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/vr/ - Retro Games


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6423760 No.6423760 [Reply] [Original]

Smash Remix 0.9.3 is out. Lucas has been added, along with some more stages and regional variants.

https://youtu.be/IffveAGas0k

What's next? I remember a text leak mentioning Boshi and Little Mac as possibles, but there are only so many clones which can be made of the original 12.

>> No.6423825

>>6423760
Nice, but it doesn't load on my ed64 plus.

>> No.6423840

>>6423825
haven't tested it myself but did you try a custom firmware?
>>6423760
does everyone play smash 64 with a third party controller or something? I started replaying it vanilla the other day and felt like I was destroying my thumbstick

>> No.6423864

Can I easily remove Dark Samus?

>> No.6423870

>>6423825
it requires an expansion pak

>> No.6423875

>>6423870
>>6423840
It already works, maybe my sd card was full.
Its looks amazing, too bad my analog joysticks are a bit wear out.

>> No.6423979

How do you identify text compression when hacking?

>> No.6424046

>>6423875
I am still using my original joystick but I found some good quality ones online for spares. I just browsed eBay and found Japanese sellers with free (or minimal) shipping to North America and in total I paid 35$ Canadian per controller and the joysticks are like brand new (despite the Japanese listing them as C quality because it has a scratch on the left handle which I can't even see). I got one in Red, Blue and Green so we can play four player games now when my friends come over.

>> No.6424603

Im a playtester for this. Boshi is possible, was planned at one point, but the devs deleted their planned list. I remember Pichu, Lanky/Funky Kong, Lucas, Dark Samus, and Boshi being planned semi clones, so the rest may come. No guarantees though.

Megaman X, Waluigi, Conker were planned to be original characters but again, havent seen nor heard a peep from them so they could or could not be cancelled.


Some people are working independently on Zitz and Hero, they might be adopted into the project if they come out really well.

As of right now, the only character I know 100% is being worked on is Mad Piano who actually has a unique moveset, but it may or may not be fully released. Its just one of the devs pet projects.

>> No.6424657

If it were me, I'd do Wario, Waluigi, Diddy, Banjo, Falco, Lucas, Bowser, Ganondorf, Peach, Zelda/Shiek. I'd try to stick with the time period as if Nintendo had had room to make this, not add too adult characters like Conker, and only make an exception to the first party only rule for Banjo. But I have to say, it's looking very nice anyway.

>> No.6425905 [DELETED] 

>>6424603
Is Mad Piano going to be completed or was it really just an april fool's joke?

>> No.6425914

>>6425905
Never mind, i can't read.

>> No.6425935

So what is the final leaked roster or assumed or "leaked roster". This is becoming more exciting to find out than Ultimates DLC pack

>> No.6427237
File: 42 KB, 640x480, made me break 3 controllers.jpg [View same] [iqdb] [saucenao] [google]
6427237

Why do people say this game is good? I have never in my life been so angry at a video game. The things I want to do to the author of this hack would land me life in prison.

>> No.6427323

>>6424603
I hope Bowser, Mewtwo and Dedede are considered, however they would require all a full unique movest which means a lot of time and effort which semi clones takes less

>> No.6427412
File: 5 KB, 288x98, P64 will not work.png [View same] [iqdb] [saucenao] [google]
6427412

Do I have to use Mupen? Project64 2.3.2 gave me this error when I tried to run the patched ROM.

>> No.6427539

>>6427237
>made me break 3 controllers
Why are you so bad at video games, anon? And it's the best SM64 hack guaranteed, feels like a true sequel made by Nintendo. SM64 Land is great too but feels too modern whereas Star Road feels period correct.

>> No.6427598

Where's the link for the folders with the pre-patched hacks and translations?

>> No.6427603

>>6427237
sup Kaze

last impact sucks dick

>> No.6427910

>>6427598
Pulled this off the archive
>Recommended download
https://www.mediafire.com/folder/50m95vbbuyf25/vr's_ROM_Hack_Recommendations
https://mega.nz/#F!JcsF0T5a!K3ECQlMzhDoDXJfyOxzR9w

>Pre-patched and Improvement
https://mega.nz/#F!jpMxlQyZ!oCwbRyPFaMcZl3gOF5mvSg

>> No.6428540

>>6427910
Thanks!

