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/vr/ - Retro Games


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3884525 No.3884525 [Reply] [Original] [archived.moe]

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/urs2AUgv (embed) (embed)

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

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

PREVIOUS THREAD:

>>3744351 (Cross-thread)

>> No.3884527
File: 777 KB, 250x250, peter griffin suffers a stroke.gif [View same] [iqdb] [saucenao] [google] [report]
3884527

>>3884525
>(embed) (embed)

If it's not one thing it's another

least i tried

>> No.3884553

>>3884527
It's all good OP. What's the hack in your image?

>> No.3884563

>>3884553
Ultimate Mortal Kombat Trilogy

It's weird, buggy and Russian as hell but it's still worth a look

>> No.3884564

>>3884553
Looks like MK1 versions and others hacked into UMK3

>> No.3885070

>>3884525
>Our ROM hack recommendation list can be found below:

Can you guys add my Mega Man V hack on there ? or maybe it's just not to be recommended..

http://www.romhacking.net/hacks/3343/

>> No.3885548
File: 2.56 MB, 352x240, haha.webm [View same] [iqdb] [saucenao] [google] [report]
3885548

I just found this thing on a dead site. Seems like it was entered for a contest once, but never actually released.

>> No.3885603

>>3885548
I legit can't tell if it is a SMW2 hack or a sonic hack. Link?

>> No.3885612

>>3885603
Fuck it, no mention since 2010 so I'll assume it's abandoned.
It's an S2 hack.
https://a.desu.sh/vevmok.7z

>> No.3885726
File: 6 KB, 128x144, Richter eyes.png [View same] [iqdb] [saucenao] [google] [report]
3885726

So I was trying to Make a FF6 'hack' if you will, and am having tons of issues.

the color palette's are a bit strange as half the characters share a palette with each other, and I was hoping I could change Setzer into Richter from Castlevania,

Like I have a sprite sheet, but when I upload it, it's a garbled mess. and If i try to edit it in the sprite editor program, and not something like paint.net it turns out great but everyone else is fucked up

>pic related Sprite sheet
and yes, I made sure each color is supported by the SNES, as I took all the colors used from other characters.

>> No.3885759

>>3885548
I'm feeling so weird watching this

>> No.3885908

>>3885726
You're not giving enough information.
What tools are you using?

>> No.3886071

>>3885548
that's pretty cool

>> No.3886170

>>3885726
I don't know anything about the SNES or FF6, but are you trying to edit the colours themselves which are used by the character?
You should try to see if you can locate which data dictates which character uses which palette, and/or the data which dictates which colour from that palette your character uses.

Try to see if any FF6 specific document or utility mentions that.

If that fails, and if the SNES works anything like the NES (I really don't know) maybe you can find where the palette data is stored in the ram, and from where they get the data and how, and maybe you could assign other colours.

All I can say is that when I changed Mega Man's palette in MM5 I was surprised to realize I didn't have to change one palette, but 5 or 6 (default one, one after he gets shot, one after he does a charge shot, one after defeating a boss, 2 during the "weapon get", and I haven't looked at the cutscenes and the stage select menu yet, all had the same colours set but were different palette pieces). All I'm saying is that it under certain circumstances it is possible that the game uses a different palette, even if the colours are the same.

>> No.3887369

Hey /rhg/

Anyone of you have this translation:

http://www.romhacking.net/translations/2569/

I'm trying to download but i get 500 error.

>> No.3887438

>>3887369

Never mind, the server game back.

>> No.3887459

this is nice
http://www.romhacking.net/translations/2927/

>> No.3887463 [DELETED] 

>>3887459
Only for disgusting weebs pedophiles.

>> No.3887469

>>3887463
Where do you think you are?

>> No.3888114 [DELETED] 

>>3887469
Last I checked, I wasn't in /a/.

>> No.3888120

>>3888114
Welcome to 4chan, newfriend. Try to lurk a little more before posting, so you avoid embarrassing yourself.

>> No.3888128 [DELETED] 

>>3888120
>le newfag meme
9 years and counting, buddy.

>> No.3888142 [DELETED] 

>>3888128
>look, i figured out i can lie! aren't i cool?

>> No.3888143 [DELETED] 

>>3888128
>he wasted 9 years of his life on a weaboo image board for pedophiles
kek

>> No.3888665 [DELETED] 

>>3888143
why is this stuff here but the conversation/questions about 6502 assembly get delet? okay.

>> No.3889770

>>3885548
>>3885612
I can't believe there's no record of someone making this.

It's a fairly well done addition of Yoshi's Island mechanics to Sonic 2, and while it's missing some things like proper animations for the corkscrew bridges in the first world, there's polish in areas I wasn't expecting.

You get different colored Yoshis per level. Level ending text adjusts depending on whether you're playing sonic and yoshi, tails and yoshi, or sonic + tails on yoshi. The fact that you can even switch the babies or have both is a small touch that I really wasn't expecting. Metal Sonic (admittedly the one from Sonic 3 & Knuckles) flies in to carry the babies away when they get knocked off and you run out of rings. The rings fly out from the "baby bubble" when you get hit, acting as the timer in Yoshi's Island, and there seems to be some balancing in that rings drain faster the more you have. There's also custom monitors that add eggs to you.

It is more difficult than I expected, largely because jumping on enemies damages you unless you do a ground pound, and the control for that is a little off (press and hold jump again while in air and tap down). This makes at least the first boss much harder, because you can't carry enough eggs in to kill him with them. I'd imagine that it makes later bosses like Chem Plant's nearly impossible. Also, there's some small glitches like the flutter jump giving you ridiculous air if it dips into water (this at least happens in Chemical Plant Zone).

>> No.3889820

>>3889770
http://www.sonicretro.org/2010/12/2010-sonic-the-hedgehog-hacking-contest-results/
This is the only mention I could find, seems like the guy Xenowhirl was pretty secretive about it.
I hope he's not dead or something.

>> No.3889884
File: 88 KB, 523x864, 123.jpg [View same] [iqdb] [saucenao] [google] [report]
3889884

A must have for all patriots.

>> No.3889889

>>3889884
There will be a time where 90% of all hacks on romhacking.net will be shitty streets of rage hacks that replace one character with one character from some other game.

>> No.3889890

>>3889884
A must have for all channers
https://www.youtube.com/watch?v=bAfycffbKys

>> No.3889915

>>3889889
Full of (Improvement)s, you mean.

>> No.3889938

>>3889915
There really needs to be a different category for that shit.

>> No.3890362

can anyone help me or at least point me in the right direction most websites only have a 'hard mode' or something.

Been looking for a Castlevania SotN hack to have the Saturn Sprites of him, instead of the Rondo of Blood ones that were used in the PSx.

Is there a sprite editor I could use of some kind? or even a general Editor if it doesn't exist?

>> No.3890491

I'm trying to set a decreasing variable to create a "time based" projectile, but the thing goes at the speed of light even if I set it to FF.

Looking at how the game does it, I don't understand how they make it slower, using the same variable ram addresses. What's the trick?

>> No.3890624

>>3890491
are u decreasing during the nmi frame? that lasts 1/60 of second
u can wait until that counter reaches zero and then do a BEQ test , then increment the slow counter

>> No.3890926

>>3890624
NVM got it to work. I still don't clearly see how they achieve it in the game, but here is what I did: I set my variable to a seperate routine and I give it a value just before that 'variable routine' is called.

Then, in the routine with the decreasing variable, I set the enemy handler addresses so that its remains "stuck" in this routine until the variable hits 0.

Probably not orthodox but it seems to work just fine.

>> No.3891278

so I applied the zeldas birthday ppf to my debug copy of oot, but now I get zeldas birthday even if I use a regular version of the debug rom. Its like it applied the patch to every version of the rom. even when i get a fresh copy of the rom, its still zeldas birthday. the only thing that worked was using a .n64 version of the rom instead of a .z64
TL;DR my shits fucked boss

>> No.3892268

Has someone tried the "Unworked Design" patches currently posted on the RHDN message board? They revert the difficulty of games localized by Working Designs back to their japanese originals, so no more balls-to-the-wall hard Popful Mail.

Do I need specific ISOs to apply these patches to? According to the readme it works on bin/cue and iso/wav when using the autopatcher and it only gives you a md5 hash for the manual patching procedure.

>> No.3892318

How hard/different is it to hack Saturn games? Anybody ever tried it?

Is there something similar to the 6502 debugger for NES, how would it work?

The PAL Saturn version of Powerslave/Exhumed has a couple of glitches and I'm wondering how hard it'd be to try and fix them.

>> No.3892372

>>3892318
why even bother with PAL over NTSC?

>> No.3892382

>>3892372
Because the PAL Saturn version of Powerslave/Exhumed (unlike the PAL PS1 version of the game) was actually optimized to play at the intended speed. The only difference is that the fire rate of a couple of weapons and the speed of a couple of projectiles are different (slower and faster, making the game harder).

On top of this the PAL Saturn version has some changes and improvements, which make it harder, and for instance of the stages has an entirely new area (albeit small) connecting two areas of the level. I've played every version of the game, every region, and it's the best one honestly.

I actually used the PAL Saturn version of the game for my speedrun because due to it being optimized, and due to one of the glitches I mentionned, it's actually the fastest version.

>> No.3892553
File: 31 KB, 254x219, wa.png [View same] [iqdb] [saucenao] [google] [report]
3892553

Is anyone else getting 404 errors on RHDN when downloading?

>> No.3892658

Has anyone ever done some sort of improvement hack for Mega Man Xtreme 2?
Zero's ridiculously short sword could use a buff, cut scenes are always a pain whenever I replay (unless there's an instant skip in-game that I don't know about, all I can do is mash the A button).

>> No.3893178
File: 21 KB, 638x448, knux.png [View same] [iqdb] [saucenao] [google] [report]
3893178

>>3885612
>Knuckles just flies through outta nowhere at the start of Mystic Cave Zone

>> No.3893820
File: 113 KB, 684x810, Untitled.jpg [View same] [iqdb] [saucenao] [google] [report]
3893820

SO, here i am. I'm trying to make a sprite hack of Shantae.

Can anyone redpill me on how to CORRECTLY use the Block Size function in Tile Molester? The math behind it? I'm trying to make the sprite tiles "line up" to look normal, since it's hell doing one a at time randomly

NES games look so much easier to edit than GB

pic related, got a little progress but not perfect

>> No.3894714

>>3893820
Looks to me like there's non-graphics data interspersed with the graphics data, maybe headers or something

>> No.3894757

>>3894714
Am I fucked then, or is there a chance to save this?

I'm kind of too stupid to translate the tile positions from BGB/debuggers into hex/decimal offset for a tile editor, and can't find any tutorials that actually do this

>> No.3895125

>>3893178
Shit, for me the game freezes after the 4th boss, I think I'll try with another emulator.

>> No.3895256

>>3894714
no, it's just other sprites. Hard to see with a random palette like that.

>>3893820
>>3894757
iirc this is normal in how the data is stored in roms, and the games use a tile table to access the correct tile per animation.

