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/vr/ - Retro Games


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File: 15 KB, 256x224, Super Mario World - The Megaman 29th anniversary adventure.png [View same] [iqdb] [saucenao] [google]
3273587 No.3273587 [Reply] [Original]

Here's some points of discussion:

1.) Project showoffs
2.) Hacking help
3.) ROM hack recommendations

Our ROM hack recommendation list can be found below:

http://pastebin.com/pYxhe4L7

Every hack featured on the list above can be downloaded at:

https://www.mediafire.com/folder/50m95vbbuyf25/vr's_ROM_Hack_Recommendations

>> No.3273595
File: 283 KB, 1857x460, Kenji everywhere.jpg [View same] [iqdb] [saucenao] [google]
3273595

>>3273587

lol

>> No.3273623

What are some good resources for 68k programming? Going through some disassemblies of genesis games feels like I'm reading cryptic runes.

>> No.3273695

>>3273587

Thank you Con man!

>> No.3273887

Last thread: >>3163930

>> No.3273914

>>3273587
roberto would be proud

>> No.3274187

>>3273587
C'mon Specter, even the other #10 thread that got deleted was able to put a last thread link in the OP

>> No.3274259

>>3274187
Why was the other thread deleted?

>> No.3274268

>>3274259
No idea.
Assuming the mods did it. Old thread was still on page five when the other new one was made.

>> No.3274337

>>3273587
>>3273914

fucking roberto, not even on /vr/ i can get rid of him

>> No.3274369

>>3273914
>>3274337
Who's roberto?

>> No.3274373

>>3274369
RobertoZampari, a literally autistic guy from Brazil and the author of the hack in the OP. Within the SMW hacking community, he's known for his obsession with people that create resources, as he pesters them to death to the point where everyone hates him.

>> No.3274381

>>3274268
It shouldn't matter when the thread is made as long as the old one is on its way out. It only takes about a day for an old /vr/ thread to get pruned.

>> No.3274385

>>3274373
But is the hack good at least?

>> No.3274390

>>3274385
It's an average hack at best.

>> No.3274403

>go to /vr/
>roberto zampari
>get out and never come back

this is a curse

>> No.3275089

>>3274373
God that guy.

He used to pester me and my programmer to release the custom bosses exclusive to my hack for quite some time.

>> No.3275098

>>3274373
Oh and don't forget Berkian/MB980 as well as a certain pit hacker I will not name. They are also real swell guys.

>> No.3276187

>>3275098
unban at never

>> No.3276207

I'm currently working on an SMW hack with the primary goal of making it like it was made in 2005-2008. What i am talking about is that the resources are mostly from SMAS:SMB3, YI, SMAS:SMB2 and all that kind of stuff. The only custom things i have added are FuSoYa's SMB3 Screen Scrolling Pipes. I'll post a screenshot later.

>> No.3276320

>>3276187
This hack will make excellent levels such as aesthetics, atmosphere and gimmick. One more thing: Improve custom palettes in Lunar Magic. I think is very good.

>> No.3276348
File: 92 KB, 2604x864, a work in progress.png [View same] [iqdb] [saucenao] [google]
3276348

>>3276207
Here is one of the levels. Very incomplete. I'm planning to make the normal exit first (maybe quicksand) and for the secret exit i'm also planning to make the water poisonous. Tell me what you think.

>> No.3276473
File: 20 KB, 259x260, 1464402134893.jpg [View same] [iqdb] [saucenao] [google]
3276473

>>3276348
is that a slow autoscroller..?

>> No.3276476
File: 214 KB, 323x433, Donkey_Kong_Old_Profile_Art.png [View same] [iqdb] [saucenao] [google]
3276476

Any Donkey Kong Country 3 hacks that replace the OST with the GBA version's OST?

>> No.3276480

>>3276348
Those palettes could be better

>> No.3276481

>>3276476
No, thankfully. Just play the GBA version.

>> No.3276486

>>3276481
>play the version with worse audio quality and a cramped little screen
No. Why do you think putting David Wise's compositions into the SNES version would be a bad thing?

>> No.3276503

>>3276486
The DKC3 GBA soundtrack sucks, even if it is David Wise. The whole concept is like wanting to backport the downgrades made to the GBA version.

Either way, it's probably too complex for anyone to port all those tracks manually. If there was a MSU1 patch for the game that would be the easy way out. You could try bugging the guy that made the DKC2 MSU1 patch. A bunch of other fairly reputable romhackers tried making one for DKC2 and all failed miserably, something about the game's audio engine being literally satan.

>> No.3276512

>>3276503
The GBA soundtrack is much better than the SNES one, though I like both. It would be even better redone for the SNES.

>> No.3276664

>>3276503
>MSU1
disgusting

>> No.3276673
File: 429 KB, 7040x1367, MM5_2ndstrike_Napalm_zpsddbca7fd.png [View same] [iqdb] [saucenao] [google]
3276673

Years ago I started a level hack for MM5. I'm not a "hacker", I used a level editor.

The idea was to make classic level design, but more challenging and exploiting the gimmicks of the game which I consider to be underused in the original game.

I have about 11 levels re-done (out of 13 or 14 I think?) but it's been untouched for years now.

Should I release it as such? I ran out of ideas and interest to finish it, and even I do it finish it someday which I'm not sure about, it won't be any time soon.

>> No.3277745
File: 95 KB, 1650x1080, 20.png [View same] [iqdb] [saucenao] [google]
3277745

/vp/'s hack threads are down and I don't feel like making another at the moment so I'll ask for feedback here.

https://soundcloud.com/mmmmmmmmmmmmmmmmm-1/humilau-city-gbc-8-bit-wip-2

It's a WIP of course so it's not done, I have like the first half of the song and it just has a short percussion loop that vaguely resembles the song's percussion instead of anything accurate since I always work on that last.

It's such a hard song to try to port to Crystal, the original song just doesn't properly distill to three channels. I've tried taking the most interesting parts in the song when able, but it's such an awkward fit. Any feedback, suggestions to improve it?

Here's a link to the original for comparison since I imagine a lot of /vr/ stopped playing the newer Pokémon games:
https://www.youtube.com/watch?v=BrnRrSpTz20

>> No.3277754

>>3276673
gopher it

>> No.3277756

>>3276664
I'm glad others agree.

>> No.3278253

>>3276673
As long as its completable (unfinished or unedited stages arent broken), just put it somewhere. Personally, I save incomplete and noobish hacks on my MM romhack collection and play them occasionally anyway, for the sake of variety.

>> No.3278807

>>3277745
I think it works well. I wouldn't call it a masterpiece but neither is the original.

>> No.3280472

bump

>> No.3280870

>>3273914
>>3274337
>>3274373
>>3274403
>>3275098
>>3276187
>>3276320
nice

>> No.3282152

>>3278807
Thanks. I'm just going to post the finished version in this thread since I removed the unfinished version from my channel.

https://soundcloud.com/mmmmmmmmmmmmmmmmm-1/humilau-city-gbc-8-bit

Crystal has such a great audio engine, I just love it. I don't think the cover has the best consistency tone-wise but considering how hard I found it to port to 8-bit I think it turned out better than expected.

>> No.3283707

>>3274385
It's OK, for a Brutal Mario-style hack at least. There are far worse SMW hacks out there.

>> No.3284012

>>3275089
>my programmer
Get a load of this guy.

>> No.3284343

How do you get better at reverse engineering? Would trying to mess around with simple structured files work? Also, what's the best way to deal with compression? I haven't read anything about it yet, should I wait a while, or maybe I'll manage to figure that kind of stuff by myself if I keep practicing?

>> No.3284825
File: 199 KB, 413x374, wizard.png [View same] [iqdb] [saucenao] [google]
3284825

Does someone have a collection of all posts by that SNES programming wizard?

>> No.3284836

>>3274373
>RobertoZampari, a literally autistic guy from Brazil

Shit, more people giving us all a bad name.

>> No.3284845

>>3284836
http://www.smwcentral.net/?p=postsbyuser&uid=1508

All these cringe-worthy posts holy shit.

>> No.3284847

>>3284343
The best way is to learn how the system's processor works. This way, you can open up the ROM, head to where the code starts executing and get right into it. At some point, it's going to start interacting with the rest of the system, the stuff wired up to the processor. Once you understand those, you can make sense of what the code is communicating to those subsystems.

At some point I started writing tools for this stuff. Also, practice with IDA Pro was a good thing.

>> No.3285010

>>3284847
Thanks. I wouldn't have thought that was the best way.
I messed around with IDA for a while before, but having to edit the code manually the bytes in hex seems confusing and complicated, at least for a beginner who doesn't know much, and I assume that's the only way to do it in IDA.

>> No.3285018

>>3285010
There are many routes to the same destination. What did you think was the best way?

IDA is apparently the best disassembler around. The cool thing about it is how it lets you visualize the control flow of the code; loops, jumps and such. It also draws conclusions about the code based on your input instead of simply trying to statically analyze the thing, so once you understand something, IDA can be augmented with that knowledge, and it'll ease the pain. Don't know of any other tool that does this

>> No.3285272 [DELETED] 

>>3284012
Is that the "my wife's son" of romhacking?

>> No.3285289
File: 1.50 MB, 2100x1398, 2364645-snes_romancingsaga2_jp[1].jpg [View same] [iqdb] [saucenao] [google]
3285289

Translate pic related

>> No.3285407

>>3285272
How about you fuck off with your shitty meme.

>> No.3285495

>>3285289
there's a fully english mobile port

>> No.3285598

>>3285495
>mobile
Then making a good version shouldn't be that hard I guess, as the translation work is done.

>> No.3285608

>>3285598
Good luck then.

>> No.3287582

>>3284012
?

>> No.3289946

http://www.smwcentral.net/?p=section&a=details&id=13745

Best hack coming through

>> No.3289978

>>3276512
>The GBA soundtrack is much better than the SNES one, though I like both
Indeed, but most of them don't fit in the levels they play. At least the SNES soundtrack sounds more appropriate for the game.

>> No.3290136

>>3287582
Just sounds a bit egotistical.

>> No.3291224

>>3290136
Oh, sorry, didn't mean to.

"Person who is working with me on ASM-related business and bosses" doesn't exactly roll off the tongue.

>> No.3292865

>>3276476
Not possible without gimping the soundtrack a lot, mostly because of channel limitations. Most of the GBA DKC music has either more than 8 (MIDI) channels playing at the same time, or fewer channels with a lot of chords, which are not supported by the SPC700, not to mention that those games use a weird music engine (not the more common Sappy engine), which apparently hasn't been documented, so you can't just extract the sequence to something readable, unless you recreate all the sequences by ear from scratch, which takes a lot more of effort than it's worth.

>> No.3292907
File: 40 KB, 340x319, yuuka question.jpg [View same] [iqdb] [saucenao] [google]
3292907

>>3290136
Calling yourself a "programmer" is egotistical?

Please explain.

>> No.3293140

>>3292907
The emphasis was on _my_ programmer.

>> No.3293157

>>3293140
That's how English works. When you're talking about a friend, you don't "A friend of mine did stuff" but or even "A friend did stuff" but "My friend did stuff"

>> No.3293494

>>3293157
That's kind of a problem as well though. It's just that using it with "programmer" makes it sound a little different.

>> No.3293509

I got a question about legality of ROM hacking. I want to make a ROM patch and release the source code as well. If I have completely original code, can it still be shut down?

>> No.3293554

>>3293509
>If I have completely original code, can it still be shut down?
Why couldn't they shut it down if you had the source? I'm pretty sure there's a license that lets you release the source code but makes it that everyone else needs permission if they want to edit it. So it depends on the license they use.

>> No.3293823

>>3293509
There's nothing illegal about the patch data, but if you start distributing the original or a prepatched ROM then you're crossing the line, so to speak.

>> No.3294492

>This thread is secretly a Roberto Zampari hate thread

Despite the guys flaws with interacting with other human beings, he still can make a fun SMW hack. If he actually had people skills he'd have a lot more resources to pull from and would create fantastic stuff.

This thread should be reported to Lightvayne for the lols.

>> No.3294513

>>3294492
I don't know much about that guy and something makes me suspect it's actually you for some reason. It sounds like a lame topic anyway, shitposting about some random guy. We haven't talked about it for at least a week, there was no reason to bring it back.

