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/vr/ - Retro Games


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File: 26 KB, 618x558, hbg_black_castle.png [View same] [iqdb] [saucenao] [google]
9891945 No.9891945 [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

Huge Community List:
pastebin.com/edWKBJqn

Huge Archive:
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

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

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

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

SNESDev:
snes.nesdev.org/wiki/Main_Page
github.com/alekmaul/pvsneslib
wiki.superfamicom.org

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/9853447

NO CONSOLE WARS!!!

>> No.9891946
File: 828 KB, 966x621, 64_streetfighter_xmen.png [View same] [iqdb] [saucenao] [google]
9891946

What is your dream game /vr/ ?

Also, what are you working on?

>> No.9891970

>>9891946
>optimusptimal bot response.jpeg

Just like you are?

>> No.9891978
File: 43 KB, 500x375, Conky.jpg [View same] [iqdb] [saucenao] [google]
9891978

>>9891970

>> No.9892143

Zniggy 2 anon disappeared

>> No.9892163
File: 2.71 MB, 1236x1648, Front.png [View same] [iqdb] [saucenao] [google]
9892163

Here's a new Mega Man 4 hack from April called:
Mega Man 4 Voyage: Blue Edition

Pre-patched 4 u: https://files.catbox.moe/pln2u8.nes

It's not the same hack as another one from a few years ago called "Mega Man 4 Voyage" (found pre-patched on sites like CDRomance.com) but rather an alternate take on the same hack (made by one of the co-creators of the original 4 Voyage). So, it's an all new game, from what I understand.

Pic is the front cover art intended for 4 Voyage: Blue Version (found in the patch download file on Romhacking, for your reference).

>> No.9892167
File: 597 KB, 814x886, Back.png [View same] [iqdb] [saucenao] [google]
9892167

And >>9892163 here's the back cover art for Mega Man 4 Voyage: Blue Edition, as well as the text intended to be on the back cover (again, found in its patch download file on Romhacking):

MEGA MAN 4 VOYAGE - BLUE VERSION (written over images)
Peaceful Russian Robots have been reprogrammed!
Dr. Wily never takes long vacations
from his ambitions to take over the
world! The evil doctor disturbs the peace
again! The 8 reprogrammed
robots are ready for a good fight.
The metallic sounds of battles
will be heard once again!

Reusing many blueprints from early
robots Mega Man encountered
in the past, Dr. Wily won't stop at
anything to conquer the world.

- Intense platforming action with
gimmicks from the past!
- Rush, your red canine companion,
returns to battle the baddies! His
Marine transformation is also back!
- 2 new adapters hidden in levels
to help Mega Man fight Dr. Wily!

Images with texts:
Suzak & Fenix battle
Legendary birds joined Dr. Wily
with a burning desire to fight Mega Man!

Images with texts:
Drills from Drill Man in level
Drills that once drilled into the
quarry are now used as weapons against Mega Man!

Images with texts:
Mega Man fights 4 Mega Man!
Pitting Mega Man against Mega Man?!
Is there no end to Dr. Wily's crazy
imagination?!

>> No.9892169

>>9892167
*Blue Version (my bad)

>> No.9892198
File: 2 KB, 256x224, 4598titlescreen.png [View same] [iqdb] [saucenao] [google]
9892198

Here's a hack of Pacnsacdave's NES Gauntlet hack called Hyrule Warriors:

Dragon Quest Heroes
(by Miami Vice and Wrecking Bros. (alternative version called "Super Mario Bros. 8") NES hacker, Crying Onion)

Pre-patched: https://files.catbox.moe/97ztwx.nes

>> No.9892213
File: 16 KB, 512x448, rom-hack-hyrule-warriors-nes.png [View same] [iqdb] [saucenao] [google]
9892213

Looks like the original Hyrule Warriors Gauntlet hack isn't on CDRomance, so here it is, pre-patched: https://files.catbox.moe/mfms8t.nes

>> No.9892245
File: 11 KB, 256x224, 6205titlescreen.png [View same] [iqdb] [saucenao] [google]
9892245

Here's a hack of Mega Man X1 that lets you play as Zero (just as he appears in X1), by romhacker Programer Peru.
Pre-patched: https://files.catbox.moe/8yjhdp.sfc

>> No.9892264
File: 49 KB, 256x224, 7549titlescreen.png [View same] [iqdb] [saucenao] [google]
9892264

Here's a hack of X2 that lets you play as Zero. The latest version called "Triple Attack", pre-patched and featured here, uses Zero's sprite that is actually in X2 (as older versions inaccurately and strangely used his X3 sprite) and also lets you use his "Triple Attack" charge shot (ie, the attack he uses near the end of the game, whether fighting him as a boss or otherwise):

Two different pre-patched versions here:

Play as Red Zero (Classic Zero): https://files.catbox.moe/x84ihn.sfc

Play as Black Zero (Fake Zero): https://files.catbox.moe/us9my1.sfc

>> No.9892292
File: 358 KB, 640x480, 7488titlescreen.png [View same] [iqdb] [saucenao] [google]
9892292

Here's a hack (by gallaux) of Mario Golf for the 64 that already has all the GBC characters unlocked without needing to use the Transfer Pak!

Pre-patched: https://files.catbox.moe/dzf840.n64

>> No.9892304

>>9892163
>>9892198
>>9892213
>>9892245
>>9892264
>>9892292
Thanks, crazy lad

>> No.9892307
File: 356 KB, 640x480, 3719titlescreen.png [View same] [iqdb] [saucenao] [google]
9892307

Here's a hack (by ozidual) of Space Station SIlicon Valley that finally allows you to 100% the game because the bug that prevented you from collecting certain content are now fixed. Another bug, involving crashing with the Expansion Pak on real hardware, is fixed here, too. The rom version featured here is 60hz, even though it has a multi-language select, so anyone here can use this without worry.

Pre-patched: https://files.catbox.moe/1g3au4.n64

>> No.9892312

>>9892304
You're welcome, my beloved fellow anon! I have some more in mind (some that I need to try out for quality), but I'll end it here for now.

>> No.9892372

>>9892312
Aw shucks, you know what? Here's something I patched yesterday
Wrecking Crew (W) [!] - Constructors + GREEN LUIGI
https://files.catbox.moe/qvc5z7.nes
I've been considering messing with the graphics, figured I'd have a fully pimped version ready.

>> No.9892550

>>9891970
>Bot
Are you colorblind?

>> No.9892560

>>9891946
Use Exhumed’s build engine to port two Serious Sam game and than mod it as N64 games

>> No.9892621

https://youtu.be/kO0IDCdW5Kk

>> No.9892639

https://youtu.be/ptunPRaNMZI

>> No.9892661

Also: >the most powerful console that ever existed

SUPER SUPER POWER, PLAY WITH POWER

>> No.9892679

>>9892639
Stop spamming the same shit over and over.