Other tile editors have a sort of virtual canvas (a "tile arranger"), to which you can drag each tile, to see the full sprite, and edit it that way. Tile Layer Pro has it. I have no idea if tile molester can do that.

>> No.3895290

>they're hacking ROMs now

FUCKING RUSSIANS

>> No.3895329

>>3895256
Yeah I saw that one, the thing is that they appeared so randomly in TLP that I couldn't even arrange a sprite if I wanted to. The tutorials I looked up were using easy-mode roms like mario NES or super mario where everything's all straightforward

>> No.3895586

>>3895290
Please return to your containment board, /pol/ scum

>> No.3895741

>>3885548
>>3885612
Funny, it got posted here and now there are like 4 youtube playthroughs of it posted in the last three days.

>>3889770
Bosses were edited to drop custom enemies. Aquatic zone boss spawns a housefly whenever Robotnik slams the totem pole. Chemical boss drops those octopi things that belch up bullets. Mystic Cave allows you to eat the boulders falling out of the sky. The final final boss can be beaten by eating its bombs that it shoots if you go behind it (when it flies up) - which is a pattern that most people don't even know about.

The only bug is that corkscrew animation, the glitched ending, and it looks like it glitches the special zones if you enter them while you are fuzzy dizzy.

>> No.3895781

>>3889889
still better than dick nazis, faggot

>> No.3895806

>>3895781
Marginally. Almost inconsequentially so.

>> No.3895893

>>3885612
This is the first place it was ever publicly posted. The place I got it from was Heran Bago's site. If you affix a ! to the URL it'll display a list of files he was hosting. I assume he had something to do with the 2010 Sonic Hacking Contest. I actually kept s2yoshiwip.bin on my desktop for over a week before bothering to try it in an emulator, because the file name sounded too good to be true.

>> No.3895921
File: 589 KB, 1024x768, Armored Core Sailor Moon (3).png [View same] [iqdb] [saucenao] [google] [report]
3895921

I want to see someone top this.

Yeah, that's legit.

>> No.3895989

>>3885612
Holy fuck! When you beat a badnik and the little animal pops out, you can eat them!

>> No.3896003

>>3895989
And the Egg Capsules too.

>> No.3896248

>>3895329
>I couldn't even arrange a sprite if I wanted to

Maybe because some sprites often use the same tile several times?
I mean, let's say a sprite has several tiles which are just "full of one colour". Usually that's just one tile used several times rather than having the same tile several times.

>> No.3896370

>>3896248
that's kind of genius

yknow I wish creators were less insecure and just opened up the dev/debug files to the public. Gex 2 actually have a cheat to open it, and gameshark or cheat engine with an emulator can be used to play with the games files, but I mean theres no harm in opening it up to the public.

>> No.3896391

>>3896370
which creators do you mean? The original game devs or the romhackers? Either way i don't think it's "insecurity" that keeps either from release the dev files

>> No.3896392

>>3896391
i guess im just speculating. I just want the dev files.

>> No.3896393

>>3896391
and I meant the original creators.

>> No.3896532

I'm still working on my Protoman hack, learning a lot regarding ASM.
I had no idea projectile deflection with the shield would take so much. I keep discovering all kinds of new glitches/issues and my stuff is the definition of hacky: I made big changes to some of the main code, which brings all kinds of new issues which I have to stitch up by branching out to the other side of the PRG bank where there is free space, only to do some checks and branch back accordingly.
I know some of my code will only make laggy situations more laggy but that's something I'm gonna have to live with, because even if I was enough to optimize the game and reduce lag, I'm not sure I'd bother...

>>3896370
>that's kind of genius

It's just optimization in the sense of saving ressources and space. It's the same with code, in MM5 when you fire a weapon, several weapons uses the same for their positioning, and then it branches out depending on which is your 'current weapon' to spawn the correct one. No need to have that code 5 times if 5 weapons will be spawning at the same point.

Probably a kind of mentality that was lost with newer generations but I'm not just talking out of my ass here.

>> No.3897430

I don't know how to romhack worth beans, but I have a super neat idea that requires me to learn. Where can I start doing so?

>>3885548
My version of this hack says 'unfinished.' I'm assuming this is because the flowers and red rings do nothing. Also, the chaos emeralds seem to do nothing, too. Or am I missing something? Is there a finished version somewhereabouts?

>> No.3898286

>>3897430
It's abandoned. It's pretty polished for an unfinished hack, but you can see there was more planned for it.
>got all the chaos emeralds
>sonic can now become super sonic
>getting 50 rings does nothing
>mfw

>> No.3898518

>>3897430
>I have a super neat idea that requires me to learn. Where can I start doing so?

What platform/game?
Look for info on said platform hacking. See if anyone has done documentations, tools, etc that you can use for that platform or game.

>> No.3898667

>>3898286
Figured.

>>3898518
Either Super Mario Allstars + World or SMW on its own. Without giving away too much, I wanna know how possible it is to remove SMB 1, 2 and LL and put SMW mechanics into SMB3. Or add SMB3's powerups and map-screen inventory options to SMW. Whichever's easier.

>> No.3898850

>>3898667
have i got good news for you...LOLE

>> No.3898902

>>3898850
I don't understand what you mean.

>> No.3899191

>>3898667
You'd have an easier time just remaking each and every SMB3 level in SMW via Lunar Magic.

>> No.3899545

>>3899191the post ain't say jack motheruckin balls about wanting to put levels from one game into the other
the post asked about getting smw mechanics with smb3 powerups and item inventory in one game

lrn2read plz

>> No.3899554

>>3899545
I'm pretty sure everything from smb3 can be put in smw with a couple of clicks. Have you even looked at Lunar Magic?

>> No.3899590

>>3884525

Any known romhacks or mods for the final fantasy legend games on game boy? I'm itching to play but have beaten them all several times

>> No.3899605

>>3899545
Hey buddy. You said "Put SMW mechanics into SMB3."
The easiest way to do that is to remake SMB3's levels in Lunar Magic. Instant SMW mechanics in SMB3.

Don't be such a condescending little shit.

>> No.3899609

>>3899191
Thanks, but not even close to what I'm trying to get done.

>>3899554
It can't.

>>3899605
There was also the part about the inventory and the powerups. Remember SMB3? You can, on the map screen, pull up an inventory of collected items. Having that ability in SMW would help my idea lots.

>> No.3899616

>>3899609
>>3899605
Also, having the wider range of power ups in SMB3. Both that and the inventory. Wanna have them both. Along with the various mechanics of SMW. If it's not, to /vr/'s knowledge, possible to pull this off easily, that'd suck, but I'm hoping that's not the case.

>> No.3899625

>>3899616
You'd probably have more success asking over at smwcentral, honestly.

>> No.3900390

>>3885548
>Yoshi's Island gameplay in Sonic
Dear fucking god no.

>> No.3900426

>>3900390
It was surprisingly fun to play, except that I kept hitting my SNES keybinds instead of my Genesis ones because I was controlling Yoshi

>> No.3900596

>>3899616
>>3898667
>SMW mechanics into SMB3. Or add SMB3's powerups and map-screen inventory options to SMW.

You're in luck, in the sense that you probably couldn't have picked a lot of games which have had more hacks, docs, tools, and active hackers as SMB3 and SMW.

However what you're asking requires to learn programming. I don't believe adding the art (of the power ups etc) will be hard, there are probably lots of tools of that, but adding new abilities requires some good knowledge on how the programming language they used works, and on how the game works.

I'm not saying it's impossible or too hard. I didn't know anything about programming a couple of months ago and I'm starting to do some pretty cool ASM tricks in MM5 on NES. But if you don't know anything about programming it won't be easy, will take time, but at least the games you picked should have tons of docs, tools and help available.

In any case some power ups require to alter the character's movement. That's not easy stuff. Granted there is even enough free space to add art and code for new power ups.

>> No.3900598

Why are there so few playstation hacks?

>> No.3900846

Progress.

Adding the whistling at stage start/checkpoints.

https://www.youtube.com/watch?v=uwNDOd79xEk

Programming of the shield and deflected bullets is pretty much done now.

Next step is the sprite hacking. I know it looks like shit atm in the video don't mind it.

>> No.3900849

>>3899609
>You can, on the map screen, pull up an inventory of collected items
https://www.smwcentral.net/?p=section&a=details&id=10629

>> No.3901101

>>3900849
Wunderbar! Just the sorta starting point I'm lookin' for.

>>3899625
I forgot SMWCentral existed. I checked there and found a few hacks that do some of what I want to implement. Still looking to see if I can find any hacks that /add/ powerups and not just /replace/ them. For example, I've found a few hacks that replace the Cape Feather with the Super Leaf from SMB3. Even changes the way the powerup works, allowing it to function much like the leaf does altogether, which is pretty great. This puts me a bit nearer where I wanna be before I get started.

>>3900596
I'm not as familiar with programming now as I once was. Hadn't done any at all since high school which, to partially give away my age, was well over a decade ago. All the same, I'm sure I'll be able to pick it up again with just a little practise.

Okay, enough putzing about now. Time to get back to work.

>> No.3901128

>>3889889
>>3889915
So, I confused... I mean, what is the problem with the "streets of rage 2 hacks"?

>> No.3901186

>>3900598
I haven't really seen anything that's not a translation or some sort of difficulty/gameplay tweak for a Square RPG

>> No.3901206

>>3900598
It's more difficult to hack a ISO than a rom

>> No.3901216

>>3900598
No tools to unfuck the TOC
There's one program but it doesn't work with all games

>> No.3901369

>>3900426
>It was surprisingly fun to play
I highly doubt that.

>> No.3901467

>>3901369
Believe what you will, I was legitimately entertained.

>> No.3902045

>>3901467
I don't find the original Yoshi's Island to be fun, so I don't see how putting the mechanics into a Sonic game would be fun.

If anything, you're making a Sonic game less fun, IMO.

>> No.3902054

Don't worry, I'm still working on For the Frog the Bell Tolls DX:
https://www.youtube.com/watch?v=xqH13Nh61Uo

>> No.3902123

>>3902054
That's pretty nice, anon.

>> No.3902195
File: 50 KB, 770x726, 1465944396065.jpg [View same] [iqdb] [saucenao] [google] [report]
3902195

>>3902054

Looking good

>> No.3902226

>>3901206
>>3901216

Why is that?

I was looking into the Mega Man X4-6 games and I discovered Capcom employs some kind of compression scheme on top of that stuff... Has anyone cracked it?

>> No.3902956

>>3902054
Looks great. Not sure about a grey sky, though.

>> No.3902963
File: 22 KB, 256x208, psone-intro.png [View same] [iqdb] [saucenao] [google] [report]
3902963

It's common for PSX romhacks to break the ECC data, which real hardware and accurate emulators don't like. This means that these romhacks won't work in these. So many PSX romhacks do this. It's insane they allow this. They're only testing the games on shitty emulators.

Making this romhack patch the ECC as well will make this a non-issue.

But all is not lost. If you use ECCregen to repair the game after patching, you can make the games work. But it's just annoying busywork for the user to have to do.

ie why are psx romhackers so sloppy and lazy?

