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/vr/ - Retro Games


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File: 440 KB, 668x499, smash_remix_hbg.png [View same] [iqdb] [saucenao] [google]
7787576 No.7787576 [Reply] [Original]

Gameplay and development discussion:
What homebrew / hacks are you playing /vr/ ?

Are you working on anything? Would you like to learn? Projects and questions welcome.

Communities:
romhacking.net
smwcentral.net
metroidconstruction.com
sonichacking.org
pouet.net

IPS Patcher:
romhacking.net/utilities/240

Archives:
archive.org/details/rom-hack-patch-archive
mediafire.com/folder/50m95vbbuyf25/vr's_ROM_>Hack_Recommendations
mega.nz/folder/jpMxlQyZ#oCwbRyPFaMcZl3gOF5mvSg
mega.nz/folder/TBgnhIxS#aKF0Cv0DA9kYI_qUI_gXvg

NESdev:
wiki.nesdev.com
forums.nesdev.com

SNESdev:
wiki.superfamicom.org
github.com/alekmaul/pvsneslib

N64dev:
n64dev.org

SMS Dev:
smspower.org

Genesisss Does:
gendev.spritesmind.net/page-doc.html
github.com/Stephane-D/SGDK

Saturn Dev:
antime.kapsi.fi/sega/docs.html
segaxtreme.net
www.jo-engine.org

GB Dev:
gbdev.gg8.se/wiki

GBA Dev:
forum.gbadev.org
github.com/pret

DS Dev:
ndshb.com
forums.serenesforest.net/index.php?/topic/26913-nintenlords-hacking-utilities

Amiga Dev:
eab.abime.net

Zed Dev:
worldofspectrum.org

Previous: @ desuarchive.org/vr/thread/
>>7772819
>>7727686
>>7679650
>>7631727
>>7597758
>>7544203
>>7485931
>>7433626
>>7373559
>>7311797
>>7262583
>>7205614
>>7155960

Want something here? Post it for the next thread.

>> No.7787584
File: 556 KB, 792x524, ff7_64.png [View same] [iqdb] [saucenao] [google]
7787584

what's your dream homebrew, /vr/?

>>7727876

>> No.7787629
File: 100 KB, 1280x720, Wario Land 64.jpg [View same] [iqdb] [saucenao] [google]
7787629

>>7787584
A Wario Land game for N64 / with N64 or low-poly aesthetic. Only feels right considering Mario, Yoshi, and Donkey Kong had their own games on the systems from their already established franchises.

>> No.7787641

>>7787629
soul

give him bombs too

>> No.7787672

>>7787641
Sadly I'm not the creator and I know next to nothing about programming or hacking. The image comes from someone who was working on a Wario Land 64, but it doesn't seem to have taken off or made much more progress. I'm just a big fan with a few ideas.
https://www.youtube.com/watch?v=hWVAxHsJQP0

>> No.7787740

idk what was with the Shovel Knight pic in that other thread. that wasn't even a retro game.

>> No.7787817
File: 732 KB, 664x499, ff6_floating_continent.png [View same] [iqdb] [saucenao] [google]
7787817

>>7787740
order has been restored.

>> No.7787967
File: 273 KB, 1020x1320, Indiana Jones Stern Pinball flyer.jpg [View same] [iqdb] [saucenao] [google]
7787967

>>7787584
I would like someone to take a pinball machine with a ruleset that everyone hates like Stern Indiana Jones (2008) and write better code for it.
https://www.youtube.com/watch?v=k27JJKyQXbs

>> No.7788047 [DELETED] 

>>7787518

>casino game
Betcha that was fun to program with no BCD mode.

>> No.7788072

>>7788047
> BCD mode
speaking of which, i'm having a fuckin delightful time reverse engineering the scoring system of sea chase. not only do all of the calculations depend on BCD but also various hard coded values scattered throughout the ROM. arghrahghrrr

>> No.7788082

There was a disassembly of Dragon Quest 1 online and they had to literally jump through hoops in various algorithms owing to the lack of BCD mode.

>> No.7788107

any of y'all working on something on github or somewhere to collaborate?

>> No.7788137
File: 28 KB, 512x448, super_mario_vorld.png [View same] [iqdb] [saucenao] [google]
7788137

>>7788107
there are several proejects anons are doing: one is making an N64 game with a modern GCC toolchain, one a first person shooter engine for Genesis, and one porting an Atari 800 game to the NES. No one is collaborating as far as i know.
/v/ is making a super mario world romhack though and a bunch of people are submitting levels for that.