>> No.3294523
File: 107 KB, 740x416, freedom-planet-3.jpg [View same] [iqdb] [saucenao] [google]
3294523

>> No.3294528

>>3294523
/v/ is over that-a-way, chum

>> No.3294536

>>3294513
I honestly haven't been following the dates on VR threads, I keep forgetting that these threads have a much longer shelf life.

Anywho, which romhacks out there are currently worth following/ playing a demo about it?

>> No.3294710 [DELETED] 

FREE MONSTER HUNTER GENERATIONS CODE
>>145630839
>>145630839
>>145630839
>>145630839

>> No.3294712 [DELETED] 

I am sometimes retarded and post on the wrong board. Sorry.

>> No.3294908

Hey guys, so this is a preview of stage 2 of my new Kaizo SMW hack. I already gave you guys a vid of stage 1 about a month ago, and I'm proud of the words of encouragement you guys gave me.
https://www.youtube.com/watch?v=cUDx3v31Dj8

>> No.3294951

>>3294908
How did the Koopa Shell turn into a Koopa once you went into the SMB3 Pipe? By the way, which version of the SMB3 Screen Scrolling Pipes do you use, the ones from GHB or FuSoYa?

>> No.3294952

>>3294951
1. I have no idea.
2. FuSoYa, as the GHB version doesn't let you do the fun stuff shown in the video.

>> No.3294958
File: 92 KB, 600x600, chen45.jpg [View same] [iqdb] [saucenao] [google]
3294958

>>3294952
Ah, and what is the tool you use to insert blocks? I use Blocktool Superdeluxe so i can insert both FuSoYa's SMB3 Pipes and blocks because they won't work in GPS for some reason.

Anyway, nice start of your new level. Keep up the good work.

>> No.3294961

>>3294958
I'm using BTSD now, I'll have to heavily modify the first stage as the new clouds don't work with BTSD.

>> No.3294965
File: 35 KB, 230x152, chen51.png [View same] [iqdb] [saucenao] [google]
3294965

>>3294961
I kinda have the same issue too, as some of the blocks i wanted to insert (ex: Donut Blocks) crash the game for me.

>> No.3295047
File: 58 KB, 512x512, ow.png [View same] [iqdb] [saucenao] [google]
3295047

I have an overworld that's 99% done. Pretty proud of it.

Fun fact: it's completely 3bpp. That means it could've been the original SMW's overworld with no modifications to the engine at all. Golly.

>> No.3295086

>>3295047
Looks pretty damn sweet. Very smooth looking outline to the whole landmass as well.

>> No.3295165

>>3295086
Thanks m80

>> No.3295746

>>3295047
I like it.

>> No.3295826

In case anyone happens to have some experience with making patches for gba roms, should I use .ips or .ups patches?
I'll be researching this a bit myself, but I thought I wouldn't hurt to ask and this is the only place I can think of.

>> No.3295850

>>3295826
.ups are from like the dinosaur era, .ips are good and simple enough for that. You could also use .bps if you really want to, but I find them completely unnecessary unless you're making DS patches.

>> No.3295856

>>3295850
Is LunarIPS okay or is that also from a million years ago?
Because I kind of remember using a million years ago.

>> No.3295857

>>3294492
I know him and I'm pretty sure he wouldn't give a fuck, as it's happening outside of SMWC, not to mention that he'd probably just laugh at it.

>> No.3295871

>>3295856
Yeah, it's also old, but it's still the standard for small patches.

>> No.3295934

>>3295871
I ended up using NUPS because lips was getting mad at me because my file ended up being larger than the base one. I sure hope this doesn't break anything.

>> No.3295960

>>3295850
>.bps
god i forgot how egotistical byuu was
what triggers that level of autism

>> No.3296054

>>3295960
Not to mention his "sound chip" for SNES.
After all the bullshit he spat about emulators not being accurate, he goes and makes this dumb thing that only his super duper accurate emulator can use.

>> No.3296109

>>3296054
AND he changes the sintax for every fucking emulator release, making the old code completely unusable, forcing anyone who made MSU-1 patches to update (read: rewrite) them.

>> No.3296113

>>3296109
Holy shit, I did not even know about that part.
God damn.

>> No.3296164

>>3295856
I use Floating IPS because you don't have to manually copy the original ROM, rename it, and then patch it.

>> No.3296176
File: 8 KB, 243x309, 1465804639621.png [View same] [iqdb] [saucenao] [google]
3296176

>used to lurk emulation threads
>read about byuu's bullshit pretty much every day
>years later check out /rhg/
>byuu is still autistic
Feels nostalgic man.

>> No.3296380

>>3296109
syntax*

Normally I would ignore this but this is a PROGRAMMING term were that shit usually matters.

I don't mean to sound aggressive, sorry if I do.

>> No.3296397

>>3295047
It's just looks like the classic map rearranged. Still nice though.

>cave world is in the same place

Is that because as you said it's compatiable with the original hardware and couldn't move the transition?

>> No.3296414
File: 20 KB, 233x179, image.jpg [View same] [iqdb] [saucenao] [google]
3296414

>>3294908
>Kaizo

Arent there enough of those? Can't you just make a fun hack?

>> No.3296443

>>3296414
It's fun to some people. I'm not saying it's fun for everyone, BTW.

>> No.3296818

http://www.romhacking.net/utilities/1151/

For a technically non-/vr/ game, but you know

>> No.3296904

>>3296818
Kirby Super Star is a /vr/ game, that means the remake of it can be discussed.

>> No.3296927

>>3273587
THANK
YOU
CON
MAN

>> No.3297185

>>3296397
>Is that because as you said it's compatible with the original hardware and couldn't move the transition
No, actually, I just didn't realize.

>> No.3298826

>>3296414
>implying kaizo can't be fun

>> No.3298945
File: 1.05 MB, 1261x1697, 1446333185681.png [View same] [iqdb] [saucenao] [google]
3298945

What's the best way to make a Mega Man hack /vr/?

>> No.3300353

>>3298826
Kaizo hacks make some fun to watch speedruns, but actually playing them is a different story.

>> No.3300751

>>3298826
>Whoops I died because trick, load state
>Whoops I died because trick, load state
>Whoops I died because trick, load state

>> No.3300829

Look, just saying, I'm fine with genuine criticism except for the "it's kaizo so it's automatically complete and utter shit" type of "criticism".

>> No.3300839
File: 167 KB, 1200x1773, 1452705991663.jpg [View same] [iqdb] [saucenao] [google]
3300839

>>3300829
>it's kaizo so it's automatically complete and utter shit

The entire point of the original Kaizo Mario was to make intentionally bad design to create an incredibly frustrating and unfair hack, only to be played by masochists. Being shit is literally written in the genre.

>> No.3300847

>>3300829
I personally don't think Kaizo is complete shit without playing, I just think they're not fun. Something can be not shit and not fun, like filing your taxes if you're going to get a nice rebate, or a decent but tedious job. If you enjoy it because the tricks are funny, okay, but to me they're tired and done. If you get a sense of accomplishment from beating it, again good for you but I don't anymore.

I'm just saying, when I play games I want fun, not tedium.

It seems like your upset someone is criticising something you enjoy. You should either get over it or leave, because otherwise yours just going to put yourself in a bad mood.

>> No.3302964

bump

>> No.3304919

>>3300751
The same criticism can be applied to normal hacks too, honestly.

>> No.3305105

>>3304919
Except you can't.

>> No.3305421
File: 37 KB, 820x1392, 1429285888057.png [View same] [iqdb] [saucenao] [google]
3305421

Hey guys. I'm very new to NES ROM hacking and have a question. Why does fceux name table viewer show the same screen on top and bottom but give different addresses for the same location? Here is a picture to clarify what I'm talking about.

>> No.3305457 [DELETED] 

>>3304919
You sir, are and idiot :)

>> No.3306707
File: 982 KB, 2048x1536, 1460948608255.jpg [View same] [iqdb] [saucenao] [google]
3306707

>>3305421
I'm no expert on the NES, but this is my understanding.

The NES Picture Processing Unit (PPU) is a tile based graphics system (duh) that can address up to 4 screens worth of data arranged in a 2x2 screen matrix (the screens you see in fceux). Multiple screens of data are needed to make scrolling work with out graphical glitches (you would invariably write something on screen), and memory access patterns depend on how you scroll. True to Nintendo's philosophy of cheap extensible hardware, the stock NES only had the bare minimum of half the potential Video RAM (VRAM) installed, and thus the PPU was optimized for the horizontal and vertical scrolling modes that you see in your pictures. Carts can have extra VRAM chips to augment the NES and make the whole address space usable, but costs for such carts were higher.

So why the repeated images? The answer is obvious when you think about how memory is accessed; a CPU puts a number on an address bus, fiddles with some control lines, and reads a data bus. Buses are simply electrical wire traces that connect parts of the computer together, and one bus can be connected to many memories (this mapping is unimaginatively called a memory map). For every bit you tack onto a bus, you double the amount of data it can specify (think binary).

In the case of the NES, the total address space is 4 screens, but only 2 screens are typically available. What happens when you access the "unavailable" memory? For the NES, it appears to read a copy of the available memory, meaning the top most bit is unimportant, even though it can be specified. This is called "mirroring" or "shadowing", and is actual a very common feature hardware because it is cheaper to add bus lines (linear growth) than memory to fill up address space(exponential growth).

This kind of thing used to confuse me too, until I understood memory. I probably didn't explain this well, so ask questions if you have any,

>> No.3306886

>>3300847
>It seems like your upset someone is criticising something you enjoy.
I don't know why you think I said that. I may not have made my point clear in >>3298826 , where I was trying to say that people can find Kaizo hacks enjoyable, and that it seemed the guy I was replying to was implying that it's impossible for Kaizo to be fun for anybody.

>> No.3306892

I can understand why some people wouldn't find Kaizo fun, but some people have different tastes to others. I am in that area with different tastes.

>> No.3308103

>>3295047
That looks really nice.

>> No.3308315

>>3306886
>He is implying Kaizo isn't fun
>>3298826
>Implying Kaizo can't be fun
Dude, you need to brush up on your reading comprehension, partocularly focusing on areas of sarcasm.

>> No.3308347
File: 150 KB, 280x181, 2gQNvar.gif [View same] [iqdb] [saucenao] [google]
3308347

Jesus, is this a rom hacking thread or a kaizo and zampari-who-the-fuck thread?

>> No.3308351

>>3308347
a little from column a, a little from column b

>> No.3308405

>>3308347
it was a byuu thread for a few posts
that was fun

>> No.3308931

For the Frog the Bell Tolls DX, where is it?

>> No.3308993

>>3308347
It's a STOP LIKING WHAT I DON'T LIKE thread

>> No.3309000

>>3308993
Most of them around here are just that.

>> No.3309107

DESU, byuu does kind of have a point; ZSNES is garbage, and if you want to play a SNES ROM hack on a real console, accuracy in emulators is key so that it doesn't break on console, yet look fine on an emulator.

>> No.3309127

>>3291224
Tbh he's the programmer so your the bitch of the dou

>> No.3309251

>>3308931
I just finished rewriting the code but there are a couple of things that have to be fixed yet. I'll show you some progress soon.

>> No.3309674

>>3309107
go away

>> No.3309719

>>3309251
Looking forward to it babe

>> No.3309737

https://youtu.be/AAu-h5aJGPs
Post yfw never ever

>> No.3311552

>>3309737
>we will never see SML2 hacks of SMW-like caliber

>> No.3313095

>>3311552
I want a SNES remake of SML2

>> No.3313263

>>3311552
>>3313095
I was just thinking, why want Super Mario Land 2 hacks when it can be done in SMW... Graphics, music, a bit of ASM coding to change moves/add minigames... Easy.

I remember someone was making a Super Mario Land 3 world hack that was alright, but I don't think it got finished.

>> No.3315978

>>3313095
That'd be cool as hell.

>> No.3316112

>>3296054
>After all the bullshit he spat about emulators not being accurate

Can you elaborate? The things he said on the matter sounded pretty reasonable. And I believe he said emulators don't offer a perfect level of emulation accuracy, not that they're accurate as a whole.

(Not arguing, just curious.)

>> No.3316149

>>3316112
huge tantrums across the entire goddamn internet about how zsnes et al "won't be remembered in 10 years"
as opposed to, uh, "higan"

>> No.3316875

>>3316149
the fuck is higan

>> No.3316908

>>3313095
I would port the game if I got funded through kickstarter and Nintendo wouldn't sue me into the ground.