>> No.3902998 [DELETED] 

Vidyamon is officially dead. Dinner lost interest, the many contributors with a sense of humor and creativity eventually lost interest, leaving only humorless dicks to bitch anyone else away, nobody with talent cares to finish the sprites. It's done. It had a good run.

>> No.3903025 [DELETED] 

>>3902998
ok, thanks for the info

>> No.3903046 [DELETED] 

>>3902998

>>https://warosu.org/vr/thread/S3566164#p3672619

Still assblasted after all this time?

>> No.3903059 [DELETED] 

>>3903046
He was right.
Fuck off.

>> No.3903065 [DELETED] 

>>3903046
That isn't me. I never made any sprites.

>> No.3903125 [DELETED] 

>>3903059
>>3903046
Who was in the wrong here?

>> No.3903176
File: 16 KB, 640x480, 1490931813867.png [View same] [iqdb] [saucenao] [google] [report]
3903176

I made a thread almost a week ago about it but I'll post it here to add to warosu.

Arabic Pepsiman Romhack (not mine btw)
https://mega.nz/#!dEUwgJqT!O6k5BLEvsESRL2QH0zsdrtblmBhx6fb7RXlyr-7R0RY

https://www.youtube.com/watch?v=QXOP-hbR3z8

Also I burnt it to a disc and tested it out on a PS2 and it does indeed work on hardware.

>> No.3903531
File: 203 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google] [report]
3903531

>>3901128
>some guy created a program that lets you change the sprites in SOR2
>now that it requires no skill the majority of the hacks are quick copy & paste jobs
>Hulk Hogan sprite in SOR2
>Sketch Turner in SOR2
>Cody in SOR2
>Guy in SOR2
>M.Bison in SOR2
>Terry Bogard in SOR2
>Sonic in SOR2
>Knuckles in SOR2
>Tails in SOR2
>Johnny Cage in SOR2
>Mario in SOR2
>Kirby in SOR2
>Robocop in SOR2
>Ristar in SOR2
>Guile in SOR2
>Chun-Li in SOR2
>Yoshi in SOR2
>ED-209 in SOR2
>Pikachu in SOR2
>Alex Kid in SOR2
>Puggsy in SOR2
>The Punisher in SOR2
>Vectorman in SOR2
>My totally original character Alex the Hedgehog in SOR2 (green palette)
>And this best friend John the Echidna (purple palette) (he loves linkin park)

If this doesn't seem like a problem to you I don't know what will.
that sprite editor was a mistake.

>> No.3903535

>>3903531
>Sketch Turner in SOR2

Now that could work. He has the movelist.

Vectorman would be interesting too, but too much work to do it properly.

>> No.3903543

>>3903531
Some of these hacks look interesting hosently, I think I've seen one that lets you play pretty much as any enemy in the game.

Also, aren't some of these hacks more than mere sprite edits and also change the moves of the characters?

Honestly I find it crazy to say that the creation of a tool made to help romhacking is "a mistake" just because "bad stuff" comes out of it even though it also greatly helps the "good stuff".
By this logic the NES and PS1 are "mistakes" because they have hundreds of sholvelware games.

>> No.3903553

>>3903543
Yes, a lot of this hacks change moves of the characters, voices, sound effect and even and some cases the physics. I think people are complainant just because they need something to complain

>> No.3903858 [DELETED] 

>>3903125
The bitch censoring people.

>> No.3903868

Anyone else having problems applying asm patches? I've tried

ASAR
XKAS
SNEStuff
asmpatch
asm6

Each to no avail.
Well, maybe ASAR would work, but my antivirus flagged it as a trojan.

>> No.3903946
File: 5 KB, 256x224, MM5shieldtest25-0.png [View same] [iqdb] [saucenao] [google] [report]
3903946

>MFW an extra tile is required

Fuck.

Gonna have to move it to another slot next to where there is unsused sprites so that if I add one more tile, the longer pattern definition resulting from it won't step over another used sprite.

>> No.3903985

>>3903946
If only it were as easy as inserting Roll-Chan, eh?

>> No.3904000

>>3903985
Huh, I don't really know how hard Roll Chan hacks were.
It doesn't LOOK like Roll needs extra tiles, however I think a lot of frames that were most likely nonexistant and had to be made from scratch, which is infintely harder.

The difference here though, is that gameplay is affected as well.

>> No.3904193

>>3904000
I just meant on the basis of all the trouble you're having implementing a working shield. Roll-chan didn't have to deal with that.
I still wish you luck however.

>> No.3904792

>>3903176

Nice. If it hasn't already been, send it to romhacking.net

>> No.3905753

>>3903531
I don't care.

>> No.3905856

>>3904193
Here is some progress

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

I finished the jump frame and also did the idle anim (with the scarf moving) + the frame used when doing small steps and landing.

The issue is that, most frames having more tiles, the definitions are longer and the sprite bank has very limited free or useable space to work with.

So here is what I did for one of the frames: I set its def into the main PRG bank instead, which has tons of free space and which, AFAIK, is on at all times.

So for that frame instead of going to read to ram 9A8C (from the sprite bank) it reads from F9CA (main PRG bank), which like I said and AFAIK is on at all times.

Does this method sound okay to you guys or do you think it can cause trouble?

>> No.3905869
File: 1.92 MB, 1920x1080, 14865295379592.jpg [View same] [iqdb] [saucenao] [google] [report]
3905869

There's a very big ALTTP randomizer tournament going on atm. If anyone happens to be interested check out SpeedGaming on twitch.

>> No.3905991

>>3905753
what program? I'd like to try it

>> No.3906005

>>3905991
Pancake 2, you can download at romhacking.net.

Here is a tutorial to create a character in Streets of Rage 2: http://candra.forumotion.com/t2-tutorial-how-to-create-a-character-in-streets-of-rage-2-3

>> No.3907707

>>3906005
Man, there's something creepy about that DA level avatar and the emptiness of that forum.

>> No.3907718

>>3885548
This is fucking me up.

>> No.3907745

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

>> No.3908905

>>3901467
I think you were illegitimately entertained. Maybe the Russians did the hack.

>> No.3909228

>>3908905
>>>/pol/ is over that way.

>> No.3910487

>>3900598
I'd like to do one, but I don't know where to start.

>> No.3910969

>>3903868
banpu

>> No.3911939

>tfw i'm not sure if i actually discovered how a game stores the characters or not
it's pretty weird, it's like this weird shift-jis thing where some letters match and others don't

i was able to change every instance of TOKYO in SMT2 for PS1 to SOKYO

anyway, does anyone know of a good tool to deal with shift-jis?

>> No.3912904
File: 16 KB, 523x221, MM5shieldtest45-6.png [View same] [iqdb] [saucenao] [google] [report]
3912904

To anyone familiar to Mega Man or just NES sprite editing, I have two questions.

1) Obviously the sprites are divided into several tile banks, which go from 00 to 3F. For instance for the MC, the idle, running and shooting frames use tile bank 0, but the jumping and ladder frames use tile bank 1.
My character hack requiring more tiles, I've already started moving some frames to other banks to save space.
The question is: is there any limit to this? any reason why I should stick to as little tile bank change as possible? As far as I understand, for every new frame the game loads the corresponding tile bank, and reloads it if it's the same as the previous one anyway, is that correct?

2) Tile flicker. Sometimes, a few tiles will flicker even in the original game.
Is there any way to control it? The game seems to be designed so that the 'least important' frames tends to be the one which will flicker for MM, but maybe it's a coincidence?
And what causes tile flicker to begin with? I understand there is a tile count limit but this seems to have nothing to do with it. In MM5, in some situation where you're just facing ONE Metool there will be some slight flicker, and in the same situation a few steps later there'll be no flicker. What the hell?

Pic related, on the left: tile flicker for a couple tiles, on the right: no flicker. This happens in the original game too.

Thanks

>> No.3912920 [DELETED] 

>>3912904

>NESfag will never romhcak himself a noose and neck himself

>> No.3913037

>>3912904
i'm not sure but i think i read the flicker is manually programmed into each rom (and is not a feature of the nes) ; the nes stops drawing sprites if there is too many sprites on a scanline, so people program into the rom a routine which flickers sprites so they remain visible

>> No.3913039

>>3912904
i'm confused here, you say there is 40 tile banks? just how big in bytes are each tile banks?

>> No.3913053
File: 46 KB, 727x464, Untitled.png [View same] [iqdb] [saucenao] [google] [report]
3913053

>>3913037
Oh, so the reason why it doesn't flicker on the 2nd screenshot is because they're not on the same Y axis level? That actually makes sense.

>so people program into the rom a routine which flickers sprites so they remain visible
Any idea if it'd be possible to track that down and change which tiles flicker? For instance, for MM that tile is the left shoulder so it doesn't matter much, but for Protoman the same placement is the scarf, so I'd rather have something less obvious flicker instead if possible.

>>3913039
Ah no, I meant that each "tile bank" goes from 00 to 3F, as in, that's the number of tiles per what I call "tile bank". I'm not sure if "tile bank" is the correct name exactly,

This being said there are a fuckton of those.

Pic related is what I mean, what I circled in red is the part dedicated to MM in the PPU. Currently it's what I'd call "tile bank 00", and certain frames like jumping etc use "tile bank 01", so it loads another tile bank when needed.
I'm wondering if I can go wild with those tile bank changes or if there is any reason why I should stick to as little tile bank switches as possible. As far as I understand if two adjacent frames use tile bank 00, it's going to reload tile bank 00 for the 2nd frame anyway, is that correct?

>> No.3913186

>>3913053
i think the tile banks are loaded manually , the game is probably programed to reload bank00 in that situation

i think the cost of switching tile banks is only increased time and potential game slowdown

>> No.3913207

>>3913186
Yeah, the first hex of each sprite pattern def is telling which tile bank number to load.

Which is why I was assuming that if frame 1 uses tile bank 00 and frame 2 uses tile bank 00, it'd actually reload tile bank 00 but I guess it makes sense if it doesn't (re)load anything if it's the same bank. That's what I was wondering really, if it made any difference at all.

Anyway - considering that Protoman requires many more tiles than Megaman (he is less symmetrical AND he has the scarf and shield), I have no choice but to move some frames/tiles to another bank. I guess I'll try to be smart about it.

>> No.3915628

ded

>> No.3915641

>>3913037
Yes, the NES can only draw 8 sprites on a single scanline. Games have to do the flickering themselves, for instance, switching up which hardware sprite slot gets used to draw the sprites. However you'd have to figure out how the game handles it and go from there.
Maybe you could find out which OAM address is being used for a sprite that flickers and see what writes to that address to find the sprite drawing function.

>> No.3915694

>>3915641
I see. Honestly, on one hand it's driving me nuts, on the other hand not only it's already present in both the original MM4 and MM5 and I don't know if it's a good idea to mess with this yet considering I may not be skilled enough yet.

Video related, check at 20secs.

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

Like I said you get flickering with this charge art in MM4 too, and MM5 has tons of tile flicker too in some places, but here it's made a little worse due to most Protoman frames having 1-2 more tiles.

Worth noting is that I haven't changed the Y/X relative spawn placement of Protoman's shots which is supposed to be lower than MM's, so perhaps the flickering will happen to other tiles instead once I've done that.

