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

/vr/ - Retro Games


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10978469 No.10978469 [Reply] [Original]

Previous Thread: >>10937048

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.

Active Communities:
romhacking.net
romhacks.org
smwcentral.net
metroidconstruction.com
gbatemp.net
sonicretro.org
mariopartylegacy.com
pokecommunity.com
baddesthacks.net
pouet.net

Huge Community List:
pastebin.com/edWKBJqn

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

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

AtariDev:
forums.atariage.com

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

VBDev:
virtual-boy.com/development/

Amigadev:
eab.abime.net

PC98Dev:
hackipedia.org/browse.cgi/Computer/Platform/PC,%20NEC%20PC-98
target-earth.net/wiki/doku.php?id=blog:pc98_devtools

>> No.10978485
File: 285 KB, 236x389, golden banana.gif [View same] [iqdb] [saucenao] [google]
10978485

My Summercart 64 finally came in. I'm so excited to play some mods for 64 on native hardware. That said, rec me some of the best 64 ROMhacks. I love Banjo and haven't played any Banjos Backpack mods, I love Mario 64 but have only really played Star Road and Mario's Nightmare. Gonna get into DK64 Randomizer scene. Any other major title mods would also be welcome

>> No.10978837

Stay away from the pret discord, it’s a disaster

>> No.10978892

>>10978837
what happened now

>> No.10978932

>>10978837
I left some time ago. Too many groomers.

>> No.10979294

>>10978837
>it’s a disaster
elaborate

>> No.10979474

>>10978837
The invite for the mostly abandoned pret Discord from before 2019 is cJxDDVP if you're bored. I've been wondering if any Twitch Plays Pokemon server from around 2015-2016 can be accessed. There have been at least 3 that were abandoned, and the bot isn't allowing me to get access to the newest one.

>> No.10979501
File: 105 KB, 460x251, 009-thumb.png [View same] [iqdb] [saucenao] [google]
10979501

'LSD: Revamped', the modern remake of the cult-classic 1998 PS1 game 'LSD: Dream Emulator'.

https://lsdrevamped.net/

>> No.10979524

>>10978485
MK64 Amped Up
BK Jiggies of Time
Smash Remix

>> No.10979525

>>10978837
wtf is pret

>> No.10979556

>>10979525
Pokemon decomp crew
https://github.com/pret

>> No.10980193

>>10978892
Like >>10978932 said, it's filled with sexual deviants

>> No.10980198

is there a good tutorial somewhere for learning how to disassemble and document GB or GBC roms? I've already managed to generate the disassembly but have no idea how to start figuring out which pieces of code do what.

>> No.10980246

I've been curious about using Wiseguy's N64 Decompilation tool to create N64 ports for the Original Xbox.

>Xbox has a standard x86 Intel CPU so the decompiled code itself should compile and work fine with minimal surprises
>Dario's RT64 renderer used in the Zelda64 Recomp cannot be ported to the Xbox since it requires Vulkan or DX12 and a CPU with AVX
>Xbox has an old N64 emulator called Surreal64 which is a combination of PJ64, UHLE, and Mupen with various versions of the Rice video plugin

I'm still new to the N64 and emulation in general, but hypothetically speaking could RT64 be replaced with an older version of Rice Video seeing as they both provide implementations of the same N64 rendering functions? If the old emulator plugin code could be used then it would mostly come down to hooking everything up and handling the gamepad/IO.

My understanding is that the N64 Decomp tool spits out raw source code, then the programmer has to go and provide replacement functions for every call the code makes to an N64 SDK function.

>> No.10980723

>>10978469
65816 code with C language
https://www.youtube.com/watch?v=Qj2TxZJVyX4

>> No.10980964

>>10980723
What are you making for the SNES with C?

>> No.10981942

>>10978485
Ordered a SummerCart64 a couple weeks ago. Can't wait for the backlog to fill out, so I can get my hands on one.
Apparently the dude building most of them dropped $20k on materials recently just to keep up with the volume of orders.
Let us know how you like the flash cart now that you've had a couple days with it. It seems to be outright superior to the Everdrive 64 X7 in both specs and price.

>> No.10982290

>>10980964
Games based off cyberteam in akihabara anime using undercover cop and megaman/castelvania mix gameplay. But kinda amateurish on my computer.

>> No.10982349

>>10982290
Sounds cool, post progress.

>> No.10982436

>>10980198
Do you know how to program the GB/GBC in ASM? If not, then the disassembly will be of no use to you. Because that's what a disassembly is, the raw ASM that will function as the game when assembled.

>> No.10982516

https://www.youtube.com/watch?v=F80pnezs24E

>> No.10982520

>>10980198
I don't know if there's something like this for GB/GBC but there's this for GBA, which is I assume is at least worth reading:
https://github.com/gbadev-org/awesome-gbadev

>> No.10982767

>>10981942
Ive been a bit lazy so I havent done anything with it, although be warned the microsd slot is a bitch to extract the card out of, you may want to put some tape on the front so you can pull it out easily.
I ordered this shit back in febuary when it said the shells were still being worked on and will finish in march. It didnt get to me until last week, but I'm pretty sure ironing out the shell design was the whole reason for the holdup. Ill post more when I actually get to using it.

