speaking, the CPU is better equipped to deal with that datatype than any other. The GBA is called a 32bit machine because the CPU's native datatype is 32-bit. The instruction sets are optimised for word-sized chunks. It likes words, so you'd better feed it words unless you have no other choice.

>> No.9832969

>>9832871
Okay, that's likely where I read that from. I read through that site a few years ago and it seems like it's time for a refresher.

>> No.9833784
File: 195 KB, 480x960, Screenshot_20230418-172029.png [View same] [iqdb] [saucenao] [google]
9833784

Fuuuuuuuck. The way back machine does not have those archived it won't load any games or the whole list. Anybody know another place to find this info?

>> No.9833796

>>9833784
I was able to find a cached version with the whole snes pcb list with corresponding games. I downloaded it and seems to work, if anybody wants it idk where to upload an HTML file for this kinda stuff.

>> No.9833810

>>9833796
Ok here it is, may e somebody besides me should do something with it.

anonfiles!com/7802m7mez8/SNES_ROM_Header_Database

>> No.9833815
File: 606 KB, 1600x948, 1664040768718773.png [View same] [iqdb] [saucenao] [google]
9833815

>>9814901
>tfw still waiting for a proper uncensored translation of the Famicom version of MOTHER

>> No.9833817

>>9833810
It's not the whole list

>> No.9834269

>>9831914
>>9832239
Really kind console tho, you give that

>> No.9834442
File: 81 KB, 736x627, 1611437343925.png [View same] [iqdb] [saucenao] [google]
9834442

>>9812230
>Homebrew Lists & Links:
>RIP (gone and forgotten next thread unless anon updates it)
Not the original Anons, but I noticed that https://pastebin.com/vmTUejDq got taken out of the OP... and fair enough it's years out of date, but I wanted to go back to it, clean it up and and polish it down to give it the works in rentry instead pastebin to make it easier to use, navigate and update. You know, not just update it, but futureproof it a bit more.
That said, I've not been around for a while and I'm a bit out of the loop; are there any newer Hombrews / Romhacks that you guys think should be linked? Right now I'm just going through the archives and throwing in some various common reclists, as well as merging a few of the /rhg/ stuff so it's all in one place.

>> No.9834970

>>9834442
Smash Remix
Melee Akaneia Build

>> No.9835056
File: 121 KB, 640x481, 1367157707268.jpg [View same] [iqdb] [saucenao] [google]
9835056

>still no hack to add the easy and normal mode dungeons to hard
WHY

>> No.9835336

>>9833784
>>9833810
>>9833817
skill issue

>> No.9835995

>>9830757
Look sick and based on motion/classic controller

>> No.9836654

>>9834442
Hellfire Saga
Pac Man 3D
SMB3+
SMB8

>> No.9837406

https://www.youtube.com/watch?v=7U1Par2HCoQ

>> No.9838065

https://www.youtube.com/watch?v=YAxyu8VRC8I

>> No.9838147
File: 73 KB, 498x441, wdytwe.jpg [View same] [iqdb] [saucenao] [google]
9838147

>>9837406

>> No.9838835

>>9837406
Huh, I really dig this Shredder's Re-Revenge and the Castlevania GB colorizations.

>> No.9838874

>>9837406
kek the beavis and butthead dub

>> No.9838973

>>9816094
Nicu

>> No.9839947
File: 11 KB, 271x218, Untitled1.png [View same] [iqdb] [saucenao] [google]
9839947

Here's a screenie of a new WIP area from Aperture of Corruption, a Castlevania 3 hack I'm working on.