I don't think there is enough interest in the former, and I don't think I'd be safe from captain N either, so it prolly ain't gonna happen.

>> No.3317260

>>3316908
Just open a patreon or something

>> No.3317285

>>3316149
Well, he's not totally wrong.

>> No.3317409

>>3316875
An emulator that's stupidly and needlessly complicated to set up. It's honestly not worth the accuracy if it's so stupid. I'd rather stick with bsnes 0.70.

>> No.3318656

So some faggot is using ROM Hacking to push his agenda. look at this shit.
http://www.romhacking.net/hacks/2907/

>> No.3318701

>>3318656
I'm kind of starting to wish that romhacking.net would stop accepting every and any hack. Stupid shit like this or nazi dick mario shouldn't go up alongside actual good hacks.
It just brings down the quality of the site as a whole.

>> No.3318916 [DELETED] 

>>3318701
Hey hey, Naked Peach vs the Dick Nazis was actually really good. It was a very well designed level hack with animated backgrounds and a jump scare.

This one though looks stupid.

>> No.3319153

>>3318916
Yeah no, fuck you.

>> No.3319219

>>3318656
>>3318701
This feels like it isn't taking itself too seriously

>> No.3319260

>>3318656
holy shit it's real

>> No.3319389

>>3318656
Holy shit now it's on the front page

http://www.romhacking.net/

>> No.3319397

>>3318656
Oh get a sense of humor
>Pac-Miguel
Kek

>> No.3319401

>>3317409
Snes9x is my favorite.

>> No.3319405

>>3318656
Haha whatever. I'm sure it'll get like 100 downloads and be forgotten forever.

>> No.3321205

bump

>> No.3322165
File: 76 KB, 292x200, 1457828849710.png [View same] [iqdb] [saucenao] [google]
3322165

I'm currently using the newest No$GBA debugger and it runs fine for all of 30 seconds before it completely falls apart, same goes for version 2.7. Is there some sort of option I'm missing that's fucking shit up or am I just stuck on 2.6?

>> No.3322528
File: 52 KB, 336x475, 1464546682481.jpg [View same] [iqdb] [saucenao] [google]
3322528

anyone can recommend me good Fire Emblem Hacks?

I remember there was this one that only let you play as cute girls

>> No.3322532

>>3322528
Most of them I know of are NOT RETRO.

There's some good randomizers out there for FE though, randomized FE runs at least were all the rage.

>> No.3322545 [DELETED] 

>>3318656
Would you say this is in line with the gender neutral Zelda hacks?

>> No.3322552 [DELETED] 

>>3322545
Not at all, some were wondering if the guy with the LGBT stuff was baiting. IIRC gender neutral Zelda started from a father doing something cool for his daughter.

It's mostly due to his sudden change in personality from being cooperative to Max Tumblr Mode, asking for a parody hack to be rid of.

>> No.3322567 [DELETED] 

>>3322552
>>3318656
On the other hand, gay stuff is so vanilla on the Tumblr spectrum that I'm not even bothered by it. If it were otherkin or genderqueer I may have been bootyblasted.

But even then I would just ignore it.

>> No.3322570

>>3319389
>he doesn't know that anyone can make a news article
Gee, I wonder why they're so few?

>>3322552
>IIRC gender neutral Zelda started from a father doing something cool for his daughter.
>Outside of one review, they're all "hurr he's obviously male."

It's few times that dad actually does something cool here, let him have his day. By the way, that spoof hack is actually funny.

>> No.3322578 [DELETED] 

>>3322570
You think that when people good at hacking have a family, they'll do things for their kids like this on their precious spare time?

>I made the Yoshi's Island baby after my new son!
>10 years later: "But daaaaaaaaaaaaaad!"

>> No.3322596 [DELETED] 
File: 33 KB, 445x320, ms_pacman2.jpg [View same] [iqdb] [saucenao] [google]
3322596

>>3318656

FYI, "Ms." Pac-man is actually just Pac-man moonlighting as a woman. What do you think happened to his career after he lost popularity as an arcade mascot?

>> No.3322606

>>3322596
then why are the two of them picture together sometimes

>> No.3322617

Im not too bothered with the gay pacman hack, there are billions of shitty hacks out there and this is just another one, and just like the rest it will be forgotten in month or so anyway.

>> No.3322653

I actually considered making a series of patches for the original Dragon Warrior to swap character genders around, because why not? It would be a pretty straightforward graphics and text edit. It might go something like:

Heroine / Princess swapped to a prince
Hero / Princess swapped to a prince
Heroine / Princess remains a princess

I was thinking the heroine variant of Erdrick's descent might resemble the paladin class from the NES port of Ultima: Exodus, but probably edited to look more in line with something out of other DQ games.

While I'm at it, I could fix some of the grammatical issues that were still present in the final revision of the game.

>> No.3322690

>>3322532

the GBA is basically a small SNES, so hacks for that would fit

>> No.3322713

>>3322606
>make an obvious joke
>some autistic fuck takes it seriously

I hate neo-/vr/.

Is this board just becoming progressively more underage? I blame e-celebs.

>> No.3322730

>>3322713
>obvious
We're on fucking 4chan, it's damn near impossible to tell who's joking and who isn't

>> No.3322838 [DELETED] 
File: 825 KB, 1239x688, Known conmen.png [View same] [iqdb] [saucenao] [google]
3322838

>>3273587

>> No.3322865

>>3322838
>Bloodstained's fucking demo is better than Might No. 9
>idiots still calling him a con-man

>> No.3322918

>>3322713
>getting this pissy
Christ.

>> No.3323105

You know exactly WHY that hack was posted. Report and filter.

>> No.3323428

>>3322865
Its pretty much just memeing at this point when it comes to anything related to kickstarter. It's very easy to just fucking read and figure out what kickstarter is worth funding or not, and if you don't like how its going, you can pull out of it, which is what these wastes of space's fathers should have done.

>> No.3323454 [DELETED] 

>>3322570
>>>3322552 is gone
Da fuck? The most important part was already quoted right there, other than explaining why exactly why that other guy was different.

>> No.3323459

>>3323428
The SS1 remake looks better than NuDoom right now at least.

>> No.3323952

What are the definitive ways to play Phantasy Star II, Phantasy Star III, and Phantasy Star IV? There are so many tweak and improvements many of which seem to serve the same purpose, it's a little confusing.

>> No.3325119

>>3323952
For PSII there's this:

http://www.romhacking.net/hacks/925/

>> No.3325127
File: 165 KB, 825x886, 0Q0mdDa[1].jpg [View same] [iqdb] [saucenao] [google]
3325127

>>3273587

Thank you Con Man!

>> No.3325135

I posted some updates on the For the Frog the Bell Tolls DX hack: http://www.romhacking.net/forum/index.php/topic,21642.msg309907.html#msg309907

>> No.3325286

>>3325135
Dayuuuuuuum son, this is some good shit. Wasn't the original a Gameboy game? You manually added colour? Respect.

>> No.3325313

>>3325286
It's not the first "DX" project out there, Anon.
But he's doing a spectacular job, I agree.

>> No.3325363

>>3325286
>>3325313
Thank you anons :')

>> No.3325851

Complete filthy newfag at ROM hacking, here... is there a way to hack a game through the PPU Memory on FCEUX's Hex editor? I manage to change it, but it doesn't get saved.

I was trying to change the Donkey Kong opening screen title, and it works through the PPU Memory (it's basically the same sprite over and over alternating with empty spaces to form the title, right?), but I can't seem to find it on the ROM file editor mode.

>> No.3325904

>>3325135
Beautiful work, man, this is one of the things I'm most looking forward to. Do you think you could upload a bit of footage so we can better see what you mean by palette transitioning?

>> No.3326101

>>3325851
Isn't Donkey Kong (GB) fucked up because it does some stupid, very unnecessary thing with the Super Gameboy? Look it anon.

>> No.3326104

>>3326101
It's the only game that uses the Super GameBoy properly. That's gotta be it.

>> No.3326275

>>3326101
How is that relevant? He was asking about the NES Donkey Kong.
Besides, Donkey Kong (GB) already has an editor and it works alright. What do you mean with "some stupid, very unnecessary thing" ?

>> No.3326294

>>3326275
My bad, mistook the games, both the version of Donkey Kong he was talking about, and the only single game that uses some extra graphical memory features of the Super Gameboy for a almost pointless extra feature (Mario Picross, uses an extra Super Gameboy background later simply so the title screen logo is drawn simulatenously with the border or something like that).

>> No.3326339

>>3326294
Kirby's Dreamland 2 uses extra audio
Space invaders uses genuine routine hijacking to act like a real SNES game

>> No.3326470

>>3326104
>what is space invaders

DK94 was nothing special. SGB palette indexing, big whoop

>> No.3326721

>>3326470
Space Invaders isn't using it properly at all.

>>3326339
That's because it IS a real SNES game. The routine hijacking runs SNES code instead of the default GameBoy code when it's in a SGB.

>> No.3326991

>>3326721
I give you that. Still, though, I think having a real SNES game inside a GB cart is more impressive than DK94's trickery, regardless of it not being kosher SGB stuff. I mean, it wasn't THAT amazing imo. I genuinely think KDL2 did it better.

>> No.3327103

>>3326101
Thanks for the tip, anyway. I gotta try to play that sometime. Y'all make it sound impressive.

>>3326275
And yeah, I meant the NES one.

>> No.3327660

>>3326339
Doesn't the Animaniacs Gameboy game also use special audio?

>> No.3328093

>>3327660
No idea, never played it

>> No.3329231

How do you get good at famitracker? I want to make some music hacks but I can't really wrap my head around how this works. Is there like homework for it to help me make progress? And how do you switch to the next song in an ost on imported nsf files?

>> No.3329312

http://akiba.geocities.jp/turbo_duo16/translation-main.html
http://akiba.geocities.jp/turbo_duo16/translation-anti.html

For this

http://www.romhacking.net/hacks/353/

>> No.3329476

>>3313095
I want Game Gear and Master System Sonics remade in Mega Drive.

>> No.3329545

>>3329476
I do too.

>> No.3331306

What emulator to use for TSRPR?

>> No.3331328

>>3331306
if it doesn't play on snex9x or higan, then sadly zsnes is the only option.

>> No.3331336

>>3331328
Tried higan on retroarch and it crashed (apparently because of the custom music stuff)

>> No.3331374
File: 914 B, 56x56, 12.png [View same] [iqdb] [saucenao] [google]
3331374

>>3331336
Always use ZSNES if it says music crashes on inaccurate emulators.

Anyway, i haven't heard any news about Vidyamon in quite some time. How is the project going? Has it been canned?

>> No.3331380

>>3331374
nooo i dont wanna use zsnes

>> No.3331392
File: 2 KB, 56x56, 5.png [View same] [iqdb] [saucenao] [google]
3331392

>>3331380
Then if you want to play on another emulator, you should have to mute your sound and look up some background music or else you will end up raping your ears.

>> No.3331401

>>3331392
I used bsnes (Balanced). The sound completely stopped halfway through the level and after that point if I die or beat the stage the screen just goes black and stays that way until I close the whole program.
Though if I can use retroarch at all with it I'd prefer to, even if I have to mute it the whole time

>> No.3331402

>>3331380
Sometimes you just have to, especially with Super Mario World hacks.

>> No.3332218

Back when people didn't give a shit about accuracy in emulators, they used very bad methods in the old Addmusic programs that made it sound completely fine on ZSNES, but break on the more accurate emulators like Snes9x and higan.
Thankfully with newer versions of Addmusic, like AddmusicK, it sounds completely fine on all emulators, and even console.

>> No.3332615

>>3273587
You guys hear about Death Fuck '89? http://www.romhacking.net/forum/index.php/topic,19700.0.html

Interestingly, this hack is really goddamn extensive for Final Fight Guy. ow my pankouis i was Fucked to death lol

>> No.3334319

>>3327660
Yeah, it does play the music through SNES' sound chip when it's played on the Super Game Boy. Those enhanced soundtracks were a pretty cool idea, it's a shame that only Western-developed licensed junk took advantage of that.

>> No.3334846
File: 125 KB, 312x446, Chibi Maruko chan Waku Waku Shopping Sega Mega Drive.jpg [View same] [iqdb] [saucenao] [google]
3334846

TRANSLATION PATCH WHEN?