>> No.10982908
File: 25 KB, 547x490, gameplay-scene-in-polished-crystal-1436486892.png [View same] [iqdb] [saucenao] [google]
10982908

Does anyone know if Polished Crystal works on the EZ-Flash Jr? I've seen a few posts talking about games with RTC in general but those are already several years old.

>> No.10983135

>>10978837
Oh boy they’re sucking off joe biden now. I just wanted to talk about decompilation.

>> No.10983138

>>10982436
I can read ASM just fine. I’m just not sure how to go about actually annotating. Like, is there a debugger people tend to use?

>> No.10983161

>>10983135
Like he doesn’t spend money on post-wildlife in Hawaii or built more hydrogen fuel infrastructure?

>> No.10983210

>>10980198
I have a great one. I'll post it here step by step:
>1. lrn2code
Don't even waste your time with anything else until you've learned the skills required to do that successfully. The ability to think logically, map out processes and break them down into logical steps, etc.
Once you've achieved this you can move on to the next step. And you won't even need me to give it to you, because you will have developed the skills to work out what it is all on your own.

>> No.10983531

>>10983210
I already know how to code. I just don’t know how to get started mapping the ASM in a meaningful way. Like I can read it and see what memory is being accessed when, it’s just a matter of figuring out how to relate that back to the game. I assume there’s a debugger or something people like to use, but I’m not finding a whole lot of information about how to get started.

>> No.10983547

>>10983531
You could try out some debugging emulators like BGB or emulicious (the latter is said to have more features, but I've never used it personally). Also, I recommend generating debugging symbols for the ROM if you can. If you've already managed to build a matching ROM from your disassembly, then this should be fairly straightforward.

>> No.10983684 [DELETED] 

>>10983531
>I already know how to code.
No, you don't.
>Like I can read it and see what memory is being accessed when
That's not coding. That's recognizing letters and numbers. Most preschoolers can do this. The difference is they're smart enough to know that doesn't mean they know how to code.
>it’s just a matter of figuring out how to relate that back to the game
That's the part that requires knowing how to code.
>but I’m not finding a whole lot of information about how to get started.
That's because you don't have the basic skills required to code. One of those is problem solving. You can't even solve a problem as simple as finding reference/instructional material. How do you imagine you'll solve a problem such as "what do all these letters and numbers I don't understand make the game do".
But you have far more fundamental problems to solve first. A key one being to overcome the delusion that you know things you don't.

>> No.10983790

>>10983684
>No, you don't.
Prove it.
>That's not coding. That's recognizing letters and numbers. Most preschoolers can do this.
Be able to read ASM is a key part of coding ASM and if you think a preschooler can do it you're an idiot.
>A key one being to overcome the delusion that you know things you don't.
You sound like you post in pret.

>> No.10984194

>>10983790
>Prove it.
You already did.
>Be able to read ASM is a key part of coding ASM
And you already admitted you can't do that. You can read the letters and numbers but you don't know what they do. Yes, preschoolers can do the same.
Absolutely fucking hilarious to see you indignantly flapping your thumbs about what a great coder you are when you can't understand the code, and can't even find documentation on how to achieve that understanding. You may very well be the most delusional self absorbed dunning kruger to have ever larped on this board.

>> No.10984272
File: 393 KB, 765x996, readme.png [View same] [iqdb] [saucenao] [google]
10984272

>>10983531
Nigger, do you even read? >>10982520

>> No.10984279

>>10983531
>Like I can read it and see what memory is being accessed when, it’s just a matter of figuring out how to relate that back to the game
Look at those memory addresses in a memory viewer while the game is running, maybe try tweaking their values to see what happens. Once you figure out what the variables are, you should be able to understand the purpose of the code.

>>10984272
Do you? almost nothing on that github page is useful for GB/C.

>> No.10984291

>>10984279
IDA is useful anywhere, and the RE tutorial linked there shows how to use it with a GBA game. Find a loader for IDA that supports your ROMs, find some basic symbols (like strlen and memmove), look at the referenced strings (like error messages and paths) and go from there.
If someone already decompiled a game that uses the same SDK version as your game does, get the basic symbols from there.

>> No.10984337

>>10984291
While IDA can be useful, I don't think it's that good for GB/C especially if anon already has a full disassembly of the game.

>> No.10984389

>>10984337
He wants to find out what a function does. You don't get that from a textwall of asm dump, you get it from a graph of said function (which IDA generates for you), from things which the function calls and references, and from things which call it with arguments.
As long as the CPU is supported by IDA, it doesn't matter (much) which CPU exactly it is, everything else is a matter of finding a way to shove your ROM/dump into IDA, and people most certainly have made loaders/scripts for something as popular as GB(C). If not for (easily piratable and working version) IDA, then for Ghidra.