>> No.9892763

>>9892679
>homebrew thread

>> No.9892771

>>9892679
Want to try that again in English?

>> No.9893101

>>9892771
Want to try to finish your shitty tech demo once and for all?

>> No.9893114

>>9892771
Or are you still trying to get rid of those whiny entitled Nice Guy TM assholes?

>> No.9893145

>>9893101
You will watch and you will like it.

>> No.9893269

>>9892372
That's what I like to see, nice. Unless you're planning to add more changes, I'll put that in my collection as Wrecking Crew Deluxe.

>> No.9893308

>>9891970
Meds

>> No.9893337
File: 12 KB, 85x85, fei-sad.jpg [View same] [iqdb] [saucenao] [google]
9893337

I wanna make a 32X homebrew game.
It's a fangame with similar gameplay and story telling elements from Xenogears.

Any place i could start doing that? Would love a dev doc for the 32X.

>> No.9894073

>>9893269
Go for it I guess, I'm not sure I'm gonna get any good results.

>> No.9894127

>>9891946
My dream game would be a much better version of MK2 on GameBoy.
A version that has all the characters, most of the stages, more music, and of course way closer gameplay to the arcade if possible. It should be possible if going above the incredibly small size of the original cart.

I've been obsessed with the idea since I saw that MK1 genesis romhack that made use of a much bigger cartridge to give the game colors, amazing voices, music, etc.

>> No.9894181
File: 74 KB, 769x673, simcity_mouse_optimizing_shit.png [View same] [iqdb] [saucenao] [google]
9894181

>>9892143
> _ anon disappeared
most of them do =(

>> No.9894190

>>9894181
terrible train network.
it's not even a network the train can't get to the other lines.

>> No.9894208
File: 67 KB, 769x672, simcity_mouse_my_bad.png [View same] [iqdb] [saucenao] [google]
9894208

>>9894190

>> No.9894219
File: 1.43 MB, 166x262, 1682739179518640.gif [View same] [iqdb] [saucenao] [google]
9894219

>>9894208

>> No.9894226

>>9894219
can anyone reupload simcity mouse? I want to play it

>> No.9894238
File: 331 KB, 1918x1076, simcity_mouse_taxes.png [View same] [iqdb] [saucenao] [google]
9894238

>>9894226
> reupload
it exists on my hard drive and nowhere else in the world.
> I want to play it
you can play it when it's damn well ready!

>> No.9894245

>>9894238
oh ok, thanks for your help creating this fine mouse support

>> No.9894269
File: 2.65 MB, 853x480, simcity_mouse_speedMenu2023-05-05 18-05-53.webm [View same] [iqdb] [saucenao] [google]
9894269

>>9894245
it will be done once and done right.

>> No.9894292

>>9894269
very impressive, are you going to upload it to romhacking.net also?

>> No.9894303
File: 767 B, 80x80, kibbi_hi.png [View same] [iqdb] [saucenao] [google]
9894303

>>9894292
yeah but i'll give you guys a taste before that

>> No.9894318

>>9894303
Thanks based anon

>> No.9894434
File: 140 KB, 834x829, hectorhack.jpg [View same] [iqdb] [saucenao] [google]
9894434

>>9891945
One of the most annoying shooters hector. I modded it to take 2 health per hit and 100 or so lives. I'm learning atari 2600 programming but I thought I do another attempt at rom hacking using what I've learned thats better than just changing a couple of values. I did a little test to jump into the middle unused rom so I could put in whatever I want and it actually worked so I should be able to change a lot more in the future. Using fcex debug version actually on linux using wine. It lets you just type in the assembly instructions right into the middle the code, pretty convenient.
I spent days trying to get anywhere in this game so I feel its enough justification to allow me to cheat, it still pretty hard but I intended to make it the same difficulty as gradius. I will do more hacks once I get the hang of in indirect addressing on 6502, I find it a bit confusing really.

https://files.catbox.moe/a6kcmj.nes

>> No.9894447

>>9894269
you are doing god's work

>> No.9894454

>>9891946
Shantae’s another story (TG-16)

>> No.9894515
File: 219 KB, 814x618, yychr_unused_ROM.png [View same] [iqdb] [saucenao] [google]
9894515

>>9894434
>I did a little test to jump into the middle unused rom
I use YY-CHR to determine unused ROM space: it's all usually $00's or $FF's, you can tell that it's all the same color, and it's usually at the end of each bank.

>> No.9894524
File: 846 KB, 1000x700, von_neumann.png [View same] [iqdb] [saucenao] [google]
9894524

>>9894434
> Using fcex debug version actually on linux using wine
Mesen has an absolutely wonderful debugger and a Linux version, but i think it requires some specific Linux build, i don't know the details. I made the switch to it from FCEUX a couple years ago and i could never go back honestly.
> once I get the hang of in indirect addressing on 6502
Just use Y indirect, X is kind of silly.
Anyway, i usually just put JMPs / JSRs in wherever and replace the original instruction(s) at the end of my edits usually.

>> No.9894534 [DELETED] 

>>9894434
> indirect addressing on 6502
OH, here is a wonderful explanation of it, i didn't get it at all until i watched this:
https://www.youtube.com/watch?v=fWqBmmPQP40&t=550s

>> No.9894540

>>9894434
> indirect addressing on 6502
OH, here is a wonderful explanation of it, i didn't get it at all until i watched this:
https://www.youtube.com/watch?v=fWqBmmPQP40&t=9m10s
Starts at 9:10

>> No.9894548

>>9893337
https://github.com/viciious/yatssd

>> No.9894564

>>9894515
makes sense now that I think of it, easier than when I just happened to find repeating characters and put in a bunch of nops

>>9894524
I will try it, I used emulicious for z80 which was really good

>>9894540
I'm following a book called learning 2600 by Hugg and he rushes over that bit

>>9891946
doom on casio loopy, legit think it is possible

>> No.9894723
File: 1.69 MB, 480x320, english_squinty_no_sound.webm [View same] [iqdb] [saucenao] [google]
9894723

Video explains it all.

With sound: https://files.catbox.moe/rkq3to.webm

>> No.9894753

>>9894434
I've actually been playing this game lately. Last time I reached the final boss at last and died there. I need to get back to it since I'm almost there.

It's actually not that hard but it takes a LOT of learning, learning where to stand and what to shoot and when, and learning to dodge enemy patterns.

I feel like the only thing this game would need to make it a LITTLE more fair is a slightly faster ship. I use turbo controller though. Either that, or create an "easy mode" that adds checkpoints mid way through stages, dying at the boss only to redo the entire stage again when there are no P-UPs to collect feels really bad.

>> No.9894980

How different is it to program for the FDS compared to NES?