>> No.6428543

>>6427539
No. It is full of questionable design decisions. Certainly nothing close to anything made by Nintendo. It's like the entire game was designed not knowing it was going to be running in the Mario 64 engine. It would be a great game running on a more modern engine. Mario 64 was very cleverly designed to work around the limitations of its laughably shitty engine. This game makes no such attempts.

>> No.6428548

I wanted to get into SNES hacking. Only done NES hacking before.

Is there a better debugger than the one in BSNES + ?

I noticed that you can't freeze RAM addresses with that debugger, a feature which I used a lot when doing NES hacking. Is there a SNES debugger with that feature?

>> No.6428770
File: 22 KB, 256x224, 5128screenshot1.png [View same] [iqdb] [saucenao] [google]
6428770

STOP THE PRESSES

you can finally play as a middle aged man transformed into a little girl for the entirety of Super Ghouls 'n' Ghosts!

https://www.romhacking.net/hacks/5128/

>> No.6428771

>>6428770
Call me when you can play he game as a disabled transgender minority.

>> No.6428797

>>6428770
Wow nice Resetera-approved hack

>> No.6428835

>>6428797
>>6428771
Daily reminder that genderswap is a thing in the 90s like Ramna 1/2, its not a "tranny resetara" bullshit my fellow >>r/edditor.

>> No.6429329

>>6427412
or you read the readme.txt lol

>> No.6429550

>>6428543
Are you playing on real hardware? If so, that's your problem. It was made to run on the shitty emulators back then which could run the game full speed, and there weren't 64 flash cards yet if I recall correctly, so it's not optimized for and can't run on real hardware. Thus you get hacks of Star Road that fuck with the game (replacing the more charming textured Mario model and with a more optimized but uglier one, crashing the game if you game over, not even rendering the full screen, lower draw distance) just to make it playable on a cart. Looking at the game itself rather than judging the work done back then by today's standards, it's still a great game. At the time it was made, it really was designed not knowing the exact limitations of the engine because the guy couldn't have known them. The only issue I could see would be one particular camera location issue that he was probably unable to fix at the time with the tools that were available. He could have reworked the level geometry to accommodate this instead of leaving it in the final game. But to say the game is full of them is just nitpicking over the fact the game wasn't designed and tested on hardware or an accurate emulator because there was no way to do so back then. And what's worse, the tools used were buggy and left the hacks made with them unplayable on hardware to begin with. In fact, people are still making incompatible hacks to this day. I warmly await the day people start using the decomp project more heavily so we get more optimized versions of the engine over time until a base is used in large scale console compatible hacks, maybe even total conversions.

>> No.6429560

>>6423760
From the internet archives

Un-Worked Designes Prepatched Roms of Luna 1 and Luna 2 for Sega CD.
https://archive.org/download/everdrivepack/MegaCD/Unworked%20Designs/

for some reason these prepatched roms are rare.

>> No.6429682
File: 1.84 MB, 512x448, output.webm [View same] [iqdb] [saucenao] [google]
6429682

Behold the power of the SA1. Thought making a SA1 patch for mmx would be a fun little project but it was actually really tedious having to replace thousands of ram addresses.
I'm quite happy with the result though, managed to remove all the slowdown on the original and it plays great

>> No.6429758

>>6429550
No, I'm emulating the game on the same shitty emulator (PJ64) that was common when the hack was made. I do admit that for the time the hack is impressive. It's just far more frustrating than it is fun. The main issue is the level geometry. Lots of small, enclosed spaces that the camera gets stuck on. Lots of small, hard-to-see slopes on otherwise flat ground that will send Mario sliding if he touches them. Lots of very thin platforms floating on the water that are easy to get stuck under since the physics are wonky when you're trying to jump out of the water. Lots of platforms are sloped at their edges, which looks nice, but makes platforming a pain, especially when trying to jump out of the water onto a nearby surface. I wish I had kept up a list of specific issues during my playthrough because I found myself getting extremely frustrated on almost every single level due to things that just felt like they were never tested. To be honest I know I'm overreacting severely, it's just a game, and one that was a passion project and not a professional product at that. Things aren't so good in my life right now and my stress is leeching into places it shouldn't. I'm going to see a therapist soon.