>> No.10984408

https://www.romhacking.net/forum/index.php?topic=11194.0
Pretty sure there's a lot of info on gbatemp somewhere as well.
Many FE and Pokemon games have symbols other people have already recognized, find what can be ported from these into your ROM and you'll have the basics covered.

>> No.10984420

>>10984389
Interesting. Personally I never found the graph view to be useful at all, but maybe I should give it another try. Looking at function calls and references however can be done with just a disassembly.
But either way I don't think IDA would help anon much. He seems to already be able to understand what the code is doing, but can't figure out how it relates to the game. Dynamic analysis using an emulator is what he really needs.

>> No.10984456

>>10984420
Out of all the emulators of PSX/PS2/PSP/DS I've worked with, none provide an overview of the func you're working with, like Cheat Engine does for PC for example. You get a small window with just a fragment of it which can be useful sometimes, but way more often you want just a general idea rather than the details of this specific implementation.
While a self-sufficient emulator sure would be handy, in practice you'll have to run an emulator, Cheat Engine and IDA side by side and switch between all 3 (and occasionally to a hex editor, calculator, Notepad++, tech docs etc.), and that's only when dealing with the logic and small amounts of data. Way more when you're modding or translating rather than pure hacking or cheat making. Neither dynamic nor static analysis alone is enough, you have to work with many tools at the same time.

>> No.10984467

>>10984456
By disassembly I meant a separate project like the one anon seems to be making and not what's shown in an emulator. In such a disassembly you can use standard text editing tools to navigate around and search for references to symbols. You can also rename labels and write notes in form of comments.
While it might be slightly less convenient than using dedicated static analysis tools, it does have much of the same functionality.

>> No.10984474

>>10984467
You do you, but that's just masochistic if you ask me.

>> No.10984685

Alisha’s Adventure done yet?

>> No.10984687

>>10982520
https://github.com/gbdev/awesome-gbdev
This existed first, and I find the resulting argument to be hilarious.

>> No.10984939

I am currently translating Super Mario 64 into Esperanto. Just out of boredom.

>> No.10985263

>>10984194
Go back to pret

>> No.10985374

>>10984939
What Castlevania 64 into Hungarian, German, French, Latin and Cuman-Turkic?

>> No.10985554
File: 129 KB, 1235x929, 1686231971758240.jpg [View same] [iqdb] [saucenao] [google]
10985554

Does anyone know how they ported NES games to the PS1? I know that the PS1 is capable of emulating NES games but I don't think that was the case with shit like Rockman Complete Works or the Sunsoft Collections.
https://www.youtube.com/watch?v=Rz6VNFzRSDE
https://www.youtube.com/watch?v=rlDgwXcZVQg

>> No.10985603
File: 16 KB, 256x224, 8651screenshot4.png [View same] [iqdb] [saucenao] [google]
10985603

>> No.10985752

>>10985374
I have no idea what you are trying to say.

>> No.10986970

Anybody try Super Metroid Verticality?

>> No.10986980

>>10986970
Good hack.

>> No.10988158

>>10985752
Go speak old English instead shitty Esperanto

>> No.10988292

>>10985752
He's playing off the supposed languages used to construct Esperanto. Though I agree with a later post that English is a much better international language, as proven by current year + 9, where ESLs flood this website.

>> No.10988382

>>10988292
Oh absolutely. It's just so that I can finish... well, something.

>> No.10989161
File: 518 KB, 1920x993, kirby_practice_rom6.png [View same] [iqdb] [saucenao] [google]
10989161

>>10983138
> is there a debugger people tend to use?
BGB / WLA-dx worked wonderfully for my purposes, if you have a generated disasm, you should be able to rebuild it with WLA with a readable symbol file adding comments along the way

>> No.10989430
File: 3.50 MB, 720x480, 2hu1adv-demo-15.webm [View same] [iqdb] [saucenao] [google]
10989430

Is anyone aware of GB or GBA games that have scanline/raster interrupt systems for appearing to display more sprites than can fit in OAM at once? My system for my GBA homebrew is not very well implemented, especially once pushed to its limit, but I don't even know where to begin optimizing the code.

>> No.10989856
File: 30 KB, 480x320, hooker_1.png [View same] [iqdb] [saucenao] [google]
10989856

I just finished another social link, for those of you who have played Persona. That makes 8 complete social links. In the video you can see a hooker being beaten up.

Video: https://files.catbox.moe/faxhba.webm
Alt link: https://webmshare.com/play/RLYB6

>>10989430
Apart from mine, I think Vulkanon and BulletGBA do it too.

>> No.10991280

>>10989430
Could always take the Dangan GB approach and software-render the bullets (see https://snorpung.itch.io/dangan-gb and https://snorpung.itch.io/dangan-gb2 ). If it's fast enough for the GB and GBC, then surely they GBA can pull it off too.

>> No.10991593

>>10991280
Is there anything written about its implementation? I don't understand the distinction being made here between raster interrupts and software rendering.

