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/vr/ - Retro Games

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1606323 No.1606323 [DELETED]  [Reply] [Original] [archived.moe]


New Romhacks:

>> No.1606334
File: 505 KB, 640x480, 1950screenshot1[1].png [View same] [iqdb] [saucenao] [google] [report]


>Parasite Eve Font hack

>Akumajou Densetsu - Re-Translation / Title Screen Hack

>Ninja Gaiden - Final Boss Death Fix

>> No.1607295


any good mario hacks?

>> No.1607357

>final boss fix

It's not a fix. Geez. Is this guy going to go from thread to thread promoting his hack? Ninja Gaiden is supposed to be hard.

>> No.1607514

Marios Adventure three looks amazing
that guy can sure ROM hack
cvtyncl invh
I put the first one on a cart I enjoyed it so much

>> No.1609165


I just posted some interesting recent romhacks. Calm your tits brah.

>> No.1609342

This has been floating around the FF6 threads:

It's a compilation of nearly every bugfix ever put out for the game, and a translation... which is entirely optional.

>> No.1609378

if you like Super Mario you should try out Brutal Mario
it's not as hard as it would sound, and it has some interesting hacks in place
Also the VIP hacks if you already haven't

>> No.1609380

Super Mario World*

>> No.1609419
File: 184 KB, 639x479, JdjzaMzryvuPIYjxSEqM-KMua-2e_3GAYwCQxi6lZA=.png [View same] [iqdb] [saucenao] [google] [report]

Obligutary "I wish I had more time to work on this" post

>> No.1609443 [DELETED] 
File: 19 KB, 256x224, 1973titlescreen.png [View same] [iqdb] [saucenao] [google] [report]

Who wants an earthbound hack? With ponies?


>> No.1609504


Meh. Just pointless. Nothing to get riled up about either. Let nerds to turbo nerds if they want to.

>> No.1609540


I've been playing this Shining Force 2 hack. It changes quite a lot of details, like rearranging the spell lists of a chunk of the force, equipment lists, some new classes, and a sharp (but fair) difficulty increase

>> No.1609561

what are the best Megaman hacks other than MI?
I see dozens of obscure Japanese hacks uploaded to romhacking.net every now and then, some look interesting from the screenshots, but not enough time to try each one.

>> No.1609916

Rockman Endless hacks are always fun for a while.

Also No Constancy

>> No.1610896

Ultra is great!

>> No.1612830

How about some unfinished hacks/translations you've silently been keeping an eye of for the last couple years?

I've been dying to play the SNES Ganbare Goemon titles in English

And after the first "Roll-chan", I'm looking forward to the MM2 followup.

>> No.1612853

Have they made VIP 6 yet? I haven't kept up.

>> No.1613637

Super Robot Wars Alpha's translation. I'm pretty hype for this to happen, and it turned to the community for help not long ago.

>> No.1614158

Putting aside specific hacks, are there any ROM hackers who work with people who are JUST accomplished Level Designers? Someone who is one himself and also talented at ROMhacking is unlikely. I'm talking about a Level Designer, like a translator would be to the hacker.

And tangentially related, are there any romhacks that show the work of Level Designers equal to or superior to SMB3/World quality?

>> No.1615467

I've heard of people working with writers ironically it's mostly for Pokemon hacks with crap fanfiction plots or artists, but nothing about mapmakers or level designers.

I could probably see this happening on games like Doom though.

>> No.1616132


Links please?

>> No.1616190

Toad's World. I hated it at first because of it's rather low difficulty level and simplified level design but it grew on me as it went in. It's probably the "comfiest" SMW hack out there.

>> No.1616281


>> No.1617148

I just downloaded this out of boredom, and it seems pretty alright so far.

>> No.1617226
File: 79 KB, 642x557, super-mario-world-beta-remake-hack-03.jpg [View same] [iqdb] [saucenao] [google] [report]

>various Japanese Super Mario World romhacks (some quite hard to find)

>Super Mario World Beta Remake

>> No.1617241

>various Japanese Super Mario World romhacks (some quite hard to find)

It better be good, Kibe. SMW ROM Hacks became my guilty pleasure.

>> No.1617249

>Hyper Mario World

Hell yeah, I was looking for those. I thought that they became MIA..

>> No.1617293 [DELETED] 

Any good pokemon hacks? Everything I see is always play as ash/revisit x region/in spanish

>> No.1617316


I heard Pokemon Team Rocket edition is pretty tight, haven't tried it myself though. Yet.

Meowth better be a starter.

>> No.1617352

There's two that look pretty cool, one adds full color to Red and supposedly is actually playable on real hardware

Then the other is for the FireRed version called Pokemon Throwback, includes a GB Player that changes the music and various other modifications to essentially merge both versions

For starters you have your pick from Meowth, Ekans, and Koffing

>> No.1617356

he is

the starters are ekans, koffing and meowth

>> No.1617378


Thanks, I'll see about giving some of those a try

>> No.1617406
File: 219 KB, 737x900, cosmo-kramer-tom-roderick.jpg [View same] [iqdb] [saucenao] [google] [report]

Trust me friend, I would never cheat anyone on this board out of a good time

Majority of them I got via a gent on smwcentral who wanted to keep them "low key" as to not piss off the original creators of said hacks who would have rather preferred people do a "little bit of digging"

>> No.1618926



>> No.1619116 [DELETED] 


That's fucking depressing.

>> No.1619152

Linky or you stinky.

>> No.1619283



I'm still pretty stinky, lunchtime enchiladas are doing a number on me.

>> No.1619454

It looks similar to the original playout, but I guess I'll give it a try. I haven't really beaten Pokemon Red, Blue, or Yellow yet, but I still have the games in an emulator, so I might beat that first or just play it without beating red.

>> No.1619658

There's also a port of later games' Battle Factory onto Red. It's actually really fun.

For reference so we don't run into the same fights about Pokemon: Gens 1 and 2 are retro, and FR/LG and HG/SS technically count because remakes.

>> No.1619661

Forgot link: http://www.romhacking.net/hacks/1966/

>> No.1619670

Check this out when you play Crystal next: http://www.romhacking.net/hacks/1420/

There's one for Red, but it actually sucks in comparison. If you want one that blends Red and Blue together, you're better off looking into FR/LG for a couple of those.

>> No.1620130

Thank you. I've actually beaten gold before, so this should be good.

>> No.1620132

ITT, people promoting their own hacks

>> No.1620996


>> No.1621063
File: 413 KB, 785x597, thats ebin kid.png [View same] [iqdb] [saucenao] [google] [report]

there was a time [s4s] had a tinychat wrestling federation, back when it used to shit out oc at an extremely fast pace

>> No.1621068

Rom hacking always seemed like a fun and interesting thing to try. But I always felt so over whelmed when ever I tired to look anything up. That and I just don't feel I'd be creative enough to do anything interesting.