I think I can speak on the behalf of literally everyone in the retro gaming community when I say WE NEED CHIBI MARUKO CHAN WAKU WAKU SHOPPING IN ENGLISH!

>> No.3334964

>>3334846
Anything at all that makes it interesting?

>> No.3334978

>>3334964
1. it's cute
2. it's mario party on the genesis
3. i want it

>> No.3335318

>>3334978
Interesting.
Has anyone tried it before?
How much text is there?

could take a look maybe

>> No.3335465

>>3335318
It's basically "The Game of Life" with Maruko-Chan. Not a ton of text, but not a just a little.
I might play it at a few parties if it were translated.

>> No.3335507

>>3335465
Taking a look at it later today.

>> No.3335514
File: 79 KB, 457x472, 1424718511064.png [View same] [iqdb] [saucenao] [google]
3335514

>>3334846
>namcot

>> No.3335835

>>3334978
Sounds dope. What needs to done? Who here knows moon runes?

>> No.3336047
File: 45 KB, 1280x960, Chibi Maruko-Chan - Wakuwaku Shopping (J) [c][!] 2 2016-07-04 19.06.07.png [View same] [iqdb] [saucenao] [google]
3336047

>>3334846
>>3334978
>>3335835
no idea, i tried playing it but didn't understand shit. I was expecting minigames but I wasn't able to get to any. There's a board or something and the text seems uncompressed. I changed MAN to FAG with two bytes, the table is pretty obvious.

Can't moon though so I don't know if there's much I can do. Script dump maybe.

>> No.3337169

http://www.romhacking.net/hacks/2919/

>> No.3337203

>>3337169
I can identify several stolen graphical assets just from looking at those preview images. The koopa troopas and the boos stand out in particular.

>> No.3337330

>>3325904
Better late than never: https://www.youtube.com/watch?v=iHOj74CLeF4

>> No.3337442
File: 36 KB, 724x817, rBTJoAJ.png [View same] [iqdb] [saucenao] [google]
3337442

Does S.N.N. look any better like this?

>> No.3337513

>>3337330
Very elegant solution. Looks great.

>> No.3337623

http://www.romhacking.net/hacks/2911/

OK, which one of you /v/ dipshits did this

>> No.3337626 [DELETED] 

>>3337623
it wuz obivsly nambonr bcuz he maks evrithin bad on /vr/

>> No.3337635

>>3337623
If I had to guess, I'd say it was popehentai.

>> No.3337652

>>3337626
nambona's a collosal faggot, yeah, but not everything cancerous can be traced back to him
he's simply a strain, not the entire cancer

>> No.3337672

>>3337623
Finally, a gender hack I can identify with.

>> No.3338235

>>3337203
what are you talking about

>> No.3340481

bump

>> No.3341624

>>3337203
It's the other way around, actually.

>> No.3343602
File: 100 KB, 363x710, 0x611B4BD8.png [View same] [iqdb] [saucenao] [google]
3343602

I don't know if this is the place to ask, but I need help ripping sprites. It's from a DS game, but I'm hoping the method is similar for retro stuff.

I have these sprites here, but all jumbled up. I tried piecing them together in Photoshop but it gets really confusing really fast.

The bottom left "tile" loops back to the end of the layer above it, which I drew with the arrow. That pattern continues for the whole thing as far as I can tell. The problem is each tile has no set width, so I can't automate it. I've tried things like Tile Molester and TileGGD, but I can't get them to work with DS games, or maybe I just don't know how to use them.

Any help in trying to wrap my head around this? Is there any math that can automate the offsets?

>> No.3343675
File: 5 KB, 240x160, faggot.png [View same] [iqdb] [saucenao] [google]
3343675

Hear me out.

I'm on a mission to make the most cringeworthy, meme-infested Pokemon ROM hack there is. Basically I'm replacing all the Pokemon with memes, for example, Kyubey, Sanic, CDI Characters, etc.
Figured that this would be a more appropriate place than /vp/, since it doesn't really pertain much to Pokemon.
Posting here asking for suggestions for pokemon replacements. I have room for 386 Pokemon with Pokedex entries, and an extra unused 28 Missingno slots that can be used as additional Pokemon.
Debating if I want to change just the Pokemon or the story, too. Both are doable.

I'm well aware that I'm going to get shit for this. Just wanted to see if /rhg/ wanted to help.

>> No.3343751
File: 157 KB, 275x220, 1465440304056.png [View same] [iqdb] [saucenao] [google]
3343751

>>3343602
You aren't going to like my answer, but this is what to do:

1) Read about how the DS displays sprites (this assumes the DS is tile based. If it's not, skip this step)

2) Reverse engineer the sprite drawing routine

3) Locate the sprite data (you found the graphics, but you lack the sprite structure that dictates what tiles to use and their positions)

4) Write a program that extracts sprite data out of ROM (gfx and all) and prints the result.

This is technical, but far from impossible, and really the only correct way to do it. You just need some programming skill.

I will warn you, looking at sprite graphics data can be misleading. Sometimes games layer sprites on top of each other, and you'd be hard pressed to figure out how they actually go together. Sometimes the same tile is used across multiple sprites. Sometimes graphics are outright unused. Sometimes the same sprite is used in many different animation loops. The only way to get around these issues is to follow my advice.

Btw, what game?

>> No.3343781

>>3343751
I think I'm in over my head, but I'll see what I can figure out. Thanks for the info.

The game is Knights in the Nightmare. It's also on the PSP, and I tried ripping sprites from it but it's the same jumbled result as with the DS sprites.

>> No.3344078

>>3343675
For what purpose?

>>3343751
Where'd you get that neat Tempo pic?

>> No.3344110
File: 4 KB, 256x224, 1859screenshot1.png [View same] [iqdb] [saucenao] [google]
3344110

Am I the only one who like the Inventor pirate hacks? Sure, they're usually made from very primitive games (pic related feels like an Atari 2600 game gameplay-wise) but they somehow feel very comfy and fresh.
http://www.romhacking.net/community/2956/

>> No.3344994
File: 6 KB, 240x160, Battletoads.png [View same] [iqdb] [saucenao] [google]
3344994

>>3344078
Honestly? Just for the hell of it. I want to see how bad it can really get when a video game is stockpiled with memes.

>> No.3345218

>>3344994
You don't need a hack for that, you just need Borderlands 2.

>> No.3345234
File: 956 B, 125x112, compressed kek.jpg [View same] [iqdb] [saucenao] [google]
3345234

>>3345218

>> No.3345352

>>3344994
/vp/ has already done it.

>> No.3345365

>>3343675
>>>/vp/27005991
;^)

>> No.3345379
File: 5 KB, 240x160, Wild ANON appeared!.png [View same] [iqdb] [saucenao] [google]
3345379

>>3345218

>>3345352
>>3345365
I'm talking about actual memes, not Meme-mon. Perfect example, like in pic. I have a separate hack for fakemon that I've set to the side for the time being.

>> No.3345405

>>3345379
Sounds like a watered down version of what /vp/ is doing.

>> No.3347102

>>3273623
i don't think there's any way besides actually reading the datasheet for the 68000

>> No.3347572

>>3284825
>SNES programming wizard
Please elaborate

>> No.3347752

Hey.

Is it too hard to get into just text editing? I've been thinking of getting into ROM translation to my native language since I'm very displeased with the overall quality.

>> No.3347875

>>3347752
Depends on the ROM and platform, some are easy as pie because the text is already displayed in the file like you see on screen.

>> No.3349112

>>3345379
>Ruby
This is not smart. You have many more options open to you for a hack with all new Pokemon if you use FireRed or Emerald.

>> No.3351337

>>3349112
Believe me, I've tried with those. Emerald likes to glitch up on me, especially with the music, occasionally sounding all bit-crushed and the sort. I would love it to be on Emerald but the bugs and glitches are too many to list.
FireRed works a bit better, but all my hacking programs really favor the Hoenn Region better, as I'm not able to use all of my tools on the Kanto games.
Ruby is the optimal choice at the moment, unfortunately, mainly simply because of that very flaw, that it's much smaller than the others; it gives me much more room to work with no trouble.

>> No.3353514

http://www.smwcentral.net/?p=section&a=details&id=13947

That's interesting

>> No.3353816

So how do custom splash screens work in romhacks? I'm talking about stuff like the Sonic Retro one for example.

Is it just a separate program between the header and the main program that JMPs to the main program when it's done?

>> No.3354630
File: 414 KB, 642x446, 1468360042027.png [View same] [iqdb] [saucenao] [google]
3354630

Can someone help me with my sketchup model in sm64? All the textures are wonky and there's invisible walls everywhere. Thanks.

>> No.3354785

thread == dead

>> No.3354936

>>3295047
I won't lie to you anon. Aesthetically, that looks nice. Unfortunately, it doesn't look very interesting to go through since I'm not seeing a lot of levels.

>> No.3355030
File: 306 KB, 700x525, super-mario-bros-3-snes-screensaver-2.png [View same] [iqdb] [saucenao] [google]
3355030

This might be stupid and pointless, but I'm curious about whether or not this is actually possible.

Can Super Mario All-stars be separated into one rom for each game?

>> No.3355341

>>3354785
>thread == dead

Evaluates to false.

>> No.3355350

>>3273587
keji inufunae is a fucking scam artist.

>> No.3355409

>>3355350
Wow, did you just figure this out yourself?

>> No.3355415

>>3355030
I'm sure it's possible. Does the main menu and game selection bother you that much though?

>> No.3355421

>>3355030
What I really want is SMAS' SMB but with proper physics and with Mario and Luigi having their modern colors.

>> No.3355718

>>3355030
I'd love just a snes cart of SMB2 alone, since it's the only SMAS remake that's actually better than the nes original.

>> No.3355801

>>3355718
>remake
They're actually all ports. They received graphical upgrades and tweaks to the gameplay (which caused a bug in SMB1 and LL) but all the games are at their core the same old NES code.

>> No.3355831

>>3355421
>SMAS' SMB but with proper physics
there is already hack that fixes the block bump glitch
>and with Mario and Luigi having their modern colors.
I think theres one for that too, if not it shouldn't be that hard to make(since all graphics are uncompressed).

>> No.3355912

>>3355801
Really? Weren't the originals coded in assembler, requiring them to be rewritten for SNES?

>> No.3355914

>>3355030
I've been wanting this myself for a while.

>> No.3355948

>>3355801
Shut up faggot.

>> No.3355964

>>3355912
I'm not sure about that, but they are indeed all ports.
Super Mario Bros. 3 is the biggest indicator. It still contains all of the unused levels, enemies, and graphics from the original game, and most of the graphics were even updated to 16-bit. On top of that, the original debug code is still present, despite all four titles receiving new debug codes for the compilation.
Super Mario Bros. 1, 2, and Lost Levels also each have varying degrees of original graphics or text in their data that was rendered unused due to how All Stars obsoleted them with different functions.

>>3355948
no u

>> No.3355969

>>3355964
Yeah, I'm well aware of that, I'm pretty sure I've read every single article on The Cutting Room Floor wiki, but how could games written in assembler be ported without rewriting them?

>> No.3355978

>>3355969
Oh, well, you got me there. I don't have a fucking clue.
But why even bother keeping all that shit if they had to be rewritten?

>> No.3355986

>>3355978
Might have transferred the graphics data and worked from on it. They even updated the unused graphics. It was even kept in the GBA-version.

>> No.3355997

>>3355801
>ports
Actually they're remakes. Only the graphics were ported over, and then they were remade.

>> No.3356024

>>3355997
Yeah, they're such good remakes, they even went and reprogrammed in unused levels and code and GASP left them unused!

>> No.3356030

>>3355978
There are a number of homebrew ports of NES games to SNES (there's even a TAS that shoehorns a quick port of SMB1 into SMW's RAM!) so I'd wager that the developers were able to adjust the original NES source code into running on the SNES and using it as a base.

>> No.3356114

>>3356030
>there's even a TAS that shoehorns a quick port of SMB1 into SMW's RAM!
Could you provide a link please?

>> No.3356205

>>3355421
>>3355831
http://www.romhacking.net/hacks/167/
http://www.romhacking.net/hacks/2766/

>> No.3356257
File: 94 KB, 886x652, 1213screenshot1.png [View same] [iqdb] [saucenao] [google]
3356257

Yesssss
http://www.romhacking.net/utilities/1213/

>> No.3356350

I remember reading about how the literal colour values stored in Gameboy Color games aren't what's displayed and instead they look more muted and natural in comparison.