>> No.10991623

>>10991593
>Is there anything written about its implementation?
Not as far as I know.
>I don't understand the distinction being made here between raster interrupts and software rendering.
Dangan GB draws the bullets manually onto the background. It's not using sprites. Whether that's of any use is up to you. It's just another approach to avoid sprite limits that works even on much weaker hardware.

>> No.10991694

>>10991623
That is interesting. Sounds like it's probably using bit blitting, or at least a technique similar to it.
https://en.wikipedia.org/wiki/Bit_blit
I'm surprised that's more efficient, or even easier, than scanline related tricks and hardware sprites.

>> No.10991724

>>10991694
Reloading OAM on the original GB results in sprites being hidden for several scanlines, so it's not really suitable for a shmup. As for whether it's more efficient... it probably isn't, if I had to guess.

>> No.10991769
File: 64 KB, 480x320, cemetery.png [View same] [iqdb] [saucenao] [google]
10991769

>>10991724
On the GBA it should much faster to multiplex bullet sprites using HDMA than to software render them on a background, unless bullets are 2x2px squares or something similar.
By using sprites you also get more VRAM for prettier backgrounds.

>> No.10991801

>>10989430
looks highly responsive to me

>> No.10992405

>>10991593
>Is there anything written about its implementation?
Doesn't matter. If you "don't understand the distinction being made here between raster interrupts and software rendering" you wouldn't understand it. You'd need to learn the basics just to understand the terms being used.
>>10991694
>I'm surprised that's more efficient, or even easier, than scanline related tricks and hardware sprites.
I'm not surprised you'd say something so ridiculous.

>> No.10992595

>>10978837
I just checked it out, never actually heard of pret before. I won’t be going back, there’s so much brainrot

>> No.10993047

Want to fuck around and make n64 or gba homebrew.
Should I use libdragon for n64?

>> No.10993115

I know it's the wrong board now, but I have a hackable fat 360 and was wondering how hard it is to RGB it and if anyone had any experience or advice to share. Thanks.

>> No.10993826
File: 63 KB, 587x598, media_F_eKqlVaYAED3aq.jpg [View same] [iqdb] [saucenao] [google]
10993826

>>10978469
DS tech demo as N64 games?
https://www.youtube.com/watch?v=wCZo-e_p0GY
https://x.com/Megaplayer29/status/1773436771834925452

>> No.10993828

>>10993047
>>10993826

>> No.10993842

>>10988292
>English is a much better international language
Full of Indian call centers

>> No.10995192

https://www.youtube.com/watch?v=nxNfG6VcdXI

>> No.10995728

>>10988382
t. AH

>> No.10995732

>>10995192
When TG-16/SNES port?

>> No.10995770

>>10980723
https://forums.nesdev.org/viewtopic.php?p=293847#p293847

>> No.10995773

>>10993842
Yes exactly

>> No.10995807

>>10991801
nice pun, I laughed

>> No.10996319

>>10962672 #
Hmm, how do I get save files to you?

I'm playing on the switch myself - to get PSP savedata online, could anyone's data be used?

Also the PSP version was only in JP - I understand there's an english patch, though I'm at a loss to provide it

>> No.10996479

Chrono Trigger+ and Final Fantasy Tactics The Lion War Remixed

Similar reasoning behind both. I'd like to find ROM hacks that brought the original (SNES and PSX respectively) versions to be a comparable experience to the DS and PSP Remakes.

Chrono Trigger+ I think succeeded in this admirably. FFT is a bit more difficult, because ReMixed isn't competing with vanilla WotL, but with the WotL Tweak.

>> No.10996701

>>10996479
>Chrono Trigger+

What's that?

>> No.10996719

>>10996701
ever heard of search engines?

>> No.10996871

>>10996719
Yeah.

>> No.10996924

>hurr durr why are we on page 10 and constantly dying
>hurr durr ever heard of search engines

idiot

>> No.10996930

>>10996924
I'd rather have fewer, quality posts than an abundance of search queries.

>> No.10996936

>>10996930
Where are the so called quality posts you're making then?

>> No.10996963

>>10996936
Search for them.

>> No.10997524
File: 3 KB, 256x224, paperboy_knifeboy.gif [View same] [iqdb] [saucenao] [google]
10997524

https://www.youtube.com/watch?v=D5gOTwHBR5s
Homebrew Summer Showcase 2024

>> No.10997539

>>10996701

https://www.romhacking.net/hacks/3691/

>> No.10997552

Say I'm a beginner (aka nodev) at gamedev and might want to start out by making homebrew. What's a good platform to start out with? Note that it must be one that can run compiled (i.e C/C++) code.

>> No.10997556

>>10997552
GBA

>> No.10997557
File: 42 KB, 480x320, train.png [View same] [iqdb] [saucenao] [google]
10997557

>>10978469
>Are you working on anything?
Today I've been optimizing the 3D engine: if two face normals are similar enough, only the first one is transformed. The same happens if one face normal is the mirror of another one.