>> No.9895062

>>9892198
Speaking of pacnsacdave's stuff, I am curious if anyone has ever shared all of his Patreon exclusive stuff

>> No.9895068

>>9892198
Did he steal this one like he stole the deadpool one?

>> No.9895248

>>9860349
You are my soul brother.

>> No.9895291

>>9895062
A lot of the etsy games are shared around here.

>> No.9895314
File: 126 KB, 1280x720, fallow bro.jpg [View same] [iqdb] [saucenao] [google]
9895314

>>9895248
Hello department?

>> No.9895367

>>9894753
>>9894434
There I finally beat the game, still took me a few more attempts. The game is challenging but there are harder shmups on the system, the only thing is you gotta have a turbo controller (and considering Hudson made and sold them around the same time as this game and advertised them together, I wouldn't consider it cheating).

I think reducing all damage to 2 is a bit much, there are things that are supposed to hurt more like colision with an enemy ship which leaves you on your last HP. If you're serious about reducing damage I'd start by adding a simple division by 2 in the damage routine, this way enemy shots deal 2 damage indeed (instead of 4) but bigger stuff still hurts you more.

That or as I said, a *slight* increase in ship speed and/or checkpoints would be neat.

>> No.9895386
File: 385 KB, 474x355, dont_copy_that_floppy.png [View same] [iqdb] [saucenao] [google]
9895386

>>9894723
> motherfuckery
finally an RPG stat i can truly get behind
>>9894980
> FDS vs Famicom
it's really not, but you have a bunch of RAM that you have to load up instead of bankswitching with a mapper. 99% or so of your code would be identical.

>> No.9895393

>>9895367
>adding a simple division by 2
Super easy in Assembly: LSR

>> No.9895540
File: 521 KB, 853x1000, 1683817566281392.png [View same] [iqdb] [saucenao] [google]
9895540

>>9895248

>> No.9895552

>>9895068
No idea (I just pick and post stuff I find interesting and that I think my /hbg/ bros may find interesting). QRD about the Deadpool thing?

>> No.9895784

>>9894434
If you want to learn and understand a specific thing, such as indirect addressing, you might consider using a simulator to test that specifically. That way you can concentrate on just your code using a debugging tool that's probably a lot better than what your emulator has.
If you want to do something interesting with hector I'd suggest extending the health bar. That's relatively easy, but requires more than just changing one byte.
If you want to do something less useful, but very easy, consider expanding the lives counter display to 2-3 digits. This is something you can easily find code/instructions/help on how to do and is an ideal candidate for sticking into a little unused space.
Also, obligatory git gud.

>> No.9895856
File: 246 KB, 1920x1079, smb_disasm.png [View same] [iqdb] [saucenao] [google]
9895856

>>9895784
>That way you can concentrate on just your code using a debugging tool that's probably a lot better than what your emulator has.
I'm pretty sure the Mesen debugger is the best 6502 debugger in existence, and i've used a few of them. At the very least, the FCEUX debugger / memory viewer is more than adequate for running a couple instructions through to see how they act. The hell are you on about?
> I'd suggest extending the health bar. That's relatively easy
How do you know? You would have no idea before you dove into the code how easy or hard it is. Maybe it uses sprites and all the slots are taken up. Maybe it uses 8 sprites on the same scanline and you can't add anymore without making it a flashy mess. Maybe it uses half a byte with 16 values and there is zero room for expansion without rewriting half of the fucking game. It's stupid to make assumptions like this.
> This is something you can easily find code/instructions/help on how to do
From where? Who the hell has documented Hector for the NES?
> git gud
the man is writing 6502 ASM and editing ROMs successfully, which is a tremendous accomplishment in itself; and here you are giving terrible advice. the fuck have you ever done?

>> No.9896105

>>9895856
>I'm pretty sure the Mesen debugger is the best 6502 debugger in existence
In the context of your "How do you know?" cope that's hilarious
>How do you know? You would have no idea before you dove into the code how easy or hard it is.
Because I dove into the code. It took me about a minute to work out where everything is and what would need to be done.
>From where? Who the hell has documented Hector for the NES?
Obviously not from a brainlet like you. But converting a byte value to display as digits is basic shit that's been discussed and done countless times, and can be reused anywhere. That you're unaware of this really says it all.
>the fuck have you ever done?
I helped him out when he was having problems with compiling some SNES code a few days ago. What have you done other than seethe and embarrass yourself?

>> No.9896126

>>9895552
There was a group that did a very extensive ninja Gaiden hack that made it a deadpool themed game. There were several people working on it, pretty much all graphics got changed, new music, new weapons, some heavy ASM hacking too. I don't know if he was contributing or helping to test, or by some other way, but he acquired an 80% or so done version and slapped his name on it and started selling it on his site. (Every enemy and level had changes, but a lot of the polish and several new features hadn't been put in yet.)

>> No.9896216

https://github.com/odelot/sor2_snes

>> No.9896621
File: 36 KB, 517x557, kirby_adv_input_fix2.png [View same] [iqdb] [saucenao] [google]
9896621

>>9896105
holy fucking LARP. you wouldn't know a stack pointer from an accumulator nigga. i'm literally on RHDN. stop embarrassing yourself.

>> No.9896650
File: 252 KB, 470x470, bjarne.png [View same] [iqdb] [saucenao] [google]
9896650

>>9896105
> converting a byte value to display as digits is basic shit
yeah and it depends what tiles the game has alphanumerics as; not to mention the lack of decimal mode on an NES means you have to convert that to base 10 yourself, which isn't the toughest thing, but it ain't exactly Hello World either... and you'd need to find some free bytes to do it, that is, if you can't find an existing JSR to hijack in the game already to do it for you.
> simple
> trivial
> easy
the calling cards of the LARPer. everything is simple, trivial, and easy if you've never actually done anything.

>> No.9896708

i hope this is the right place to ask, sorry if it isnt. im curious about making cheats as emulator patches, ie basically the 2 line mem address you would see from gameshark, action replay for hp, ammo. ive made some tables for cheat engine using array byte search. what do i learn next to turn the stuff i can do in ce into normal codes for emus like ps2 pnatch, xenia raw code? there doesn't seem to be a good guide on it i can find.

>> No.9896746
File: 98 KB, 1200x857, basic-programming-2600.jpg [View same] [iqdb] [saucenao] [google]
9896746

>>9896708
Not sure about 5th / 6th gen, but any game genie / game shark / action replay / etc. is just changing byte values that the game system reads from a ROM. You can change those values permanently using a hex editor like HxD. You can make an IPS / BPS patch by comparing your changed ROM against the original ROM and spitting out a patch to share.
> emulator patches
What do you mean by emulator patches? ...What are you trying to do?