Anyone have some material on that?

>> No.3356353

>>3355912
both machines run on the same processor, the SNES one is just beefed up

i think they were planning for NES backwards compatibility at some point

>> No.3356647

>>3356350
No, the color bytes in the ROM are exactly what the screen outputs. However, the gbc has such a shitty screen and no backlight, that you will never see the true colors. Think about looking life through sunglasses - the world has its original colors but your glasses obstruct ever so slightly. Developers knew this and deliberately used super bright and poppy colors that probably looked bad on their dev environment computers but nice on the dim gbc screen.

>>3356353
True. There's a 6502 compatibility mode in the 65c816 processor, but you can't do much with that alone because the processor alone is useless (you need graphics and sound too)

>> No.3356665

>>3356114
https://www.youtube.com/watch?v=YHyaTCuZRzM

>> No.3356675

>>3356647
>True. There's a 6502 compatibility mode in the 65c816 processor, but you can't do much with that alone because the processor alone is useless (you need graphics and sound too)
probably means that the idea was dropped very early in development, then

>> No.3357321

>>3356665
Thank you

>> No.3357939 [DELETED] 

>>3308405
>>byuu.

>> No.3357971

>>3347572
I think he means byuu

>> No.3358006
File: 23 KB, 480x472, ahaha.jpg [View same] [iqdb] [saucenao] [google]
3358006

>>3357971
>byuu

>> No.3358094 [DELETED] 

>>3358006
byuu is god.

>> No.3358112 [DELETED] 
File: 18 KB, 193x255, chiyo_wha.jpg [View same] [iqdb] [saucenao] [google]
3358112

>>3358094

>> No.3358125

>>3358112
>higan
>helped with M3
>beat patching
>trance translation tool

>> No.3358159

>>3355350
I really hate that people fell for the "Inafune created megaman" meme.

>> No.3358170
File: 84 KB, 179x309, ring.png [View same] [iqdb] [saucenao] [google]
3358170

>>3358125
Yes, I know exactly who he is.
He's a giant fucking faggot.

>> No.3360318

bump

>> No.3362868

>>3356257
>2014

Shame no hacks came out of this.

>> No.3365151

>>3273587
I've just noticed that SMW Central held a C3 few days ago. Anything good released?

>> No.3365271

>>3365151
http://www.smwcentral.net/?p=section&a=details&id=13998
non-kaizo mostly-vanilla puzzle hack

http://www.smwcentral.net/?p=section&a=details&id=13947
vanilla level design contest 1 compilation

>> No.3365285

>decide to give some Super Metroid romhacks a go on everdrive
>some won't load after patching, even though I take into account headers and shit
>most of the ones that will load are kaizomario shit that REQUIRE you to know advanced speedrunning glitch techniques and be able to pull them off flawlessly to go from room to room
>only SM romhack I've found so far that isn't like that shit was the project Base hack, which just overhauls mechanics
>find one that sounds perfect, "Super Zero Mission", a SM version of the remake of the original Metroid
>mitebegood
>uses the original level layouts, and somehow manages to fuck them up all the same
>spend way more time backtracking than exploring
>go everywhere I can possibly go except to norfair
>go to norfair
>only way back to elevator requires ice beam to get past invincible enemies since no platforms
>only way forward requires varia suit otherwise lava kills
>game gave save point right after the point of no return

Look, I understand that romhackers are not experienced industry level designers, I get that. But this is the sort of half-assed shit you should catch in play-testing. I have no desire to continue playing a mod where I might have to restart from the beginning if I didn't guess exactly what I was supposed to do next, or know that the save room was designed as a LOLTROLLU trap. This is just a waste of my time, so why does any retard do this shit?

Are there any Super Metroid romhacks actually worth playing, or are they all kaizohard or broken shit like this? I swear this sort of shit is the reason I don't even consider playing SMW romhacks anymore.

>> No.3365298

>>3365285

Trolling culture is cancer.anything beyond dumb internet post level of trolling reflects more poorly on the trolley than the person mildly irritated by their efforts. I think a lot of people don't realize this so they get a kick out of knowing that someone will be minor irritated by a troll level/hack.

>> No.3365379

>>3365285
You should use Metroid Construction when looking for Metroid ROMhacks to know beforehand which hacks require a header and which ones don't, and what difficulty level each is made for. http://beta.metroidconstruction.com/

Also, Super Zero Mission was made that way purposefully. The idea behind it was to be similar, but very different. There's a Metroid Fusion remake being made right now with the same idea behind it. Though yes, I can agree that it can be easy to get lost.

There are lots worth playing, and Super ZeroMission is often considered one of those worth playing.
Darkholme Hospital
Escape II
Ice Metal Uninstall
Hyper Metroid
Project Base
Phazon Hack
Super Metroid Redesign - Axeil Edition
Z-Factor

>> No.3365386

>>3365285
>Are there any Super Metroid romhacks actually worth playing, or are they all kaizohard or broken shit like this?
Most actually aren't. Unlike Super Mario World, most Metroid romhacks aren't meant to be kaizo level, or even require advanced techniques. Super Zero Mission isn't even one of those, at least for playing to the end. Advanced shit is required for getting 100%, however.

>> No.3366018

Hyper Metroid should definitve be one of the downloads.

If anyone is interested smwcentral released a hack that put all the levels of the first VLDC into a single rom. Also Brodute has released Star Revenge 8 which is the last story and is making another version of The Kedama Takeover.

>> No.3367547

>>3329231
I'd like to know how to insert different nsf files into a game.

>> No.3367769

>>3357971
>calling byuu a SNES programming wizard

that sounds like something byuu himself would do

>> No.3367776

>>3367769
>byuu's here
Fuck, no wonder these threads have been so shitty lately.

>> No.3367895

>>3347572
The ones with the Mega Man pictures? I have them on my Evernote.

>> No.3368042

>>3367769
oh fuck off with your emugen drama

>> No.3368145

>>3358159
https://en.m.wikipedia.org/wiki/Keiji_Inafune#Gameography
>All those "Producer" credits.
>One of the only things he actually created was the character Zero

Kamiya was right.

>> No.3369796

>>3274373
This guy must be quite the card.

>> No.3369851

>>3355350
He's a hack

>> No.3369998

>>3354936
it has 28 levels on the main map, as many as the original smw has on its main map (not including switch palaces or top secret area)

>> No.3370015

>>3365285
Z-Factor is a good vanilla hack that doesn't change the physics and doesn't require advanced techniques to complete, though there are perks for advanced players

>> No.3370086
File: 7 KB, 512x448, sm-zfactor contragulations 1.png [View same] [iqdb] [saucenao] [google]
3370086

>>3370015
>though there are perks for advanced players
>mfw completing the Zaridia Run

>> No.3372640

>>3365151
>>3365271
This hack is also pretty good:

http://www.smwcentral.net/?p=section&a=details&id=14059

>> No.3373095

>>3325135
Is that guy STILL saying he won't release a translation friendly version without VFW support?

>> No.3374618
File: 157 KB, 512x240, Ninja Gaiden and Castlevania.jpg [View same] [iqdb] [saucenao] [google]
3374618

This is my first time posting in /vr/ so I'm not sure if this thread is the right one to ask the question I have or wether the answer to that question is common knowledge around here.

Ninja Gaiden and Castlevania for the NES are somewhat similar looking and from what I've read that Tecmo got inspired by Castlevania when making Ninja Gaiden but how far did that inspiration go? I mean, not only is the UI similar but certain mechanics like the knockback, the controls for using items, the "ammo" for the items are pretty much identical.

So my question is, do these two games share code? Is Ninja Gaiden basically a romhack of Castlevania or did Tecmo do a really good job at copying the mechanics without using the exact code from Castlevania?

>> No.3374635

>>3374618
Yes.
Tecmo totally decompiled and used Castlevania's code in Ninja Gaiden.

>> No.3374882

>>3374618
lol,
if you're serious
please go and spend a decade getting wiser
or something

>> No.3374894

>>3367547
Impossible for the most part.

Famitracker is best used as some sort of music prototyping tool.

>> No.3374952

>>3374618
Actually, Ninja Gaiden is a romhack of Duck Hunt.

>> No.3375167

>>3374952
>get knocked into a hole by an eagle for the 103rd time
>that fucking dog shows up to laugh at your face

>> No.3375930
File: 29 KB, 85x85, 1468731422652.gif [View same] [iqdb] [saucenao] [google]
3375930

Vidyamon anon here, I've been taking another break. Don't worry the project isn't dead. Especially since I have everything backed up now.

If there are any sprites you may have then by all means, post them here.

>> No.3376994

>>3365151
http://www.smwcentral.net/?p=viewthread&t=84679

How about this one? Recreating Mega Man X gameplay mechanics in the SMW engine is both dumb and amazing at the same time.

>> No.3377259
File: 47 KB, 879x717, strange mario.png [View same] [iqdb] [saucenao] [google]
3377259

Is there anything that has even come close to topping this yet?

>> No.3377320

>>3377259
>ACMLM
holy fuck I haven't seen that name in a long time

>> No.3377329

Does anyone have a link to a patched version of Chrono Trigger Impossible for the SNES? I have this weird bug where enemies give tons of XP.

I tried a bunch of different roms and patching methods, the CRC/MD5 match but none work. There's even a mention of this bug on the creator's youtube channel but no solution.

>> No.3377351

>>3377320
He still speedruns on twitch

>> No.3377717

>>3377351
and acmlm's board stil exists. Been a bit quieter than back in its heyday though.

>> No.3377725

>>3369998
You're right, but I think SMW feels more interesting to play through since you deviate from the main map more frequently. You start on a submap, go to the main map for Donut Plains, go to a submap again for Vanilla Dome, go back to the overworld for the bridges, go to the Forest of Illusion submap, go back to the overworld for Chocolate Island, and then finish off with the Valley of Bowser submap.

That frequent change-up provides pacing and allows you to forget that the overworld doesn't have that many levels on it.

>> No.3378417

>>3377725
That's a pretty good way of putting it. Thanks, Anon! I'm not sure what I can do about it, though.

>> No.3378461
File: 376 KB, 864x718, World 1-D.png [View same] [iqdb] [saucenao] [google]
3378461

>>3377259
Anyone know how to get past this wall in World 1-D?

>> No.3378490

>>3378461
theres either hidden blocks or you were supposed to enter pipe/vine earlier. if its not either then its impossible without gamegenie.

>> No.3378503

>>3378490
I'm guessing it's impossible, I don't even think you're supposed to get that far into world 1 haha

>> No.3379895 [DELETED] 

bump

>> No.3380882

>>3377259
>1999

That makes me feel old.

>> No.3381583

>>3379895
>deleted
Are bumps against the rules now or something?

>> No.3381791
File: 3 KB, 168x168, 1469328584283.png [View same] [iqdb] [saucenao] [google]
3381791

Then I'll bump with progress then.

>> No.3381956

>>3381791
neat

>> No.3381980

I was working on reverse engineering super mario land level format, eventually make an editor. kinda gave up. it was fun but very very very slow work

>> No.3381987

https://www.youtube.com/watch?v=jAUgdxCghyM&feature=youtu.be

>> No.3382021

>>3381987
looks pretty neato.

what is this a hack of?

>> No.3382024

>>3382021
new game made from scratch

>> No.3382064

>>3381987
The only criticism I have is that the rocket flame should be more visible. Make it dark instead of light, or use a larger sprite (if you can swing it).

>> No.3382068
File: 740 KB, 1172x610, 1468461607544.png [View same] [iqdb] [saucenao] [google]
3382068

>>3382064
Oh, to add to this, it would be neat if you could boost left and right on the ground with the rocket. It would give the rocket power a bit more variety, and gives enemy and level design a lot more to work with.

>> No.3382073

>>3382064
>>3382068
oh i didn't make this.

>> No.3382091
File: 85 KB, 849x599, 1195screenshot1.png [View same] [iqdb] [saucenao] [google]
3382091

>>3381980
The level format was spec'd by Frank in 2004.
An editor got released earlier this year.
There's nothing else to do desu, except the music format (which seems really simple albeit limiting )

>> No.3382123

>>3382091
yeah I thought maybe someone already did it but i was just enjoying doing my own thing

>> No.3382127

>>3382091
awesome that theres an editor btw I wonder if anyone has made some great new levels with it

>> No.3382134

>>3382127
As far as I know, there's only one level hack by Frank himself, done in like 2005 with a hex editor only lmao

>> No.3382140

>>3382134
damn someone should get on this, make some cool 'super hard' mario mod or something

>> No.3382306

>>3382140
Designing levels isn't exactly enjoyable - there are hard limits (think Metroid 1, you have to reuse some "rooms" to conserve space.)