>> No.7788182

>>7788137
damn i wanna see the n64 one
hopefully they post in thread later

Earlier today I was looking at forums for n64 and GBA dev since those are most nostalgic to me.

>> No.7788208

The BCD mode in the 6502 was patented and Ricoh disabled it simply by cutting two traces with a laser. Commodore eventually decapped a 2A01 and discovered what they'd done to cheat the patent on the chip. To be more specific, Ricoh were a licensed 6502 second source, but this license was for Japan only and since Nintendo had always planned from day one to market the Famicom internationally, it was necessary to disable the patented part of the 6502.

For similar reasons, Apple, when they developed the 65C02, got around the patent by adding one additional clock cycle to the SED/CLD instruction. However WDC later secured a license as a 6502 second source making this modification unnecessary.

>> No.7788220

>>7788208
>For similar reasons, Apple, when they developed the 65C02, got around the patent by adding one additional clock cycle to the SED/CLD instruction
Would have been nice if Ricoh did something more clever like this instead of just chopping out the BCD mode like a caveman. It would make NES programming so much easier.

>> No.7788228

Dinosaur planet, rom pre-patched with a slew of bug fixes. Posting it here because fuck discord hoarders making their shit discord only.
https://www.mediafire.com/file/o9ipf9ak8o0r9mr/rom-with-patch2.4.z64/file

>> No.7788240

>>7787629
I hope this gets made someday anon.

>> No.7788310

>>7782608
This uses MMC1 apparently and PRG RAM. I want to assume they had an FPGA implementation of MMC1, probably doable for a small cartridge run. At least they made a "proper" NES game instead of some bullshit like Nebs and Debs with 1992 graphics they tried to fit in their NROM PCBs they got off Ali Express. Good, I guess.

>> No.7788468

>>7788182
> damn i wanna see the n64 one
looks pretty cool so far
>>7730409

>> No.7788480

>>7788310
maybe kevin smith commissioned it or something
> At least they made a "proper" NES game
money would certainly fuckin help

>> No.7788834

Why haven't you started a disassembly of your favorite game, anon?

>> No.7788973

>>7788834
Because SA-1 sucks.

>> No.7789160

>>7787576
Man, the NDS homebrew is fucking dead I'd say almost as dead as the PSX scene.

>> No.7790121
File: 125 KB, 320x200, amiga_juggler.gif [View same] [iqdb] [saucenao] [google]
7790121

>>7789160
strange. seems pretty capable and interesting:
https://www.youtube.com/watch?v=kBgQJJ93nFM
there's even a new board for DS lites that outputs native composite, which looks like it was a planned feature but cancelled unfortunately:
https://www.youtube.com/watch?v=F4n9oYBFiMI

>> No.7790720

>>7787576
https://youtu.be/gnIy012f8QA
>this has stuff from other characters
wonder how I can get into this stuff?

>> No.7790972

>>7788228
ty anon

>> No.7791031

>>7790828

How would this game work on the NES? For one thing just one score bar due to the lack of scanline IRQs.

>> No.7791206

Holy fuck, i just fixed the stupidest bug in Sea Chase. Sometimes when you paused the game repeatedly, you would explode for no reason. it was a fucking doosie to reproduce and figure out why the hell it was happening. Anyway:
The game uses a register called RTCLOK for dropping the depth charges. It ticks up every frame. When you pause the game, RTCLOK doesn't stop. The game uses modular division on RTCLOK to determine what depth charge to move in a frame, so, every 8 frames it will move one of the depth charges, like frame one the first, frame 2 the second, etc. If you paused the game at just the right time after the depth charge exploded, it would remain in "explode state" but still disappear off the screen because the animation timer would still count down still hiding it, so i didn't really notice.
Due to both the way i programmed the collisions and hid the sprites when they were done, it caused this fail state where it was "exploding" but still "hidden at the bottom of the screen". If you were at a position about 128 pixels above where i hid it at the bottom, due to the center point calculations and byte overflow, it would register as a hit.
Anyway, i used a framecount now that stops when the game is paused, so this will never enter that particular fail state again. but, holy fuck, that was annoying, confusing, and one hell of a bug to hunt down. Man....
Interestingly, pausing the game repeatedly in the original Atari 800 game has some minor bad side effects, the bonus meter and fuel meter don't calculate quite correctly, and the depth charges don't fall right, but the animations are so crude you would never notice it. You do notice it with the smooth sprite animations that i inserted into the game.
Anyway, fun times.... The NES port fuel meter and bonus countdowns calculate correctly now. Glad to have figured out that bullshit. Fuck.