>> No.9896784

>>9896746
emus often offer their own patch system akin to gameshark etc via text files. those 'patches' look just like an old gameshark code where its 2 lines of hex values. thats how x360, ps3 emus have patches for widescreen, sometimes ammo or hp. i can do that stuff with ce for emus using array of byte searches (table remaine constant/able to find addresses cause of aob), but instead of a ce table i want to learn how to translate that into a similar patch for the emu itself, which in most cases should only be 2 lines of values.

>> No.9896951

>>9895784
I would master the first level of hector, not lose 1 bit of health but then lose my 3 lives on the 2nd level right away so have so slowly finish the first again. I want to make it have 4 lives and 3 continues like gradius and make those exploding enemies not kill you right away. R type on sms and nes gradius is around the difficulty I want. Imagine having to start right from the beginning of Truxton just after losing 3 lives.
I use the atari 2600 editor to test stuff, same cpu so still good for trying out algorithms.
https://8bitworkshop.com/

>>9895367
I think I'll that try after getting enough practice

>> No.9897104
File: 43 KB, 451x388, skateOrDie_lester.jpg [View same] [iqdb] [saucenao] [google]
9897104

>>9896784
Ah i see, well, i would check the emu documentation and see if there is info on those custom file formats, or, just open up a hex editor on an existing emulator patch file to see if you can change shit and figure out the format.
there probably won't be alot of info or tutorials on how to change and edit heavily custom formats like those.
you can possibly write a script to generate those from your tables / notes; i personally and recently used ChatGPT to help me write a Powershell script to generate Mesen label files (.mlb) from a different label format (.sym). You might be able to pull off something like that with your notes as a source.
Otherwise, good luck my friend...

>> No.9897116

>>9896621
>look mah! i got it on the 4chan!
>>9896650
>ir brainlet so ur larper
lol
>>9896951
Does whatever versions you're playing even have continues? If so, that'd probably be an easy thing to tweak. Otherwise why?
>https://8bitworkshop.com/it hurts then i jab the knife into my eye
Yeah. Don't do that.

>> No.9897124
File: 44 KB, 165x180, dk_for_shame.gif [View same] [iqdb] [saucenao] [google]
9897124

>>9897116
if you want so badly to give people advice on how to code, why don't you actually learn how to do it?

>> No.9897194

>>9897124
>i want so badly to want others to belive i know how to code
Ain't gonna happen kiddo.

>> No.9897291
File: 73 KB, 200x200, iwbtg.png [View same] [iqdb] [saucenao] [google]
9897291

>>9897194
> i want so badly to want others to belive i know how to code
i mean, or, we could get into a conversation of actual substance... but you aren't really capable of that, are you?
...you know what was cool? finding literally ONE free byte in the header of the simcity save file format to store mouse speed, storing it in battery backed ram on the exact frame that it is set, reverse engineering and hijacking the checksum fixing routine from the hidden debug menu so the game doesn't just delete all of the data, but most of all, pushing the purple plunger to watch the actual console with the actual mouse wake up the ol' CRT with the mouse set the same hardware speed that it was shut off at. that's fuckin magic; and it fills me with a great sense of pride and accomplishment that just can't be replicated anywhere else.
i love what i do, i love helping people, and i love fuckin with video games. what do you love?

>> No.9897365

>>9897291
based
>>9897194
cringe

>> No.9897528

>>9896126
I suspected he's kind of a fag, anyway, but that's even worse. Is the finished, non-pacnsacdave version the "Techmoon" one?

>> No.9897579

>>9897291
>kirby input fix/SNES simcity mouse hack anon is wasting time arguing with the ASM larper
Dude, no. This faggot shows up to every romhack general to pretend to know anything about anything while never having anything of value to post. He's very easy to recognize, since he's eternally butthurt about seeing other people doing things, and can never post anything he's done himself. So if you see a post that's just hostile bullshit with no real good info, it's probably him. Stop giving him (you)'s. You have better things to do than waste your time on that idiot.

>> No.9897595

>>9897579
>You have better things to do than waste your time on that idiot.
Exactly. Leave crabs behind and do your thing.

>> No.9897801
File: 11 KB, 480x360, hqdefault (1).jpg [View same] [iqdb] [saucenao] [google]
9897801

>tfw SMW hacks will never top this one

>> No.9897867

https://youtu.be/cb1A9YU56_8?t=101

>> No.9898063

>>9894548
Thx

>> No.9898253

>>9897801
And which one is that?

>> No.9898325

>>9898253
JUMP

>> No.9898516

>>9897291
>i mean, or, we could get into a conversation of actual substance...
Like how to get your code to build when a value of $FA05 is too much to be a 8bit value?

>> No.9898613
File: 120 KB, 495x700, shoplifter.jpg [View same] [iqdb] [saucenao] [google]
9898613

How easy is it to make a GameGear homebrew? GameGear is basically a Master System with a smaller screen resolution and nicer colours.

>> No.9898825
File: 5 KB, 372x348, vegas_dream_news.png [View same] [iqdb] [saucenao] [google]
9898825

>>9898516
i didn't have experience with processors that could toggle between 8/16 bit modes: now i do! ya live ya learn. that's the fun of it!
thanks for the help.

>> No.9898853

>>9898613
awesome art

>> No.9899117
File: 194 KB, 764x1023, unnamed.jpg [View same] [iqdb] [saucenao] [google]
9899117

>>9898853
>awesome art

Thanks. I made it out of a piece of clipart and a SMS template box.

>> No.9899160

>>9898825
>i didn't have experience with processors that could toggle between 8/16 bit modes
Most people dont. Also the 816 is retarded.
But what's important here is to understand that there's always someone who knows more than you. I've coded countless lines of 65xx assembly and even designed CPUs. But I know that there are even hobbyist who have dissected the things and know much more about them than I ever will. And I'm ok with that.
Anyone legit coming here for help must know that. Most of the rest are (You)s hos. Which do you wan to be?
Also 4chin is a shit place to learn that shit. try 6502. I only come here to keep up with the zoomerisms.

>> No.9899247

>>9899117
the style and colors you used is like lock-step with the designs they used from whatever fucking artist they used for 1/2 their covers

>> No.9899310
File: 116 KB, 90x90, vomiting-cat-bleah.gif [View same] [iqdb] [saucenao] [google]
9899310

>>9897801
>JUMP

>> No.9899363
File: 161 KB, 310x310, ilya.png [View same] [iqdb] [saucenao] [google]
9899363

>>9899160
> Also the 816 is retarded.
It is, but after using the 6502 for a while, i kind of see where they were coming from designing it. 6502 compatibility is a wonderful thing, and computers like the IIGS made great use of it; the SEP and REP abilities are nice to just get the flags the way you want in one pass, being able to push and pull A, X, and Y form the stack is useful, STZ is nice, MVN and MVP are good in cases where the hardware doesn't support DMA'ing a bunch of shit, and IN THEORY being able to choose between 8 / 16 bit memory values and register widths should be an amazing feature. It really does solve alot of the shit that sucked about the 6502.
HOWEVER in practice being able to switch 8 / 16 bit memory and register widths becomes a nightmare for compilers and a spaghetti mess for your code and for your brain, and god is it just unintuitive. I really kind of like the 65c816, but i can really see why people don't, and forget trying to learn from scratch on the damn thing.