>> No.1621078

The kind of hacking I find most fun is the one done in uncharted territory.
Specifically, starting to aimlessly hack games that have little to no information regarding them. The trial and error is very fun and rewarding when your document slowly grows in size while simultaneously you learn the game's inner workings, what the developers thought, etc.

For example, I've never completed Chalvo 55 or Pocket Bomberman, but hacking them was so fucking fun. I wrote enough documentation to make a fully functional level editor to both.
I also did a lot of SML2 work but that game fucking rocked and I've beaten it like a billion times.

>> No.1621106

Where can I get lots of 999-in-1 like NES compilations? I loved them as a kid.
Other interesting bootleg ROMs are welcome as well.
(This technically counts as ROM hacking, right?)

>> No.1621113
File: 811 KB, 1600x3000, sonic_hacks.png [View same] [iqdb] [saucenao] [google] [report]

The link should still work.

>> No.1621141

Probably Soul Hackers
I'm super sad that the saturn version will most likely never be translated :((((

>> No.1621229

It'll take some headaches, but there's a hack of FF1&2 that combines FF++ and it's World of Chaos.

I'd post a link, but RHDN seems to be down at the moment.

>> No.1621242


I wish people would do a better job of collecting these things in no intro torrent packs.

Here is one that I found for Rockman 1-6 in one rom.


Thing is though, it uses a unique mapper. Most emulators do not support it. FCEUX does.

>> No.1621446


Gotsta hustle, bro

>> No.1621461 [DELETED] 

i don't want to get autism

>> No.1621670
File: 17 KB, 690x597, 1396723964619.png [View same] [iqdb] [saucenao] [google] [report]

Has anyone ever found a romhack for Dragon Ball Z: Legacy of Goku II or Buu's Fury? I've never found one...

>> No.1621763


I've found "trainer" patches, but no big changing hacks. But why even bother with trainers, those games don't need to be any easier

>> No.1622075


I uploaded these a while ago, but I forgot to share them with you guys.

>> No.1622162

hey can i suck your dick for a sec?

>> No.1622232

Here's also my mega link to a lot of ROM hacks I've uploaded, posted it in one of the ROM hacking threads in the past and am currently working on setting up a separate mega (just for /vr/ stuff) too.

I'll have to go through the stuff in >>1622075
and add in what I don't already have too.

>> No.1622342

How were these chosen exactly? I am downloading now regardless. Hope they are autisticly organized.

>> No.1622465

Just a heads up, there is about ten megabytes of unnecessary (as in, archives for already unzipped games) .7z files occupying extra space in the folder. Urking my autism. Anyways, the recommendations seem genuine, and the file structure is fantastic. Thank you very much.

>> No.1622560

still sucking your cock bby

>> No.1623096


>> No.1623134

How would one get into Rom hacking?

>> No.1623609


>goto romhacking.net
>read documents
>see tools
>join forums
>think of simple hack to start with
>take what you learnt, make slightly more ambitious hack
>repeat until you are happy

I can't recommend the forums there enough. Lots of guys that know their hacking, and the tools/docs/hacks database is brilliant.

But the most important step? DO IT.

You don't need to be a 1337-uber-h4xx0r to change Mario into a penis and make him jump super high, but doing it will teach you more than any reading.

And don't be afraid to ask for help.

>> No.1623758

Bronies are like the Homestuck fanbase. A horrible pit of autistic despair, but with some genuinely good artists at the bottom of it.

>> No.1625527



>> No.1627039

Oh sweet, one of these threads is up.

I'm trying to learn how to hack games from the beginning. No tools, nothing.

Right now, I'm on Pokémon Red, and I've tried to find specific addresses. For example, I started two new files, set everything up the exact same way, didn't move anywhere. I then let one game run longer than the other before saving and exiting. I then compared the .sav files in a hex editor to find the different bytes between them. After a few tries, I have
0x2CA0 - 0x2CA1 = Hours word (ranges from 0000h to 03E7h in Little Endian (00 00 to E7 03) (0 to 999))
0x2CA2 = Minutes byte (ranges from 00h to 3Ch (0 to 59))
0x2CA3 = Seconds byte? (would range from 00h to 3Ch)
0x2CA4 = Centiseconds? (would range from 00h to 63h (0 to 99))

So I tried editing the minutes byte by increasing it by 01h. Unfortunately, when I tried turning loading up the ROM again, it said that the file had been corrupted, so I changed it back to get it to work again. I assume that there's a checksum somewhere that I should have altered, but I'm pretty new to this.

The only other two addresses that changed in the comparison were 0x25FB (which had a word of DF 65 in the first .sav and 99 5C in the second .sav) and 0x3594 (which had a byte of 30h in the first .sav and 7C in the second .sav). So I guess one of those files is the checksum. So to change the time in game, would I just calculate the checksum for a particular time, switch the old checksum with the new checksum, and then change the time?

>> No.1627101

One other question. What games would be easiest to hack? I want to try out the kiddie pool before jumping off the deep end so to speak.

>> No.1627427


The checksum is probably based on the entire save, not justthe time. Change time, calculate new checksum, then load it up. The problem will be working out how the checksum is generated.

Super Mario World, I'd say. Well documented, lots of tools, and big community of hackers for it.

>> No.1627468

>Well documented, lots of tools
I'd say Sonic qualifies more for that

>> No.1627476

Maybe the Sonic series as a whole. But if we're just comparing single games here I'd say SMW beats any single Sonic game.

>> No.1627512


But I also kind of agree. Sonic games do have a big community, but due to the art-style, level making tools, and graphic effects used, its easier for a newb to make a "good" SMW hack than a "good" Sonic hack - which is why I recommended SMW.

Bad SMW hacks feel like Mario, bad Sonic hacks don't feel like Sonic, if you know what I mean.

>> No.1627517

I'd say it's easier to make a simple Mario hack, but it's much harder to make a great Mario hack.

>> No.1627592

Pokemon FR.

You can make a decent hack by barely even dipping into a hex editor, with the only changes being to make Mew obey and possibly running shoes everywhere/trainer facing fix/new repel system.

>> No.1627619

I'm unsure if this part is really retro, but the stupidity of what most hacks are made of are a by-product of how easy it is.

-Scripts are more or less easy to manage.
-There's a ton of tools to do whatever you want, though some are better than others and most hackers are horribly outdated on their knowledge.
-It's pretty well documented, and there's tutorials/information of about being able to do nearly anything in the game given some research time.
-If you can't art, there's an awesome community effort to make not-shit sprite replacements and there are plenty of bases available.

The only problem to really struggle with is the FR hacking community itself, of which even the hackers tend to stray off into the realm of stupidity when you ask very many people other than researchers/tool makers.

>> No.1627621

can anyone help me out with VIP super mario rom hack?