>> No.6429771

>>6429560
>for some reason these prepatched roms are rare.
because non-brainlets know how to apply patches to disc-images.

>> No.6429828

>>6429771
as far as i know, the patcher only patches the iso's with wave files, not the cue's and bin's. The thing is, only the cue's and bin's are out there to download.

>> No.6429874

>>6429682
oh hey i won't have to wish for the game to have come out on the genesis instead anymore

>> No.6429875
File: 144 KB, 191x258, blue power ranger travels back in time to agree with himself.png [View same] [iqdb] [saucenao] [google]
6429875

>>6429682
That's hot bro

>> No.6429948

>>6429874
>>6429875
Just need to finish testing the last stage and I'm finally done with it

>> No.6429953

>>6429682
Beautiful. Have you released it yet?

>> No.6429975

>>6429953
No, I'm still testing it. I have the SA1 handle the enemy units AI but some units code have to access some memory the SA1 isn't able to so the game locks. Im looking for any instance that happens

>> No.6430128

>>6429758
Yeah, honestly most of those happen in the original game. He could have designed around that I suppose, but I don't think it's a big deal that he didn't. The only wholely unprofessional complaint I can think of are places where the camera gets stuck, and it was only serious in one case I can think of off the top of my head. Although it is in one of the first levels in the game, so it really is a worse first impression than what I gave it credit for.

>> No.6430282

>>6430128
Those issues are certainly present in the original, but it's as if Nintendo realized those things were issues and designed the levels to minimize encountering them as much as possible, whereas they are constant annoyances throughout the entirety of Star Road.

>> No.6432313

>>6429828
t. brainlet

>> No.6432412

Best thread on /vr/ right now

>>6424603
Pretty cool honestly, good luck with this

>> No.6432639

>>6427910
Do you have any prepatched roms with randomizer?

I been looking for these everywhere but i can only find patch file or patch site. I just want roms that already patched with it

>> No.6432972

>>6423864
How come Dark Samus was even added? Simply because it was easy to add in?

>> No.6433125

>>6432972
Pretty much. But it's a romhack, as long as it doesn't reach Smash Flash 2 levels of retarded with its characters, i don't really mind who gets added.

>> No.6433154
File: 150 KB, 910x476, 1586731437624.jpg [View same] [iqdb] [saucenao] [google]
6433154

>>6423760
>Dark Samus
>Boshi
>Mad Piano
>Megaman X
>Lucas
>Persona 5 stage
What the fuck is going on with this roster? It's such bizarre choices

>> No.6433165

>>6432412
>Best thread on /vr/ right now
as if that means anything these days

>> No.6433183

Wario was the best character so far. They should stop wasting time on clones and start making new characters. What's the point on playing with inferior version of the same characters I can play on ultimate? why not use the opportunity to bring classics from the n64? Conker, jet force juno, joana dark, banjo, waluigi, skull kid, turok and so on

>> No.6433197

Starting from scratch, what tools and methods would be needed to say, replace Peach's palette in SMRPG with Daisy's, and change the name to Daisy?

>> No.6433387

Where can I upload something that doesn't trigger the spam filter?

>> No.6434901

Here's my SA1 hack of mega man x to remove the slowdowns present in some stages.
Besides zsnes it should work on all emulators. SA1 on snes9x1.56 runs at 16Mhz rather than 10Mhz but I haven't noticed any problems.
Also, if anyone has a flashcart that supports SA1, I would be interested to see if it runs on hardware.

>https://filebin.net/g1e7k1cioudqhtae

>> No.6435030

does anyone have the mario world romhack chart? i remember it had a blurb about VIP 4 being one of the best romhacks out there

>> No.6435086

>>6434901
Fucking based. I'll give it a go on SD2SNES later today. I have to put the firmware update that enables SA1 first though, I haven't bothered yet.