>> No.9899485

>>9898613
Joggers the game

Fuck jannie too

>> No.9899826

Not entirely related to the thread, but does anyone happen to have this particular mod for the PC decomp port of Super Mario 64?
https://youtu.be/p3DE2gYNQZc

>> No.9899829

>>9899826
I ask because I quite literally cannot find it anywhere, any links that were able to be found no longer work following what I can only assume was a takedown by Nintendo

>> No.9899835

>>9891945
https://strawpoll.com/polls/2ayLkRPlMZ4

>> No.9900559

>>9899835
Many games….

Also no comic base games.

>> No.9900930

>>9899310
What's wrong with JUMP? I liked it.

>> No.9901061

>>9900930
So what you're saying is
You liked that jump.

>> No.9901156

>>9891946
Corpse Party 666444: Satsuki's Heart (N64)

>> No.9901462 [DELETED] 
File: 15 KB, 695x664, 1683947633884135.png [View same] [iqdb] [saucenao] [google]
9901462

>>9893101
>>9892679
>
>

>> No.9901613 [DELETED] 
File: 724 KB, 1920x800, nice_guy.png [View same] [iqdb] [saucenao] [google]
9901613

>>9901462

>> No.9901620 [DELETED] 

>>9901613
>dating advice for the ladies

>> No.9901629 [DELETED] 

>>9901620
https://files.catbox.moe/hpvwep.txt

>> No.9901718 [DELETED] 

>>9901620
>>9901613
Obsessing

>> No.9902359 [DELETED] 

>>9901156
>that VN

>> No.9902505 [DELETED] 

>>9902359
It was a actual RPG tho

>> No.9902547

https://segaxtreme.net/resources/stellar-assault-ss-english.170/

>> No.9902851

>>9896126
You need to be a special case of retard to buy a romhack

>> No.9903735

i like romhacks

>> No.9903761

>>9903735
I can relate

>> No.9904328

>>9901156
Interesting…we 4channer need make it an reality.

>> No.9904332

>>9893337
>>9894548
Suggesting: creating demo based off Bayonetta Origin

>> No.9905554

https://www.youtube.com/watch?v=55X1KOw_Rhg

>> No.9907343
File: 114 KB, 640x480, Longplay-of-the-Korean-3DO-SRPG-Battle-Blues-7-54-screenshot.jpg [View same] [iqdb] [saucenao] [google]
9907343

https://github.com/jeremydecola/Battle-Blues-Translation

>> No.9907389
File: 98 KB, 812x710, ReDux.jpg [View same] [iqdb] [saucenao] [google]
9907389

Anyone played this? Want to know if it's any good

>> No.9907595
File: 26 KB, 511x485, rogueamulet.jpg [View same] [iqdb] [saucenao] [google]
9907595

Working on the titlescreen/main theme

https://vocaroo.com/1brsVViJ3Vvd

>> No.9908218

Anyone know if that Megaman X7 demake ever got finished?

>> No.9908779

>>9907595
Sounds like something from the black box era, keep up the good work.

>> No.9908937

>>9892679
Say that to my face.

>> No.9909130

>>9899363
> HOWEVER in practice being able to switch 8 / 16 bit memory and register widths becomes a nightmare for compilers and a spaghetti mess for your code and for your brain, and god is it just unintuitive.

IMO it's not too bad, you just have to remember to put PHP and PLP at the beginning and end of each subroutine where you change the register sizes.

>> No.9909242
File: 484 KB, 704x704, comfy gator.png [View same] [iqdb] [saucenao] [google]
9909242

>>9907595
Sounds great

>> No.9909336
File: 61 KB, 300x276, mario_isScrewed.png [View same] [iqdb] [saucenao] [google]
9909336

>>9909130
Simcity just SEPs and REPs at the beginning of each routine for the memory / register widths it uses (i'm guessing for the compiler they used) and SEPs and REPs at will in the middle of the routines. I stuck with that standard. It does not seem like the most efficient way to code a 65c816 program, and granted, it was a (near) launch title.
> it's not too bad, ya just PHP / PLP
Well, i mean, if you're in the wrong mode when you assemble the program, the instructions don't build properly and the game just crashes to hell: It's not just the processor status that's the problem.
I suppose if you coded (or were working on a game) that always kept the M / X register / memory width flags clear and at 16 bits by default, your strategy would work, and it seems like a good strategy for coding something from scratch, but you're kind of stuck with the cards you're dealt with if you're romhacking...

>> No.9909534
File: 9 KB, 512x448, 1657720713716798.png [View same] [iqdb] [saucenao] [google]
9909534

>> No.9909542

>>9909336
>if you're in the wrong mode when you assemble the program, the instructions don't build properly and the game just crashes to hell: It's not just the processor status that's the problem.
To solve this I never use the SEP and REP instructions directly, I use macros that both set/reset the bit and set the assembler to the relevant mode. For example:

a16: .macro
rep #$20
.al
.endmacro

>> No.9909579

>>9909542
i see, that seems like a smart move; and you're doing that in macros avoid the SEP / REP auto detection, i get it.
this was my first SNES / WLA-DX project so i had no idea what i was doing setting it up. i'll probably do that next project. thank you!

>> No.9910512

>>9908218
Unless Crapcom corporation milked soulless RE4 "reimagined"

>> No.9911903

Bump

>> No.9913451

https://www.youtube.com/watch?v=kO0IDCdW5Kk

>> No.9913478

https://www.youtube.com/watch?v=i6n6xExbknE

>> No.9913602

>>9891946
Games about evil corporation l

>> No.9913940
File: 2.90 MB, 480x320, english_spaceship_white_no_sound.webm [View same] [iqdb] [saucenao] [google]
9913940

New dungeon area.

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

>> No.9914109

>>9913940
what console is this?

>> No.9914112

>>9914109
GBA

>> No.9914190

>>9891946
>What is your dream game /vr/ ?
Star Fox 64 for PS1

>Also, what are you working on?
Personification of Emulation saving the entire PC Gaming from the evil AAA Corporation

>> No.9914304

>>9914112
very cool, you program it in C right?

>> No.9914415
File: 15 KB, 480x320, squinty.png [View same] [iqdb] [saucenao] [google]
9914415

>>9914304
C++

>> No.9914423

>>9914415
i didnt know there was a c++ compiler for gba
cool

>> No.9915293

Hello everyone.

I'd like to ask how to "open" these CK files I've extracted from Genghis Khan IV, a Japanese-only PS1 game.