>> No.9840083

>>9832567
> native scaling
> native rotation
Only for 1 background layer with limits. Yes it's nice and spiffy, but it's more of a gimmick.
> native transparency
And it's very finnicky and limited. You can't just apply it to certain parts as you like. Whatever you want to use additive or subtractive blending on all get put to a single layer and then all blended at the same settings.
>true 24bit color, 256 available (in most cases)
This is a lie. The SNES has a 15-bit RGB master palette, so 32,000 colors is the size of it's master palette. Most onscreen colors it can do is 256 due to it having 16 palettes of 16 colors. The PC-Engine has a 9-bit RGB master palette giving it 512 total available colors, but unlike the SNES it has 32 16 color palettes making it possible to display all 512 colors at once. With some clever tricks you can get more colors than that out of both systems but the PC-Engine I believe will still win out in total onscreen colors.
> dedicated division / multiplication registers (huge deal)
The 68000 in the Genesis has this too. But as was typical for CPUs of this era in both cases those instructions take a lot of CPU cycles to go through on both the 68k and the 65C816. So they're not really all that useful in most game situations.
>native coprocessor interrupts and bus access
The Genesis and PC-Engine have this as well through their expansion ports and cartridge ports. The SNES having this is nothing special.
> 100% dedicated audio chip with (an astonishing for 1990) 8 sample channels
That's crippled by not having enough audio RAM for those digital samples. The Genesis and PC Engine have their own 100% dedicated Audio Chips and the Genesis has it's own dedicated CPU to drive it. The Genesis has 10 channels total and the CPU grunt to software mix more PCM channels allowing you to do 12-14 channels total.

>> No.9840098

>>9832567
>bruh it's the features
Let's talk about that then. There is a very strong argument to be made that the SNES has the weakest graphics hardware of that generation relying more on gimmicks. When it comes to handling sprites the thing is a dumpster fire. You're limited to only 2 sprite sizes at a time with fewer size variations available. This makes VRAM usage highly wasteful.

Speaking of VRAM, while you have 64KB of it like the Genesis and PC-Engine, you can't use it freely as you'd like. Sprites are limited to 16KB of it. So all your sprite tiles MUST fit in that 16KB of VRAM. Throw in the size issue mentioned earlier and now you have an even bigger problem.

Oh, but you can just swap out the tiles on the fly you think. Well that's easier said than done. You're extremely limited with what you can DMA to VRAM during active display.

But hey, at least you still can draw 128 sprites on screen at a time right? That's more than the Genesis and PC-Engine right? Well not so fast. Because of the sprite size issue, you're going to be most likely be having to waste a lot of those sprites trying to piece together larger ones with smaller sizes. You also have only 272 pixel sprites per scanline. So now you're wasting a lot of sprites in your OAM table on things you wouldn't need to waste them on on the Genesis and PC-Engine. While you have more pixels per scanline than the Genesis and PC-Engine in 256 wide mode, you have less than what the Genesis has in 320 wide mode. So you now have to deal with trying to avoid pixel dropout while having what appears to be far less sprites on screen.

But hey, you still have more sprites than the Genesis and PC-Engine, it's not like they can reuse entries in their sprite allocation table that were already drawn to draw new sprites further down the screen. Oh wait you can do that on the Genesis and PC-Engine. However you can't do it on the SNES because the way you access OAM and the already slow CPU makes this almost impossible.

>> No.9840140

>>9840083
>>9840098
games are still better

>> No.9840158

>>9840140
>games are still better
Which is a 100% subjective statement and completely irrelevant in a discussion about the capabilities of the systems for homebrew purposes.

>> No.9840309

>>9839947
looks good

>> No.9840397

What was the name of that fairly new hack of Sonic 3 and Knuckles that's similar to 3 Complete but specifically uses the Genesis Plus GX Wide core in Retroarch for its functionality. Like Sonic 3 A.I.R. but still native instead of a complete rebuild.

>> No.9840578

best fire emblem sacred stones romhacks? or any gba fire emblem really.

>> No.9840603
File: 2.76 MB, 853x480, simcity_mouse2023-04-20 23-45-06.webm [View same] [iqdb] [saucenao] [google]
9840603

menus are working. moving right along...
adding a cursor and making it work on the title screen / menu screens was actually a HUGE pain in the ass.
the title screen does not have a cursor graphic loaded, so i had to load that into video and palette memory and shift some other graphics around so that it fits properly: it's worth seeing it and having it work immediately on powerup though.
the menu options are actually built on sprites, not background layers, so in order to have the cursor at sprite slot 0 (always on top of everything else), i had to understand and hack into the menu drawing routines and generate everything one slot lower from where it is supposed to be. that was ....fun.
i also programmed a hitbox routine, manually measured and made bounding boxes, and clicking reacts properly to each memory location where the game stores menu selections, all of which are different for each menu.
i still have more menus to do and iron out a few kinks, but the basic gameplay works fantastic and i'm getting through some of the hard stuff now. it's coming along...
oh and mouse scrolling works, i want to get it smoother, but due to how the game scrolls and draws it may not be possible, we'll see...