>> No.10997560

>>10997552
> C/C++
Well you can get away with C on the 16 bit machines to some degree, genesis probably recommended although pvSNESlib has had some incredible updates lately.

>> No.10998216

>>10997552
>What's a good platform to start out with?
A website that has tutorials on how to lrn2code
>Note that it must be one that can run compiled (i.e C/C++) code.
And has that I guess

>> No.10998314

>>10997560
Also windows & linux support>>10980723

Been good this year.

>> No.10999518

bvmp

>> No.10999672

>>10980198
Use emuliscious debugger to run through the code, read about the op codes for gb and also the nintendo developer documents. The cpu is partially related to z80 so if you learn z80 assembly you will be on your way. An example is jumping height, just monitor the memory editor until you find the value that changes when you jump and then put in a trigger point, this is often on the first or second page. You got to start somewhere, just concentrate on loading and storing instructions to start with.

>> No.10999814

>>10988292
(You)
https://files.catbox.moe/vr7zd1.png

>> No.10999994 [DELETED] 
File: 14 KB, 313x249, 8qbRbr8QSriQ.jpg [View same] [iqdb] [saucenao] [google]
10999994

venerated watery direct pricey outgoing massive steel starchy questionable far lamb tortoise stick fog riddle imagine institute tell swear anticipate

>> No.11000239

Crash PS1 online?
>>>/trash/66405284

>> No.11000483

>>10978469
Metroid 64
>>>/v/678893672

>> No.11001109
File: 3.58 MB, 480x320, baldar_eclipse_no_sound.webm [View same] [iqdb] [saucenao] [google]
11001109

Baldar eclipse.

With sound: https://webmshare.com/play/Xe585
Alt link: https://files.catbox.moe/7mys7t.webm

>> No.11001257

Super Mario Kart Horizons keeps crashing on the "A Hack By Gridattack" splashscreen. What do?

>> No.11001380
File: 29 KB, 850x744, 1717743052285930.jpg [View same] [iqdb] [saucenao] [google]
11001380

Super Mario Advance 5: Super Mario 64 - https://www.youtube.com/watch?v=ichz6E-ps_w

Mario Sunshine portable - https://www.youtube.com/watch?v=DY0uKImmlyI

>> No.11001389
File: 30 KB, 386x321, andross.jpg [View same] [iqdb] [saucenao] [google]
11001389

>>11001109
Uncle Andross!

>> No.11001565
File: 1.19 MB, 850x754, hercs cheat.png [View same] [iqdb] [saucenao] [google]
11001565

Posting this here since the Herc's Adventure thread died before I could. Here's a secret that isn't in a gamefaqs or on any other site.
Pic related is the very start of the game. Before you unlock that first door, hop on the catapult again. Keep looping around until that wall near the very start is broken down by a cyclops. That red circled area behind that wall is where you will find two potions to turn yourself into a pig.
The blue lines over there in the lower right are a hidden passage. Drink a pig potion and take that passage to the end. You'll find two signs, each gives you 10 of each subweapon and 10 gyros. There's one potion and one sign for each player if doing co-op, or you can take both if playing solo. Just remember to not hop into the water while a pig, or you will die instantly.
I saw this mentioned once somewhere, and I've never been able to find the source again. I posted about it here years ago, but I have never seen this mentioned on any cheat website or guide for this game.

>> No.11002206
File: 47 KB, 960x544, ULJS00244_00000.png [View same] [iqdb] [saucenao] [google]
11002206

>>10996319
PSP\SAVEDATA\ULJS00244* folders in wherever PPSSPP's memory stick folder is on the Switch, zip them up and upload to mega, catbox.moe or elsewhere.

Here's your shroom. Enable cheats in PPSSPP, edit cheat file and copy-paste the following in there:
_S ULJS-00244
_G La Pucelle: Ragnarok [JP]
_C0 Elixshroom in Shop
_L 0x10020FDC 0x00000338
This replaces one of the three obligatory items (Change Up) in the shop with item_id=0x338 Elixshroom. You can try other values as item_id, there's at least one other item which recovers more SP than this.
Used UMD (not PSN!) ISO from myrient, applied ENG patch v1.1.2 from gamebrew.

>> No.11002390

>>10978485
Ooh banana

>> No.11002586

>>10999814
Fuck, you're right. I forgot, this board is SOLELY about asking "what-if" questions about defunct Sega consoles.

Fuck off, you moron. Someone asked a question and I answered it. Don't like it? Cry more.

>> No.11002882
File: 141 KB, 330x332, Apple.jpg [View same] [iqdb] [saucenao] [google]
11002882

>>10978469

>> No.11002890

>>10984939
Mia kamarado!

>> No.11002968
File: 126 KB, 800x800, 1717871341197165.jpg [View same] [iqdb] [saucenao] [google]
11002968

>>11002586
>

>

>> No.11002998
File: 2 KB, 320x288, Gloryhunters.png [View same] [iqdb] [saucenao] [google]
11002998

Anyone played Glory Hunters? How is it? Looks quite good.