Titled MEN.CK and WOMEN.CK, I believe these contain image portraits(given how they have the same filenames as the PC version except they are in PNG) and I'd like to open these files for use.

>> No.9916285

https://www.youtube.com/watch?v=oO1XnzJ9UF0

>> No.9917391

Bump

>> No.9918030

>>9891946
3d mega game

>> No.9918079 [DELETED] 
File: 15 KB, 695x664, 1683947633884135.png [View same] [iqdb] [saucenao] [google]
9918079

>>9893101
>
>>9893114
>

>> No.9918257

>>9914190
>emulated
>entire PC gaming
Go back now.

>> No.9918278
File: 145 KB, 556x480, soul.jpg [View same] [iqdb] [saucenao] [google]
9918278

>> No.9918323
File: 63 KB, 400x375, super-cool-story-bro.png [View same] [iqdb] [saucenao] [google]
9918323

>>9918278
cool city bro

>> No.9918409

>>9914423
it's ARM, of course there is a C++ compiler

>> No.9918568
File: 2 KB, 126x99, pixel_art.png [View same] [iqdb] [saucenao] [google]
9918568

>> No.9918617

>>9918257
Emulation is huge in the Personal Computer scene more than any other.

>> No.9919030
File: 1 KB, 114x114, NESticle_hand2.png [View same] [iqdb] [saucenao] [google]
9919030

>>9918617
>Emulation is huge in the Personal Computer scene
Well, for the first 10 years (roughly 95-05) of the existence of console emulators, PCs were the only thing that could run them.
I remember running emulators on the Wii was a big fuckin deal.

>> No.9919156

>>9919030
i will always be thankful to the shitman

>> No.9919224

>>9897291
>>9897579
Based people

>> No.9919432 [DELETED] 
File: 15 KB, 695x664, 1683947633884135.png [View same] [iqdb] [saucenao] [google]
9919432

>>9893101
>
>>9893114
>

>> No.9919454

I hope you guys made a backup of that homebrew stuff that was shared sometime ago, as the uploader of it took it down after getting caught by the group he was sharing content from

>> No.9919491
File: 422 KB, 648x497, alishas_adv.png [View same] [iqdb] [saucenao] [google]
9919491

>>9919432
yeah, cool, the dude is making his dream game at his own pace exactly the way he wants it. that's more than i can say for most other people here...
i for one am pretty excited to fire it up when he releases a demo or finishes it, and idgaf whether is 2024 or 2034, it's good to get shit right.

>> No.9919539
File: 246 KB, 1024x1120, YAMH collage.png [View same] [iqdb] [saucenao] [google]
9919539

Here are some screenshots from a Super Mario World hack that I'm making. (The title screen one was taken a while ago, hence it saying 2021.) There are 19 different levels shown out of 60 made so far and 95 planned.

>> No.9919563
File: 2.72 MB, 852x480, Wendy clip lo-res (no audio).webm [View same] [iqdb] [saucenao] [google]
9919563

Also, here's a clip showing one of the bosses.

>> No.9919590

>>9919491
(update) https://youtu.be/VFGf-4nulEU

>> No.9919701
File: 1.26 MB, 1632x1232, simcity_mouse_hellyeah.jpg [View same] [iqdb] [saucenao] [google]
9919701

>>9919539
gorgeous
>>9919590
smooth

>> No.9919742

>>9919701
Is this the new chairlift infrastructure

>> No.9919846

>>9919491
I agree. Let's be honest, most people won't even get this far. This dude is putting in the effort.

>> No.9919909

>>9919701
Engineer and Spy from TF2, improve.

>> No.9920026

>>9919539
>>9919563
soul

>> No.9920085

>>9919539
>95 planned
Only SA-1 hack stand out

>> No.9920136

>>9919454
>I hope you guys made a backup of that homebrew stuff that was shared sometime ago, as the uploader of it took it down after getting caught by the group he was sharing content from
Which one?

>> No.9920157

>>9919454
The Simpson Konami (SNES)?

>> No.9920374

>>9918278
New donk city

>> No.9920652

>>9892163
>>9892167
Cool, thanks for your contribution anon

>> No.9920653

Any Mega Drive homebrew?

>> No.9920678 [DELETED] 
File: 8 KB, 120x140, sonic_hand.png [View same] [iqdb] [saucenao] [google]
9920678

>>9920653
yes, check the huge archive in the sticky, the list of QOL improvements, or search on romhacking.net by system...

>> No.9920708

>>9920653
This site attempts to name all known Sega console & handheld homebrew releases. This thread covers this year.
http://segabits.com/forums/index.php?topic=4700.0

>> No.9920769

>>9920653
>is there homebrew for the most popular homebrew console

>> No.9920792

>>9920136
The Google drive link I shared from nextgenroms a few threads ago that I warned you guys about when that group noticed the guy sharing stuff outside of the group

>> No.9921637

>>9920792
I must have missed it. You should have included a funny image with the post so more people would've read it.

>> No.9921691

>>9918568
Mormon Lucifer...

>> No.9921714

>>9898613
Not hard
It took me about 3 weeks not knowing any asm to be able to make images on the screen. Just doing practice and reading notes each day.
First make sure you have an understanding of binary and hex down.
Next just follow a z80 assembly tutorial, it can be for zx spectrum or similar.
Next is a bit tricky, you want to learn how to communicate with the vdp but the documents make it a little hard to understand but keep experimenting with the emulator called emuliscious and you will get it
.
https://www.smspower.org/Development/VDPRegisters

basically you send a command to the vpd telling it what you want it to do such as updating tiles or moving the background and then use the out command to stream data to it.

to change graphics data you do something like this, the emulator will show you what each bit does

ld a, %00111111 ; data to be written to register
out ($bf),a

ld a, %10000000 ; command to write to register 00
out ($bf),a

>> No.9921739
File: 925 KB, 503x720, socket_the_hedgehog.png [View same] [iqdb] [saucenao] [google]
9921739

>>9921714
what assembler are you using?
what are you drawing tiles with?
> emuliscious
is there a step through debugger? tile viewer? MEKA has these things but it is kind of jank ass and i didn't particularly enjoy using it...

>> No.9921813

>>9901156
Request towards N64brew

>> No.9922139

>>9920652
Np, anon, I'm happy to be here (and you have a good time). Noting once again that I fucked up by calling it "Blue Edition". It's called "Mega Man 4 Voyage: Blue Version."

>> No.9922238

>>9908218
That way or copy Metroid Prime utility gameplay

>> No.9922757

>>9919590
this looks like someone told the guy the snes couldn't do gunstar heroes, so he set out to prove them wrong

>> No.9922810

>>9922757
that's literally what happened

>> No.9923087

>>9922757
Yeah: https://youtu.be/TRxEnPuHOgE

>> No.9923517

>>9921714
Just used the first one I found, happened to be called z80 asm.