>> No.6435093
File: 149 KB, 1324x870, Smash Remix memory lane.png [View same] [iqdb] [saucenao] [google]
6435093

>>6423760
>I remember a text leak mentioning Boshi and Little Mac as possibles
don't call it a text leak, everything was public at that point.

and i was going by what was remembered before Smashfather and Fray took down the consideration list and closed the contributor channels from public.

>> No.6435101

>>6432972
the one guy from /3/ was doing Metrold N64 models and somebody told him to come over to work on Smash Remix
its pretty clear they gave him the job to do Dark Samus since he's able to provide a custom model.

>> No.6435104

>>6427323
they're obviously not tackling those because they need to figure how to add those characters without upping the polygon limit

Mewtwo's tail and Bowser's entire design for example

>> No.6435105

>>6425935
there's no leaked roster, it was just a list of considerations they had public at some point but closed it off to keep off requests, i guess

>> No.6435112 [DELETED] 

>>6428835
>y-yeah but my old animays
cope excusal

>> No.6435120

>>6433154
it's a community effort modpack, not a consistant effort to make some 64DD expansion to Smash 64
what did you expect?

>> No.6435125
File: 358 KB, 694x286, file.png [View same] [iqdb] [saucenao] [google]
6435125

Left (Smash 2 brawl hack): SOULFUL
Middle (late Mother 64 beta Lucas): SOUL
Right (Smash Remix 64 hackt: SOULLESS

>> No.6435161

>>6428835
Doesn't matter, genderswapping has been forever corrupted and tainted by the blue menace.

>> No.6435454

>>6435161
>blue menace
What do you mean?

>> No.6435474

How do i make work my English translated Densha De Go 64 rom?

>> No.6435482

>>6435474
irony?

>> No.6435540

>>6435482
faggot?

>> No.6435556

>>6424603
Can confirm Lanky was at least gonna be in it. Former "dev" who worked on the romhack for like 2 days before I gave up because it was too stressful dealing with shit

>> No.6435772

>>6428835
>y-yeah but my old animays
nice cope excusal
and why was my post deleted? i didn't break shit.

>> No.6435775

>>6424603
>>6435556
where did you get Lanky?
pretty sure they were gonna go with DK Jr. as well, if you look at the discord history.

>> No.6435867
File: 73 KB, 640x629, 21024_front.jpg [View same] [iqdb] [saucenao] [google]
6435867

this game could really use a VWF hack
>HE DON'T

>> No.6436030

>>6429560
>read up on some of the Vay changes
>they made a fairy that uses wind to help you travel, fart on you instead and if you didn't equip the gasmasks to your party they'd game over from the fumes
What the fuck WD

>> No.6437147

>>6435772
>muh excuse
What did i excuse you cunt? I was just asking the truth. Take your meds.

>> No.6437660

>>6435086
nice. give this speedtest a go while youre at it

https://github.com/VitorVilela7/SnesSpeedTest

>> No.6437894

>>6429682
Port X2 and 3 to SA1 next pls

>> No.6438361

>>6437894
it's not exactly a port because there's a whole lot of stuff the SA1 can't do. it's just helping out the main cpu on some routines.
There's a reason there aren't that many SA1 hacks around even though games with slowdown on the snes were common, its very boring to replace hundreds or thousands of ram addresses but I might take a look at those at some point

>> No.6438510

>>6429560
got one for silhouette mirage?

>> No.6438618
File: 16 KB, 256x224, 5128screenshot4.png [View same] [iqdb] [saucenao] [google]
6438618

>>6428770
even comes with easy mode, so trannys don't suicide

>> No.6439682

any nes/snes/gb/ds recs? putting a shit ton of roms on my hacked 3ds

>> No.6440076

I'm pulling my hair out trying to get Paper Mario hacks to work. I could not for the life of me get the Paper Mario Pro Mode hack to patch correctly (downloaded many ROMs) and finally tracked down a discord channel where somebody directly sent me the patched file so I could play it.