>> No.11004437

>>11001380
Sauce on your pic?

Regarding your links, the SM64 Advance one looks cool (but I sadly don't see a real game coming from that) but it's sad that the Mario Sunshine one is a PC game rather than actually made as a GBC rom.

>> No.11004446

>>11002968
To be clear, I'm the English Supremacist anon that explained the Esperanto reference, not the "what if Saturn" one you just replied to (I think he may have accidentally meant that for a different post than yours). I thought your catbox-linked pic was funny.

>> No.11004454

>>11001257
Haven't tried it yet to understand your context, but if this helps, there's been an update for it since it's been posted here (current ver. is 1.3): https://www.romhacking.net/hacks/8639/

>> No.11005669

bump

>> No.11005731

>>10978469
It's there something like hacks.guide but for ps2?
Been wanting to get into homebrewing on the platform using my childhood ps2, but I'm hesitant to trust video guides (just from my past experiences with modding other systems) and the most similar resource i could find online (from psx-place) hasn't been updated since 2021 so idk if it's exactly up to date or next practice for 2024

>> No.11006391
File: 323 KB, 646x646, never forget.jpg [View same] [iqdb] [saucenao] [google]
11006391

>>10996701
https://desuarchive.org/vr/thread/5938236/

>> No.11006585

HIRE
https://www.youtube.com/watch?v=Ndo21b2FZYU

>> No.11007157

>>10980246
>but hypothetically speaking could RT64 be replaced
Yes. From my brief parsing of the source code a couple of weeks ago, the front-end of it is detached from the renderer. You could really replace it with anything that can simulate whatever the N64 GPU is doing (probably by just translating the calls to DirectX APIs).

>> No.11007251

>>10985603
What

>> No.11007265

>>11007251
Luigi after Mario has moved over.

>> No.11007285

>>11006585
Literally why

>> No.11007326

>>11006585
>- I've tried both flat shading and pre-rendered sprites. Neither look very good
Neither does this, as much of an impressive technical achievement it might be. Should've cut more corners, the animation and the models are already compromised.

>> No.11008078
File: 1.84 MB, 512x448, 1718040522907932.webm [View same] [iqdb] [saucenao] [google]
11008078

>> No.11008145

>>11006585
Wish capcom hired them.

https://youtube.com/@projectrcl?si=tlaOIIwsPXBMbkMC
https://youtube.com/@teameinherjar?si=QnY9rkWEfZz6B4iO

>> No.11008158

>>11001380
>>11006585
Castlevania 64 advance?

>> No.11009224 [DELETED] 

>>10997560
>>10998314
New update - https://x.com/alekmaul/status/1800169790977540587

>> No.11009245

>>10997560
>>10998314
New update - https://twitter.com/alekmaul/status/1800169790977540587

>> No.11009642
File: 1.82 MB, 480x320, english_cop_dance_no_sound.webm [View same] [iqdb] [saucenao] [google]
11009642

More lap dances.

With sound: https://webmshare.com/play/bGK34
Alt link: https://files.catbox.moe/ychyiw.webm

>> No.11009650

>>11008078
moot really let himself go

>> No.11010285

>>11009642
Imagine the smell

>> No.11010296

>>11009642
What game is this?

>> No.11010375
File: 5 KB, 480x320, baldar_eclipse.png [View same] [iqdb] [saucenao] [google]
11010375

>>11010296
Worst GBA RPG ever: https://c3-project.itch.io/c3/devlog

>> No.11010435

>>11009642
The artstyle of the tavern reminds me of Octopath Traveler, but more charming. It's a nice effect, especially considering the resolution.
Is this the Pokemon gen3 font? One of the only bearable fonts in original GBA games to my memory

>> No.11010475
File: 25 KB, 480x320, naranjito.png [View same] [iqdb] [saucenao] [google]
11010475

>>11010435
Whorehouse chipset is from Theodore I think: https://www.rpg-maker.fr/ressources/chipsets/theodore/
And the font is from another GBA game, I don't remember if it was from Final Fantasy Tactics or from Kingdom Hearts.

>> No.11010602

I started playing with gbstudio the other day. I'm not an engine dev so it's right up my alley.
>>10997557
I'm new to these threads. What system?

>> No.11011015
File: 12 KB, 480x320, busted.png [View same] [iqdb] [saucenao] [google]
11011015

>>11010475
>What system?
>>11010375

>> No.11011135

Any advice on getting the EZ Flash Omega DE to work? I've just received it today but none of my SD cards work with it, all it does is boot up and say "Micro SD card initial error". This is all on an unmodded GBA SP.

>> No.11011871 [SPOILER] 
File: 456 KB, 1080x1071, groomerhotbed.jpg [View same] [iqdb] [saucenao] [google]
11011871

>>10980193
>it's filled with sexual deviants
Many such cases

>> No.11012046

>>11011871
...I'm gonna need more context, maybe a full pic

>> No.11012065

>>11012046
Everything you need to know is in the image.
That is also the whole image, I took the hit to look just for you.