>> No.3382313

>>3382306
Is ROM space really a limit for ROMhacks these days, though? I thought you can (with hard work of course, I don't mean to imply it's easy) change the mapper in a ROM to increase its size.

>> No.3382324

>>3382313
I think changing the mapper would be some seriously fucking hard hacking work, mayb not even be possible

>> No.3382330

>>3382306
You are in the wrong thread if that's what you think, friend.

>> No.3382335

>>3382324
You sure? I've seen games like Metroid that have had people change the mapper. I know Koolboyman ported Pokémon Gold to a 4MB cartridge type to try to fit all the stuff from Prism in (though I also heard he recently brought it back down to 2MB when he moved the entire project to Crystal).

http://www.romhacking.net/hacks/2554/
http://www.romhacking.net/hacks/2555/

Is this something different than what I'm thinking?

>> No.3382348

>>3382335
maybe it' snot as hard as I imagined

>> No.3382407

>>3382330
What do you mean?
Sure, you could expand the ROM but the editor in question is programmed to only deal with the current limitations. Anything is possible, sure, but I'd rather cope with the SMW limitations than repoint everything.

>> No.3382409

>>3382407
*Cope with the SML limitations

>> No.3382784

>>3381583
If you're going to bump a thread, at least find something relevant to post. Don't just say "bump".

>> No.3383482

>>3378417
You don't have to do anything with that particular map if you don't want to, I was just making a suggestion. You have talent with mapmaking though, so maybe you'll consider pacing things out like the original SMW in the next map you make.

I wish you luck, anon.

>> No.3383528
File: 14 KB, 581x268, moresprites.png [View same] [iqdb] [saucenao] [google]
3383528

Bumping with Robo n Mobo, Gordon Freeman, and Sora.

>> No.3383530

>>3383528
>>3381791
Glad you're still alive

>> No.3383536

>>3383530
4chan has abandoned many Pokémon projects already. I must keep on trucking for my fellow anons.

>> No.3383552

>>3383536
>/vr/ is going to make a game, even if it's just a hack
>that will make /vr/, /vg/, /vp/, /tg/, and /u/ all having made games before the Video Games board.

>> No.3383559

>>3383552
Wait, they didn't even finish that Vivian James game yet? Wasn't that half finished?

>> No.3383561

>>3383552
Actually..
http://virginquest.wikia.com/wiki/Main_Page

>> No.3383568

>>3383559
It dropped off the board.
I dunno if moved to 4+4chan or what, but if it did, it's no longer associated with /v/, much like Minecraft and YandereSim.

>>3383561
I thought that had died, too.

>> No.3383637

>>3383552
Don't forget /a/ made katawa shoujo.


Also I would also like to help /vr/ make a solid game. Something like a rail shooter for the dreamcast.

>> No.3383690

Is Imperial v1999 the best romhack of Zelda II to play if I just want fixed dialog?

>> No.3383779

if you guys want to enlighten me, I was wondering:

how did you come to modding your stuff ?

what drives you in this hobby ?

any anecdote you'd want to share ?

>> No.3383798

>>3383779
I started emulating in 2001, with early versions of SNES9X
I found themushroomkingdom in 2003
They had a "Level editors" section with links to Lunar Magic and Mario Improvement 3, I couldn't believe it was possible
Started dicking around with them and subsequently found acmlm's board and its ROM hacking subforum sometime in 2004-2006. Found Tile Molester.
It was very active during those days and even for some time after the great split, started hanging out in acmlm's board and jul, later on smwcentral
Instead of relying on tools by others, started to get really interested in documenting shit by myself, first with SNES9X's cheat finder for RAM value logging, later with hex editors for ROM mapping. Tried Geiger's SNES9X debugger but could only do small things like figure out how to change a boss HP and stuff
In recent years I've learned some programming languages and made preliminary tools for data visualisation (sprite viewers, level encoders, pointer re-calculators etc)

>> No.3383908

>>3382091
>>3382127
Love SML1. Hope we get some hacks.

>>3374894
Ah c'mon. There must be a way to make music hacks.

>> No.3383974

>>3383798
>sprite viewers
Wait, really? Snes only?

>> No.3384002
File: 41 KB, 423x497, wew.jpg [View same] [iqdb] [saucenao] [google]
3384002

>>3383974
No, GB too. Namely Super Mario Land 2

>> No.3384353

>>3383908
>There must be a way to make music hacks.
Unless you're willing to write an entirely new sound engine in 6502 asm and find a way to insert it into a ROM, there's no way you can use Famitracker for that.

You'll most likely be working within the limitations of the game's sound engine.

>> No.3384483

>>3384353
Brad Smith used famitracker for Lizard iirc

>> No.3384487

>>3384483
That's a homebrew game written from scratch, though.

>> No.3384490

>>3384002
Looks nice.
Is it too complicated for those to view sprites as the game would show them? Relative position of tiles, original game colors, etc?
Right now, NES sprite hacking is looking like a bitch because of those details. Don't even wanna think about opening screens.

>> No.3384516

>>3384487
Yeah
I misread the original posts, sorry
What I'm implying is that famitracker isn't just a cool chiptune composing tool, but a real, optimised NSF-producing application

>> No.3384827 [DELETED] 
File: 825 KB, 1239x688, Known conmen.png [View same] [iqdb] [saucenao] [google]
3384827

>>3273587

>> No.3386727

bump

>> No.3388025

Has anyone made a ROM hack that recreates Zelda 1 using A Link to the Past or Metroid 1 or 2 using Super Metroid? If not, they really should.

>> No.3388065

>>3388025
That would be awesome

>> No.3388079

>>3388025
What about a romhack that recreates Zelda 2 in Super Metroid?

>> No.3388156

>>3388025
>>3388065
>romhack that recreates zelda 1 using a link to the past
Something like that already exists and it was an official game by Nintendo.

>> No.3388176

>>3388025
See >>3388156

Also a Metroid 1 as a Super Metroid rom hack also exists. I think it was called Classictroid or Retroid or some stupid shit

>> No.3388402

>>3388025
I'm not sure about Metroid 1, but some Japanese hacker made a loose remake of Zero Mission in Super's engine. I say loose because there's also a lot of original ideas in it as well. It's called Super Zero Mission. It's also something of a hard mode hack. Not kaizo, but more difficult than the original game.
http://metroidconstruction.com/hack.php?id=19

As for 2, it's not a romhack, nor is it Super Metroid based, but AM2R is almost complete and will be releasing in less than two weeks. It's a remake of Metroid II in Zero Mission's style.
http://metroid2remake.blogspot.ca/

>> No.3388405

>>3388156
Are you talking about BS-Zelda? That's hardly a remake, because the entire world and dungeon layouts are different.

>> No.3390034

>>3384490
No, most games have really simple sprite formats, regardless of the platform. I find SNES sprites no more difficult than GB or GBA games.

>> No.3390041

>>3390034
Ah, I see.
Wonder if there just aren't that many programmers working with tile editors these days. Don't see a lot of new alternatives on Romhacking.

>> No.3390062

>>3390041
If it ain't broken, don't fix it.
I've been using Tile Molester since is released over a decade ago and never had any issues.

I wish for a generic YXPPCCCT editor though, but I don't know how that would even work. Maybe it would require you to define the sprite format yourself first before allowing you to start scouring the ROM for sprites.

>> No.3390908

>>3382091
Is it possible to make custom graphics or enemies with it or is it limited to original assets only?

>> No.3390942
File: 11 KB, 204x179, image.jpg [View same] [iqdb] [saucenao] [google]
3390942

Anyone ever play All Hallows' eve? Makes GnG 10x harder with different level layouts

>> No.3390995

Back in December I got on here and had a nice discussion with several anons about getting into ROM hacking and related activities. The big thing holding me back was that I didn't know how to code. Well I finally have had the time to sit down and begin learning and uts been a lot if fun so far(I've only made it through the thirst chapter of The C Programming Language).

I suppose my question is, how long until I can start modding and hacking games? Surely I won't need to master the language first, right?

>> No.3391019
File: 3 KB, 206x245, ringman.png [View same] [iqdb] [saucenao] [google]
3391019

>>3390995
Nothing really prevents you from getting into assembly besides the right tools. If you have a debugging emulator, I would say go ahead and trace a favorite game and see if you can make sense of the output. Playing with memory is also a way to learn.

Personally I think understanding C and studying assembly go hand in hand. I'd suggest getting familiar with C more or less first. Then pick your favorite retro CPU and find resources on it. If you like the NES/SNES/Commodore64/Apple][, then I would learn 65816. There is an excellent book available online that covers all the details:

http://wiki.nesdev.com/w/images/7/76/Programmanual.pdf

If you understand C, you will quickly recognize that C maps onto assembly in a straight forward fashion. This is instrumental in understanding how computers really work, and it's incredibly enlightening once you start making connections.

By all means, come to this very thread and ask questions about C and assembly. This thread needs some life.

>> No.3391037

>>3390942
>GnG
>10x harder
why, just why

>> No.3391067

Just got a GB Ever drive. What are some hacks worth playing?

>> No.3391078

>>3391067
Why don't you oh I don't know look at the pastebin in the OP?

>> No.3391093

>>3391078
Its literally 100 percent pokemon games. Nothing else for gameboy.

>> No.3391101

>>3391093
Guess you're playing Pokemon, then.

>> No.3392110

>>3388176
Any more info on this? I looked up those names and found nothing.

>> No.3392141

>>3392110
ask the folks at #metconst or #jzd IRC.
I couldn't find it either by googling but I remember the dude throwing the ROM around for beta testing over a year ago in #metconst.

>> No.3392418
File: 4 KB, 256x224, zelda2-12.png [View same] [iqdb] [saucenao] [google]
3392418

What does anyone think about programming randomizers for roms or even just programming rom hacks in general AND then not releasing the source code to the randomizer/rom hack ?

Is it OK to not want to share how you did you work (the source code), even though your work is a mod of other people's work and in some cases made the developer mad(nintendo)?

Is there still a "hacker mindset" of sharing what you know how to do?
Or is the modern way of rom hacking where you don't want to share your source code because you want to keep 100% glory or something?

Thoughts?

>> No.3392419

>>3392418
also rom hacking developer tools fall under this category: like map editors which source code does not get released

>> No.3393012

>>3388405
there are two other hacks that literally turns it into a remake of loz1

>> No.3393191
File: 210 KB, 872x2594, 1469830657915.png [View same] [iqdb] [saucenao] [google]
3393191

Posting here too. Added backsprites.

>> No.3393196

>>3393191
Lookin good, Vidyamon Anon

>> No.3393494

>>3393191
I'm okay with the Angry Birds shit now after seeing the movie.

>> No.3393501

>>3393191
What's this?

>> No.3393512

>>3393501
The answer is RIGHT FUCKING THERE.
VIDYAMON CRYSTAL VERSION

>> No.3393517

>>3393512
What are you?

>> No.3393524

>>3393517
I am a robot.

>> No.3393534

>>3393191
Add something from sweet home and double dragon and ballon fight.

Add wario too.

>> No.3395813

Oh hey what's going on page 10

>> No.3395898

>>3295047
It looks very good.

>> No.3395910
File: 90 KB, 500x500, Super_Mario_Bros._Deluxe_(USA,_Europe)-1.jpg [View same] [iqdb] [saucenao] [google]
3395910

Why hasn't someone remade this game on NES or SNES? All of its additions and features are neat, but the field of vision is so tiny you can't even play it.

>> No.3395919

>>3395910
It's so weird, as a kid I couldn't tell the difference between the two versions. But now it's horrendous.

My first game boy game though. Boo race was hard but cool, and all the bonus shit completely surprised me. I tried beating everything trying to see if there were minivans I hadn't unlocked.v

>> No.3395990
File: 150 KB, 936x853, huff.jpg [View same] [iqdb] [saucenao] [google]
3395990

>there are no Wario romhacks

Explain this bullshit.