>> No.3917001

>>3915694
Ooops, I deleted the video by mistake, so here it is again.

https://www.youtube.com/watch?v=i782RMHTa2Q

Showing the charge shot at the start of the video.

Then I'm showing the P. Coil and P. Jet I just did.

For P.Coil, which works differently from MM5's R. Coil, the best I could do is have it only if you press the jump button and as long as you hold it.
What do you think? In the original MM9/10 it works like in MM4: it works no matter if you press the jump button, but doing that is more trouble than it looks.

>> No.3917801

>>3917001
/mmg/ poster here. I wish you luck.

>> No.3920492

>>3917001
Good stuff. I like the way you can not jump off rush and use it as a platform. Can you make it stay around longer and use it to slide through a gap that's off the ground?

The sprites per scanline is just something you'll have to accept, use fewer sprites, or make flicker in a more acceptable way.

>> No.3920841
File: 6 KB, 256x224, MM5shieldtest63 - TEST-0.png [View same] [iqdb] [saucenao] [google] [report]
3920841

>>3920492
>Can you make it stay around longer and use it to slide through a gap that's off the ground?

An interesting thought so I just gave it a try but the default height of the P Coil doesn't match.

Obviously I could make it so but it's not like it'd have any use in OG MM5 so it's not worth bothering for at the present time. Perhaps in a romhack.

>> No.3921057

>>3884564
Is basically what it is. UMK3 + MK1 characters and stages + MK2 characters and stages + Sheeva

>> No.3921079

>>3920841
why is everyone suddenly using the "OG" meme to describe the original rom of a romhack?

what meme distribution channel am i missing?

>> No.3921605

>>3921079
"original game"
although it does sound weird to say "original game mega man 5"

>> No.3921851

So, has anyone ever seen a hack of mega man 1 or 2 that added the slide ability to those games?

>> No.3922810
File: 7 KB, 256x224, MM5shieldtest73-3.png [View same] [iqdb] [saucenao] [google] [report]
3922810

>>3921851
I don't know of any but I don't know them all.

In any case I'd love to transpose by WIP Protoman hack to MM1/2/3, because that's where it'd make the most difference by adding the slide and charge.

But honeslty I wouldn't know where to start to add those things. For instance is there even enough free (and useable) ram addresses to add a slide and charge counter? Or maybe that's the least of the worries...

>> No.3922846

>>3902226
>Why is that?
https://www.romhacking.net/forum/index.php?topic=18204.msg262145

>> No.3925410

Bump

>> No.3926684

I'm trying to edit the charge sound in MegaMan 5 so that the loop isn't infinite and so that its gradually fades out.

Wish me luck. Sound is really not easy to worth with, anyone experienced with sound using Capcom's 6C80's editor ?
Matrixz's documentation is very helpfult hough.

>> No.3926753

>>3926684
>I'm trying to edit the charge sound in MegaMan 5 so that the loop isn't infinite and so that its gradually fades out.

WIP

https://www.youtube.com/watch?v=MUT5TBMPnDg

What do you guys think?

>> No.3926895

Why are romhacking communities so prone to drama?

>> No.3927038

>>3926895
Drama is fun.

>> No.3927765

So... I'd like to get into romhack, specifically a PS1 game. Nothing fancy though, just want to show hitboxes and damage values in a fighting game.

Where do I start?

>> No.3928765

>>3927765
i don't know anything about ps1 but typically i would start by 1. mapping out ram to determine where values like damage are stored 2. finding text, using that to find text pointers, then using that to find the text engine, and figure out how to print ram variables to screen

>> No.3928784

>>3926895
>why do a bunch of autists freak out if you leave them in a box together

you tell me anon

>> No.3928913

>>3926895
don't know, don't care

>> No.3929071

>>3927765
It looks like an emulator called Psxjin has lua script support and ram search functions.
If you can find the ram address of the data you are wanting, then maybe the lua functions would let you draw over the screen and display the data how you want to view it.

>> No.3930354

>>3929071
>>3928765
Alright, I just found something interesting: http://forums.shoryuken.com/discussion/172161/finding-damage-values-in-old-school-games-a-tutorial

I tried the method described with PSXjin, I see those same windows with all the digits and shit. But I can't find the right addresses, because I always narrow it down to a bunch and they're never the same. Plus the values always change.

What am I doing wrong?

>> No.3930361

>>3926753
Sounds legit to me

>> No.3930516

>>3930361
Cool. I've been dealing with "sound priority" dilemas though.
You know how sounds can cancel each others? It's based on a priority system.
By default enemy sounds cancel the charge sound. So I'm wondering if, considering that it's shorter and fades out, it should have priority over enemy sounds (although higher priority sounds like explosions and picking up hp would still cancel it), or if I should leave it like that.

I've also been trying to mess with other sounds, trying to give more punch to the "hit an enemy" sound which is a sound that gradually got worse in the series imo, but sound is really no easy to work with.
I think MM2 has the best "hit an enemy" sound but since it uses another sound engine I don't think I can "copy paste" it.

>> No.3930585

>>3930354
I wouldn't know what your doing wrong. It's possible that the game loads the data dynamically and you may need to find a pointer after you find the value. Are you even finding the value? What game are you working on?

>> No.3932057

>>3930585
Advanced V.G. 2

>> No.3932107

>>3932057
From the looks of it, there are two lifebars and a red segment for damage taken. This could be handled in different ways, it could be a single health stat that is drawn in two passes, or maybe two separate variables or however. I suggest working with one bar at a time, finding possible address and altering or freezing (with a cheat) it to see what it effects. Just try and figure out how it works. Be aware you may have an official health but multiple values that deal with rendering it to the screen or other ways the game might deal with it.

>> No.3932123

>>3926753
Nice but it fades too soon if you ask me.

>> No.3932229

>>3932123
As in the fade out starts too early or the length of the entire sound is too short?

The fade out starts a bit after the charge is fully charged

>> No.3932735

>>3932123
>>3932229
I think the length of the fade is probably good, but the fade starts too early.

>> No.3933278 [DELETED] 

Would anyone be interested in porting the SRAM-hack of SMB3 to Super Nazi Penis Cartel Freedom Fighters 1337?

>> No.3933352

Can someone rec me some good SMW hacks?
I want to play something with good level design, I don't care about new graphics or sound.

>> No.3933632

>>3933352
The Second Reality Project Reloaded 1 and 2
VLDC 9
Brutal Mario (Japanese, translation available. Was never finished by still has lots of levels)
Mario Gives Up 1, 2, and 3
Super Demo World - The Legend Continues
The VIP Mario series (Japanese, translations available for the first three)

>> No.3933774

Because Nightcrawler is an autist.

>> No.3934418
File: 2.99 MB, 768x432, featuring dante from devil may cry.webm [View same] [iqdb] [saucenao] [google] [report]
3934418

>teleports behind you

>> No.3934427

>>3884525
Is there a list somewhere that explains terminology?
Like what does all these things mean?
etc I cant find them anywhere

!
b1
b2
h1
h2
c

>> No.3934429

>>3934427
Hey I finally found something after looking for like half an hour.
https://64bitorless.wordpress.com/rom-suffix-explanations/

>> No.3935880

>>3926753
Holy shit

I never knew I needed this until you posted it. Will agree with the other guy though, in that it fades out a hair too soon.

On a somewhat related note, I've been trying to find a Megaman 3 romhack I used to have on my PSP some years ago at this point. I couldn't tell you the name other than it might've been something Japanese? It very well could've been a Rockman 3 hack, but I do remember two big things about the gameplay:
>1. The Gemini Man revisit level was just an open pit, with many small floating platforms, and a good amount of the Hard Man floor muncher traps floating around.
>2. There was a Wily level that dropped you into an area with an Air Man Doc Robot, and you had to basically stay with the wind throughout the whole level in order to make the jumps and slides needed.

For the life of me, I cannot find any information on this. Would anyone happen to know what the hell I'm talking about?

>> No.3936579

>>3935880
>>3932735
>it fades out a hair too soon

Okay, I just changed it a little (I also changed the palettes during charging so it looks more like in 9/10)

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

Don't mind the glitch with the buster shot not spawning at the end of the video, i'll fix this. It's a consequence of my code to change the relative bullet placement (compared to MM, shots from Protoman are lower and closer to the body)

>> No.3936709 [DELETED] 

>>3884525
>ROM Hacking
What the point?
Rip assets, and put them back together in Unity, XNA framework or something

>> No.3936780

>>3936709
lol

>> No.3936782
File: 99 KB, 640x626, C90OA0lV0AId5OB.jpg [View same] [iqdb] [saucenao] [google] [report]
3936782

>>3936780
>responding

>> No.3936980

>>3935880

Holy shit
Is this the one?
https://www.romhacking.net/hacks/552/
I found a video on qzecwx's channel, said it was made by pantheonsasuke on romhacking.

>> No.3939156
File: 4 KB, 256x224, MM5shieldtest90-0.png [View same] [iqdb] [saucenao] [google] [report]
3939156

Bump

>> No.3940673

>>3885548
work of art

>> No.3942674 [DELETED] 

bump

>> No.3942807

>>3921851
yeah, rockman gensokyo, but it's so buggy.

>> No.3943468 [DELETED] 

>>3939156

How bout you bump yourself off a cliff?

>> No.3943872

What are the best "it feels like a whole new Mario game that could have been released by Nintendo" SMW hacks? Preferably harder than SMW without being stupidly hard.

>> No.3944138

>>3943872
Doesn't exist.

>> No.3944210

>>3944138
Dammit!

I just want my "Super Mario World: Lost Levels" game.

>> No.3944403

>>3943872
Let's go with the obvious:
The second reality project reloaded is pretty good.
Super Demo World 2: TLC looks ok, but haven't really played it.
Also try some of the Brutal Mario demos, since Carol never actually came around to merge them.
Or if you feel like having a experience close home try Super Mario Bros Deluxe, for the SNES. It's a remake of super mario bros in SMW.
Or just visit the best hacks on smwcentral and pick one yourself

>> No.3944963 [DELETED] 
File: 31 KB, 480x432, SML2_l.gif [View same] [iqdb] [saucenao] [google] [report]
3944963

I just finished implementing this :')

>> No.3945280
File: 31 KB, 480x432, UbR1xMq.gif [View same] [iqdb] [saucenao] [google] [report]
3945280

I just implemented green Mario :^)

>> No.3945405

>>3945280
is this...

a proper Mario Land 2 DX?

please be real

>> No.3945421

>>3945405
Yep, I posted it a few days ago https://youtu.be/xqH13Nh61Uo

>> No.3945442

>>3945280
>>3945421
Get back to work on For the Frog DX mister

>> No.3945802
File: 37 KB, 665x890, hitdetection.png [View same] [iqdb] [saucenao] [google] [report]
3945802

6502 ASM.
Can anyone explains to me what EOR and ORA do in terms I'm likely to understand? I've been googling for it but all I find are explanations on what the terms "mean" and the different addressing modes for them.
Anyone knows of a good "6502 ASM for retards" guide?

I finally understood the cause of a glitch that's been bothering me since I made the shield for Protoman.