>> No.7791317
File: 14 KB, 672x480, unnamed.png [View same] [iqdb] [saucenao] [google]
7791317

>>7791206
it was nice the original game had a pause feature to begin with because a lot of them often didn't at that time. It would have sure been nice in Shamus, but only the IBM version has a pause feature none of the 8-bit ones do.

>> No.7791319

>>7791206
TL;DR: the original game was minorly fucked up, but not in a way you'd ever notice. by adding stuff to the game and depending on the original game logic, it exposed flaws in the original design.

>> No.7791330

I think Mega Man 1 is the most famous example of a game where the pause feature is bugged (but in a very useful way).

>> No.7791343

>>7791317
The 800 line has big ol Option, Start, and Select buttons right on the computer. i ended up remapping that functionality because they don't behave like you'd expect them to: Option selects the difficulty and Select pauses the game. Start restarts the game to level 1 skipping the title screen.

>> No.7791358

>>7787576
>wasting slots with clone characters
>wasting precious time and effort on shit nobody wants at the expense of everything else
Why would they do that?

>> No.7791365

>>7791317
Nintendo explicitly required it in the NES Q/C checklist--all games had to have a title screen and a pause feature.

>> No.7791367

>>7787576
Ah yes dark samus
My favoritr n64 char

>> No.7791412
File: 29 KB, 512x448, 6766.png [View same] [iqdb] [saucenao] [google]
7791412

As some of you might know, Commando was the first NES game that Capcom made in-house (their earlier efforts were done by, errgghh, Micronics). It's a pretty bad, glitchy mess since they had no clue what they were doing. Loads of graphics artifacts due to poorly timed code that ends up attempting PPU accesses during the active rendering.

>> No.7791421

>>7791367
Well, should remove Samus too. Can't remember any of her game on N64.

>> No.7791446

>>7791412
you know you can disable the NMI via the register in $2000, right?

>> No.7791456

>>7791446
Yes but it causes unwanted glitches such as SMB displaying data from the wrong nametable.

>> No.7792905

Double Dragon has bugs like that too. Another game made by a green programming team.

>> No.7793168

https://www.youtube.com/watch?v=JWYSFKPZQ8U

>> No.7793658

I've been playing Symphony of the Night with the Hard Type mod and while it's great besides the inflated boss health, I find it bewildering how the author nerfed stuff like the crissaegrim to shit but forgot how a maxed out Sword Familiar with the Mojo Mail wrecks everything. My sword landed on Death and basically skipped its second and third attacks entirely.

>> No.7794229

>>7791421
And Ness.

>> No.7794302

>>7791031
> For one thing just one score bar due to the lack of scanline IRQs.
It's possible to have cycle deterministic non-branching code from NMI all the way to the bottom of the top status bar, run your frame code, then wait for sprite 0 for the bottom menu, even with no mapper. There are other ways too.

>> No.7795820

https://www.youtube.com/watch?v=QXfgqSg4e0k

>> No.7796197
File: 914 KB, 282x194, asdfjkl;.gif [View same] [iqdb] [saucenao] [google]
7796197

>Store all resources in arrays and have the compiler load them into RAM automatically
>All resources loaded and available at all times. Pretty comfy, but uses too much RAM
>Change it so resources are stored in ROM and loaded manually as needed
>Start compiling
>It's taking forever
>Look at the task manager
>The compiler is writing hundreds of MB per second
>Look at the ROM file
>It's over 40 GB and growing fast
>Panic, force kill the compiler
>Spend several hours looking for a solution
>Eventually find a solution
>The solution is really fucking stupid
>Rename a few output sections in the linker file
>It compiles and works perfectly
Why me?

If I compile the ROM to ihex format (basically a text file of hexadecimal numbers), then it works even without the "solution". On top of that, the ihex files are identical either way. It makes no fucking sense. fml.

>> No.7796238

>>7796197
uh, what are you developing?

>> No.7796247

>>7796238
Some kind of N64 thing >>7730409

>> No.7796279

>>7796247
ahhh i kinda thought that was you n64bro. besides weird compile stuff your modern GCC solution still working good?

>> No.7796305

Is it possible to make scenarios for the wizardry games? Would anyone be interested in working with me on something like that?

>> No.7796432

>>7796279
It always seems like it's working great. Right up until it's not. The more features I use, the more things come up. For example:

>Want to use static constructors?
Better learn about init arrays and call them manually.

>Want to use math functions like sin and cos without segfaulting?
Better learn what the "gp" register is and how to set it up. Make sure to put your .sdata and .sbss sections together, too, or the gp will overflow.