Now I find out that Pro Mode was incomplete and Master Quest is the latest hack for Paper Mario. I still don't have the ROM file that patches correctly (because I got a direct download from the discord guy) and keep getting errors when I start the game or it starts without any changes. I am trying to play this on my Everdrive but when I was patching the Pro Mode hack it was for my emulator and it still gave me troubles.

What is the best source for the Paper Mario USA .z64 file? Is there a way to know which one is the correct one (file size etc...) ? I really hate this whole 'legally we can't link you to the ROM it's up to you to find it yourself' crap that has plagued forums since ROMs became popular back in 2001.

>> No.6440156

>>6440076
Figured it out. Found a helpful discord channel

>> No.6440562

>>6438618
Check out the review.

>> No.6440757

>>6428770
>>6438618
>Category Improvement
>poorly done sprite hack (not everything replaced) and a cheat mode

lolwut aka choose one

>> No.6440890

>>6440757
Guess adding a cheat mode counts as an improvement.

>> No.6441372
File: 100 KB, 300x245, 300px-Hexeditor[1].png [View same] [iqdb] [saucenao] [google]
6441372

guise I'm trying to translate an old Famicom game and I'm following some old guides on modifying text in NES roms. what is a pointer table supposed to look like in an NES rom and where is it likely to be? i'm following instructions for calculating the pointer value but I'm totally lost. also what's a recommended hex editor?

>> No.6442035

Is there any smb3 romhack that adds the newer levels on the GBA version? I was about to play Super Mario Advance 4 but I'm not feeling it

>> No.6442220

>>6442035
i was thinking about this too the other day. playing them in higher res would be nice. it should be a SMAS hack, though.

>> No.6442282

>>6424603
Do you know anything about that dedede model the devs were trying to do?

>> No.6443154

>>6442282
Try the Kirby 64 one and shrink it.

>> No.6443393

>>6441372
nes rom file begins at $10 in the file, not 0
the 10-h (16) bytes before are an iNES header added by fans to describe physical layout of the cart to make up for the lack of an official Nintendo header.

CPU sees only one part of the rom at a given time, called the bank.
typically nes roms have lots of banks they switch from at will, but data on other banks than the current one won't be accessible.
For nes (and lo-rom snes carts), the banks are 8000-h big, and count from 0x8000 to 0xFFFF.

This means in practice:

000000 - 000010 (hex editor) = N/A (nes rom) , iNES header
000010 - 00800F (hex editor) = 8000 - FFFF
008010 - 01000F (hex editor) = 8000 - FFFF
010010 - 01800F (hex editor) = 8000 - FFFF
...

CPU uses those addresses. Pointers for text do as well.
NES CPU is little endian, so 8000 will be written 00 80 in reverse order.

Let's consider this address for example in the hex editor: 021035
Let's look for the pointer.
Take 1035 - 10 = 1025
Is it >8000? if not, add 8000 to make it within [8000,FFFF] so 9025.
It's little endian, so 2590.
Do a hex search for 2590.

Should be usually (not always) near the text or assets, as part of a "pointer table" like 90xx90xx90xx91xx .. Modify and experiment. Sometimes there's a different relative offset (game starts counting pointer from a specific address, not start of bank), sometimes you won't find the two bytes together, sometimes there's only a string length value and no pointers, etc...

Same principle applies to other systems, with twists.
PCE has $2000 big banks
GBC has $4000 big banks [4000-7FFF]
SNES hirom has $10000 big banks
Disc consoles usually address relative to RAM contents after game load, not disc contents
GBA and Genesis don't need banks and can address anywhere because pointer size is bigger
etc etc...

Try and discover more of those subtleties on your own.