I managed to find the IPS here http://www18.atwiki.jp/sm4wiki_mix/pages/83.html

but I tried applying the patch and the patcher program gave an error that it was trying to create a file too large

>> No.1627628


This might sound stupid, but you are applying it to the right version of the ROM aren't you?

>> No.1627639

applying it to super mario world, I read it should be the english version

>> No.1627646
File: 17 KB, 640x424, Screenshot - 05172014 - 04:50:12 PM.png [View same] [iqdb] [saucenao] [google] [report]

tried it on jp version, but same problem

>> No.1627652

You need Super Mario World ROM with a header in order for hack to work. Since finding it is rather hard (most sites have offer ROM without header), I recommend you a little tool called stripsnes, which can add/or remove headers.

>> No.1627660

Oh my, download Lunar Magic. Or if you are too lazy, you can download VIP5 from here:


>> No.1627668

not lazy just finding this too hard, thanks a lot

>> No.1627672

If I wanted to try a Sonic game for learning how to hack would Sonicretro be a good place to look for information? I've never been on their forums but all I hear is bad things about the communality.

>> No.1627706

Yes, actually.

It seems to be a common thing. Pokecommunity is just as bad, and it's known as the place to start on Pokemon.

>> No.1628067

How would I go about calculating a checksum? I'm using Windhex as a hex editor, because it allows me to use table files, view tile graphics for various older consoles, dump text, compare files, and the like, but there's no checksum calculator, and I'm not interested in doing it by hand.

>> No.1628206

But it's actually one of the only good forums on the internet. Of course, it does have its share of autists, but it's Sonic, after all.

>> No.1628224


That depends how the game deals with it. Ive never played around with Pokémon myself, try and find some docs on the save format

>> No.1628239

shit nigger what are you doing

not really, shit is available on romhacking under utilities

>> No.1628278

I've shortened down the possibilities to two addresses, which means that one of them has to be the checksum. I understand where the checksums show up in the ROM itself thanks to the official Game Boy programming manual, but I can't seem to find any information regarding Game Boy .sav files anywhere, so I'm going into this blind.

Hopefully, it calculates the checksum in the .sav similarly to how it calculates it for the ROM. My main goal right now is just figuring out how to add it all together. The checksum itself would probably be a two byte value (which would most likely have it at 0x25FB, since that was the only two byte difference in the comparison).

>> No.1628629

>mfw I downloaded Starflight today

>> No.1628684

Ok, this might sound stupid, but i remember playing a SMW romhack which had the Map-Mario sprites replaced with edited sprites form the SWM in-level small mario, but i cant find it anymore...anyone knows what hackrom was it or where i can find it?

>> No.1629147

Figured out a tiny bit more

0x25FB = Checksum? (word, Little Endian)

0x2CA0 - 0x2CA1 = Hours (word, 0000h to 03E7h, Little Endian)
0x2CA2 = Minutes (byte, 00h to 3Ch)
0x2CA3 = Seconds (byte, 00h to 3Ch)
0x2CA4 = Frames (byte, 00h to 3Ch) - the Game Boy display runs at 59.7 Hz

0x3594 = ???? (byte) - No idea what this one is, but it changes every time I start a game.

Attempt #1
>Start game
>Name character default name
>Save as soon as possible, then turn off
>Rename .sav, and then repeat the attempt with a new .sav
>Compare .sav files

>0x25FB = AC 9C = 9CACh = 40,108d
>0x2CA0 - 0x2CA1 = 00 00 = 0000h = 0d = 0 hours
>0x2CA2 = 00h = 0d = 0 minutes
>0x2CA3 = 07h = 7d = 7 seconds
>0x2CA4 = 16h = 22d = 22 frames
>0x3594 = 48h = 72d

>0x25FB = 91 9D = 9D91h = 40,337d
>0x2CA0 - 0x2CA1 = 00 00 = 0000h = 0d = 0 hours
>0x2CA2 = 00h = 0d = 0 minutes
>0x2CA3 = 07h = 7d = 7 seconds
>0x2CA4 = 1Bh = 27d = 27 frames
>0x3594 = 6Dh = 109d

From this, I can see that it took me 7 seconds in game to do both task, but I took 5 frames (about 1/12 of a second) longer the second time around. 0x3594 increased by 25h (37d), and what I assume to be the checksum increased by E5h (229d).

Attempt #2
>Load up sav1
>Save and exit
>Repeat for sav2

>0x25FB = AC 9C = 9CACh = 40,108d
>0x2CA0 - 0x2CA1 = 00 00 = 0000h = 0d = 0 hours
>0x2CA2 = 00h = 0d = 0 minutes
>0x2CA3 = 10h = 16d = 16 seconds
>0x2CA4 = 3Ah = 58d = 58 frames
>0x3594 = 1Bh = 27d

>0x25FB = 81 9D = 9D81h = 33,181d
>0x2CA0 - 0x2CA1 = 00 00 = 0000h = 0d = 0 hours
>0x2CA2 = 00h = 0d = 0 minutes
>0x2CA3 = 10h = 16d = 16 seconds
>0x2CA4 = 1Bh = 27d = 27 frames
>0x3594 = 64h = 100d

The "checksum" didn't change for the first .sav, but it did for the second one. It took me exactly 9 seconds to do the process for the second .sav, and 9.6 seconds for the first. The unknown byte went down for each, but by different amounts.

>> No.1629161

I've also found that
>Creating a .sav and then saving the game
>Copying it
>Loading a .sav and then saving again on that one
Produces numerous more differences between the .sav files when I compare them. When you save the game for the first time, you get a somewhat different message than on later times. The amount of times you save, as well as the flag for seeing which saving message, seems to be among the many things that change.

Starting two different files and doing the same things for both seems to produce less differences than using the exact same files and saving an additional time on one.

>> No.1629368
File: 9 KB, 512x480, Mario Bros. (PC10)-screenshot.png [View same] [iqdb] [saucenao] [google] [report]


I've been fucking around with this project for a few days off and on.

>> No.1629863

>play Sonic hacks
>they become better and better each year
>get so spoiled I can't get a hard-on unless the game has technical changes not existing in original games, the more advanced the better
Simple palette or even only graphical or only layout hacks don't do it anymore ;_;

>> No.1629871
File: 13 KB, 168x139, IMG_20140518_151117.jpg [View same] [iqdb] [saucenao] [google] [report]


My favourite hack is Sonic XL. Recommended by some anon here... Can't always go fast, don't want more onion rings!

>> No.1629886

I played it, it's great. I've played most Sonic hacks there are, I am a Sonic hack junkie since I was like 12. It was part of the reason why I learned English so fast, reading all the forums.

>> No.1629924

Sonic Retro will not let you join their forums unless you have something that you can contribute to the community. They're a bunch of a elitist dicks, even moreso than NeoGaf

>> No.1629931

I have no experience in ASM whatsoever, made a shitty port of 1 song and thew some custom tiles together and they let me in.
And then I never posted there.