>Want to dynamically initialize polymorphic objects and call virtual methods on them without crashing?
Better figure out how to compile the C++ standard library and #include <new> (easier than it sounds, actually).

... and many other "fun" adventures.

But the good news is: these issues are becoming less and less frequent. So maybe one day I'll be able to just write code without having to fight the toolchain every step of the way. Maybe.

>> No.7796613
File: 639 KB, 792x524, crysis_64.png [View same] [iqdb] [saucenao] [google]
7796613

>>7796432
i'm glad to hear you're sorting that stuff out as it comes up, and honestly amazed you're getting more features to work.
if you ever get enough things ironed out to the point where you're comfortable, a release of a toolchain like that could be a gamechanger for N64dev. i know you're focused on your game right now, but, it might be worth a thought in the future.

>> No.7796661

>>7796613
Crysis ZX Spectrum, now that I'd pay to see.

>> No.7798310

https://www.youtube.com/watch?v=CRhIT60oaSc

>> No.7798330

>>7791358
Clone characters are easy to make regardless of if you're Nintendo or a hobbyist. They don't arrive INSTEAD of original characters. Quit bitching lol

>> No.7798798

>>7798330
It wouldn't be so upsetting if I could disable them and pretend they don't exist, like any of the other Smash games.

>> No.7798883

>>7798798
what smash game can you disable characters?

>> No.7798964

>>7798883
Brawl, Smash 4, Ultimate, maybe Melee.
The thing is, it's a thing you can do when the game's made up of many different files with well documented hacking information. If I don't like something in a Brawl mod, for example, but I like everything else, I can just get rid of the thing that annoys me. I don't know how the hell you do that with Smash 64.

>> No.7799120

>>7798964
I know it's not a thing in Melee, which is about the last smash game i played seriously. I can't remember much about the other ones. Going out of your way to remove content that either the original developers or hackers added seems like a foreign and ridiculous concept; those kind of things don't bother me i guess.

>> No.7799604

>>7799120
If you'd played brawl you'd know what needed to be removed. It was a steaming turd. Aside from being moddable into a decent game by removing peak casual it's only redeeming quality was that it was a great way to get kids interested in old games. Back when Wii was a thing and Project ? wasn't it was the ultimate gateway game. I'd l start with the slow floaty casual game and people waiting for their turn could play SSB on the other setup. Maybe not the best in the series but not a steaming turd. Everyone preferred the superior game and switched to that. Then I'd swap the Wii on the other setup for a DC and let them play Toy Commander, Power Stone etc. After just a few sessions of this conditioning the subjects were even able to enjoy eye gouging classics like 2600 combat and warlords.

>> No.7800394

>>7787584
Corpse Party 64 title for Ultra 64

>> No.7800398

>>7787576
Dev did some thoughtful work: https://m.youtube.com/watch?v=t7rxn2oIcG0

>> No.7800404

>>7796613
>4kb texture little drew back
Never stop me on making horror/fighting/rpg games.

>> No.7800509

>>7796661
Unplayable

>> No.7800523

>>7787576
they should do a pc port of super smash bros. 64 and make the graphics look like the CG renders for the game

>> No.7800603

>>7791367
Yes. I want that

>> No.7801905

>>7800523
Not sure about 64 but the Melee decompation is coming along, native PC may soon be a reality.

>> No.7802204

>>7800398
Sasuga autist

>> No.7802594

>>7800523
they should do a pc port of super smash bros. 64 and make the graphics look like the mascot costumes for the tv commercial.

>> No.7803026

>>7801905
>Melee decompation
desu amazed this did not happen years ago considering how autistic melee players are

>> No.7803110

>>7803026
> amazed this did not happen years ago
it's been kind of on and off. the whole Project M thing kind of put it on the backburner for years, but now that's all but dead, so it seems like more energy is going into it.

>> No.7803709

>>7787584
Darkstalkers 1/Vampire: The Night Warrior for SNES/SFC

>> No.7803715

>>7802204
What this insults?

>> No.7803717

>>7788973
You suck at programming.

>> No.7803772

>>7798330
Quick play

>> No.7803869
File: 255 KB, 598x598, iwata.png [View same] [iqdb] [saucenao] [google]
7803869

>>7803717
> SA-1 sucks
> You suck
No homebrew has ever successfully used the SA-1 as far as i know. The guy who did the Gradius III SA-1 port said it took him months to do by hand. Multithreaded assembly sounds like a ridiculous nightmare to read, let alone to write and synchronize.

>> No.7804767

>>7803709
You know, I think that kinda could be done for NES, even.

>> No.7805005

>>7804767
Who are you, a Hummer Team representative?