>> No.3396009

>>3395990
he's shit

>> No.3396021

>>3395990
Lack of tools.
All we have is these:
>WL3 editor, okayish http://www.romhacking.net/utilities/884/
>WL2 editor, the best one http://www.romhacking.net/utilities/1098/
>WL editor, never tried it http://www.romhacking.net/utilities/1156/

All competent on their own field, but let's say you want to edit the overworld in SML3WL. Can't? Tough luck

>> No.3396145

>>3396009
waaah fuck u

>> No.3396487

>>3334846
I'm glad someone else really wants to play this fuckin' game

>> No.3396501
File: 2 KB, 120x64, Backs.png [View same] [iqdb] [saucenao] [google]
3396501

>>3393191
It's missing the back sprites for Jibanyan and modern Ridley

>> No.3396585

>>3334846
Hey! I played this game! It was kinda fun actually. Isn't basically Crayon Shin Chan's Mario Party?

>> No.3396748
File: 2 KB, 128x72, ROBpkmn.png [View same] [iqdb] [saucenao] [google]
3396748

>>3273587
Just did ROB

Alternatively if he used the NES colors, he would get an extra shade for depth. But I think I preferred the colorful Famicom red more

>> No.3396749
File: 219 KB, 872x2594, spritesheet.png [View same] [iqdb] [saucenao] [google]
3396749

>>3396501
Thanks! Updated

>> No.3396773
File: 221 KB, 872x2594, spritesheet.png [View same] [iqdb] [saucenao] [google]
3396773

>>3396748
Well that was a coincidence. Okay, NOW it's updated.

>> No.3396774

>>3396748
Where's his cable

>> No.3396780

>>3396773
I have an idea for you, Vidyanon
IIRC, all the 'mons are already decided, yea? Why not insert the names into all those blank spaces so that people can just look at the sheet, see what needs to be made, and chip in if they want to?

>> No.3396785

>>3396780
That sounds like a good idea. Let me try that.

>> No.3396795
File: 2 KB, 128x72, ROBpkmn.png [View same] [iqdb] [saucenao] [google]
3396795

>>3396774
I got you

>>3396780
This would be very helpful, I second this

>> No.3396872
File: 242 KB, 872x2594, spritesheet.png [View same] [iqdb] [saucenao] [google]
3396872

>>3396795
>>3396780
There we go.

>> No.3396902
File: 16 KB, 225x222, Whackatrio.png [View same] [iqdb] [saucenao] [google]
3396902

>>3396795
100% better looking. Good job, anon.

>>3396872
Yay, I was helpful!

>> No.3397046
File: 628 B, 108x50, metroid.png [View same] [iqdb] [saucenao] [google]
3397046

I have attempted to make Metroid sprites, but I think I just created something goofy looking instead.
Still, I'm posting them, in case someone wants to maybe try to touch them up or something.

>> No.3397081

>>3397046
You're kidding right? It looks perfect already.

>> No.3397086
File: 255 KB, 872x2594, spritesheet.png [View same] [iqdb] [saucenao] [google]
3397086

Forgot to post some sprites and backsprites.

>>3397046
That looks good enough dude!

>> No.3397126 [DELETED] 
File: 6 KB, 105x56, Adomon.jpg [View same] [iqdb] [saucenao] [google]
3397126

don't mind me just being autistic

>> No.3397131
File: 2 KB, 105x56, Adomon.png [View same] [iqdb] [saucenao] [google]
3397131

don't mind me just being very autistic

>> No.3397136

>>3397081
>>3397086
Oh! Well, thank you!
I didn't think they were quite up to the standard of the already existing sprites, but if you think they're good, then they're good.

I was trying to make a classic 'round' Metroid, and ended up making a modern 'oval' Metroid instead. Oh well.

>> No.3397154

Attempting Ryu now

>> No.3397189
File: 585 B, 110x60, vidyamon metroid front-back.png [View same] [iqdb] [saucenao] [google]
3397189

>>3397086
Apologies. I've noticed a couple stray pixels and fixed 'em.

>> No.3397197

>>3397189
Don't apologize, mate. Just fix what you think needs a tweak.

>> No.3399114

How come more people dont hack Yoshi's Island?

With all the cool effects the game is capable of, you could make something really neat

>> No.3399134

>>3399114
Because no one wants to start over.
People have been working with SMW for years and everyone knows it inside and out.

>> No.3399180
File: 453 KB, 480x640, 1445062243416.png [View same] [iqdb] [saucenao] [google]
3399180

Why doesn't someone port Sonic 1 to the SNES? Stealth ported it to the GBA, seems like SNES Sonic would be the kind of project Sonic Retro would be all over.

>> No.3399182

>>3399180
There is a C compiler for the 6502 and derivatives, and stealth wrote his port in C. Maybe it could happen, but it would be way too fucking slow.

You have to remember the GBA runs on a 32-bit ARM processor, after all (which makes me wonder how the Final Fantasy ports even had slowdown).

>> No.3399197

>>3399114

Yoshis island does not have as good gameplay. Half of it is collectathon and gimmicks.

>> No.3399213

>>3399180
Not to mention the fact that Super Mario Bros has been ported to Genesis.
It just seems right that Sonic 1 would get ported to SNES.

>> No.3399252

>>3399197
but the physics is top notch

with a hack you can make the gameplay whatever the fuck you want

>> No.3399305

>>3399252
>with a hack you can make the gameplay whatever the fuck you want

If you're willing to put tons and tons of effort into it. Any hack requires a ton of effort, of course, but it increases when you're dealing with a game that has less effort put into researching it in the past. Are there any current Yoshi's Island hacks that add custom enemies or mechanics not included in the original games at all, or is it just level hacks?

>> No.3399320

>>3399213
Why don't they port Super Mario WORLD to the Genesis?

>> No.3399329

>>3399320
buddy...
https://www.youtube.com/watch?v=A-jhSjft_lM

>> No.3399330
File: 63 KB, 450x562, 1465751571525.jpg [View same] [iqdb] [saucenao] [google]
3399330

>>3399305
The biggest hurdle in hacking assembly YI is that the game itself is run on the SuperFX, which has a unique Instruction set architecture (ISA) no other processor has, so it's incredible niche. Moreover SuperFX assembly is much more complicated than 65816 assembly in the sense that the processor is pipelined in a non-transparent fashion such that the programmer has to code in unusual ways to maximize efficiency and not have bugs. In a sense, the SuperFX executes both the current instruction and immediately following instruction. If the program branches (doesn't go to the immediate next instruction), then the programmer has to insert either dummy operations or utilize the following instruction in whatever algorithm they are writing (for better explanation see https://en.wikipedia.org/wiki/Hazard_%28computer_architecture%29).). It's fucking horrible.

>>3399197
Both games are fucking amazing, senpai.

>> No.3399335

>>3399329
Even though all the essentials are more or less there, it makes you appreciate the amount of tuning a game gets to make it fun. Not everyone is capable of it.

>> No.3399342
File: 76 KB, 365x536, 1466794788755.jpg [View same] [iqdb] [saucenao] [google]
3399342

>>3399330
>SuperFX assembly is much more complicated than 65816 assembly in the sense that the processor is pipelined in a non-transparent fashion such that the programmer has to code in unusual ways to maximize efficiency and not have bugs. In a sense, the SuperFX executes both the current instruction and immediately following instruction. If the program branches (doesn't go to the immediate next instruction), then the programmer has to insert either dummy operations or utilize the following instruction in whatever algorithm they are writing (for better explanation see https://en.wikipedia.org/wiki/Hazard_%28computer_architecture%29).). It's fucking horrible.

It sounds fucking horrible, you're right. I don't blame people for not getting into YI hacking if it's that bad.

>> No.3399364

>>3399330
>tfw your dreams of someone hacking stunt race fx into mario kart 64/2 have been dashed

>> No.3399387

>>3399364
If you have dreams, be that person. If you want to see it, make it happen. It takes effort, for sure, and you may not know where to begin, but it's doable. ROM hacking can be very rewarding, and this is a good place to start. I really don't like people who whine about a hack not being available.

>> No.3399525
File: 74 KB, 720x480, 1408936948398.jpg [View same] [iqdb] [saucenao] [google]
3399525

>>3399329
Again- Why doesn't anyone port Super Mario World to the genesis?

>> No.3399545

>>3399525
Because it's extremely difficult and therefore not worth it.

>> No.3400139
File: 213 KB, 778x1100, tumblr_o5cclfxb131uk26iio1_1280.png [View same] [iqdb] [saucenao] [google]
3400139

>>3399387
>I really don't like people who whine about a hack not being available.
Speaking of which, is there a hack that makes Megaman The Wily Wars not sound like someone shitting in a tin can?

>> No.3401251

>>3399545
Can't be that difficult if Chinese bootleggers did half the work.

>> No.3401568

Do any of you know any good tutorials on how to make a tool to dump/reinsert a script for SNES roms?

>> No.3401571

>>3401568
Elaborate.

>> No.3403060

>>3401251
Just because they ripped some graphics from the original game and put them into their own engine doesn't mean they did "half the work".

>> No.3403742 [DELETED] 
File: 82 KB, 712x687, 1456763378811.jpg [View same] [iqdb] [saucenao] [google]
3403742

How do I make it so I can download 3ds games on my 3ds and play them for free?

>> No.3404110

Any Sonic romhacks that put Sonic in the levels from SMB? Might be neat.

>> No.3404238
File: 1 KB, 61x60, what can possibly go wrong.png [View same] [iqdb] [saucenao] [google]
3404238

Everyone's favorite transsexual bobcat

>> No.3404451

>>3404238
What could possibly go wrong?

>> No.3405683

>>3404451
Every. Single. Time. When people quote this game they get the puns wrong.

>> No.3405696

>>3273587

I figured I could ask in this thread rather than make a new one.

How would I go about extracting songs from NSF files and putting them together in a new NSF file with selected songs? Basically what I want to do is make a "playlist" of songs from differents games, that I can just let running in the background while I'm busy.

I looked up documentation for the NSF file but it generally talks about the NSF file format, rather than the song data itself. i.e. "these first few bytes determine how many songs and so and so...the rest of the music data goes here". But I wasn't able to find a good explanation of the song data.

Any help? Points in the right direction?

>> No.3405721
File: 204 KB, 635x379, link.png [View same] [iqdb] [saucenao] [google]
3405721

>>3405696
>NSF
I don't hack the NES, but I'm pretty sure there are only a few channels (square, saw, triangle waves) that are poked at through registers controlled by game code. In otherwords, you essentially have to emulate the game program to get sound working. That's not trivial. You'd have to extract out the sound engine and isolate it. Alternatively, you could prolly just rip the sound output and save that.

>> No.3405725

>>3405721

Yes, no problem about that. I use NSFPlay 2.3 to play nsf files. And it does its job just fine. The only thing I would like is to have a NSF file with just the songs I want so I can let it playing in the background while I'm otherwise busy or playing LoL or whatever.

>> No.3406090

>>3404451
>possibly
>PAWsibly

... Jesus Christ.

>> No.3406698 [DELETED] 

>>3405683
>>3406090
>getting buttmad over Bubsy of all things

Consider suicide

>> No.3406732
File: 233 KB, 610x417, 1470395992689.png [View same] [iqdb] [saucenao] [google]
3406732

>>3306707
All that thermal paste....

>> No.3407748 [DELETED] 
File: 92 KB, 344x315, 1463083621508.jpg [View same] [iqdb] [saucenao] [google]
3407748

>deleting my post like an autist

No, fuck you. Bubsy is an annoying pun spewing character from a shitty game with abysmal controls and eye-gouging visuals. Nothing is good about it. Literally AND figuratively. Fucking E.T. is better.

Consider

Suicide

Yes, I'm mad.

>> No.3407836

Are there any tools a novice can use to start romhacking Metroid games? ISuper Metroid ideally.

>> No.3407902 [DELETED] 

>>3407748
>getting buttmad over Bubsy of all things

>> No.3408925
File: 6 KB, 655x360, file.png [View same] [iqdb] [saucenao] [google]
3408925

Today is a good fucking Saturday, anons. Just cracked Square No Tom Sawyer's compression so It's going to get translated by yours truly. Fuck I'm so happy I figured it out.

>> No.3408936

>>3406732
That might be dielectric grease for a cpu that they expect to reach cryogenic temperatures. It stops water from condensing on pins or on on the board underneath the cpu.