>> No.6443482

There are a couple of interesting new hacks for Ocarina of Time and Majora's Mask, both of which use add the quality of life additions which the recent randomiser hacks included but leave out the randomiser features, keeping it closer to a vanilla game with enhancements.
https://www.romhacking.net/hacks/5138/
and
https://www.romhacking.net/hacks/5122/

>> No.6444203
File: 103 KB, 332x350, stew.png [View same] [iqdb] [saucenao] [google]
6444203

>play classic mario world 1 smw hack
>it's amazing
>finally reach bowser jrs castle
>suddenly the difficulty goes through the roof
>have to savestate just to reach jr
>he's buggy and his movements hard to read so you'll will die against him 5 times before his erratic movements go your way so savestates required

As soon as I have to state to win I give a hack an automatic 0. Fuck this.

>> No.6445278
File: 48 KB, 555x448, Untitled.png [View same] [iqdb] [saucenao] [google]
6445278

>>6443393
did i find it? thanks in any case

>> No.6445292

>>6444203
I hate smw hacks. They almost always make me irrationally angry even if they aren't hard.

>> No.6445304

Does anyone here have experience hex editing super metroid?

I'm trying to change the rate of fire for beams when the shoot button is held down and can't find anything about it. Wiki has nothing.

http://wiki.metroidconstruction.com/doku.php?id=super:hex_tweaks

>> No.6445892

>>6443393
how the hell do I get to the point where I can know how to edit roms like you can
I wanna be you

>> No.6446743

>>6433154
Out of everyone there X makes the most sense.

>> No.6446750

>>6443482
Believe me when I say get the bunny hood ASAP in OoT Redux and you can cut down on some tedium with the right mindset. It basically renders the infamous roll/sidehop for speed completely unnecessary.

>> No.6446764

>>6443393
What would you use the hack SNES games? Any alternative to BSNES+ ?

>> No.6446820

>>6429682
Hey, aren't you the guy behind the Gradius III SA1 hack? Your work is so based dude.

Also, is there a posibillity to add SRAM saving support to your hack?if you plan to release it on github of course

>> No.6446830

>>6446820
I'm gonna be honest, using savestates for Megaman X is annoying af, so if MMX2 and MMX3 has SRAM saving why not the original title?

>> No.6447114

>>6446820
nah, thats a guy named victor vilela, I used his SA1 code for this hack and yeah generated passwords are saved into sram.

by the way, x2 and x3 cannot have sa1 support as those already have a custom chip(CX4) for some special effects

>> No.6447591

What the most perfect absolute best romhacks you guys have ever played? Post 10/10's.

>> No.6447740

>>6444203
in the last part of Hyper Metroid i literally had to save state every time i made it to a new room to escape before the shit blew up.
I would have given up if i had to do that from the save point. i love using save states to get through cheap bullshit. fuck it.

>> No.6448096

>>6447591
pokemon clover

>> No.6448292

>>6445278
I... have no idea.
But yeah, pointer tables do look like that. Of course pointers could be also scattered everywhere in the rom, or not used, or...

To move forward, I suggest you add something in your table file that clearly marks an [END] control code. (Where the game stops parsing the text)
That's how you know where each string ended, and more importantly where the next string begun (usually immediately after an end control code). You collect a list of those starting offsets, and do hex search with that.

>>6445892
I help translate games for French/Spanish (no, I'm not wave) and I do a lot of research like that. Sometimes the motivation is to find hidden unused text and interesting random shit.

For example did you know Gunple for SNES has an entire scrapped ending?
https://pastebin.com/g3qhqLsG
Or that Kishin Douji Zenki Battle Raiden swapped its second and third bosses at some point in development, had a top score tracker, and has a secret collectible item of some kind yet to be found?
Always nice to come across some gems like this from time to time.

And inb4 the suggestion to post this to tcrf, they're ran by neurotic furries with an ever shifting list of social taboos they use to purge the hard work of contributors there randomly, which is anything but respectful. I lurked briefly there for technical information and I saw enough to know better. I hear they're involved in the recent Goemon drama, so I'm noping out of that.

That motivation to discover random shit keeps me doing this hobby, but even then my current methods are inefficient, so I'm experimenting with other methods (like studying hardware register calls, GE debuggers) For now, my emulators of choice are:
NES - Mesen
SNES - bsnes-plus, Mesen-S
Genesis - special versions of Gens and Regen, unless less shitty options appear
PCE/WSC- mednafen's debug mode
PS1 - psX1.13 (but it's trash, honest)

Bizhawk has a very good cheat search too.