>> No.7805343

>>7803869
>use reddit
Go back

>> No.7805350

>>7802204
Gay

>> No.7805362

>>7804767
Ummm? Capcom unable SF1 on the under powered system. Maybe a possibility on PC Engine.

>> No.7805385

>>7804767
I curious if any chance run on FDS too. But SNES or Cyberbot PC FX just work.

>> No.7805402

>>7803869
SA-1 code seem lot easy than SuperFX and other enhancements chip.
There also same patch: https://m.youtube.com/watch?v=myXWaOASRd4
See same dev>>7800398

>> No.7805430

>>7805402
dang i wish i could hear him explain that...

>> No.7805445

Alright, how do I disassemble a game?

https://en.wikipedia.org/wiki/Wizardry:_Proving_Grounds_of_the_Mad_Overlord

Wizardry 1 came out on a lot of platforms, there's also a spinoff on the original game boy, which of these would be the easiest to disassemble?

>> No.7805473
File: 147 KB, 1919x979, disasm_wizardry.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7805445
If you want to do the NES version, it's your lucky day. Mesen automatically disassembles code into a step through debugger. I'd watch Displaced changing the Megaman 4 buster charge to get a basic idea of what to do, you're looking at and how to label it:
https://www.youtube.com/watch?v=n1yloWiWVxY
6502 instruction set:
https://www.masswerk.at/6502/6502_instruction_set.html
NESdev wiki:
http://wiki.nesdev.com/w/index.php/Nesdev_Wiki
You can see how the Dragon Warrior 1 disassembly was handled too:
https://github.com/nmikstas/dragon-warrior-disassembly
Keep in mind this isn't something that's going to take a day, a week, or even a month. Approach it slowly and methodically. Be patient. Post here if you have questions. Good luck!

>> No.7805512

>>7804767
Based demake enthusiast

>> No.7805561

>>7805473
this is why I gave all the options, I knew at least one of them would be relatively easy to disasm

I'd still have to try to make sense of the code though right?

>> No.7805578

>>7805005
I wish, >>7805512 is right on the money. They did release a Street Fighter Zero 2 demake, so it would be a matter of going through all the trouble of hacking it I guess.

>> No.7805705
File: 155 KB, 1920x879, mesen_read_controller.png [View same] [iqdb] [saucenao] [google]
7805705

>>7805561
> I'd still have to try to make sense of the code though right?
It depends on what your goals are, but um, yeah.
Unlike modern code, classic computer / console code is heavily tied to the machine and the processor it is running on. In order to understand what you're reading, you'll have to get a feel for both the 6502 instruction set and the NES architecture.
Do you have any project or goals in mind here?

>> No.7805743

>>7805561
Go on, anon. As a wizardry fan, I wish you good luck!

>> No.7805759

>>7805705
make an easy to use way for people to make their own Wizardry scenarios

Every Wizardry game, at least of the original five and the Japanese games, uses pretty much the exact same system, classes, spells, etc., it's all just new scenarios, so just provide an editor for one version of the game, like what people do with Dragon Quest 1, so anyone that wants to make a scenario just goes *plop* and drops it into a version and instantly has their own Wizardry game, since there's a line drawing mode you wouldn't even need to make dungeon tiles, if you use the same monsters you need no new assets

>> No.7805792

>>7805759
> I want to make a scenario editor
Ok. I'd get familiar with the Mesen debugger. What you want to do is trigger different scenarios in the game and watch for what it loads and how it loads it. You can then label the routines that load data and mark this data as what it is, a string of text, an item, a scenario trigger, etc. After you have enough things marked, you can try to edit this data, and if you're successful, make an editing program that edits this data to your liking.
It's going to be a long journey, but if you know the game well, it should be easier to identify what data and routines do what.

>> No.7805798

>>7805759
Your post reminds me of this:
https://gitlab.com/larienna/cppgame_wizardry

>> No.7805817

>>7805798
Wizardry Legacy is great but we shouldn't need a C++ program for a game that literally ran just fine on a stock Apple II, it would be cool to be able to make a NES homebrew with simply an editor, some maps they've made, and maybe, *maybe* some custom dungeon tiles and monster sprites, which you could get just about anyone to draw up

>> No.7805821
File: 415 KB, 1284x946, wizardry_hex.png [View same] [iqdb] [saucenao] [google]
7805821

>>7805759
You're very lucky. I opened up a hex editor and it looks like the text is standard ASCII. That would be a good place to start.