I used pixel o ramo to make simple images, you can use gimp too if you set it up.

Someone here gave the suggestion of tile ed, https://thorbjorn.itch.io/tiled.. Looks very nice.

You can also just load up a rom and just copy the graphics data directly from vram, I did that. I happened to use wonder boy. Coincidentally gameboy graphics happen to work on the sms if you just blank half the colours.

Yes, in emuliscious you can step through code one instruction at a time, very handy and more advanced than meka.

I learn a bit from this but its a bit confusing how he explains stuff.
https://www.smspower.org/maxim/HowToProgram/Lesson1AllOnOnePage
I had issues when I first started, turns out you have to disable and enable the screen at the start and end of the frame or else you will get a blank screen. To start off just try changing the background colour, you don't have to do all that stuff I said before just to do that.

Writing to the vdp was confusing, I kept getting the bits mixed up and you have to use 2 writes to set it up. Once you have got it you can just use a macro each time or each time you forgot just having a working example to look back on.

I also used a text editor called atom but it has been discontinued, very useful to spot mistakes. Kate is another one that has not been discontinued.

Also got this book called Learn Multiplatform Assembly Programming that come back to reference if I forgot what something does.

A couple of demos, a little rough but they do actually work on a real genesis but probably not on a sms as they don't have a header. They're just using the vram data from gb roms saved using emuliscious. I want to do better but I've been doing atari 2600 lately so left the sms behind for a bit.

https://files.catbox.moe/euh2ix.zip

>> No.9923593

>>9921739
was supposed to reply in this
>>9923517

>> No.9923727
File: 13 KB, 178x232, 1669111992179436.gif [View same] [iqdb] [saucenao] [google]
9923727

An idea hit
>>9919539
Amazing

>> No.9923943

>>9921637
It was a part of the initial post for the past few threads before this one, not my fault you didn't pay attention

>> No.9924293

>>9919590
>Hatsune Miku meet lollipop chainsaw
Ugh!

>> No.9926342

https://www.youtube.com/watch?v=ErkLuoJ_8qk

>> No.9926345

>>9922757
>>9922810
>>9923087
And in doing so he's proven that he's never played Gunstar Heroes. Both his original demo and the game he's working on have absolutely no sense of enemy AI, decent level design, interesting and complex weapons, decent animations etc. All the enemies are brain dead doing the exact same thing at the exact same time as they blindly move from one side of the screen to the other.

Compare that to Gunstar Heroes and there's a lot more going on, especially on the higher difficulties. You have enemies walking, jumping, shooting, climbing, etc. all at the same time along with multiple enemies types, 2 players, and significantly more complicated weapons being fired.

>> No.9926378
File: 25 KB, 500x374, olivia_munn_g4.jpg [View same] [iqdb] [saucenao] [google]
9926378

>>9926345
Ok. Listen. I think some of your criticism is valid, but jesus christ dude, you're comparing a professional team of probably the best 2d game programmers / sprite artists / chiptune composers in the world at the time at Treasure / Konami to a fucking unreleased demo by one fucking dude. Chill the fuck out.
Actually Doing Shit is brutally time consuming and painstakingly difficult, especially shit that doesn't suck. Maybe some of you would know that if you spent your time Actually Doing Shit instead of just begging for things, shitting on everything, or spending more than a week on a project and just giving up...
What he has accomplished so far is goddamn impressive, way more impressive than plenty of commercial games back in the day, and orders of magnitude more impressive than any of the shitters, beggars and tech spec regurgitators around here have ever done with their meaningless lives. Ugh.

>> No.9926460

>>9926378
I'm not the one making the comparison. The homebrew dev is. He's been doing that comparison ever since he started over a decade ago. If he's going to keep making that comparison to try and go "Look I'm just as good as Gunstar Heroes!" then I see no problem with pointing out where it falls short.

As for him "actually doing shit" there's plenty of other homebrew devs out there who have actually finished their shit in a much shorter amount of time and had an actual polished product. Even in the SNES homebrew scene there's people doing things far more polished than that dev. That particular dev is in it for Console War purposes only. Which is why he hasn't really made any substantial progress in over a decade because he's more concerned about winning a console war that's been dead for over 25 years than actually making a decent game.

>> No.9926473
File: 272 KB, 462x352, combat_avgn.png [View same] [iqdb] [saucenao] [google]
9926473

>>9926460
> And in doing so he's proven that he's never played Gunstar Heroes
Ok but if i can't solo like Jimmy Page it doesn't "prooove" i never listened to Led Zeppelin or tried to write a decent rock song. Sorry i've been slamming 65c816 all day and i guess i'm a little grumpy heh.

>> No.9926491

>>9926473
He's made it pretty clear over the years that all he thinks there is to Gunstar Heroes is "Move a lot of sprites fast." and nothing else.

>> No.9926550

>>9926491
Well the dude is making his dream game exactly the way he wants it and it looks pretty fuckin cool to me.

>> No.9926586

>>9926550
I'm not even sure it's his dream game. Everything in it is pretty much specifically there because he got into a console war fight with a Genesis fan and he put it in there to go "See I can do that on SNES too!" all while completely ignoring the fact that there needs to be an actual coherent game beneath that flashy coat of paint.

It's a mess of random visual elements first, and a game second.

>> No.9926791

is there some scam going on that Forza motorsport and Project gotham racing can't be run on pc? No decompilation project and anything. Moreover, the same case with Gran Turismo as no one has interest in decompilation thies projects. Anyway how to run Forza motorsport on PC? I tried on xbox emultor on xbox 360 but it crashes in random moments

>> No.9927762

>>9926586
>got into a console war fight with a Genesis fan and he put it in there to go "See I can do that on SNES too!"
>so called Genesis
More like troll who don’t know nothing about tech program.

>> No.9927767

>>9926342
>60fps on real raw hw
>SE dev say N64 is h-hard
How can he do it?

>> No.9928068

>>9923727
Mariovania n ghost

>> No.9928751
File: 3.12 MB, 3264x1938, 1684876149376.png [View same] [iqdb] [saucenao] [google]
9928751

Fucking DeepL, I swear

>> No.9928872

Hi Aaendi!

>> No.9929241
File: 675 KB, 327x224, N64_get_N.gif [View same] [iqdb] [saucenao] [google]
9929241

>>9927767
> How can he do it?
Kaze has devoted a literal mother fucking decade of his life to Super Mario 64 romhacking and development. That's how he can do it.

>> No.9929454

>>9929241
Truth been told.