>>9828885
>>9839947
fuck yeah

>> No.9840608

>>9840603
My god...
It's beautiful.

>> No.9840619

While I don't agree with most of >>9840083 (mode 7 is too good for a gimmick, 256 15bit colors are better than 512 9bit colors, limited blending is much better than no blending and in general I prefer SNES audio), >>9840098 hits the nail in the head.
A three years newer console having so much more limitations with sprites than their competitors is sad.

>> No.9840642

>>9840603
Well deserved (You).

>> No.9840705

>>9840619
Oh I agree it's harsh saying they're nothing more than Gimmicks, but I'd argue some fall more into a category of "Sure this is nice, but I'd trade it in a heart beat for better sprite capabilities and a faster CPU."

Both the Genesis and PC-Engine show that even with less colors available and in the Genesis' case less on screen, you can still work with those limits to get good art and pleasing colors on screen. Sure a 15-bit master palette is nice, you can make due with out it.

Mode 7 is nice for certain games definitely (F-Zero, Mario Kart, Pilot Wings, etc.) but it can very easily fall into the gimmick category and not really bring much of value (Castlevania IV, Contra III, etc.). There's also the fact that with a enough CPU brute force, you can replicate some of it's effects well enough or in some cases exceed it by being able to software scale sprites on top of actual background layers, which you can't do on SNES with Mode 7 alone.

And while 8 ADPCM channels is nice on paper, on SNES it can be troublesome due to the lack of RAM to store samples and having a more complicated system to deal with making streaming samples in real time from ROM like the Genesis and PC-Engine due very challenging. Again, the Genesis and PC-Engine both show you can make due with less and still have good music and decent software mixed PCM Samples.

So while they are all nice things, I'd argue that they definitely come with a pretty severe cost when it comes to sprites. The Sprite limitations make certain genres very difficult if not flat out impossible to do as well as the competition. Beat'em Ups being a big one.

>> No.9840783

>>9840705
>Oh I agree it's harsh saying they're nothing more than Gimmicks, but I'd argue some fall more into a category of "Sure this is nice, but I'd trade it in a heart beat for better sprite capabilities and a faster CPU."
Yes.
>Both the Genesis and PC-Engine show that even with less colors available and in the Genesis' case less on screen, you can still work with those limits to get good art and pleasing colors on screen.
We were talking about the PC Engine, not the fucking Genesis. Releasing a console one year after the PC Engine with 64 9 bit colors is another fucking disaster.
>Mode 7 is nice for certain games definitely (F-Zero, Mario Kart, Pilot Wings, etc.) but it can very easily fall into the gimmick category and not really bring much of value (Castlevania IV, Contra III, etc.).
My balls were on the floor when I first saw mode 7 levels in SNES Castlevania and Contra (when they were released), so I don't agree with you.
>There's also the fact that with a enough CPU brute force, you can replicate some of it's effects well enough or in some cases exceed it by being able to software scale sprites on top of actual background layers, which you can't do on SNES with Mode 7 alone.
Bullshit.
>And while 8 ADPCM channels is nice on paper, on SNES it can be troublesome due to the lack of RAM to store samples and having a more complicated system to deal with making streaming samples in real time from ROM like the Genesis and PC-Engine due very challenging. Again, the Genesis and PC-Engine both show you can make due with less and still have good music and decent software mixed PCM Samples.
If you put enough work with the SNES, audio output is just better. If you don't put enough work with the others, you want to rip your ears. Best SNES music is above best music in the other platforms, at least for me.
>So while they are all nice things, I'd argue that they definitely come with a pretty severe cost when it comes to sprites.
Yes.

>> No.9840908

>>9840397
Bumping this. It's driving me crazy.

>> No.9840970
File: 376 KB, 1900x1286, 2023-04-21 02_03_54-RetroArch mGBA 0.11-dev a69c343.png [View same] [iqdb] [saucenao] [google]
9840970

Is there no emulation general going these days? I don't know where to ask, so I guess I'll ask here: pic related is the virtual keyboard I get when using retroarch. I have no idea why it's in japanese and I've hardly used this computer at all. The only thing I can think of is that I briefly ran Castlevania Dracula X (with a translation patch) which may have set some retroarch default to expect japanese or something. For that matter, what are the important hotkeys/buttons for dealing with the retroarch virtual keyboard? It has always baffled me so I mostly try to avoid it.