What I did is take the player's X-Y coordinates low, add a sum to it to create a "zone" and check if the projectiles are in that zone.

The issue being that, if the player's original X coordinate is equal or more ot F1 (which can happen in the middle of the screen during scrolls), and that I add +0F, it will go over and back to 00+ and therefore break my system.

I'd like to understand how the game originally works around this issue, I believe it uses the X-Y coordinate high which represent room number, but I don't understand the relation they're making.
Pic related. ram addresses 330 and 378 are X and Y coordinate low respectively, and 348 and 390 are X and Y coordinate high (room numbers).

Thanks

>> No.3946036

>>3945802
Both work on the accumulator so A is always one of the parameters so EOR is EORA really. You probably know that but just to get the daft mnemonic problem out of way.
ORA is a bitwise OR so for every bit in A and the given parameter: 0~0=0, 0~1=1, 1~0=1, 1~1=1.
EOR is an exclusive OR so for every bit in A and the given parameter: 0~0=1, 0~1=1, 1~0=1, 1~1=0.

Game programers most often are using OR to combine flags or join nybbles together. EOR does the inverse.

e.g. if you have some flags for sprite parameters:
FLIP_HOR, FLIP_VER, SCALE_HOR, SCALE_VER
you would in hex assign the numbers: $01, $02, $04, $08 to the flags respectively. Then if you wanted to set the FLIP_VER flag for the sprite pointed to by the label PLAYER1:
LDA $PLAYER1
ORA #FLIP_VER
STA $PLAYER1

To unset do the same but EOR.

>> No.3946042

>>3946036
Sorry, EOR 0~0=0. Trying to type this rapidly at work not smart move.

>> No.3946285

ora sets bits
eor flips bits

>> No.3946895

>>3945442
I'll finish this one in a couple of months and then I'll get back to For the Frog the Bell Tolls. At least that's my goal.

>> No.3947657

>>3946895
Oh no I wasn't being serious at all.
Go do what you want, man.

>> No.3947820 [DELETED] 

>>3945802
I'll help you understand 6502 if you turn off the tripcode

>> No.3947854

>>3947820
He's not even using a tripcode.

>> No.3948073

>>3946036
>>3946285
Okay thanks, I get it now.
So, if we take this example >>3945802

If I'm getting this correctly, the lines between EFB7 up to EFC4 are only read if the result of the substraction goes under zero, that is to say if the enemy object's room number is higher than that of the player.

So in this case they pull A, which AFAIU is the result of the substraction between the player's and the enemy object X low coordinates, flip all the bits, add 01, push it back to A for the next operation... and that's how they solve the issue of non matching coordinates due to different room numbers?

I swear I thought this was going to help, because I have no idea why "flipping all the bits and adding 1 to the result of the substraction" should help.

>>3947820
What do it even matter for this thread, you'd already guess who I am even without the name because I've already released something and will release this

>> No.3948207

>>3947854
>>3948073
He's shitposting, don't encourage him.

>> No.3948236

Nevermind all this, I think I found a fix that doesn't even involve EOR or ORA, but at least now I know what they do.

>> No.3948237

>>3948073
Read up on "two's complement".
Basically it's how computers do negative integers.

>> No.3948262

https://youtu.be/rgeh-VGl8ls

>> No.3948334
File: 4 KB, 768x672, Urban Champion (JU) (Nudegirl Hack).png [View same] [iqdb] [saucenao] [google] [report]
3948334

Post hacks that improve on otherwise mediocre games.

>> No.3948339

>>3948334
Super Pitfall 30th Anniversary Edition

>> No.3948351 [DELETED] 

>>3948207
No I'm not.

>What do it even matter for this thread, you'd already guess who I am even without the name
Exactly. Let your posts speak for you.

>> No.3948463
File: 28 KB, 675x530, niceses.gif [View same] [iqdb] [saucenao] [google] [report]
3948463

>>3948073
thats how to turn negative number to positive

http://wiki.nesdev.com/w/index.php/6502_assembly_optimisations#Negating_a_value_without_temporaries

>> No.3948469
File: 20 KB, 480x360, carda.jpg [View same] [iqdb] [saucenao] [google] [report]
3948469

>>3948334

>> No.3948508

>>3948469

Absolutley epic one

>> No.3948549

>>3948334
For sure. Holy shit does that game suck otherwise.

>> No.3948646

>>3948549
More casual nudity hacks are needed to be honest.

>> No.3948718

Anybody who liked Giana Sisters on the C64, should try these two ROMhacks (or hacks, I don't know if C64 files classify as "ROM"):

1. Great Giana Sisters II by the 7A3

It has a misleading title, not an official game by any means. It's also not the same project as the other GGS2 by the New Wave, which is bad. It has new enemies, features, like swimming, bosses etc.

2. Furry Knibble Girls

It's a vanilla hack with no new features, but has supercool leveldesign and atmosphere. Sometimes it's mean, you can stuck in places, so save state often. Furry is a misleading title btw., the game has no connection to the furry community. Probably the word meant something else in 1989.

Giana Sisters II:
http://www.gamebase64.com/game.php?id=17805&d=18&h=0

Furry Knibble Girls: http://www.gamebase64.com/game.php?id=25817&d=42

>> No.3948719

>>3945280
No fucking way
Tell me if you need help. I'll do everything I can to get this baby out

>> No.3948752 [DELETED] 
File: 18 KB, 240x320, 1486936354331.png [View same] [iqdb] [saucenao] [google] [report]
3948752

>>3948207
No I'm not. Go ahead and report this post. It doesn't change the fact that when in Rome you should do as Romans. The merits of an anonymous board are in the posts, not in who posts them. It's the culture of the website. Names and tripcodes are intended for posters who need continuity in a thread that couldn't work otherwise, not for login handles. If a user in a thread can be identified by their posts alone, that is sufficient to form opinions and carry on a conversation with them. By using a name, not only do you instantly provoke the ire of other users by violating the norms of the community (whether the usage intentional or not, and whether the reaction is conscious or not), you also carry that ire where ever you go with the name. For /vr/ being such a small community, everyone in this thread knows who is working on what. It serves no purpose but to annoy.

I used to contribute to this thread a great deal, but have been too busy with school and work. With summer around the corner I should be able to complete a new 65816/6502/SPC700 assembler that is about half done. It's got a powerful macro system, and a set of directives suitable for managing assembly and how it gets mapped to output files, perfect for developing custom hardware. With the grammar hammered out, it will be possible to write a disassembler to target the assembler. One day I hope it will be much easier to do hacking jams on games with threads like these.

>> No.3948760
File: 111 KB, 675x530, systemsregret.jpg [View same] [iqdb] [saucenao] [google] [report]
3948760

>>3948752
what are the advantages of your assembler over cc65 or xa65

>> No.3948767

why don't you stop fucking babyraging and actually talk about your work rather than dedicating half your post to "muh board culture"

oh, wait.

>> No.3948805

>>3948207
>legitimately asking for help with his project
>has been basically keeping the thread alive
>is completely on topic for the thread
>because he uses a name that means he's shitposting
You've got some funny logic.

>> No.3948827

anyone know what happened with the earthbound romhack threads from october/november

>> No.3948837

>>3948827
These ones
>>https://warosu.org/vr/thread/S3523817#p3544970
>>https://warosu.org/vr/thread/S3562524#p3562524

Anyone know anything?

>> No.3949664
File: 76 KB, 493x655, 1493141075079.jpg [View same] [iqdb] [saucenao] [google] [report]
3949664

>I used to contribute to this thread a great deal, but have been too busy with school and work. With summer around the corner I should be able to complete a new 65816/6502/SPC700 assembler that is about half done. It's got a powerful macro system, and a set of directives suitable for managing assembly and how it gets mapped to output files, perfect for developing custom hardware. With the grammar hammered out, it will be possible to write a disassembler to target the assembler. One day I hope it will be much easier to do hacking jams on games with threads like these.

>>3948760
It's an assembler, so a comparison with cc65 is apples to oranges. Besides, I mostly trust compiler output to be better than manual coded assembly, except for something as simple as the 65xx family. The key point is that there are too few registers, such that register filling and spilling is more about algorithm design than resource allocation. In contrasted to xa65, there is no linker (I've considered it), it's 1-pass, labels may be directional, math uses polish notation for grammar simplicity, memory mapping and allocation directives are included, it's extensible to other processors, and can output debug annotated source.

Let me reiterate, the merits of an anonymous board are in the posts, not in who posts them. It's the culture of the website. Names and tripcodes are intended for posters who need continuity in a thread that couldn't work otherwise, not for login handles. If a user in a thread can be identified by their posts alone, that is sufficient to form opinions and carry on a conversation with them. By using a name, not only do you instantly provoke the ire of other users by violating the norms of the community (whether the usage intentional or not, and whether the reaction is conscious or not), you also carry that ire where ever you go with the name. For /vr/ being such a small community, everyone in this thread knows who is working on what. It serves no purpose but to annoy.

>> No.3949665

>>3944403
>Super Mario Bros Deluxe

Been trying to play that one but my rom doesn't work after the patch, and I got my rom from archive. Got a download?

>> No.3949669

>>3949664
>My post got deleted
>Hmm... let me think
>Oh, I know, lets repost the reason why it got deleted!

never change, nambona.

>> No.3949685

>the entire fucking argument gets deleted
>hey let's bring it back up

>> No.3949938

So does anyone have any requests for small tutorials or primers like the ones I made for the debugger and cheat search? I was thinking doing one on corruption or NES hardware, but there are certainly better tutorials out there than what I could put together.

>> No.3949971

>>3949665
Oh, I didn't notice the hack was from 2005, no wonder it didn't work. Found an updated version here, in case anyone's interested
https://www.smwcentral.net/?p=section&a=details&id=10223

>> No.3950148 [DELETED] 

>>3945280
Luigi is not in SML!!! REEEEEE
Your newest update vid is looking great.

>> No.3950975

>>3949938
how about: how to set up and use assembler and linker for nes

>> No.3952286

re-spritan a whole nes game

>> No.3952602

>>3952286
whoa cool which one

>> No.3952629

>>3952602
Secret

>> No.3953271
File: 124 KB, 600x600, 600px-SMB3_group_art.jpg [View same] [iqdb] [saucenao] [google] [report]
3953271

>>3952286
Please, God. Please let it be Naked Headless Mario Fights the Dick Nazis 3.

>> No.3954979

>>3950975
That's more of a tutorial that I'd probably need to follow, not make.

>> No.3955481

So, I want to make what would basically be SMW3, with heavy influence from my favorite Mario game (SMB3).

The basic premise would be that each koopaling has taken over one of the regions of the Mushroom Kingdom and again transformed that region's leader into an animal. Bowser himself has made off with the Princess into another realm that can only be accessed with the key. Unfortunately, the Koopalings have broken the key into seven pieces. So you have to defeat all of them to get to him.

From the beginning, Mario can go to the first level of any of the seven worlds, and each world has secret connections to some of the other seven, so you may not need to actually beat every level of every world to defeat all the Koopalings and unlock the final world where Bowser awaits.