>> No.7805828

>>7805821
it was made by ASCII Entertainment, to be fair

>> No.7805831

>>7805817
You just gave me something to do. I'll try to do that for the Japanese version of Wizardry 1(since it has both the japanese and english language, anyway). It may take a long time, though, so don't hope for anything anytime soon.

>> No.7805848

>>7805828
> it was made by ASCII Entertainment
kek. well then i guess it would be then wouldn't it?

>> No.7805850

>>7805831
You want me to start working on the Japanese WIzardry 1 then?

>> No.7805862
File: 253 KB, 470x470, bjarne.png [View same] [iqdb] [saucenao] [google]
7805862

>>7805850
>You want me to start working on the Japanese WIzardry 1
bruh. you've got a ton of reverse engineering to do first. japanese characters are way less straight forward and could be stored as anything. i'd worry about figuring out how the code works before you do something silly like that.

>> No.7807234

https://www.youtube.com/watch?v=hPZLJLzT02Q

>> No.7807342

>>7805445
>Wizardry Legacy is great but we shouldn't need a C++ program for a game that literally ran just fine on a stock Apple II
The original computer versions of Wizardry were not assembly language, they used UCSD p-System which was a Pascal interpreter environment.

>> No.7807794
File: 93 KB, 824x768, gk.jpg [View same] [iqdb] [saucenao] [google]
7807794

>>7807342
>UCSD p-System
always fascinated me. it was one of the release options for the IBM 5150, along with CP/M, and of course PC-DOS. a virtual machine didn't do well on a 4.77 MhZ processor though. kind of ahead of it's time.

>> No.7807980

>>7807342
But I'm pretty sure the Japanese remakes, at least the NES/SNES/GBC versions, are ASM

I never claimed it was ASM though, at the very least it would be nice to have something in ANSI C

>> No.7808518

>>7807794
>a virtual machine didn't do well on a 4.77 MhZ processor though. kind of ahead of it's time
no it did not. the 6502 versions were also sluggish as hell.

>> No.7808792

>>7805578
No person ask this deturd bootleg.

>> No.7808804

>>7787584
New hot Shantae coming on TG-16.

>> No.7808971

>>7808792
Me Grimlock ask

>> No.7809105

what are the best snes rom hacks for weebs?

>> No.7809323
File: 422 KB, 476x437, terra_ff6.png [View same] [iqdb] [saucenao] [google]
7809323

>>7809105
check the thread copypasta
> mediafire.com/folder/50m95vbbuyf25/vr's_ROM_>Hack_Recommendations

>> No.7809936

>>7807980
>it would be nice to have something in ANSI C
ansi c?
man fuck ansi c
shits whack

>> No.7810107

what's the most active homebrew scene?
i wanna help someone cause i'm fucking uncreative

>> No.7810134

>>7810107
You could probably find plenty of people in need of help in /agdg/ on /vg/

>> No.7810348

What's the best way to learn BASIC? I want to make a text game for an old PC

>> No.7810361

>>7810107
>what's the most active homebrew scene?
on consoles, Atari 2600, NES, maybe Gameboy? on computers C64 and Spectrum.

>> No.7810890
File: 57 KB, 1065x520, smb c64.png [View same] [iqdb] [saucenao] [google]
7810890

>> No.7810935
File: 313 KB, 1982x2088, 527.png [View same] [iqdb] [saucenao] [google]
7810935

The bridges in DQ1 split the map between different areas with different enemies, but it's more than that. When you go over a bridge, the game banks in the next set of enemy sprites. You can notice this since there's momentary slowdown going over bridges.

>> No.7810983

>>7810890
seems legit. classic console / computer source code is very much designed and entwined to the hardware it runs on. that SMB port is incredible.
>>7810935
https://github.com/nmikstas/dragon-warrior-disassembly

>> No.7812370

https://www.youtube.com/watch?v=kyN9BZiKqJQ

>> No.7812424

>>7812370
Cute but probably not all that accurate of a showcase for how NES games were developed back then. It was more likely an Apple II would be used for Atari 2600 development (even Atari 8-bit/VIC-20/C64 in the early days) as North American devs didn't really make NES stuff until the early 90s at which point they probably had a workstation with a 6502 cross assembler.

>> No.7812448

>>7812424
The guy who made FF 1, 2, 3 and Secret of Mana all used an Apple II. But he was far from the norm.

>> No.7812486
File: 76 KB, 602x686, steven_paul_jobs.jpg [View same] [iqdb] [saucenao] [google]
7812486

>>7812424
>Cute but probably not all that accurate of a showcase for how NES games were developed back then.
I agree. By the late 80s / early 90s Apple IIs were already old hat. A IIGS would probably be a great machine to use.