>> No.11012204

>>11002206
Ha, that's the first time I've ever seen it depicted in-game - as you say, I recognize that text font, looks like the english-patched original JP PSP release (as your given folder names indicate)

No way to perform this on the Switch version?
I imagine Nintendo's stuff might be tougher to crack?

Also with what you've isolated so far, is there anything in there that indicates how "item_id=0x338 Elixshroom" is naturally obtained in-game?

I'm interested in both the acquisition, but also the method, if that make sense

>> No.11012239

>>11012065
That's very selfless of you

>> No.11012946

>>11008158
Kino idea

>> No.11012950

>>11012204
> No way to perform this on the Switch version?
>I imagine Nintendo's stuff might be tougher to crack?
Easy, use modded 17’ launch model

>> No.11012979
File: 189 KB, 800x1122, IMG_7741.jpg [View same] [iqdb] [saucenao] [google]
11012979

NBA JAM Tournament Edition for sega 32x freezes after a match is finished, this does not allow for one to continue the game and progress to beat other teams.

Likely a cart saving issue, its not keeping records like it should.

Any ideas on how to fix this? Ive looked every where and found very little on the matter.

Im using OpenEmu on Mac.

>> No.11013280

>>11011135
You probably need to format them them to fat or something I dunno

>> No.11013289

Any good pokemon romhacks that aren't broken and risk getting aoftlocked by not progressing in the story exactly how the creator intended?

>> No.11014115

pret has openly admitted to welcoming groomers now in #not-pret

>> No.11014234

Any good Super Metroid hacks where the difficulty is just right? Like, not too hard, but not too easy either? Loved Hyper Metroid and Super Junkoid and I want more.

>> No.11014256

>>11011871
>>11014115
perverse reverse engineering team
wonder if chris chan uses it

>> No.11014273

>>11014115
wild that ppl are defending this groomer, i just wanna mod games man

>> No.11014294
File: 6 KB, 364x444, $RMH4LL9.png [View same] [iqdb] [saucenao] [google]
11014294

>>11014234
Here's a list I saw someone else share, that I'd say fits the bill. They range between Vanilla and Veteran on Metroid Construction.
Verticality is a recently released hack not on this list that I'd also recommend.

>> No.11014794

Tell me if someone here is attempting port Peggle1+2 to a 4th gen console like Mega Drive/Genesis? I mean, if Sonic Spinball can work then surely someone could make a Peggle port?
Also is anyone working on a Sonic Spinball 2?

>> No.11015453
File: 41 KB, 773x698, la shopgen.png [View same] [iqdb] [saucenao] [google]
11015453

>>11012204
>No way to perform this on the Switch version?
Emulate it, search for the three obligatory item_id's (pic related) in a close proximity to each other, replace them with whatever items you want. If you want that as a cheat, you'll need a hacked Switch with CFW and cheating module (Edizon I think?). No way for an OFW Switch, of course.

>Also with what you've isolated so far, is there anything in there that indicates how "item_id=0x338 Elixshroom" is naturally obtained in-game?
Like I said a while back, I need a savedata where I can quickly "naturally obtain" items of the same tier as your shroom, more or less. The shop was the easiest way, but the obligatory are hardcoded (rather than randomly picked from some drop table) arguments of item-generating function. With some luck this function is also called during random loot generation, and if so, it will be easy to find the drop table (if any), where it is in the ISO and it format, then quickly scan all the tables (if any) for the wanted item_id to make sure it does (not) drop. What will remain is figuring out which table belongs to which stage, that will be up to you because no way I'm playing through this grindfest myself.

>> No.11016145

>>11014234
subversion is about perfect in terms of difficulty. I also enjoyed super zero mission's difficulty and length.

>> No.11016164

Just how many of you in here are unironically trans?

>> No.11016210

>>11016164
41% give or take

>> No.11016301

>>11016210
Kek.
>>11016164
I know quite a few normal people who post or drop by. Trannies usually congregate in discord echo chambers, where they share their mental illness and repel newcomers.

>> No.11016431

>>11016301
>discord
*/lgbt/

>> No.11016446

>>11016164
There peanut shipments discount in Harvest

>> No.11016458
File: 115 KB, 1280x1083, la takaradat.png [View same] [iqdb] [saucenao] [google]
11016458

>>11015453
>figuring out which table belongs to which stage
So it turns out there's just one drop table for all stages and (surprise surprise?) it has no Elixshroom. Each table entry contains item rank, item_id of the first item in the interval, id of the last item, chance of getting an item from this interval.
This is what the dark portals drop upon purification (destruction). I don't know how to get the shroom legitimately, but I know that it's impossible to get it from the purification in the PSP version at least.
This table is takara.dat file compressed inside start_jp.dat container found in PSP ISO, use the toolpak posted in the GBATemp thread of the game to extract and decompress it. Item names and id's are in the adjacent kis.dat, although it seems they are the same as in the PS2 version, listed in
https://forums.pcsx2.net/Thread-Post-your-PCSX2-cheats-patches-here?pid=272926#pid272926

>> No.11017001
File: 116 KB, 1535x672, Kuro.png [View same] [iqdb] [saucenao] [google]
11017001

>> No.11017143

>>11009245
yes! yes! yes!