I think this would work nicely because it's new and different but the majority of the new stuff would be in how the map is organized rather than requiring large amounts of programming of new things.

That said, if it's going well and I feel up to the challenge, I may try to re-implement some of the powers from SMB3 and make different ones more common in different worlds, such that you may finish a level in one world and instead of going on to the next, backtrack and go to a level you've had trouble with in the past because now you have this power-up you didn't have before.

The one thing I really want to do that I'm sure will be a huge pain in the ass is to bring back the flying ships and overworld enemies from SMB3.

Because of the "you can do things in any order" element, probably the difficulty will remain pretty steady at "late SMW level" difficulty after the first 2-3 levels of each world, since if you're looking for SMW hacks to play you've probably beaten the game itself anyway, but it won't be gimmicky hard.

Anyway, would you play it?

>> No.3955502

>>3955481
Sounds interesting. Would play, on the condition of re-implemented powers not feeling like junk. It's hard to get custom power-ups working properly, so good luck.

>> No.3955514

>>3955481
Those kingdoms aren't regions of the Mushroom Kingdom, the Mushroom Kingdom is the setting for SMB1. In SMB3 those are sovereign kingdoms throughout the Mushroom World, the plot of SMB3 was Bowser stepping up his game by kidnapping the princess for the first time (in SMB, she was "captive" in her own Kingdom) and becoming king of the world.
I do like your idea, it sounds like a lot of fun. Have you made any romhacks before?

>> No.3956112

>>3955514
>have you made any romhacks before?
I made a gen 3 Pokemon challenge hack to make it feel more like a real RPG that requires effort throughout for my girlfriend at the time, who loves the hell out of that generation of the games. But nothing this extensive.

>> No.3956261 [DELETED] 

>>3956112
>I made a Pokemon hack

kys

>> No.3956286

>>3956112
That won't do much for you in making a hack on the scale of >>3955481 but I say go for it anyway.
>>3956261
Don't be a dick.

>> No.3956425

Are there any hacks that are actually good enough that they'd be worth the effort of making a repro cart and box and such for them?

Besides Mother: 25th Anniversary Edition.

>> No.3956450
File: 57 KB, 512x448, NrfeeDh.png [View same] [iqdb] [saucenao] [google] [report]
3956450

http://www.romhacking.net/forum/index.php?topic=24043.0
Someone finish this shit

>> No.3956656

>>3956425
Super Mario: Last Impact
Pokémon Prism
Janked Up Mario Party
Big's Fishing Derby

>> No.3956663

>>3953271
Something very similar has already been done:

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

>> No.3956665

>>3956656
Forgot to mention Rockman CX in there too.

Anyway, is there a tool that allows you to edit the levels for Kirby Super Star? I know such one exists for Kirby Super Star Ultra, but i'm looking for the actual SNES game. I saw some screenshot of an KSS editor made by an Japanese person that was posted on /vr/ some time ago but i don't know if that ever got released or not.

>> No.3957938

>>3956665
Borokobo's editors are available but they're shit

>> No.3957953

>>3896532
why not use a gba megaman game, they have alot of extra space and not usually laggy, even hacks.

i just recently got into rom hacking, learning asm and hex, how long have you been a rom hacker?

>> No.3957954

>>3957953
>why not use a gba megaman game
Not retro

>> No.3957967

>>3905856
nice

>> No.3957974

>>3957953
>learning asm
Which did you start with?

>> No.3957980

>>3957954
is that the only reason?

or are you just being dumb. megaman ports are still considered retro. so, like, go fuck yourself buddy!

>> No.3957981

>>3957974
im just learning the very beginning, on arm7.

>> No.3957984

>>3957980
>megaman ports are still considered retro
Are you sure? I don't think that's the case

>>3957981
What are you reading? I know, not retro and everything, but I'm also interested in ARM

>> No.3957990

>>3957984
gba ds ps3, ports like namco or sega collections are accetable to talk about here and considered retro, why wouldnt a mm port on gba?

i just got into rom hacking like two weeks ago, i found a couple websites and pdfs to read up on. i dont really know anything besides scripting for the G.E.C.K and daggerfall savestate editing, which is completly different than romhacking (mostly df savestate editing is kinda like romhacking, i guess). my interests are mostly non retro(gba) but im also interested in gb and snes hacking.

>> No.3957997

>>3957980
Are there even any Megaman ports on GBA besides MM&B (whose port is lame compared to the SNES version due to screen crunch)?

>> No.3958004

>>3957997
Wasn't mmx ports on gba and mm7, i could be completely wrong tho.

>> No.3958006

>>3958004
No.

>> No.3958014

>>3957997
I was wrong. The only port got cancelled

https://www.unseen64.net/2008/04/07/megaman-anniversary-collection-gba-unreleased/

>> No.3958103

>>3957953
>why not use a gba megaman game, they have alot of extra space and not usually laggy, even hacks.

There isn't a single NES MegaMan port I know which is a good. They always have to screw up something, like sound&music in the Complete Works and Anniversary collections.

As for lag, if people really care I could try to make sure the Protoman hack is compatible with existing lag reduction patches.

>how long have you been a rom hacker?
The hack I released recently, Second Strike, I started almost 5 years ago with lot's of down time. But all this time I was using a level editor, I only got into actual hacking a few months ago, and I'm starting to know quite a few things despite not being a programmer and having had a literary scholarship. I start getting lost and needing help when it becomes really technical though.

>>3957967
Been making tons of progress since then. Lately I've been working on implementing the "rotation" anim with the help of a friend, the one used on those moving platforms and during the weapon get in MM5. It's tough because some of the frames are non existent for Protoman, and even when there is something close I can use, it has to be modified.
Once that is done, I only have the following to make: finish the cutscenes, make it so that shots deflected by the shield gain speed like in MM9/10, fix a couple of glitches which I just can't seem to fix. Once that is done I have a playable version.

I still don't know what I'm going to do with Beat though. I think it's silly if I keep Beat for Protoman, but then again I don't know what I could replace it with. I've thought of two things: a shield throw attack, which would only work if not many frames are used for Protoman during the attack (I'm not redrawing and programming all the anims shield-less...), or some kind of dash with the shield, kinda like a mix between Comet Dash in MM Unlimited and Charge Kick in MM5... any idea?

>> No.3958837

Didn't know this thread was still up, Holy shit.
>>3885908
the FF3usME680

>>3886170
yeah, they seem pretty similar, If I change one characters colors entirely, another characters colors are also changed with it and each of the 13-ish characters uses one of the 5 color pallets. change one character and you could potentially change like 3 of them

>> No.3958870

>>3958837
Then instead of changing the palette itself, try to see if you can assign another palette to the character, maybe one would fit.

>> No.3958876

>>3958870
I could try to re-assign and have his palette be solely for him... but that'd be insanely difficult

>> No.3958914

>>3958876
There must be somewhere an address that tells which palette to use for sprites. Check the sprite pattern definitions maybe.

>> No.3958928
File: 422 KB, 1680x1050, screenshot1.png [View same] [iqdb] [saucenao] [google] [report]
3958928

>>3958914
1/2

>> No.3958930
File: 399 KB, 1680x1050, screenshot2.png [View same] [iqdb] [saucenao] [google] [report]
3958930

>>3958928

>> No.3960076
File: 34 KB, 256x224, oiadet.png [View same] [iqdb] [saucenao] [google] [report]
3960076

>>3956425
I hear good things about DKC 2 The Lost Levels but it isn´t in the mediafire files

>> No.3960109

>>3956425
Sonic 2 Long version.

It's got all the beta/delta Levels completed and fully playable

>> No.3960652

what's a good resource to learn about compression methods and how to reverse engineer them?

>> No.3960749

>>3960652
The very first program I disassembled was Super Metroid's decompression routine. That was a huge mistake. It was a highly customized, optimized, rat's nest of code, and I didn't really have the experience yet to be able to pull it apart quickly. In some ways it was a great learning experience, but in other ways I probably would have made more progress faster in my understanding had I attacked something more my speed at first.

Anyway, in my (small) experience, compression you run across in games is probably going to be some mutant version of something you find on wikipedia or a algorithms textbook at best, or some in-house custom clusterfuck at worst.

If you are new to assembly, you might want to start on something a little easier to cut your teeth on. I know that's doesn't sound fun because decompression is the gatekeeper getting at a lot of graphics, sound, and level data, but it would probably save you a lot of frustration.

And if you have no intention of understanding a decompression routine by reading its code, god help your soul.

Anyway, if you want to see what SM decompression language looks like, you can look the notes I made a bajillion years ago when I hardly knew what a bit was

http://www.romhacking.net/documents/243/

>> No.3960771

>>3960749
Thank you

>> No.3961475

Is there a comprehensive guide of Mega Man romhacks out there like that one for Super Mario World?
If not, does anyone have any good recommendations that have non-kaizo difficulty?
No Minus Infinity, Ultra or No Constancy, already know those
they were also too hard for me

>> No.3961706

>>3961475
Minus Infinity gets progressively easier as the game goes on and you get more OP weapons, including ones that let you survive pits and spikes if you know where to go.

>> No.3963438

>>3902963
A bit more about ECC for those who don't know what it is: http://www.baetzler.de/vidgames/psx_cd_faq.html

>> No.3963457

>>3934418
holy s---

>> No.3964410

Only recently I've gotten an interest in ROM Hack games and as a 2nd gen Pokemon geek I've been looking for good mods and I've come across Pokemon Prism. Theres a lot of people recommending it but I've been wondering is it just another incomplete ROM Hack or its actually 100% finished?

>> No.3964423

>>3964410
It's most definitely the most fully featured romhacks, the orignal "leaked" version had some bugs but they've been patched out by fans so it's pretty much 100%
Do your best to get the very latest patch

>> No.3964491

>>3964423
Nice, but the story is finished right?

>> No.3965164

>>3964491
Yes, you can get to the hall of fame no problem

>> No.3965649

>>3889889
it's all done and sold by a fat hacker and his retard autistic son

>> No.3966205

>>3960109
Nah it's shit desu, the "new" zones look and play awfully.

>> No.3966852
File: 119 KB, 640x400, brogrammer.jpg [View same] [iqdb] [saucenao] [google] [report]
3966852

What language is worth learning for romhacking?

I have excellent python and a little C, but that's it

>> No.3966863

>>3966852
ASM for whatever architecture the console in question uses. Knowing anything more high-level is only useful if you're making homebrew games.

>> No.3967027

>>3966863
well other languages are also useful to make little tools

you could write a script extractor for example

>> No.3967032

>>3967027
What language would you write your tools in? Python/Lua?

>> No.3967040

>>3967032
whatever you like, really

anything that makes it easy to read from binary files, i guess? i think that's easy in C

>> No.3967068

When in doubt, C your way out.

For writing games, I only use ASM.

For extracting data, manipulating/creating data, and reinserting data, I write C programs. It makes binary and text files easy to work with.

>> No.3967081

>>3955481
Return To Dinosaur Land 1 and 2 did this already. but sure I would play

>> No.3967139

>/wdg/
Javashit central
>/agdg/
Lua scriptbabbies and C# scrubs
>/dpt/
Python and java pajeets
>/rhg/
C and ASM Master race

Well who'd have thought

>> No.3967317

>>3967139
It's only a recent development, really.