>> No.3408946

>>3408925
doing god's work, anon

>> No.3409116
File: 27 KB, 927x749, file.png [View same] [iqdb] [saucenao] [google]
3409116

>mfw translating square no tom sawyer is easy now thanks to cracking its compression

>> No.3409120
File: 27 KB, 920x739, file.png [View same] [iqdb] [saucenao] [google]
3409120

>>3409116
Better pic to more accurately depict how a black man speaks.

>> No.3409147
File: 29 KB, 991x818, file.png [View same] [iqdb] [saucenao] [google]
3409147

>>3409120

>When refusing to have him tag along

Going to up a program later to convert bytes to Japanese text, and display their offsets. This game's compression scheme makes text injection with a hex editor very time consuming when doing it manually.

>> No.3409408

>>3409116
>Tom Sawyer game made in Japan
Am I missing something?
Oh and do you mind satisfying my curiosity and saying how you cracked the compression/how it works?

>> No.3409878

>>3409116
Very nice!! Can you elaborate on the scheme? Dictionary or some LZ gayness?

>> No.3410081
File: 18 KB, 808x735, file.png [View same] [iqdb] [saucenao] [google]
3410081

>>3409878
>>3409408

Sorry I really suck at explaining but here's the details.

Actually, the only compression here I think is when using kana/gana that require a da/bu sound, or when adding a P to certain characters.

i.e da will be ta with the " on top of it, 2 bytes being taken up but only corresponding to a byte "99."

It's not relevant enough for me to have to learn and crack that compression because it does not represent a majority of the text. I'll find it wedged inbetween the normal text, and that's enough for me to find it.

For text though, I'll give a hint.

All bytes corresponding to text on screen are actually subtracted by 0x70 in the ROM.

i.e (5 = 85 in the ppu, = 15 in ROM). The text engine is grabbing 15 at some point from the stack, adding 70 to the a register then writing the a register (85) to whatever address in RAM to display the text ($6503 for example).

Progress is going smooth very smooth so far. The first town is nearly 100% translated.

>> No.3410303
File: 258 KB, 872x2594, spritesheet.png [View same] [iqdb] [saucenao] [google]
3410303

Updated. I've also added types. You can request the types be changed if you want.
http://pastebin.com/JRXwwenK

- Replaced Faust with Cool Spot because he's more popular.

- Replaced K.K. Slider with Nikki since her sprite is already done. She evolves into Tom Nook. Plus now both Swapnote and Animal Crossing are represented.

- Octorok now evolves into Inkling, making two slots open.

Well /vr/, who should I put in their place?

>> No.3410343

>>3381791

Ayy yo im new around here what's this

>> No.3410368

>>3410343

It's a pokemon romhack idiot.

>> No.3410383

>>3410343
Ayy lmaooooo

>> No.3410406
File: 29 KB, 180x60, 1470553047931.png [View same] [iqdb] [saucenao] [google]
3410406

>>3410303
Forgot to paste Klonoa in. So uhh

Just pretend he's in there.

>> No.3410584

>>3409408
Apparently Famicon got tons of cool westaboo stuff that never got translated for the NES.

>> No.3410627

>>3410303
>>3410406
No Samus? She has at least three forms

>> No.3410631

>>3410627
Nevermind, found her

>> No.3410640

>>3410368

Woah okay Sherlock, calm down.

>>3410383

Ayyyyyy

>> No.3410651
File: 8 KB, 217x250, 1417156403408.jpg [View same] [iqdb] [saucenao] [google]
3410651

>>3410640

Needs a sad pepe that evolves into smug pepe please.

>> No.3410669

>>3410651
How about no.

>> No.3410710

>>3410651
The only reason ancient memes are sprites is because they're trainers or they're fakemon. And even then, they're optional for anons who only want to play with the vidyamon.

Get that facebook shit out of here.

>> No.3410913

>>3410303
Is this a sprite change or are you planning on changing the gameplay too? Also im loving how this is going so far, ill try to contribute to spriting but im not the best artist.

Also as a suggestion since you have sans and yume nikki you should include a LISA character like Lisa or Brad

>> No.3410940

>>3410303
How about Metroid evolves into his forms from Metroid 2, and you give the 2 free slots to Morph Ball and Varia Samus.

>> No.3410953

>>3410081
Ah, I sort of get it, only dakuten and the other type of dakuten with the circles was compressed.

Any idea why they add 0x70 before putting it in the PPU?
Unless my noobness made me misunderstand something

>> No.3411171

>>3410953

>Any idea why they add 0x70 before putting it in the PPU?

Not sure if that's the correct interpretation. From what I saw, the PPU values are always static and before their "subtracted by 70" value.

In RAM it has to write the correct PPU value, so the steps I saw from the debugger were:

Aside from that I don't understand the rationale behind taking this approach. I'm not an ASM expert.

I'll post the code later involving the loop that's relevant to populating the screen with text.

>> No.3411237
File: 9 KB, 257x217, 1463367483116.jpg [View same] [iqdb] [saucenao] [google]
3411237

>>3410913
It's whatever you want it to be~
We're finishing sprite work first so we can do whatever later. In fact, this is a board effort so you can take the sprites and use them how you like as well.

>> No.3411247

>>3411237
Oh neat, when the sprite working is done ill make sure to play crystaland finish it for the first time

>> No.3411283

>>3410940
I mean having more Metroid is cool and all but having more than three is overkill. I mean I gave Mario 3 lines already, but only because he's the biggest franchise. I'd prefer having more new ips.

>>3410913
That can work. Lisa into Brad or Brad into Lisa? Or someone else into Brad or Lisa?

>> No.3411294

>>3411283
I would say Lisa into Brad because it follows the game order or you could do Brad into Buddy or vice versa altho Brad into Buddy would make more sense since she outlives him and also has stronger attacks iirc

>> No.3411310

>>3411294
Then Brad and Buddy it is then.

>> No.3411319

>>3411310
Cool!, when the hack is finished is going to be hard building a team just going by design since all of them are really good

>> No.3411406
File: 274 KB, 872x2594, spritesheet.png [View same] [iqdb] [saucenao] [google]
3411406

Updated.

>> No.3411416
File: 75 KB, 1472x1152, overworld.png [View same] [iqdb] [saucenao] [google]
3411416

Here's the Overworld in For the Frog the Bell Tolls DX so far

>> No.3411417

>>3411406
theres a bunch of new sprites from this sheet and the last. Where they all added to today? If so then thats a good chunk of progress.

>> No.3411423

>>3411417
/vp/ helps too. We had a lot of sprites dumped here.
>>27576090

>> No.3411427

>>3411423
Ohhhh dude im an idiot, im always on /vp/ but i never checked /heg/. Im gonna check there too then

Btw is that sprite on the upper right corner a radscorpion?

>> No.3411430

>>3411427
Yeah. Radscorpion and a Cazador to represent Fallout. I was gonna do Vault Boy but adding three lines would be too much. Plus I needed bug types.

>> No.3411441

>>3411430
well they were the 2 most annoying enemies so they are enough representation altho a vault boy wouldve been cool. Is the limit of the dex based on the games limit or is it a limit to keep things from going insane? Either are understandble

>> No.3411453

>>3411441
Pretty much both. If I do end up finding more space to use, even if just a little, then I'll be sure to use it. As it stands, I want to make a template that anyone can use by just replacing the basic 251 sprites.

I dunno if you were here for this but we tried changing shiny sprites into alternate vidyamon instead, but couldn't find a way to do so. (hence the alternate Ryu, Dracula and Scorpion sprites at the bottom)

>> No.3411464

>>3411453
Huh really? So shinies must have the same sprite with modified palletes?

But im guessing even if it worked it would be hard to implement since you would have to make the shiny chance larger like say 30-50 percent and that would be a hard to do, it would also make the half of the sprite useless for those who want the sprite replacement still tho 251 are alot and enough for it to have variety

>> No.3411472

>>3411464
Actually, with the shitty tools I had, it was surprisingly easy to change the shiny rate.

And yes, they're just modified palettes. Starting with Gen 5 games (I think) they started using different sprites altogether for shinys, which is why gen 5 and gen 6 shiny mons don't look like puke green garbage.

>> No.3411480

>>3411472
Oh, that seems like lazy design or problems with the cartridge space. Still, its a dumb thing that they kept that up till R/E/S and FR/LG and as you said explains the lack of creativity with some of the shinies

>> No.3411494

>>3411480
Yeah... but at least it saves cartridge space for more stuff. Like the Sevii Islands for example. Which added absolutely nothing if I remember correctly.

>> No.3411546

>>3411494
Are the sevii islands that dissapointing? i only got to like isle 5 before i dropped an old run i had

>> No.3411563
File: 6 KB, 239x240, mac.png [View same] [iqdb] [saucenao] [google]
3411563

Float like a Butterfree, sting like a Beedrill.

>> No.3411582

>>3411563
Good job famalam

>> No.3411584

>>3411563
Looks good, but I feel he's too large.

>> No.3411690

>>3411584
Yeah i mean look at that body, no wonder he beat tyson

>> No.3411697

>>3411283
>3 ridley
>2 samus
>1 metroid
kay

>> No.3411712

>>3410940
Metroids have more than three forms, y'know.

>> No.3411713

>>3411416
Did you change up the colors? Looks a bit harsher than before.

>> No.3411716

>>3411697
>Ridley line
>Metroid line

vs

>Mario
>Koopa
>Bowser
>Yoshi if you count him

Don't be silly.

>> No.3411720 [SPOILER] 
File: 11 KB, 494x242, 1470638596244.png [View same] [iqdb] [saucenao] [google]
3411720

Don't fuck with a witch, /vr/.

>> No.3411727

>>3411720
A-anon that's lewd

>> No.3411740

>>3411712
>Metroid
>Γ Metroid
>Ω Metroid
Alpha and zeta could be skipped, since they're a lesser gamma and omega, respecitvely.

>>3411716
Why not
>2 stage Samus line
>3 stage Metroid Line
>1 Ridley
Same amount of slots, slightly less reduntant, and no Other M stuff.

>> No.3411762
File: 89 KB, 440x362, 1461553439891.png [View same] [iqdb] [saucenao] [google]
3411762

>>3411740
Usually i'll reconsider and change the slots around but the sprites are already finished. Besides, evolutionary lines don't usually make sense, unless you think an Octorok can naturally turn into an Inkling in Splatoon.

>and no Other M stuff

Oh. I see what's going on here.

>> No.3411798

Its time for me to sleep, ill look up some crystal sprites and get a feel on how to preperly shade stuff out and ill try to help with the spriting tomorrow, sleep tite puppers

>> No.3411812
File: 2 KB, 116x116, bulb.png [View same] [iqdb] [saucenao] [google]
3411812

Last one from me tonight. Gonna turn in too.

>> No.3411835

>>3411762
I'm just saying 3 metroids would be a lot more interesting than 3 ridleys, 1 ridley is really all you need to fully represent the character, and he's not as important to the series as the titular species or the protag. I'd even make the Metroid sprites if you want. But if you just don't like the idea that's fine too, not trying to be pushy.

>> No.3411846
File: 17 KB, 416x308, 1461291720912.jpg [View same] [iqdb] [saucenao] [google]
3411846

>>3411835
Not that guy but
>3 metroids are better than 3 space dragons

>> No.3411873
File: 102 KB, 280x256, 1347833302149.png [View same] [iqdb] [saucenao] [google]
3411873

>>3411846
>3 space dragons
>better than killer jellyfish leech, electric horned beetle, and xenomorph cuttlefish dinosuar

>> No.3411883

>>3411835
I'd rather keep the sprites we already have. I mean you can make the other sprites if you want. I'm sure we'll put it in with the other alternate ones.

But I'm still keeping the 3 Ridleys.

>> No.3411885
File: 1003 KB, 216x158, 1465365974878.gif [View same] [iqdb] [saucenao] [google]
3411885

>>3411873
>A jellyfish, a beetle and a cuttlefish vs a flying sentient dinosaur ayy lmao king pirate warrior from space

>> No.3411990
File: 53 KB, 400x400, 1367114037504.jpg [View same] [iqdb] [saucenao] [google]
3411990

>>3411885
>some brain's lapdog three times versus the greatest threat in the galaxy + variety

>> No.3412409

NEW THREAD:

>>3412407

>> No.3412634

>>3411883
That's a shame Metroid is cool

>>3411873
>>3411885
>omega metroid
>a cuttlefish
Fucking what