>> No.6448662

How come it's more common for romhacks to be applied to the base game rather than revisions, many of which are fixing bugs which aren't then fixed in the romhack itself?

>> No.6449571

>>6443482
We need a hack that inserts MM just after you get sealed away in OOT

>> No.6449648

>>6448292
>I suggest you add something in your table file that clearly marks an [END] control code
sorry to be retarded, but is this found at the end of individual blocks of text or somewhere else?
because i know where the actual text data is, what i'm trying to do is implement DTE since this is a jap game and i need more space for english text. I'm following a couple of old guides on this and finding the pointer table is the first order of business it seems. ultimately i need to modify the routine that displays text. i picked a simple puzzle game with short little dialogues since i figured it would be a good thing to start with, but perhaps i should practice with games whose engines are better understood because this game is obscure as hell and i have no idea what kind of system it uses or if i'm even going to be able to implement DTE at all. modifying the bytes in what I thought was the pointer table in that pic didnt change anything so i'm pretty lost.
what hex editor do you use? i'm using Windhex which is outdated but it's the only one I can get to display my Japanese table properly. thanks again for your help.

>> No.6449810
File: 9 KB, 231x244, smb3.png [View same] [iqdb] [saucenao] [google]
6449810

>>6448662
I know lots of revisions for old nes games are just minor text changes/censorship. Unless a revision fixes a gamebreaking bug or something it's just best to ignore. Pic related is the shittiness of rev 1 smb3.

>> No.6449980

>>6449648
You add
FF=[end]
in the table file. Or whatever the game use to tell where sentences end. Then you can tell where sentences after them begin exactly, and then convert that to the expected pointer format and do a hex search.

>tutorial to add DTE
heard of that one. I know how to untangle it, but never tried to add one.
Sounds really interesting.

>which hex editor
WindHex too... it's a shitty hex editor, but the only one I know of with tbl support. A replacement (hopefully with support for the modified tbl specification used with abcde) can't come soon enough.

>> No.6449990

>>6449810
Censorship is almost always applied to the base revision. You meant typo fixes or text changes. For retro games, you do want the updates most of the time because the bugfix list is worth it.

Ocarina of Time was an outlier and that was basically because it got a wrong ERSB rating. Censorship updates are more of a recent thing (Drawn To Life ending changes, basically anything ResetEra pays attention to, and retro re-releases but those are labeled virtual console in no intro sets and are safe to ignore)

>> No.6450048

>>6442282
see >>6435093

>> No.6450052

>>6437147
back to discord you cunt

>> No.6450231

>>6449810
>Unless a revision fixes a gamebreaking bug or something it's just best to ignore.
Yeah, I guess that makes sense. Also it's generally easier to find the base ROM rather than the revisions.

>> No.6451402

is there an accessable way to hack Smash 64 like BrawlCrate (formerly BrawlBox) or SmashExplorer?

because without that shit, nobody's gonna put much of a big effort to hack Smash 64 aside the Smash Remix community.

>> No.6452413

>>6449571
Can you really insert a game into another game? The only ones I can think of that did it were Sonic 40mb and the Super Metroid/Link to the Past randomizer.

>> No.6452684

>>6433183
>What's the point on playing with inferior version of the same characters I can play on ultimate?
lol fuck off zoomer

>> No.6452848

>>6452413
There's a Super Mario Bros. 3 hack that turns it into Super Mario All-Stars for NES.

>> No.6454905

can’t wait for them to add the persona 1 protag

>> No.6455091
File: 464 KB, 1324x992, 141083757820.png [View same] [iqdb] [saucenao] [google]
6455091

>>6452848
https://www.youtube.com/watch?v=bMZb2U1Xeyg
Holy shit.

>> No.6455472
File: 105 KB, 595x418, 5aafae997603fc558cffc08a.png [View same] [iqdb] [saucenao] [google]
6455472

How hard would custom copy abilities for kirby be? Or should they just add pic related for the remix characters?