>> No.11017241

>>11017001
nice overworld

>> No.11017793

>>11016458
Frig, I was worried about that
Though if true, it's somewhat gratifying to know that I'm not crazy for thinking the purifying of portals was getting me nowhere

If it doesn't EVER drop from portal purification...
What other ways are there to "get" items

And the end of every chapter, a prize is awarded for Normal, Good or Special Endings (I think Bad Endings get nothing? Maybe

There's some kind of item mechanic when you send a monster unit away into the Dark World (read: eliminate the unit from your party) - if the monster has items equipped, it attempts a fusion and gives you the top equipment back with fused values - if the monster has nothing equipped, it usually gives a Cough Drop (the lowest HP-healing consumable item)
I often wondered if it were possible to get "better" consumables out of higher quality monsters being dispatched

Also it's a longshot, but a couple of times in the story mode, you can get specific items from NPCs in towns (final chapter, a girl in the Orphanage gives a "Cactus Sword", for example)

I wonder if there's a daisy chain of events that allow someone to give you an Elixshroom?

I know there's three different areas where you can unlock access to talking mushroom people:
-> delivering the "mushroom essence" to Elizabeth the talking mushroom in Chapter 3, unlocks access to Eringa Valley, a small village of mms NPCs
-> Getting Good Ending in Chapter 4 unlocks MtChampignon, can talk with mushroom NPCs
-> Getting Bad Ending in Chapter 9, causes Couscous Village's population to be wiped out; upon revisiting, the vacant town is occupied by mushroom NPCs

Maybe having all mushroom areas unlocked, enables some kind of event to take place?

>> No.11017796
File: 390 KB, 1319x669, file.png [View same] [iqdb] [saucenao] [google]
11017796

>>11009642
>Worst GBA RPG ever
It needs a Persona 3-4-5 font to live up to its name but redone in pixel.

>> No.11017821
File: 102 KB, 539x322, screen01.jpg [View same] [iqdb] [saucenao] [google]
11017821

>>11017796
Like... demikids?

>> No.11017834
File: 88 KB, 500x333, file.png [View same] [iqdb] [saucenao] [google]
11017834

>>11017821
Idk, the project reminds me of Persona menu interfaces and the giant ass > before narration, kinda.


At the very least the giant ass font in the menus could use those. I imagine the 41% pasta in crunchy GBA audio with Rise's AI va and a midi parody of "I'll face myself (P4)" and that font could be an all-time classic moment

>> No.11017849
File: 7 KB, 480x320, hereditary_alopecia.png [View same] [iqdb] [saucenao] [google]
11017849

>>11017834
>giant ass font
That's italic bold Comic Sans MS without antialiasing, and it's there to stay. Proud of it.

>> No.11017903

Did anyone ever fix the Cave Story N64 port?

>> No.11017907
File: 2 KB, 257x96, file.png [View same] [iqdb] [saucenao] [google]
11017907

>>11017849
If it's part of the intentional artistic enshittification intent i'm all for it
Take this one for the main dialogue font (if it's a placeholder and you're still modifying it)
>giant ass
meant the angle brackets sorry

>> No.11017916
File: 6 KB, 726x131, file.png [View same] [iqdb] [saucenao] [google]
11017916

>>11017907
maybe not
it sounded like a good idea in theory, not so much in practice

>> No.11017921
File: 35 KB, 480x320, castle_enemies.png [View same] [iqdb] [saucenao] [google]
11017921

>>11017916
Yeah, you can't take high res fonts and downsample them, they'll look like crap.

>> No.11018182

>>11016431
they should rename it to /troon/ or something

>> No.11018935

NEW THREAD
>>11018932
>>11018932
>>11018932

>> No.11018951

>>11017916
SMT if cross with JJBA: Stardust Crusader

>> No.11019270
File: 27 KB, 663x181, revotpp.jpg [View same] [iqdb] [saucenao] [google]
11019270

>>10979474
is this the one revo and co were trying to cover up because it had all of the nintendo hack shit

>> No.11019407

>>11019270
It might be. I'm looking for where Revo and the others were posting about hacks called Pokemon TPP Red Anniversary, Crystal Anniversary and any others. "TPPDEVS" is on the title of Prism v0.91 which was posted during the same time frame.

>> No.11019478

>>11014294
I'm really trying to like Vitality since a lot of people tend to praise it, but I'm fucking hating it. One thing is making it open like Hyper, but the other is hide every single power-up. I still don't know how I managed to kill Kraid with one Life Tank, four missiles and one super missle.

>> No.11019621 [DELETED] 

bump

>> No.11019692 [DELETED] 

is this on autosage?