>> No.7813886

https://www.youtube.com/watch?v=5h-Tc_QYBkQ

>> No.7814381
File: 2.44 MB, 853x480, seachase_21_5_31.webm [View same] [iqdb] [saucenao] [google]
7814381

>>7771132
Took a short break. ASM every day takes a toll. Back at it now.
Death animation / explosion is in. That was fun. Also the capability to have 8 different color levels.

>> No.7815717
File: 1 KB, 98x16, Legend of Dynamic Goushouden - Houkai no Rondo (Japan)-3 copy.png [View same] [iqdb] [saucenao] [google]
7815717

Anon from a while back asking about kanjis again, what's this one? 門 is the main radical but what's under the gate part? Is this 閾?

>> No.7815746

>>7815717
>美勒から聞いた...

>> No.7815752

>>7814381
Amazing work. It looks pretty much complete at this point aside from the score counter.

>> No.7815824

>>7815752
> It looks pretty much complete at this point
It honestly is. I haven't done any sound yet though.

>> No.7815853
File: 189 B, 16x16, img67.png [View same] [iqdb] [saucenao] [google]
7815853

>>7814381
The sub sprite should be multicolor and not just solid green. After all, the NES doesn't have this limitation.

>> No.7815906

>>7815853
> The sub sprite should be multicolor
it is 2 colors. it has an outline. i tried adding a little window but i didn't like how it looked.
the pink sub does have a little window.

>> No.7815917
File: 701 B, 100x84, seachase_shippy_boi.png [View same] [iqdb] [saucenao] [google]
7815917

>>7815853
I also can't make it 3 colors: the blue water is the third color and not the background color.
The background is the light blue behind the top ship. This was necessary to give it the effect of having it behind the waves and sinking at the end of the level.

>> No.7816283

>>7814381
On here the original char sprite barrels have been changed to h/w sprites which are smoother, though it wouldn't make a huge different on the Atari anyway since its sprites only ever move at 160x200 resolution. This was a big advantage of the C64--its sprites and scrolling move at 320x200 resolution so animation is much smoother.

>> No.7816313

>>7816283
awwww yissss 16 frames of barrel rotatey goodness drawn, animated and programmed by yours truly.

>> No.7816363

>>7787576
Dark Samus didnt exist yet and Lucas should be his EB64 design. Whos the retard who made this shit

>> No.7816369
File: 54 KB, 178x185, roy_all_star.png [View same] [iqdb] [saucenao] [google]
7816369

>>7816363
> muh timeline
Roy didn't exist when they released Melee. Get fucked. The amount of autism on this board is astonishing.

>> No.7816374

>>7816369
Roy existed, but his game was on the verge of being cancelled.

>> No.7816390

>>7816283
If we did the game for the C64 instead of the NES, it would still be a lot of work but not as much work since we'd have BCD mode, collision registers, and the same joysticks so a lot more of the original code could be reused. Being able to use scanline IRQs would also make stuff like midline palette changes easier.

>> No.7816431

>>7803026
>amazed this did not happen years ago considering how autistic melee players are
One word: Nintendo. They're mostly responsible for slowing the community's progress down thanks to their countless DMCA attacks, look at what happened to Project M and Slippi.gg for example.

>> No.7816458

>>7816431
> Project M
Was abandoned before Smash 4 because Nintendo was toying with the idea of sponsoring Smash. Not only did they not do that but actively discouraged companies from sponsoring it. The community knows better now.
> Slippi.gg
It is very alive and well. The Big House, one tournament, was cancelled because Nintendo was sponsoring it, but, that's it.

>> No.7817174
File: 177 KB, 367x321, 1601055561012.png [View same] [iqdb] [saucenao] [google]
7817174

>>7787576
>Are you working on anything?
I've been trying to mod Smackdown HCTP/SYM and the tutorials are either low quality or require info that's behind a locked forum.

>> No.7817192

Hey

Does anyone have a timeline on when I'll be able to play Super Mario 74 or Star Road on hardware?

>> No.7817407

>>7817192
right now
http://www.romhacking.net/hacks/5959/

>> No.7819138

Anyone into randomizers? They're fun.

>> No.7819318

>>7819138
I've tried the SMW and SMRPG randos. The latter being more interesting.

Been wanting to try out LttP and FF4, but haven't found the time. They seem cool.

>> No.7819491

>>7819318
I've been playing links awakening randomizers and having fun. Fuck keysanity, while interesting it's more irratating having to ping pong between dungeons because they have each other's keys. This one is one I'd love to gear up to do: https://samus.link/ (super metroid randomizer with alttp, with the gimmick being the worlds have portals to each other) but I'm not super familar with alttp or super metroid as I am with LA

>> No.7819603

>>7787584
A mod that combines Ocarina of Time and Majora's Mask. How the fuck has no one done this yet?