>> No.9929549

>>9927767
>60fps on real raw hw
that demo is running at 40-45fps, wym

>> No.9929676
File: 6 KB, 256x224, super_orb_bros.png [View same] [iqdb] [saucenao] [google]
9929676

>>9929549
he's targeting 30 for his game so he can add a bunch of cool shit, but he has Vanilla SM64 at a solid 60 on console, and has lots of videos about optimizing the engine.
https://www.youtube.com/watch?v=t_rzYnXEQlE

>> No.9929773

>>9927762
He's gotten into these fights with homebrew devs in both the Genesis and SNES scenes. The people he's argued with can program and do know the hardware well. The main difference is those people are more focused on actually making a game over a soulless tech demo.

>> No.9929778

https://www.youtube.com/watch?v=tUjUVEG-gWE

>> No.9929810
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9929810

>>9929773
if you spent as much energy making your own project as you do bashing Alisha's Adventure i'm sure you'd have like 4 Super Metroids by now

>> No.9929821

>>9929810
And I'm sure if you put as much energy into Alisha's Adventure as you do into lashing out at any bit of criticism the game would actually be more than a soulless tech demo by now.

>> No.9929827

>>9929821
You're right. People have seen enough of the game to know that it's not going to be anything more than a (cool) tech demo. Finish it and move on, instead of wasting your time here trying to change people's minds.

>> No.9929830

>>9891945
fellas I think I'm gonna do it, I think I'm gonna make a Sacred Stones hack to end the blue balls and give us wincest

>> No.9929849
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9929849

>>9929821
bruh i'm not the Alisha's Adventure guy lol, and i even agree with some of your criticism, but i'm just sick of you shitting on the project and stalking this poor dev with a hate boner like the villian in a Taylor Swift song. get a life. let it go...

>> No.9929873

>>9929849
> but i'm just sick of you shitting on the project and stalking this poor dev with a hate boner
You think I'm not the only person shitting on it? There's been at least 3-4 different people in this thread alone telling the guy enough and to stop spamming it in every homebrew thread. I'm just one of many who have commented on it.

Secondly I'm not shitting on it, I'm giving criticism of what's it's lacking. If the dev was someone who could handle criticism properly he'd take that feedback and focus on improving those areas instead of just making more uninspired levels with more braindead enemies.

>> No.9929886

>>9929849
>bruh i'm not the Alisha's Adventure guy lol
So are you the guy spamming the same vids over and over again in all homebrew threads? If so, you're really screwing him over.

>> No.9929897
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9929897

>>9929873
>>9929886
> u spammin his vids
no but i honestly enjoy them
> If the dev was someone who could handle criticism properly he'd take that feedback
feedback from who? and why? who does he have to answer to? it's his goddamn project. who the hell are you?
if you're all such an infallible game design geniuses and 65c816 / SPC700 wizards where the fuck are your projects?
let the guy make his game in peace... jesus

>> No.9929906

>>9929897
If his videos were not spammed, there would be no criticism. But since we still don't know if the spammer is him or another retard, it's reasonable to assume that the spammer is him.

>> No.9929920

>>9929906
> /hbg/ - Homebrew & Romhack General
> Gameplay and development discussion
> Are you working on anything? Would you like to learn? Projects and questions welcome.
> Projects and questions welcome.
> Projects welcome.
It's totally fine in context to post your own or someone else's work in this thread. In fact it is encouraged. It's awesome to see people pushing consoles and doing cool shit.
What is not encouraged, though tolerated, is your backseat driving hate boner for this particular dev and his project. You can fuck right off. You're probably just mad that he is capable of creating something awesome and you aren't.
Well, it doesn't have to be that way, you can learn to do anything if you are motivated enough. There are plenty of resources here and knowledgeable enough people, so, once again, why don't you do something useful with your life?

>> No.9929924

>>9929920
>It's awesome to see people pushing consoles and doing cool shit.
I'm one of them.
>What is not encouraged, though tolerated, is your backseat driving hate boner for this particular dev and his project.
I don't hate anyone. What I dislike is seeing the same videos spammed in all /hbg/ threads.
>Well, it doesn't have to be that way, you can learn to do anything if you are motivated enough.
That's what I do every day.
>why don't you do something useful with your life?
Making homebrew counts?
>You can fuck right off.
And you could have a little bit of education.

>> No.9929948

>>9929924
ok, then you have to admit he's pushing a fuckton of sprites at 60FPS, and if you're actually a dev you know how impressive that is. C ain't doin that shit.
yes, the AI could use some ...AI, and the levels could use some variety, and the bosses and enemes are, uh, similar... but i am truly goddamn impressed by those vids and i genuinely enjoy them. does it kind of look like what a 10 year old thinks of gunstar heroes? yeah it kinda does. and i find it irresistibly charming with some real technical skill behind it.
> just add this
> just add that
man, you write code, you know how much work that is... give the poor kid a break... it's not even done yet. let him post his vids.

>> No.9929954

>>9929948
What does all that have to do with spamming the same videos over and over again in all /hbg/ threads?

>> No.9929960

>>9929954
why do you care? here i'll spam another one right now. fuck you.
https://www.youtube.com/watch?v=jJPImKH_scE

>> No.9929975

>>9929960
Then shut up when people hate Aaendi and his work because of you.

>> No.9930379

>>9929906
>another retard
>make up imagery
Like you?

>> No.9930448

>>9929975
it's only you. no one else cares. i enjoy the videos as i imagine most do. get a life.

>> No.9931007

>>9892639
>>9892763
>>9892771
>>9908937
>>9893145
>>9919432
>>9919491
>>9919590
>>9926378
>>9926473
>>9926550
>>9927762
>>9929810
>>9929827
>>9929849
>>9929897
>>9929920
>>9929948
>>9929960
>>9930448
Hi Aaendi!

>> No.9931023
File: 43 KB, 357x400, cf2dee3d69fa4cf36827bfe3a78b6477f0933235f6b57ea92888455f8830c1ff.jpg [View same] [iqdb] [saucenao] [google]
9931023

>>9931007
It's funny that with the amount of people defending him, he has never posted in this thread.
Because he has never posted in this thread, right?

>> No.9931040

>>9931023
It's one person.

>> No.9931456

>>9929948
> then you have to admit he's pushing a fuckton of sprites at 60FPS
Yes but there's still some cracks in the veneer so to speak:

1) He always posts emulator videos of it. I've yet to see that project run on a real Super Nintendo.
2) Even though it is emulator footage, there's still a lot of sprite drop out happening if you pay attention.
3) Is it actually running at 60fps? The Gunstar Heroes demo it started as years ago was capped at 30fps to allow for more sprites.
4) There's no complex enemy AI, no complex bullet patterns, no 2 player, no enemy variety, etc. It's all just a hoard of the same enemies doing the same animation walking from one side of the screen to the other. Just doing that doesn't require a whole lot to pull off. Doing it while having all of them doing different animations, actions, multiple different kinds of enemies of different sizes, etc. along with proper AI, complex weapons, multiplayer, etc. starts to make it more complicated. The fact no improvement has been made in those areas over the years even though this criticism has been brought up over and over again tells me there's a reason for it.