>> No.3967318

>>3967032
>>3967040
also on the genesis it seems perfectly possible to use nothing but C to develop a game

i saw a japanese guy port fantasy zone to the genesis using C and it seems to be an almost pixel perfect recreation

>> No.3967328

>>3967318
https://www.zophar.net/documents/genesis/sega-genesis-c-compiler.html

C compiler for genesis, neat

>> No.3967336

>>3967328
yeah but knowing zophar domain this is probably old as fuck

either cross-compile your own GCC that targets the 68000 or use SGDK

>> No.3968414

>>3961475
Try mine

http://www.romhacking.net/hacks/3343/

I do plan to make a last update of the hack with some final fixes and improvements before I relese the Protoman version of it, but that won't be before another few weeks.

>> No.3969026
File: 67 KB, 964x788, 1z2kaqv.png [View same] [iqdb] [saucenao] [google] [report]
3969026

This hack looks interesting

https://www.youtube.com/watch?v=JBcDtsflOQ0

>> No.3971608

>>3969026
Very cool

>> No.3973285
File: 3 KB, 256x224, MM5shieldtest109-1.png [View same] [iqdb] [saucenao] [google] [report]
3973285

Been struggling with including this art into the intro of my hack.... and I fucked the legs and have to re-do them whole, damnit.

Funny how the original model 'looks' 8bit but honestly if you want to add as many details, shading, different colours, etc you'd have to use a lot of sprites on top of the bg. Not saying it's impossible, but surely with that many different colours close to each other, it's hard. MM9-10 did take some liberties as far as intros/cutscenes are concerned.

>>3969026
That does look promising but the music doesn't sound very good. Some enemies like the cars feel very "random" but I guess it fits with the Deadpool theme...

>> No.3973331

>>3973285
Three colors per sprite, man.
You could always try dithering techniques, but results vary and it probably wouldn't match the Mega Man style very well.

>> No.3973345

>>3973331
Here is the model.

Once I'm done sketching the entire body, I'll make the bg black, that should help. Then I'll try to make the body grey. After that I can try to add some detailing with sprites on top of the background, like for the head and cannon.

I don't think I'll be able to make the scarf another colour than the face, even less 2 colours (shading) like in the model. The model may respect the limit of number of colours, yes, but they don't take into account palettes, tiles, and the fact that palettes are assigned per 16*16 blocks. The entire part around the head with the scarf, body, face, helmet, etc would require so many different 3 colours palettes.

>> No.3973347
File: 23 KB, 362x635, intromodel.png [View same] [iqdb] [saucenao] [google] [report]
3973347

>>3973345
and I forgot the pic.

>> No.3973367

Someone give me some good cutting room floor hacks

I.e. hacks that make use of previously unused content in the game (like unused maps)

>> No.3973529

>>3973285
>MM9-10 did take some liberties [with color limitations] as far as intros/cutscenes are concerned
Prove it. Point out one example that can't be explained by backgrounds overlain with objects each restricted to 3 colors + transparency.

>> No.3973571
File: 274 KB, 706x485, MM10intro.png [View same] [iqdb] [saucenao] [google] [report]
3973571

>>3973529
Considering the model here >>3973347
You'd have to use a shit ton of sprites for the shading.

Considering the same thing in this pic, which would have to be done too, I don't even know if it'd be possible without sprite flicker.

No, I'm not going to actually spend a couple of hours to count how many sprites this would take, but my point is they'd have done the intro differently. It's obvious they didn't have to worry about it in both these examples, especially the 2nd.

>> No.3973596

>>3973571
>It's obvious they didn't have to worry about it in both these examples, especially the 2nd.
Most of the cutscene image you posted is limited to 3 colors and black/transparency on a 8x8 grid. The most detail is in Auto, and while it is impressive, it is nothing you couldn't do with the standard bg/object trick.

Just because you aren't skilled enough to produce something of equal quality the first time you tried, doesn't mean there aren't people who can do impressive work under such tight constraints. Really good graphics and special effects often leave you wondering how they pulled them off.

>> No.3973680
File: 2 KB, 256x224, MM5shieldtest116-1.png [View same] [iqdb] [saucenao] [google] [report]
3973680

>>3973596
>Most of the cutscene image you posted is limited to 3 colors and black/transparency on a 8x8 grid

It's 16x16 that count, not 8x8. If you were limited to one palette per tile for bgs that'd be easy, but it's one palette per block of 4 tiles.

So, if we take 16*16, how many different 4 colours palettes does that make? The limit is 4 for bgs, 4 for sprites.

So, yes it's possible, if you use sprites for shading and detailing for instance, but you'd have to use a LOT of sprites, and in this pic >>3973571 I'd tend to assume that'd lead to sprite flickering.

Your whole argument is "prove it" "you suck" when you show you don't even understand some of the basics.

Also
>Just because you aren't skilled enough to produce something of equal quality the first time you tried

I could very well reproduce the model exactly, but I'm not going to sink hours into creating shading with sprites. Here is some progress anyway, sprites used for the face, now I'll shade the scarf the same way and call it a day. I've sank enough hours into what is a two seconds intro screen people might not even watch.

>> No.3973715

>>3973680
have you figured out what AND does yet

>> No.3973813

>>3973680
>I'd tend to assume that'd lead to sprite flickering.
>Your whole argument is "prove it" "you suck"

When you make claims without providing evidence, you don't sound very convincing. Saying something is "obvious" is far from an argument.

Your claim is that they must have exceeded NES inspired 8-bit capabilities to produce those cutscenes. That's a weird claim to make, considering everything else in the games are true to the hardware limitations, down to object-per-scanline limits and CPU limits. Why would they exceed the limitations and constraints they laid out for themselves and fundamentally alter their game engine for such a particular case? It's much more plausible they were true to their goals, and that a skilled person took the time to figure out how to make an impressive graphic for an impressive moment working within their self-imposed limitations, rather than exceeding those limitations and using as many colors as they wanted just for that case.

>I could very well reproduce the model exactly, but I'm not going to sink hours into creating shading with sprites.
Well, that's exactly what Init Creates graphic artists were paid to do, and you're shitting on their work. If you think you can do it, do it. Otherwise you're all talk.

>> No.3973827

>>3973813
>considering everything else in the games are true to the hardware limitations

Not exactly. The one thing MM9/10 don't have is sprite flickering. You can "turn it on" in MM9 but even then it's nothing like on NES hardware. Lot's of places in both games would have sprite flicker on NES, and I think that screen would be one, which is why I doubt it'd have been done like that on NES.

>> No.3973882

>>3973827
Well, unfortunately for both of us it's not an NES game that can be easily run on an emulator and debugged.

I can't comment on the object flickering being different than the NES because I don't have access to my copy of MM9, but I wonder how it can be different. Besides flickering caused by priority rotation (which is a software thing), it should just stop drawing objects on a scanline after hitting 8, if it were true to the NES, or maybe a little more if they were generous.

Turns out the audio had no limitations, it just sounded like it was produced by the NES.

>> No.3975652

>>3967318
I think remember the Retro City Rampage guy was making a C-ish compiler for NES when it was a NES homebrew.

>> No.3975685
File: 48 KB, 512x448, Qs9xHxh.png [View same] [iqdb] [saucenao] [google] [report]
3975685

DKC flipped
http://www.romhacking.net/forum/index.php?topic=24043.0

>> No.3975763

>>3973882
What I meant is that the flickering in MM9 looked nothing like NES flickering. In any case it's only in MM9 and not in cutscenes.

To me it looks like in a pic like this >>3973571
all they respected is "max number of colours" while never considering that you have to stick to a 4 colours palette (including black) every 16*16 block, or the fact that as far as backgrounds are concerned, you can only have 4 palettes. In other words, for that pic, let's say we're talking about MM, some colours would have to be repeated in several palettes to make some connections, so you'd have
- Black, dark blue, light blue, beige: for thehair to face area, or neck area
- black, beige, white, red: for the face
- black, white, blue, dark beige: around the eye, but oops, they used 2 different blues there, which i can't do here
- black, blue, dark blue, beige, dark beige: for the shading of the face

That's it. all 4 palettes just for MM himself. I did this quickly though there could be a more efficient way to do it that what I just said and maybe save ONE palette, but you get the idea, even that is far from enough for the rest of the picture.

Of course if you use sprites, for instance for shading or small detailing like the red spots in the picture, that helps a lot. However considering what I just said, you'd have to use a SHITTON of sprites in that picture, much more than the 8 sprites per scanline limit.
Ever wondered why at the end of the intro of MM5 the "PROTOMAN ?!" text doesn't use the same font and appears smaller? Because unlike other text it uses sprites and they had to make the letters smaller JUST for the Protoman word, or else it would have been "PROTOMAN" without the ponctuation. That gives you an idea of how quickly the sprite limit can be reached in a cutscene, there is no way you could use sprites for shading in that pic, and I don't think that was what Inti Creates was thinking.

>> No.3975774
File: 42 KB, 750x578, ProtoCastle.png [View same] [iqdb] [saucenao] [google] [report]
3975774

>>3975763
I think they just thought "let's limit ourselves to 12 colours + black to make it LOOK like NES".

Pic related to illustrate my words, Protoman Castle in MM5, which is late NES when they knew what they were doing. Check the palettes at the top in the middle, you see how "technically
speaking" you have 12 colours + black, but in reality, to make smooth connections, you have to make some of the same colours appear in several palettes, thus reducing the actual number of useable colours.

Check the TSA I have highlited in the TSA table, and the one just below, to see the kind of comprises they have to make due to being limited to one palette per 16*16 block. Those circular things below the antenna should be red, as depicted just next to it, but they couldn't do that without sacrificing some of the details. Check the "big tube" above Protoman's helmet, on the top left, same thing with its red shading that shouldn't be red.

And finally check the tile table, which is something we haven't brought up yet. It is FULL, I don't see a SINGLE free tile, and yet the picture is much smaller than this >>3973571
Yes, it's more detailed as well, but much smaller too. Another reason why that pic wouldn't be possible on NES, and I very much doubt they actually counted the number of different tiles they used just to respect some limit they didn't have to respect and which wasn't essential in making the game "look like NES".

>> No.3975956

Let's say someone finds what he's looking for in a PSX game via debugging and hex viewing and they're not compressed (thank god): how does one then extract those files so yo can translate them? These are TIM files btw.

>> No.3976212

>>3975956
it says TIM Viewer can extract and import TIM files.

also if u already found what ur looking for can you not just change it in place instead of messing with the TIM viewer?

>> No.3976242

>>3967328
http://www.smspower.org/forums/15355-DeveloperResourcesConsoleDevTools

>> No.3976313

>>3976212
There's a gap where data just doesn't show using programs such as Tim2View. It's the game's credits that I need to remove, translate and re-insert but I can only see them when debugging or kinda read them in hex viewers.

And I have exact positions for these files (end credits), but don't know how to get them out since Tim2View won't find them even though they're 4bit uncompressed TIMs.