>> No.1629962
File: 36 KB, 340x453, 1360010960220.jpg [View same] [iqdb] [saucenao] [google] [report]

I remember signing up and then realizing I had to convince a mod to let me post on the site. The boards in general are pretty dead and entry method seems to be the reason why. You'd think a community based on user created content would be more welcoming.

>> No.1630094

Well I sort of get why they're going it (to weed out spammers and trolls) but it's the wrong way of doing it

>> No.1630101



They let everyone into their site. The only thing is that they close registration periodically. It just slows the influx of new posters, but nothing stops anyone from getting in.

>> No.1630534

Well when I tried to register, it told me I had to have an email address assigned to me by my ISP in order to register

>> No.1630579

Yeah, freemail isn't going to get you in there. I suppose that's to cut back on spam and astroturfing accounts?

>> No.1630820

>address assigned to me by my ISP in order to register
Huh? Is that a thing in America?

>> No.1630825

ISPs often give you an email along with internet service. I had it with NTL over a decade and a half ago, and with Freeserve as well. It's pretty bunk now, I don't get one with Talk Talk.

>> No.1630931

no one?

>> No.1631807

Is mapping the ROM and RAM of a game useful? Hypothetically, could I build a program like Pokésav or PPRE for any game if I knew that information?

>> No.1632128


Mapping the ROM is very useful for getting the structure of the program, and mapping the RAM is great for doing cheatcodes, and understanding what code in the ROM is changing.

For a Pokesav type app, mapping the SRAM is more important, but ROM and RAM are both very important to understand when doing any hacks.

>> No.1633420

Why would you want an account on NeoGAF?

>> No.1634403

It's awesome. do it.
don't forget to post your findings to data crystal

>> No.1635589

Kay. Right now, I'm going through Japanese Pokémon Red, and this is my first game I've tried ROM hacking, so it might take a while. Especially since I can't read Japanese well.

>> No.1636318

Bumping, because these threads aren't made often enough.

>> No.1636581 [DELETED] 
File: 95 KB, 580x664, 1400652660520.jpg [View same] [iqdb] [saucenao] [google] [report]

Now your phone can into buttons for vidya

>> No.1637772

I saw a list of tiers for SMW romhacks. Does anyone have it?

>> No.1637806
File: 1.03 MB, 948x4953, The List.png [View same] [iqdb] [saucenao] [google] [report]

A while back some anon uploaded this nicely sorted package with a bunch of different Super Mario World hacks:


Pic related

>> No.1638452

This is an old version. I saw newer one floating around.

>> No.1639402
File: 704 KB, 2216x3562, The List - Part 1.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1639412
File: 518 KB, 2264x2216, The List - Part 2.png [View same] [iqdb] [saucenao] [google] [report]

These lists were part of a collection of SMW and SMW2 hacks, but I've lost link to it.

Here's the best next thing, though.


The link above has every SMW hack featured on those two lists and then some. Enjoy.

>> No.1640178

Does anyone know of a way to play Sonic 3 Complete on jenesisDS (Genesis emulator for DS)?
Are there anymore ROM hack tier lists like these?

>> No.1640226 [DELETED] 

Any Kirby hacks out there?

>> No.1640235

Any Kirby hacks out there? If so, any you guys would recommend?

>> No.1640241

Is there any way I could romhack actraiser 1? I wish to make a proper sequel, but know shit about this stuff.

>> No.1640272
File: 12 KB, 509x450, 19047312.png [View same] [iqdb] [saucenao] [google] [report]

Is this a good place to ask someone PLEASE translate the LOGH famicom game?



>> No.1641053
File: 842 KB, 1024x771, touhou_mario__imperishable_night_snes_cover_by_matsurikasugano-d7ei8da.png [View same] [iqdb] [saucenao] [google] [report]

Do we have more hacks like Touhou Mario IN?
Also, Donkey Kong Country hacks like DKC2: Hard as Kongcrete?

>> No.1641085

>please translate this game

That never works, dude. Translating is a fairly shitty job and people will only bother with it if they have a game which they really want to be translated. Or if you pay them.

>> No.1641137

I hadn't heard of this game before your post and it looks awesome but I can't get the fucker to run. I've tried patching with Lunar and Float and running in zsnes v1.51 and 9x v1.53 and I'm just getting a black screen on startup.

Could somebody with a working ROM upload it to mediafire or something?

>> No.1641139

That's just a cover i made by myself

I have that game patched. I'll try to upload it to mediafire.

>> No.1641157

Just finished that hack, and it was actually pretty alright. The sprites were nice, and the soundtrack was really good.

>> No.1641158
File: 3 KB, 256x224, Touhou Mario_00014.png [View same] [iqdb] [saucenao] [google] [report]


Touhou Mario: Impersihable Night patched

>> No.1641169

Mario and Touhou? Talk about ridiculous crossovers.

>> No.1641183

Thanks bro, your file worked a charm. No idea what I was doing wrong with mine that it wouldn't work, I even checked the hash for the ROM I was patching and it was the same one romhacking says to use.

>> No.1641210

Mario Adventure 3???

No way, last I remember, dude didn't even finish #2. Do you have any info/links?

>> No.1641218
File: 245 KB, 976x619, PacificFeel.png [View same] [iqdb] [saucenao] [google] [report]

>you will never have the ambition to decipher a hexadecimal soup of programming
>you will never do a simple hack
>in order to change even the simplest things, you need to re-write a huge chunk of the code

Truly, it took magicians to make games. I REFUSE to believe that shit like this >>1629147 makes sense to a human.

>> No.1641239


>> No.1642938

Anyone got any links to some translated SNES roms that will work no problems with a Super Everdrive? Especially FF IV, V and VI thanks

>> No.1642951

Any update regarding Rockman 4 Minus Infinity, someone here was asking about handling a proper English translation a while ago.

>> No.1644556

I was just about to start playing FF6 but people over in /vg/ got talking about the translation and bugs. Lead to someone posting a hack called FF6: Stand Guard: http://www.romhacking.net/hacks/794/

It sounds like Stand Guard and Improvement are pretty much the same thing, though Stand Guard has some vague talk about altering the difficulty and some of the mechanics, which put me off. Though he did keep much of the original script, while only changing a few things in the script that he borrowed for other translations.

Kind of debating the merits of the two hacks for my first time playing. It'd be nice to avoid any weird bugs and have original unchanged sprites back in, but I'm not sure if I should go with original SNES script or one of the editted script hacks.