>> No.9841021
File: 1.37 MB, 480x320, english_brown_cake_no_sound.webm [View same] [iqdb] [saucenao] [google]
9841021

Brown cake.

With sound: https://files.catbox.moe/s04vpp.webm

>> No.9841578

>>9840603
nice

>> No.9841987

>>9840970
>Is there no emulation general going these days?
>>>/vg/426707627

>> No.9842297
File: 49 KB, 512x544, woerld2.png [View same] [iqdb] [saucenao] [google]
9842297

fuck it.

>> No.9842348

>>9842297
yup, i'm thinking based

>> No.9842412

>>9842297
make it a public collab hack or ur a fag

>> No.9842485

>>9842412
It's a discord collab, doubt it would be public

>> No.9842508

>>9830757
Basically hater are gay.

>> No.9843223

bump

>> No.9843469

>>9840783
>We were talking about the PC Engine, not the fucking Genesis
And in the PC-Engine's case it can do 2x the onscreen colors as the SNES. And the point is that while having more colors is nice, you don't necessarily need them as you can overcome that limit with clever tricks and good art direction. Which is why more color falls into a nice to have but not entirely necessary. Ask any SNES dev and they'd trade some of the color for better sprite capabilities in a heartbeat.
>Muh rotating rooms.
Regardless of how wow'd you are by gimmicks they're still gimmicks. The rotating rooms don't really bring anything of any real value to those games. You could remove them and replace them with something else and no one would really care. Which is why they again fall more into the category of gimmick.
>Bullshit
https://www.youtube.com/watch?v=hMz1T0uTzLI
https://www.youtube.com/watch?v=SwW5y4rrvwk
https://www.youtube.com/watch?v=D2-3CSltzoA
https://www.youtube.com/watch?v=jgQCVi6HE6Y&t=175s
That last one has the same effect as Bowser in Super Mario World but with the benefit of not sacrificing background layers to do it.
>If you put enough work with the SNES, audio output is just better.
This same argument can be made for the Genesis and PC-Engine. And because streaming PCM data from ROM is much easier to do on those two systems along with being more flexible, you can actually get quite a few PCM channels out of them:
https://www.youtube.com/watch?v=jdWYOHPV6Uw
https://www.youtube.com/watch?v=bAlUeROoFco
https://twitter.com/gasega68k/status/1610851545238716417
https://www.youtube.com/watch?v=HNdRVkq1m1Q

>> No.9843507
File: 8 KB, 120x140, sonic_hand.png [View same] [iqdb] [saucenao] [google]
9843507

>>9843469
> PCM
that's a cart size and data streaming limitation; sure you can get uncompressed 44khz stereo quality CD audio on a 32mbit cartridge... about 30 seconds of it.

>> No.9843689

>>9843507
>that's a cart size and data streaming limitation; sure you can get uncompressed 44khz stereo quality CD audio on a 32mbit cartridge... about 30 seconds of it.
Cart size yes, Data Streaming not really. Both the Genesis and PC-Engine can do that pretty easily. In fact on the Genesis streaming is how you do PCM and the system is built around doing it that way. On the SNES though it is a bit of an issue as streaming data to Audio RAM is pretty convoluted and requires quite a bit of CPU overhead to do. That's not the case on the Genesis or PC-Engine.

Secondly some of those demos are doing ADPCM with the CPUs decompressing it. The Starfox demo has the Z80 handling all decompression. So that helps save quite a bit of ROM space. So if you combine those capabilities with the existing audio hardware on the system you can actually pull off some pretty nice stuff which is what the one Genesis demo is doing with 2 software mixed PCM Channels with pitch shifting combined with the FM Synth and PSG Channels. Also with Mappers these days you can make a pretty large cart so the cart size argument kind of goes out the window.

And that's not even touching on the fact that both the Genesis and PC-Engine have CD-ROM addons. In the PC-Engine's case the CD-ROM format actually took over as the primary version of the console, so that pretty much trumps the SNES capabilities right there.