>> No.3976471

>>3976313
tried PSicture?

>> No.3976582
File: 2.46 MB, 400x300, 1454395945907.gif [View same] [iqdb] [saucenao] [google] [report]
3976582

>Sonic 1 ROM hack.
>First few zones use all-new graphics, fresh level design, and have creative themes.
>Enter Labyrinth Zone.
>Suddenly the hack is vanilla Sonic 1 with recolored zones and stays that way.

>> No.3976624

>>3976471
Same thing

>> No.3976685

>>3976582
Name of the hack? Is it a demo or not?

>> No.3976773

>>3976242
i think sdcc can target the z80 and the master system by extension

why you would ever want to write C for a z80 is a mystery to me though

>> No.3977532

>>3967139
You are implying that there is enough programmers on /agdg/ to generalize about /agdg/'s programming habits. Last I looked, this wasn't the case. It's mostly a shitposting thread, and a bad one even by /vg/'s sorry standards.

>> No.3978024
File: 5 KB, 185x160, protones.png [View same] [iqdb] [saucenao] [google] [report]
3978024

>>3973285
>>3973347

>> No.3978032

I like A Link to the Past Redux but I don't like the changes to Link and Uncle's color palettes. Is there a way to change them back myself?

>> No.3978063

In Castlevania: Legacy of Darkness for the N64, there are 4 characters, and thusly, 4 "campaigns"

Would it be possible, through hacking, to be able to play through one character's campaign with another character?

Specifically, I'd like to be able to play Henry in each of the other character's campaigns (Cornell, Reinhardt, and Carrie).

If it is possible, does it sound extraordinarily difficult to do? I did some very light reading on the matter, and it doesn't seem that anyone has tried to do it before. I'm not at all experienced, but I'd like to believe that it wouldn't be *too* complicated.

Can any of you offer any insight into this?

>> No.3978151

Is there a version of CrystalTile2 or a similar program that has more options for tile editing? Trying to edit some graphics here but going pixel by pixel takes so long and edges look jaggy.

>> No.3978230

>>3978063
Just use Gameshark to change the characters.

>> No.3978236
File: 50 KB, 936x559, Protointro.png [View same] [iqdb] [saucenao] [google] [report]
3978236

>>3978024
This sacrifices both the colour of the body and of the scarf though, which I feel is too important and which wouldn't be possible to make up for with sprites.

Here is how I have it atm. On the left, background only, and on the right in game with sprites for detailing/shading the face/scarf.

As you can see as far as BGs are concerned all four palettes are already taken, however I can still do some improvements, like use the "grey / light red / red" palette for shading in some spots.

And then there is still one sprite slot available on this screen that I can use (without having to code the addition of more sprites myself) for the most troublesome parts.

So I'm thinking of adding some shading, but not as much as the model. Maybe just pretend there is a small but strong light spot over the head.

>> No.3978260
File: 2 KB, 91x159, tile man.png [View same] [iqdb] [saucenao] [google] [report]
3978260

>>3978236
That looks great. You're making good progress.

>> No.3978265

>>3978260
Hmm, this one is an interesting compromsie actually... but it still bothers me that he's white, because it's the MM5 intro, and in the intro we see both the fake Protoman (Darkman) and the real one, and the fake one is has his body white rather than grey, so this could be confusing.

Here
https://www.youtube.com/watch?v=aQ26M60IfuI

>> No.3978270

>>3978265
I'm just playing around with the sprite-less limitations. What you have is the best way to go.

>> No.3979317

>>3978265
how do you make it so that your recording on OPM looks cropped, i tried and it captures a full window.

>> No.3979324
File: 499 KB, 2880x1080, AC3CreditsTestSidebySide.png [View same] [iqdb] [saucenao] [google] [report]
3979324

Little project showoff here, those who have played our fan-translation of Ace Combat 3 know that some things are still in Japanese, the end credits for one.

Well, I've managed to find a way to edit them, after getting some good pointers by two really good elements from the scene. Really hope I can take it from here.

>> No.3979338

>>3979324
Very cool. Hacking carts is very straight forward for me, but hacking optical discs seems more mysterious, perhaps because they are often organized as file systems that I am unfamiliar with.

How do you go about making a hack like that? Is the disc encrypted (I know things like Valkyrie Profile has a simple XOR encryption scheme)? How are programs and graphics organized on the disc? Do you know much about the boot process? How do you map what's in memory to what is on disc? Any more information would be interesting to hear about.

>> No.3979379
File: 20 KB, 256x256, mynewnightmare.png [View same] [iqdb] [saucenao] [google] [report]
3979379

>>3979338
Well, actually I was hoping for this part to be my first hacking experience but as I'm still unable to even find the headers for these TIM files, I just took a detour and went back to graphics editing.

About the fan-translation as a whole, I never heard my team's programmers mention encryption but our biggest obstacle was the game's compression, and still kinda is because of a couple of menus still being out of reach. We haven't changed a single line of code, but we don't have a re-compressor yet so what we re-insert makes the end file bigger, but still fits on a CD (if barely), so it's still playable on actual consoles for example.

I don't know about the programs, but the graphics are almost all in a 90MB "container" file, which houses the TIMs that we need to translate and some other data that is used in-game, maps, world textures, models too I think. The anime cut-scenes and sound files are all in a similar "container".

Best answer I can give you. Our programmers are either gone or away, really best I can do here.

>> No.3979729

>>3979379
>our biggest obstacle was the game's compression, and still kinda is
It sounds like you guys never totally cracked the compression and you just learned how to direct it to chunks of raw data. I suppose then that you learned where data was by watching RAM for decompressed data and noted where it got loaded from.

Writing a good compression program can be challenging, but as you point out, it quickly becomes necessary, even for modest hacks.

If you guys can isolate the compression routine, it would be interesting to see the assembly. I would give it a go at disassembling and documenting it.

>> No.3979804

>>3979729
Seems worth a shot, anyway our guy who nailed most of the compressed files put his code here https://subversion.assembla.com/svn/transprojects/psx/ace_combat_3/tools/code/

Might be interesting to you since it's PSX and compression related.

>> No.3980854

Damn it... something's going wrong when I replace the image in CrystalTile2, the colors change after I import and all the related Hex values change too even though my replacement image is identical, even the palette is the one CT2 exports...

>> No.3981894

anyone kno of any willow nes hacks ?

>> No.3982093

>>3981894
Mr. T Ate My Balls is the only Willow hack I know of.

>> No.3982205

>>3982093
>Mr. T Ate My Balls
That's a blast from the past.

>> No.3982485

>>3978230
Yeah im simply way to intel of gent to figure this out

I've spent at least 5 hours trying to figure out how to use pj64's GameShark codes for character swapping in C64:LoD and I'm having no success at all, and there's virtually no reliable/non-outdated resources out there that I could find for performing something so goddamn specific with how ignorant i am of coding and hexadecimal

>> No.3982589

>>3982485
to make a gameshark code u probably need to read the game's rom assembly

>> No.3982716

>>3982589
Well the code already exists online, but I don't understand how to activate them

I put the code in as hexadecimal but nothing happens

>> No.3983142
File: 12 KB, 256x224, C_Z-RDNU0AAxID5.jpg large.jpg [View same] [iqdb] [saucenao] [google] [report]
3983142

This is probably one of the most important romhacks in years. Why is no one talking about this?

>> No.3983147
File: 60 KB, 600x800, 1451412954919.png [View same] [iqdb] [saucenao] [google] [report]
3983147

>>3983142
Is turning a two-player game into a four-player game always a good idea? Would it work on something like Metal Slug X?

>> No.3983164

>>3983142
Haven't heard of it, link?

I'm curious how they're handling a lot of things.

>> No.3983171
File: 207 KB, 692x960, I feel nothing.jpg [View same] [iqdb] [saucenao] [google] [report]
3983171

>realise there's a community developing GB games in C (http://www.loirak.com/gameboy/gbprog.php)
>download GBDK
>aw shit yeah, gonna compile me some sick GB games
>last updated 2002
>Make file fails
>Only mention of the error is literally on the Aspie Central forums (for aspergers/autism sufferers)

You can't make this shit up

>> No.3983173
File: 24 KB, 624x369, 19-chris-pratt-andy-surprise-face.jpg [View same] [iqdb] [saucenao] [google] [report]
3983173

>>3945421
That's some good shit my dude

>> No.3983236

>>3983142
Does it turn off friendly fire? Battletoads is for the most part unplayable even in two-player mode.

>> No.3983438

>>3983236
It's literally unplayable after the end of clinger winger.

>> No.3983774
File: 31 KB, 384x336, cry.jpg [View same] [iqdb] [saucenao] [google] [report]
3983774

>>3983142
>Four Player Turbo Tunnel

>> No.3983876

>>3983236
I don't think it does.

>> No.3983960
File: 3.59 MB, 251x341, ojxa9.gif [View same] [iqdb] [saucenao] [google] [report]
3983960

>got a Hello World working on a gameboy emulator

Aw yiss here we go

>> No.3983973

>>3983960
Please try your stuff on hardware if you're making homebrew games, or at least a cycle-accurate emulator. Breaks my heart when a nice homebrew or romhack doesn't work on real hardware.

>> No.3983980

>>3983973
I'm on ganoo linux so using VBA for the moment (purely because it works), if I manage to make anything even passable I'll use a more accurate emulator on windows to try it out, then possibly hardware

>> No.3984026

>>3983980
I use this one myself. https://mgba.io/

>> No.3984109

>>3984026
Thanks man, I'll give it a go!

Any reason you use it over something like VBA?

>> No.3984206
File: 261 KB, 900x900, 1427905584295.jpg [View same] [iqdb] [saucenao] [google] [report]
3984206

>GBDK now works
>VBA now works
>Game Boy Tile Designer now fucking up

I hate makefiles

>> No.3984339

>>3984109
VBA stopped being developed in 2004.

>> No.3984778

>>3983973
my story
>make cool romhack
>share with friend who tries it on powerpak
>locks up at startup
LOL...........
>never trusted with programming again
hahhahahah.h..haahaa..............
>turns out it is powerpak initializing ram to FF and fceux initializes to 00
LOLE

>> No.3984792

>>3983142
https://www.youtube.com/watch?v=C_TeNnhdBsM

>> No.3984845

>>3984792
Man, maybe if it was just 3, but jesus, the slowdown, also i am pretty sure this wouldnt work for the rest of the game due to the auto-scrolling nature of the later levels.

>> No.3985384

>>3984792
Hmm. Maybe if they reduced the lag and turned off friendly fire. And even then, it sadly doesn't work well because it's obvious the number of enemies is made for 2 players.

Also what's up with the ever changing palette for one of the players? I'm guessing they set him to a palette used by enemies, is it not possible to use the same palette as another player but with the body/face colours reversed? This might require extra art space not available though.

>> No.3985797

>>3976773
It's for the Genesis and SNES.

>> No.3985837

>>3985797
SNES uses a SPC700, not a Z80, as its audio coprocessor. Gameboy uses a Z80, though.

>> No.3986662

>>3985837
yes and SDCC has its own assembler for the gameboy's fucked up weird variant of 8088/Z80

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