>> No.1644609

As the guy who wrote that, it's really not that hard (because I'm pretty basic).
Binary = 2 characters (0, 1)
Decimal = 10 characters (0, 1, 2, 3, 4, 5, 6, 7, 8, 9)
0 - 0
1 - 1
2 - 10
3 - 11
4 - 100
5 - 101
6 - 110
7 - 111
8 - 1000
9 - 1001
10 - 1010
11 - 1011
12 - 1100
13 - 1101
14 - 1110
15 - 1111
16 - 10000
and so on, repeating that pattern. It's easier to see the pattern if you have the text anchored from the right, and you imagine an infinite amount of 0s to the left of each number, as "columns". Basically, with binary, you only have two numbers to choose from, 0 and 1. So once you use the highest number, you have to move onto another column.

0001 < highest number
0010 < new column, can start over again
0011 < highest number
0100 < new column, can start over again
0111 < highest number
1000 < new column, can start over again
and so on. You might notice a few things, like the first column (the rightmost) alternating 0s and 1s, the second alternating 00 and 11, the third alternating 0000 and 1111, and the fourth alternating 00000000 and 11111111. 1 > 2 > 4 > 8 > 16 > 32 > 64 > 128 > 256...
It's all about the doubling.

You'll also notice that the amount of numbers you have to go through before you add another column doubles each time.

An easy way to calculate a binary number is to imagine 2^x above it, with x equaling that column number, starting from 0 (the rightmost column). So let's say we had a binary number like 1100101, and we wanted to make it decimal.
Since there are seven columns, that means that each column represents 2^0 to 2^6 (0 to 6 being seven numbers).
2^0 column = 1 = 1*2^0 = 1*1 = 1
2^1 column = 0 = 0*2^1 = 0*2 = 0
2^2 column = 1 = 1*2^2 = 1*4 = 4
2^3 column = 0 = 0*2^3 = 0*8 = 0
2^4 column = 0 = 0*2^4 = 0*16 = 0
2^5 column = 1 = 1*2^5 = 1*32 = 32
2^6 column = 1 = 1*2^6 = 1*64 = 64
1 + 4 + 32 + 64 = 101 (decimal)
That's how binary works, but most people use a calculator.

>> No.1644632

You'll notice the same pattern with decimal, except instead of starting a new column every time you double (2), you do it every time you "decuple". 10 > 100 > 1000... So binary is basically decimal if you only had two numbers to use. Normally, when writing with binary (base 2) or decimal (base 10) on paper, you write a subscript 2 or 10 next to your number. That way, you don't get the decimal number ten (10) mixed up with the binary number two (10).

Hexadecimal isn't too different, except you're now using a number base greater than 10.
Hexadecimal = 16 characters (0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, F)
So A = 10, B = 11, C = 12, D = 13, E = 14, F = 15.
The special number bases are all exponents of 2 (2, 4, 8, 16...), which is why we don't use decimal, since computers are programmed in base 2. Instead, we use the closest base that's greater than our not-2-based base. And that is 16.

By using hexadecimal, numbers are shorter to write, because it takes longer to start a column. By the time decimal starts its second column at 10, hexadecimal is still on A. It only starts it's second column once it reaches decimal 16 in value (at which point, it starts a new column as 10). At decimal 100, we're only at hexadecimal 64. At hexadecimal 100, we're at decimal 256.

You can turn a hexadecimal number into decimal in the exact same method you'd use for binary.
>Rightmost side
>Assume that there are an infinite amount of 0s to the left, each representing a new column
>Instead of going 2^0, 2^1, 2^2... from right to left columns, you use 16^0, 16^1, 16^2...
>Multiply the number in that column by that exponent

So with a hexadecimal number like D3, it would be
16^0 column = 3 = 3*16^0 = 3*1 = 3*1 = 3
16^1 column = D = D*16^1 = D*16 = 13*16 = 208
3 + 208 = 211 (decimal)

Or with something like A56...
16^0 column = 6 = 6*16^0 = 6*1 = 6*1 = 6
16^1 column = 5 = 5*16^1 = 5*16 = 5*16 = 80
16^2 column = A = A*16^2 = A*256 = 10*256 = 2560
6 + 80 + 2560 = 2646

>> No.1644647

I've been teaching myself to count binary on my hands. My favorite number is 645

>> No.1644676

There's also a really easy way to turn hexadecimal to binary, or the other way around.
Basically, for hex to binary, turn each hex digit into its corresponding 4-bit binary number. For example, D3.
D = 1101 (13 in decimal)
3 = 0011 (3 in decimal)
D3 is therefore 11010011 in binary.

And let's say our binary number is 1100101. Since it's seven digits, we add a 0 to the front to make it 8 digits. So 1100101 becomes 01100101
0110 = 6
0101 = 5
1100101 is therefore 65 in hexadecimal.

Now for some terminology. "Bit" does not necessarily say WHAT value it is, just what value it CAN be.

bit = binary digit (0 and 1)
1 bit = 0 or 1
nibble/nybble = 4 bits (0000 to 1111) (0 to F) (0 to 15)
byte = 8 bits (00000000 to 11111111) (00 to FF) (0 to 255)
halfword = 16 bits (00000000 00000000 to 11111111 11111111) (0000 to FFFF) (0 to 65535)
word = 32 bits (00000000 00000000 00000000 00000000 to 11111111 11111111 11111111 11111111) (00000000 to FFFFFFFF) (0 to 4,294,967,295)
doubleword = 64 bits (you get the point)

There seems to be multiple terms for each of these, depending on the context.
But most of the time, you'll probably use the above.

Now there's "signed" and "unsigned". An unsigned integer is positive, and represents the full positive range (like FFFFFFFF is 4,294,967,295). But when it's signed, you only get half the positive and half the negative.

Let's say you had 01111111. Unsigned, that's 127 decimal. But if it's signed, the leftmost bit determines if it's positive or negative, instead of representing a value. 0 is positive, and 1 is negative. So 01111111 is more like (0)1111111 (+127). But 11111111 isn't -127. Rather, it starts counting down starting at -1 at that point. So 11111111 is -1, 11111110 is -2, 11111101 is -3... And 10000000 is -128. So your binary values go 10000000 (-128) to (11111111) (-1) to (00000000) (0) to (01111111) (127).

>> No.1644725

So you just have to know whether you're dealing with unsigned or signed numbers. If the value in the game is always positive, then chances are it's unsigned.