>> No.9843819

>>9843469
>Ask any SNES dev and they'd trade some of the color for better sprite capabilities in a heartbeat.
SNES got over 1700 licensed games in its lifespan. I'm sure devs were perfectly fine with more colors.

>> No.9844372

>>9843819
Just because it was popular in Japan and the US to warrant devs making a ton of games for it doesn't mean they thing doesn't have horribly crippling flaws that those devs would prefer not to have.

Go ask the SNES homebrew community, they'll all tell you they'd rather give up some of those gimmick features for a less retarded sprite system.

>> No.9844382

>>9844372
That's because they're homebrew developers. They're doing it for fun. The SNES's pain points aren't fun to manage, regardless of the console's overall strengths and weaknesses.

>> No.9844385

>>9844382
And you don't think official devs hated managing those pain points back then? You think they wouldn't have traded a gimmick feature for a better sprite system?

In reality you actually did see that happen back in the 90s. Devs like Treasure left Konami and immediately jumped over to the Genesis and worked with it. They made it clear they'd rather have a better CPU and better sprite capabilities than color and other gimmicks the SNES provided.

>> No.9844394

>>9844385
Seems like there's two different questions being asked and conflated here.
>What's more useful to have?
>What's more interesting to program?

>> No.9844408

>>9844372
>>9844385
Go ahead and try pvsneslib, anon

>> No.9844415

>>9844394
No, it's you trying to move the goal posts. The point being made is that the SNES has the weakest video hardware of it's generation and the only thing holding it up is some gimmicks.

You're trying to claim that's not the case because games exist on the system. Which that is a completely irrelevant point to the argument and doesn't prove or disprove anything presented. It's just a distraction.

>> No.9844418

>>9844408
A C Library wont fix the SNES's broken sprite system.

>> No.9844458
File: 148 KB, 625x382, dkc2-ending.jpg [View same] [iqdb] [saucenao] [google]
9844458

>>9844415
>The point being made is that the SNES has the weakest video hardware of it's generation
It sure doesn't look like it. DKC's aesthetics would get crippled on Genesis or PC-Engine. Same for their audio.
>the only thing holding it up is some gimmicks.
Define "gimmick".

>> No.9844467
File: 101 KB, 384x1024, coward noob suck at 65816 assembly.jpg [View same] [iqdb] [saucenao] [google]
9844467

>>9844418
>wont fix
>broken sprite system
Absolutely state of yourself.

>> No.9844476 [DELETED] 

>>9842485
>discord
How redditor behavior of them

>> No.9844494

Someone posted this on /vg/ in /ssbg/. It's just Smash 64 but with remixed music, like Cotton Eye Joe.
https://files.catbox.moe/agokw0.zip

>> No.9844504

>>9844458
>It sure doesn't look like it.
Why do you think Beat'em Ups on the system have so few enemies on screen or just completely cut multiplayer entirely? Why do you think a lot of ports from the Genesis or Arcade had to have a lot more things toned down in terms of animation, enemy variety, etc?

It's because the system is completely crippled when it comes to handling sprites.

>DKC's aesthetics would get crippled on Genesis or PC-Engine.
But the core gameplay would be unaffected. The Game Boy Color port is proof of that.You could easily get something acceptable on the PC-Engine color wise as well as the Genesis, and the sound chips could produce good renditions of the music in the right hands. The core gameplay itself would be fine. The same is not true if you say tried to port something like Streets of Rage to the SNES. You'd have a serious issue trying to handle that many sprites on screen.

>Define "gimmick".
Features that are there more for a wow factor but don't really add anything of value from a gameplay or game design stand point. So this would be things like higher color palettes, transparency effects, more digital sample channels, etc. You don't need any of those to make a good game, and you can easily get by with out them. The only one that really rides the line between Gimmick and useful feature is Mode 7, and even it tends to fall into the gimmick category a lot of the time with how it's used. And again it's not necessary if you have a good enough CPU and a flexible enough system.

>>9844467
See >>9840098

>> No.9844518

>>9844504
>>9840098
>
https://www.youtu.be/-8hn3AgKI6s

>> No.9844526

>>9840098
>you still have more sprites than the Genesis and PC-Engine
And? - https://www.youtu.be/kAYZnJJOGEA

>> No.9844541

>>9844526
>>9844518
>>9844504
You should move your childhood console battles to another thread.