There's a way to make a positive number into a negative number for binary, and to do the opposite as well. It's called "Two's complement".
>Take binary number
>Add 0 to the front of the number if starting positive (enough to be at least 1 bit greater than your initial number (so a 7-bit number gets one 0 at the front to become 8-bit))
>Reverse all the bits
>Add 1
1111111 = +127
10000001 = -127
And just do the reverse to go from negative to positive (except you subtract 1). Many people often ignore leftmost 0s, as they don't really do anything. So 00001111 is the same as 1111, 0000FC32 is the same as FC32. Use the 0s when appropriate

Other terminology
Most significant bit = leftmost bit
Offset/Address = A location in a program noted by a hexadecimal number, often marked starting with a 0x or ending with h. For example, 0x00002CA2 (or 00002CA2h) was the address for the minute part of your play time in Japanese Pokémon Red. You can shorten it down to 0x2CA2 (or 2CA2h), since the leftmost 0s are irrelevent. Since a minute is anywhere from 0 to 59, that means that the byte found there (and that you can assign there) can only range from 00 to 3C. Change it to one of the values in that range, and it'll also change in the game.
ROM = Read-Only Memory
RAM = Random-Access Memory

The ROM will always be the same on your retail cartridge. It's the RAM that changes as you play it. RAM is always changing, the ROM is set. So stuff that's always set in stone (the sprites used in the game, how events will play out, dialogue) is all part of the ROM. Stuff that's subjective (your play time, your Pokémon, which events have played out) is all part of the RAM. So in this case, the .gb file would be the ROM, and the .sav file would be the RAM.

>> No.1644739

you are why i still browse 4chan by page

>> No.1644743


Assembly langugae is really nutty. This is true.

>> No.1644754

Usually, I use 0xYYYYYYYY for addresses/offsets, and YYh for the values to those offsets.

Checksum = A number calculated from a particular section of data. Just HOW it's calculated is determined by the hardware maker, so it can be difficult trying to figure it out. For example, it might ask you to add up all the bytes together from a range of addresses, and you'll end up with a value like YYYYh. It'll then ask for you to take the rightmost byte, and that'll be your checksum. If this number is different than it should be (like it doesn't match up with the bytes given), then the game you're hacking might not work unless you change that value back to what it originally was. But if you know how the checksum works, and you update it appropriately when you make a bunch of changes, then it might just work.

On super accurate emulators like higan (bsnes), most ROM hacks probably won't work, because they weren't designed and tested using accurate hardware. higan is probably the most accurate emulator out there currently, emulating 100% of Super Famicom/SNES functions perfectly. If another emulator only emulated its console 80% perfectly, and a ROM was made for it, then that inaccurate 20% could prevent it from working on the actual hardware, or a perfect emulator.

Little Endian is a format of organization in some devices (like Game Boy) that reverses byte order. So if you had a value like 03 E7h (999d), when stored in its addresses (in my case 0x2CA0 and 0x2CA1), instead of putting byte 03h under 0x2CA0 and byte E7h under 0x2CA1, you'd switch them instead. If you were looking for a two byte (16-bit) value, you'd know to switch the bytes around once you found it.

D'aww, thanks. I'm really just a beginner though.

I'd like to get into it sometime, maybe make a hex dump of a game and then put the results through a decompiler and edit it from there. But I know next to nothing in that regard.

>> No.1644769

so what's the '0x' that's always in front of hex values
does it just signify its using hex notation

>> No.1644771

I should also mention that a "word" (as I mentioned >>1644676) seems to vary in bit length, depending on the processor. I believe that for the Game Boy (based off the Zilog Z80 microprocessor), it's 16-bits (two bytes), so that's why I was using that term here >>1629147.

Oh yeah, and Big Endian is opposite order of Little Endian. The order you read it in is the value it equals.

As for my problem here >>1629147, I don't think the problem is a checksum. I'm not sure if .sav files use checksums. Rather, I'm wondering if it's anything used for the PRNG, like the seed.

Pretty much, yeah. You can use 0x (before value) or h (after value). Normally, I use 0x for addresses/offsets and h for the bytes assigned to those addresses/offsets.

>> No.1644848

and now its all mine


>> No.1644897

Ah, at least it shall be immortalized in some way.

>> No.1645110

bsnes runs all the official games without serious issues and is the best of the emulators, but it is NOT 100% perfect.

>> No.1645157

Is there a patch for Castlevania III to replace the music with the VRC6 one or do I have to use the re-translation of the Famicom version?

>> No.1645168

There's a retranslation? Also start with the Japanese version it's not just the music, it's also not censored and has an upgraded Grant.

>> No.1645170

Pokémon Brown is pretty fantastic http://www.rijon.com/brown/

>> No.1645174
File: 134 KB, 557x500, GameBoy.jpg [View same] [iqdb] [saucenao] [google] [report]

Looking for this but Game Boy compilations.

Also, where would I be able to find Terrifying 911, the Metal Slug romhack for the GBC based around killing Bin Laden?

>> No.1645187

it was a real thing?

>> No.1645192

Yeah, there are videos of it on YouTube.

>> No.1645307
File: 97 KB, 456x600, chrono manga.jpg [View same] [iqdb] [saucenao] [google] [report]

Has anyone played the Chrono Trigger: Retranslation hack? It claims to be a complete retranslation, line for line, of Chrono Trigger to be more accurate and less Woosley. But also it apparently has a number of bug fixes (I cna't even remember any bugs in the original) as well as "retains the original Japanese difficulty" since apparently the english version was made easier or something?

>> No.1646119

What's it missing, apart from Satellaview stuff?

I mean, it's not chip accurate, if that's what you mean.

>> No.1646154

>It claims to be a complete retranslation, line for line, of Chrono Trigger to be more accurate and less Woosley.
Didn't the DS port already do that? Anyways, how's the translation itself? A lot of these retranslation efforts tend to go too far in the other direction and we end up with overly literal, TV-N tier messes.

>> No.1646214

>literal, TV-N tier messes.

Except TV-N is so bad they can't even translate things literal. They just make up half the shit.

>> No.1646228

The retranslation was done back in 2007, well before a DS version was even a rumor. As for the quality, it's a very well done accurate translation, but it is extremely literal and is meant to be so. It's not meant to replace or be played in place of any official translations. It's purely a curiosity thing. See >>1646118

>> No.1646258

I always mostly referring to how they leave in as many honorifics and Japanese phrases in as possible. I probably could have worded that better.

Ah, gotcha. Sounds like it might be neat for some people but it doesn't sound like my cup of tea.

>> No.1646428

The Doctor L version is actually pretty decent. A little too literal in places, but very readable and enjoyable.

I still prefer the DS version though, even if Doctor L has the best Magus lines.

>> No.1646435

>as well as "retains the original Japanese difficulty" since apparently the english version was made easier or something?

It was, though Japan's version is honestly still very easy. This actually happened with many an RPG ported over to here. FFIV is the most well known case of this. Don't play that very old Fan Translation though, it sucks. And not just because of the pop-culture refs put in where there were none in the original.

>> No.1646612
File: 12 KB, 256x224, Call Of Cthulhu (SMW Hack)_00001.png [View same] [iqdb] [saucenao] [google] [report]

>SMW Romhack tier lists
>No Call of Cthulhu

>> No.1647267


Hot damn! Link to a patch? All I found was a SMWCebtral thread, where it has been removed by request...

>> No.1647281


>> No.1647340

What are some good SMW rom-hacks that work perfectly (or don't crash and are playable) on emulators other than ZSNES?

>> No.1647395


You earn an internet, thanks

>> No.1647835

According to Tomato (the man behind the Mother 3 and Mother 1 GBA translations, among many others and is now a professional), the FFIV translation really missed the mark in very many places. He talks about it a little here: http://legendsoflocalization.com/final-fantasy-iv/

>> No.1647843

I have and have beaten the "hard type" of FFIV and absolutely cannot notice any difference other than the special attacks they cut from FF2-US. FF2-US isn't "easy type", it is a version with some easier enemies and a bunch of attacks and items removed. It is very hard to notice the balance changes as FFIV is not hard to begin with.

>> No.1647910
File: 31 KB, 256x224, Super_Mario_RPG_JP_Battle_Buttons.png [View same] [iqdb] [saucenao] [google] [report]

So I've had this idea for a while of a hack despite me never even having even tried the job before. When Super Mario RPG for the SNES was localized there were some very minor changes done to the game. One of these include changing the colours of the command buttons so they corresponded to SNES' colour scheme in America. The pic is what they looked like originally.

Now being yurop myself I naturally think our candy colours are way better then purple drab. The only problem is that since the game was never brought to PAL-region we never got SFamicom colours in English. So what I wondering is how difficult do you guys estimate changing something like this would be for someone's first hack? I'm hoping I can just copy some snippets of code from the Japanese ROM to the US one here. Anyone got any clue?

>> No.1647945


Ok, downloaded LazyShell and not even having read the documentation I've already found the battle button sprites. As long as I can figure out how to edit palettes this should be pretty easy.

>> No.1648194

You're a good man

>> No.1648359
File: 24 KB, 256x224, Super_Mario_RPG_JP_Victory.png [View same] [iqdb] [saucenao] [google] [report]


Well it wasn't too hard:


I've done basically zero except a few battles but everything should be working. If somebody could get up to Bowyer to see if his buttons were changed properly that would be great. Guess I'll eventually submit this one to RHDN lol?

Next I want to try to restore Bowser's original victory pose, pictured. The one that might've been deemed an "obscene gesture" in the west.

>> No.1648383


Well shit:


Not sure why I didn't check this first. Oh well, at least this one doesn't have a bunch of name changes.

>> No.1648432 [DELETED] 


>> No.1648437

>Spoilering Sonic

This isn't /v/. You won't yelled at for liking Sonic.

>> No.1649635

How good is emulation for the FDS?

>> No.1649723


Starflight is amazing.
Driving the mako in Mass Effect 1 around on different planets made me wish there would be a remake.

>> No.1649956


>> No.1650219

As good as the NES itself.

>> No.1651327


Pretty good

>TFW FDS are 100 bucks now

I just want it in my collection

>> No.1653167


>> No.1655182

Pokemon Blaze Black and Volt White.

>> No.1655450

Im really risking myself
what is the password?

>> No.1655482

There's no password. Also, don't worry, it's safe.

>> No.1657929

Has there been any 'major' Megaman hack released recently?

Or even just a really good one even if it doesn't achieve anything incredible technically or doesn't bring in new stuff, even if it's just a good level hack as long as it has good level design?

>> No.1659040
File: 21 KB, 351x419, feels.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw I cant get OOT rom hacks to run
God damn it.
I just want to have fun.

>> No.1659109
File: 62 KB, 500x428, pizza.jpg [View same] [iqdb] [saucenao] [google] [report]

>trying to music hack
>one measure completed after hours

>> No.1659723

>but I've lost link to it.
Anon who made the hack collection and the tier lists reporting in (although you probably won't believe me), would you like to see a new version of the collection?

Also here is the link which you lost: http://www.mediafire.com/download/831iidazfebdhau/SMW+Hacks+v3.rar

>> No.1659753 [DELETED] 

Why was
deleted for? It was just a romhack, just like everything else in this thread.

>> No.1659760 [DELETED] 

Do not respond to the post above.

>> No.1659773

>would you like to see a new version of the collection

Yeah, I would like to see it.

>> No.1659785

Have you tried this?

>> No.1662105

Are there any hacks for Megaman X?

>> No.1662190 [DELETED] 

No, nobody has ever hacked one of the most popular SNES games ever.

http://bit ly/Snb3nc

>> No.1662220

Yeah, but keep in mind that the MMX hacking scene is like 1/100000th of the NES MM scene.

>> No.1662228 [DELETED] 

>bit ly
Get the fuck out with your virus shit.

>> No.1662230 [DELETED] 
File: 138 KB, 545x534, le epic mei mei posts for the le win xDDDDDDDDDDDDDDDDDDDDDDDDDD.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.1662232

As someone who has been online since the late-90s, I'm very please with how far romhacking has come. Back then, pretty much every hack was something like "Gay Nigger Mario Fights the Penis Nazis" and the changes all consisted of everyone being MSPaint penises and Mario having his dick out as he collects swastikas.

Now it's 2014 and we have awesome shit like Minus Infinity.

>> No.1662234 [DELETED] 

TIL lmgtfy is a virus :^)

>> No.1662236 [DELETED] 
File: 138 KB, 545x534, le epic mei mei posts for the le win xDDDDDDDDDDDDDDDDDDDDDDDDDD.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1662249

Yeah, I agree. It's a shame that people still associate ROM hacks with either with these old joke hacks or kaizo shit. To be honest, I'd rather play a ROM hack than a fangame.

>> No.1662251

You're right, tho, nobody did.

>> No.1662283

The problem is that fangames are far more popular and take a fraction of the work. Sure it's not easy, but it's EXPONENTIALLY easier than doing the exact thing entirely in assembly. See Mega Man VR.

>> No.1662359

Chaos Control or Mario Adventure, which was better?

>> No.1662476

Mario Adventure.

Or Extra Mario Bros.

>> No.1662802

I haven't played that one. Isn't it supposed to be a Metroid-style SMB1 hack?

>> No.1663073

already done kid

>> No.1663217

>There are no SotN/Nocturne of the moonlight romhacks

Can you imagine what could be done?

>use the assets to remake CVIII
>make a new adventure, with NPCs, cities, multiple places, etc.

The engine is pretty good, and you could do so much with it. You could make games on par or better than the NDS games.

>> No.1663332

Yeah but PlayStation romhacks aren't as easy as NES/SNES.

And fangames are waay harder than just making Yet Another Kaizo Mario

>> No.1663540


>no tools, nothing

Is there any reason to do so?

>> No.1663549

The first well known Sonic hack was made in a hex editor with no fucking documentation for the purpose of trolling the community so yes, there is a reson

>> No.1663565

>Yeah but PlayStation romhacks aren't as easy as NES/SNES.

Why is that? There seems to be no real rohmhacks for PS1 games. Just translations and minor tweaks.

>> No.1663569

If all else fails, you can always get the 3DS version as a consolation prize.