>> No.9844546

>>9844541
>console battles
That the way since 1979.

>> No.9844571

Does anyone have everdrive 3 for N64?
Can you access the SD filesystem over the usb port and transfer files?
Or do the romhacks need to each specifically include functionality that uses the port?

>> No.9844590 [DELETED] 

>>9844518
Continue to bury your head in the sand then. It wont change the fact that the way the SNES handles sprites is the most retarded approach of that generation. It was so bad that Nintendo even tried using an add-on chip to try and fix it which just makes it even more hilarious.
>>9844526
And this just shows you understand jack shit of what you just read. Looking at Rendering Ranger you can see it's trying to avoid the Sprite issues as much as possible. There's very little sense of animation in enemies and projectiles, etc. Sure there's a lot of bullets, but that seems that comes at the cost of a lack of enemies and animations. Compare that to this:
https://www.youtube.com/watch?v=Sj7bhhSM__g

Notice how there's significantly more enemies, the enemies have fluid animations, the explosions have fluid animations, there's more enemy variety, etc.? This is because on the Genesis you can use sprite sizes more freely so you don't have to try and piece every thing together with 2 sizes. The sizes you have are more flexible, and you can use VRAM freely as you'd like. So if you want 32KB of VRAM for sprite tiles, you can do it on Genesis and PC-Engine. Hell you can use however much of VRAM as you want for sprite titles if you want. You wanna reuse background tiles for sprite tiles and vice versa? You can do it on Genesis and PC-Engine. You wanna reuse sprite table entries to draw more on screen? You can do it on Genesis and PC-Engine. You wanna update tiles as you're drawing the frame? You can easily do that on Genesis and PC-Engine. You can't however do any of that on SNES because of how limited it is with handling sprites.

>>9844541
I didn't start it, I simply pointed out the technical limitations to the SNES fan who threw a fit earlier on in this thread.

>> No.9844597 [DELETED] 

>>9844590
See again>>9844518

>> No.9844612

>Looking at Rendering Ranger you can see it's trying to avoid the Sprite issues as much as possible
Do even retards believe it?

>> No.9844613 [DELETED] 

>>9844597
>Look at Rendering Ranger!
I did and pointed out to you exactly what it's doing and what the limits are and showed a game on Genesis that easily outclasses it. Secondly your video is running in an emulator.

Again, continue to bury your head in the sand if you want, it wont change how crippled the SNES is with handling sprites.

>> No.9844616 [DELETED] 

>>9844590
>>9844613
>S-SNES fan!
Aussie or Dean baiting?

>> No.9844619 [DELETED] 

>>9844613
>Secondly your video is running in an emulator.
>HW fastrom though everdrive too
Your massive dumbass with discarded opinion

>> No.9844621
File: 2 KB, 160x144, Kirby's Dream Land 2 DX.png [View same] [iqdb] [saucenao] [google]
9844621

Released Friday: https://www.romhacking.net/hacks/7724/

>> No.9844637 [DELETED] 

>>9844616
>A-Australia kun!
Just because someone understands the technical limitations of a system and points it out in a homebrew thread doesn't mean they're some autistic boogeyman you've concocted.

Again, I didn't start this. It started up around here:
>>9832239
>>9832567
>>9832597
>>9832678

All I did was point out the actual technical issues with the SNES.

>>9844619
Where does it say in that video that it's running on an Everdrive? The reason I'm pointing out the use of an emulator isn't due to a lack of slowdown it's due to the complete lack of sprite pixel drop out. Which that's a dead give away an SNES game like that is running in an emulator. The owner of that channel has always used emulators for a very long time.

>Muh FastROM!
Which while we're on it is another really stupid design choice in the SNES. Why would you make it so using cheaper slower ROM chips completely cripples the entire system by forcing it to be downclocked? Neither the Genesis nor PC-Engine have that issue and as a result devs could use cheaper slower ROMs without the issue of crippling the entire system even further.

>> No.9844643 [DELETED] 
File: 70 KB, 210x300, 1659647115651.png [View same] [iqdb] [saucenao] [google]
9844643

>>9844597
>>9844518
>no argument
Thank you for proving his point.

>> No.9844650 [DELETED] 

>>9844637
>Again, I didn't start this.
But you could stop it or move it to another thread.