>> No.1663691

When a game doesn't have any, or when the existing tools are inadequate?

By the way you should definitely take the time to learn how the games are programmed if you haven't already. There is reasonable documentation on the Game Boy's architecture.

>> No.1663732

Not him, but yes. It's one of the best hacks I've ever played.

It's demanding, though. It's got harder jumps than SMB and it's tougher to explore than Metroid, but the payoff is high.

>> No.1663738
File: 8 KB, 256x224, dr mario world.png [View same] [iqdb] [saucenao] [google] [report]

This is fucking great

>> No.1664593
File: 4 KB, 512x448, coin star.png [View same] [iqdb] [saucenao] [google] [report]

Been working on a little something.

>> No.1664691

Why would you ever want to buy a starman, though? I've been playing SMB3 since it came out and those bastards have always been space wasters in my inventory. You get it as soon as you start the level, and levels are never that difficult in the first five seconds.

The only time I ever use them is for the special stages that let you chain infinite invincibility and even then it's only because I -can- and not because it's actually helpful or useful in any way.

>> No.1665703


How is crimson echoes niggas?

Whats the best version?

>> No.1665735

You tell me

>> No.1665741
File: 3 KB, 256x224, dragoon x.png [View same] [iqdb] [saucenao] [google] [report]

Dragoon X Omega

>> No.1665867

Kaizo Mario World was made by a Japanese level designer IIRC

>> No.1666204
File: 3 KB, 512x448, block star.png [View same] [iqdb] [saucenao] [google] [report]

It's actually not a starman, it's a Super Mario 64 style collectable. I'll probably change the graphic at some point to eliminate confusion, but I don't know what I'd change it to.

>> No.1666238

Even just getting rid of the eyes would be a big help to eliminate confusing it with a starman.

>> No.1666448

What does it do?
is it just something you check off the list?

>> No.1666471
File: 24 KB, 369x370, 1346017714913.jpg [View same] [iqdb] [saucenao] [google] [report]

Y-you too.

>> No.1666582
File: 5 KB, 512x448, ow.png [View same] [iqdb] [saucenao] [google] [report]

I'm planning to let the player wander freely between worlds once they get the warp whistle. For progression I figure I'll cobble together star doors on the overworld or maybe put vital items in star locked treasure chests.

Right now they share tiles with the Starman. Once I come up with a suitably whimsical replacement I'll get around to making room for new tiles.

>> No.1666596

This is a cool hack idea.

>> No.1667295

I'm looking forward to playing it

>> No.1667313
File: 4 KB, 256x224, finalfantasyviines05142.png [View same] [iqdb] [saucenao] [google] [report]

This is much better than the ps1 version.


>> No.1667569

Someone no if the Chono Trigger rom hacks are any good? And I'm a big fan of Super Zero Mission any other Super metroid hacks that plays like it and please no redesign.

>> No.1667627


Don't be a hipster.

>> No.1668585

When you don't have to cross dress and sleep with muscle guys, it's an upgrade.

>> No.1668604
File: 24 KB, 473x354, Yu-KaSHOCK[1].jpg [View same] [iqdb] [saucenao] [google] [report]


Holy shit you have horrible opinions. Unless this is a troll post in which case, you got me good.

>> No.1668606

>implying this isn't a plot point you must complete

>> No.1668754

>I've been dying to play the SNES Ganbare Goemon titles in English

Those are particularly hard to translate in an interesting way, since like 80% of the text is puns based on Edo-period Japan. The gameplay was fun for the time, but if you've played Mystical Ninja then you aren't missing anything new and glorious by skipping the later entries.

>> No.1668774
File: 2 KB, 181x115, StarCoin_Shine.png [View same] [iqdb] [saucenao] [google] [report]

Maybe use Shines, like in Super Mario Sunshine? Or Star Coins?

Here, I'll give you something I just whipped up in ten seconds. Maybe it can get ya started.

>> No.1669780

>Yeah, I would like to see it.
I think I'll make a new version, but when my exams end. To be honest, I haven't played too many SMW hacks in the last one or two years, don't know if I can make a not-outdated list.

>> No.1670082

Sounds to me like somebody needs to sit down and play some damn Mario.

>> No.1670290


Does anyone know how to play this? I get that you're supposed to patch it with something but it doesn't say what game it's based off of.

>> No.1671241

Use Lunar IPS to patch the ROM.

>> No.1673617

Because it's better to know HOW something works than just having a tool do it for you.
>How does the console read graphics?
>How does it read text?
>How does it read music?
>Can you create any of that from scratch?
Then, assuming you know how to program, you can make your own tool for a game. I wouldn't call someone who doesn't know how to fend for himself without tools other people made a ROM hacker.

>> No.1673723

>I wouldn't call someone who doesn't know how to fend for himself without tools other people made a ROM hacker.
You hack roms you dumped using a hex editor you made and test on emulators you designed?

>> No.1673735

Are there any good Mega Man X romhacks? Only one I know about is that Zero one for X3 I've played to death. And I only ever hear about hacks for Mega Man Classic.

>> No.1676989

So, what's a good Super Metroid Romhack that it's not boringly hard and isn't legacy?

>> No.1678234

>31 days


>> No.1678298

Chaos Control is my favourite. Great level design and replay value, difficulty spot on

>> No.1678408
File: 23 KB, 512x448, Super Bomberman 2 (U) [!].000.png [View same] [iqdb] [saucenao] [google] [report]

i'm doing a specification on super bomberman 2 for shits and giggles and i've got the basics already nailed down, but i have two questions:
• i just found out that super bomberman 2 is the ONLY super bomberman game where you can't play the story mode co-op. should i scrap this and concentrate on 1 or 3-5 instead?
• can anyone program? i've already specced two games' level formats but i can't program at all and it's infuriating to have the full format specifications but no editor

pic related, a 1-minute job on a hex editor

>> No.1679624

I don't know if this is really a hack, but things to make gamboy advance music sound different? I've always hated its instrumentation.

>> No.1681280

There was one that was just a boss rush.

>> No.1681948

bump cmon guys

>> No.1681956

>IMPORTANT NOTE: Some versions of the ROM will need to have their checksums corrected before the patched ROM will play. My suggested fix for this is to use FixChecksum.exe.
Cool trojan, Hamrocker.

>> No.1682097

Are you sure of that?
I know for a fact that panda antivirus tends to delete .exe files claiming they are viruses just because it doesn't know the file; while the file is perfectly fine.

>> No.1682156 [DELETED] 

who are you quoting, faggot?

>> No.1682625

Unless you manage to repurpose the source from an existing level editor, making a decent one is no small undertaking. UIs are a bitch.

Depending on the format, maybe I could cheat and write a tool that packs/unpacks levels from a rom into Tiled map format or something but other than that I don't know if I can help you. If you post the format I could take a look.

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