>> No.9844672

>>9844650
Not him, but the SNES is really shit at handling sprites. Also, fuck the SNES fanboy here so.

>> No.9844767 [DELETED] 

>>9844672
>>9844637
Imagine the cope

>> No.9844771 [DELETED] 

>>9844643
Here your rope.

>> No.9844789 [DELETED] 

>>9844767
>>9844771
The only one doing any coping here is you.

>> No.9844848 [DELETED] 

>>9844789
Keep the cope up.

>> No.9844934 [DELETED] 
File: 6 KB, 196x265, d0013b5b1ae9825089792db050b2258941314c8c.gif [View same] [iqdb] [saucenao] [google]
9844934

SNES fanboys will always be coping that their deficient, flawed hardware is not something any rational developer would ever want to develop for, and they will never get homebrews as a result.

>> No.9844942 [DELETED] 
File: 75 KB, 780x438, 1682188991945964.jpg [View same] [iqdb] [saucenao] [google]
9844942

>>9844637
For someone who's not a cunt-kin, you are quite upset that they have been called out...oh wait:>>9844934

>> No.9844947 [DELETED] 

Just fucking kiss already

>> No.9844951 [DELETED] 

>>9844467
based
>>9844643
cringe

>> No.9845019 [DELETED] 

>>9844848
Again, the only one doing that here is you. You can't counter the arguments that have been brought up with actual facts so you're just resorting to throwing words like cope around hoping it will make you look smarter than you actually are.
>>9844942
>you are quite upset
I'm not upset, I merely pointed out that he's overplayed that card one too many times in these discussions on this board and it's not going to work anymore.

>> No.9845105 [DELETED] 

>>9844467
>>9844951
>>9844771
>samefagging
ew yikes cringe sex now

>> No.9845346 [DELETED] 

>>9845105
>samefags
Med, sir

>> No.9845364 [DELETED] 

>>9844934
>a monkey ragestomping on an SNES
Fitting.
yes, I'm aware of the source and love Madison/Mania myself, you desperately pedantic gaywad

>> No.9845450 [DELETED] 

>>9845346
Your posting style is pretty obvious and easy to spot.

>> No.9845543

>>9844621
>Slowdown Eliminated - The GBC’s double speed mode is enabled to diminish virtually any lag present in the original game.
Aaaand dropped. Could've been a basically perfect hack but no, of course lag must be eliminated at all costs even though any competent game's laggy sections are designed with the lag in mind. Sigh.

>> No.9845917

>>9832131
>>9844467
Based

>> No.9845993

>>9844541
This. There are so many neat projects rolling, who would get into a retarded console war.

>> No.9846075

>>9845543
What a nigger response, if you're gonna post some retarded shit like that don't even bother replying.

>> No.9846120

>>9845993
SNES fanboys are upset that their console is not getting the same homebrew efforts the other 16-bit hardwares are. The hardware itself is the best explanation for why that is the case, it is poorly designed and bottlenecked in many ways that the others simply were not. Pointing this out and quantifying it is not "console warring".

>> No.9846125
File: 767 B, 80x80, kibbi_hi.png [View same] [iqdb] [saucenao] [google]
9846125

>>9845543
> (KDL2s) laggy sections are designed with the lag in mind
what in the flying fuck are you talking about? Vanilla KDL2 runs at full speed in nearly every room (it's not a fast game mind you); and it runs a fuckton better than Adventure which has obvious performance issues. i speedran both the damn things. years ago, in another life

>> No.9846498
File: 38 KB, 400x119, Chrono_Trigger_Crimson_Echoes_logo.jpg [View same] [iqdb] [saucenao] [google]
9846498

What am I in for?

>> No.9846684

>>9846498
red, i guess

>> No.9847203

>>9844526
The games all flawless and great without stock patch.

>> No.9847209

>>9845543
Give one (1) example of lag in the game being beneficial.

>> No.9847301
File: 755 KB, 690x690, sonichu.png [View same] [iqdb] [saucenao] [google]
9847301

>>9846498
A fantastic reimagining of the Vanilla game. It's been more than a decade (fuck where does time go?!), but i remember really enjoying it.

>> No.9848029

>>9845993
brainlet
>>9846120
Might be able to thaw your little faggot ape out down there

>> No.9848645

>>9845543
Normally this seems to be true, good point. But with the "FastROM" SNES shit being pointed out lately (as being intended by the developers, who couldn't afford the proper chips for it), I'm not sure if it's always true.

>> No.9848898

>>9843819
more colors is great, but there are a lot of annoying things to deal with on the SNES that just aren't nearly as much of a problem on the other systems of the time.

The SNES wasn't as much of a pain as the PS2, but it's a similar case, professional programmers rarely get to pick the hardware they make games for, it's picked for them.

>> No.9848910 [DELETED] 

>>9844526
>famous 6502 programmer's magnum opus at the end of a console generation after programming 8 previous 6502 (or 6502 derivative) games is extremely impressive for the hardware.

i'm not really sure this works as well for you as you think.

>> No.9849281

https://www.romhacking.net/hacks/7731/
Finally. I can't believe we played EB for 30 years without this ABSOLUTELY ESSENTIAL hack. So heckin euphoric and validated rn.

>> No.9849293

>>9849281
>Category
>Improvement
that's a bit of an opinion and a half, isn't it

>> No.9849315

>>9849281
>if the video game character doesn't look just like me, then how am I supposed to relate to it??

Its a harmless mod but I hate that people don't have the mental capacity to project onto anything other than what looks just like then. My ex was a huge Earthbound fan, not once did she say she has troubles relating to Ness

>> No.9849464
File: 47 KB, 645x729, 1682296852004567.jpg [View same] [iqdb] [saucenao] [google]
9849464

>>9844672
>t.

>> No.9850984
File: 7 KB, 1000x1375, ALttP_Bunny_Link.png [View same] [iqdb] [saucenao] [google]
9850984

https://www.youtube.com/watch?v=mrgIx2TxVj8

>> No.9851191

https://www.kickstarter.com/projects/brokestudio/super-tilt-bro-new-online-nes-game

>> No.9851206

>>9851191
Not gonna lie, that's pretty rad

>> No.9851312
File: 16 KB, 420x350, nesdev.png [View same] [iqdb] [saucenao] [google]
9851312

>>9851191
that wifi cart is really awesome, i've watched them develop it over the past few years. a platform fighter is a good use for it.
twin dragons was a good game too, he made that one

>> No.9851337

>>9851191
That's neat but...

Can you people stop making games where the characters are 8x8 pixels? Seriously now.

>> No.9851380

>>9851337
If they want to avoid sprite blinking, they have to use 8x8 characters.

>> No.9851384

>>9851380
That's not true, especially not in this case

>> No.9851626
File: 12 KB, 1542x672, Adventures of Lolo water currents.png [View same] [iqdb] [saucenao] [google]
9851626

I did a thing. I still need to figure out better graphics that works with the originals awful palette animation(current graphics are ripped from new ghostbusters 2, another HAL game) and do same thing for the sequels where this is actually more useful.

>> No.9852325

https://twitter.com/ErikHaliewicz/status/1650716599773716481

>> No.9852336
File: 1.22 MB, 256x224, lol2.webm [View same] [iqdb] [saucenao] [google]
9852336

>>9851626
now it looks little better, but the original games pattern for the palette animation is stupid

>> No.9852765
File: 509 KB, 793x590, hbg_hellSlave_hbg.png [View same] [iqdb] [saucenao] [google]
9852765

>>9852325
oh shit i remember you, glad you're back at it.
i wonder where N64 bro went with his project...

>> No.9853128
File: 33 KB, 770x714, mike_bisons_punchoff.png [View same] [iqdb] [saucenao] [google]
9853128

>>9852336
that might be a better match for a tile swap instead of a palette one. if the game uses VRAM, depending on what else is going on, you should have enough room in vBlank to write 4 tiles or so. if it's MMC3, you could switch out 1/4 of a bank. it all depends on the mapper, and i don't know much about lolo

>> No.9853176
File: 11 KB, 512x448, 1669827137937652.png [View same] [iqdb] [saucenao] [google]
9853176

>> No.9853454
File: 608 KB, 792x524, _64.png [View same] [iqdb] [saucenao] [google]
9853454

come home, hacker man...
>>9853447
>>9853447
>>9853447
>>9853447

>> No.9853502

>>9841021
Playable?

>> No.9853702

The Game