>> No.7819704

>>7819603
Why would you want to "combine" two games? Just play them both separately.

>> No.7819747

>>7819704
Ask the folks who combined Fallout 3 and New Vegas.

>> No.7819849

This is going to sound like a dumb question, but would it be possible to add stuff like side specials in a Smash 64 hack currently?

>> No.7819964

>>7819849
Is it possible? Sure!
Is it easy? Probably not.

>> No.7820376
File: 22 KB, 325x277, sakurai.jpg [View same] [iqdb] [saucenao] [google]
7820376

>>7819849
>add stuff like side specials in a Smash 64 hack
well you'd need to at least:
> find B button code
> branch it on left/right input and write new code
> create a new character animation
> create new hitbox and damage values
> create new projectile object possibly
sounds like a fun month or two. for one move. for one character =)

>> No.7820378

>>7819849
It could prove to be difficult to balance if you wanted to avoid changing all the other moves.
Then again, you could just not give a shit if stuff is broken.

>> No.7822069

>>7787584
Smash 64 with King Dedede.

>> No.7822301

>>7820376
>1-2 months per move per character
The majority of that code can be reused, all you'd have to do is plug and chug hitbox and damage values after your initial hurdle and give them an animation

>> No.7823853

https://www.youtube.com/watch?v=P1mfwzecE0A

>> No.7824969

>>7823853
very cool. are there any more good "crossover" style hacks like this?

>> No.7825032

So Keio Flying Squadron 2 for the Sega Saturn. There is the original Japanese NTSC version and version translated into English for PAL. Is there a hack that let's you play the game in English in NTSC? At one point I found a pre-patched download on archive that I thought was what I was looking for, but it was one of those weird "widescreen" hacks and it had glitches in the graphics when I ran it on original hardware.

Btw, what's up with those Sega Saturn widescreen hacks anyways? Are they primarily meant for emulators?

>> No.7825378

>>7824969
https://www.youtube.com/watch?v=vnXxGIy0wkM
https://www.youtube.com/watch?v=PDIjrW2LSFE
https://www.youtube.com/watch?v=UoElW64xCdI

>> No.7825468

>>7821650

Atari 2600 demake of the The Ooze. Yes.

>> No.7826109

so I remember some guy saying the Mega Drive/SNES had a cartridge limit of 4MB but not that familiar with how that works

>> No.7826121

>>7826109
Actually, the Megadrive can go even further than 4MB, but at those sizes, it starts fucking with the memory addresses that the Sega CD and 32X use, so you would have to make sure that neither of them are connected.

>> No.7826142

>>7826109
The cartridge slots on both consoles can map the entire 16MB CPU address space (minus areas used for BIOS, hardware registers, RAM, etc) however only 4MB are decoded and the cartridge will need extra decoding circuitry to go beyond that. Only two SNES games went beyond 4MB, respectively Star Oceans and Tales of Phantasia.

There was only one Mega Drive game >4MB which was the 5MB Super Street Fighter II Turbo. This didn't use decoding circuitry, instead it banks the ROM in 512k chunks. They did it this way so as to not cause problems if you had a 32x or Sega CD plugged due to where their BIOS was stored. Now why they didn't just tell you in the instruction manual to unplug your 32x or SCD before playing SSF2T I can't imagine.

>> No.7826157

>>7826142
they needed the game to be kid-friendly, they didn't want tons of people calling Sega tech support on the phone and asking why SSF2T didn't work. besides there were game rentals, kids taking loose cartridges over to friends' houses, etc and how the fuck would you know to do that if you didn't have the manual? i know it's stupid. having played mostly PC games as a child, I was pretty good at understanding instruction manuals but I guess the console audience was a bit less tech-saavy.

>> No.7826226

>>7826142
>however only 4MB are decoded and the cartridge will need extra decoding circuitry to go beyond that
Not that anon, but what do you mean by decoded here, anon?

>> No.7826440

>>7826226
Circuitry so it knows where the memory is and where to map it to.

>> No.7826469

>>7825032
>Btw, what's up with those Sega Saturn widescreen hacks anyways? Are they primarily meant for emulators?
They should work on Real Hardware as well. They work the same way the few games that had widescreen support back then worked. They squish everything along the horizontal access so more gets drawn in to the 4:3 frame, then when you stretch it to 16:9 it looks correct.

>> No.7826713

>>7825468
how would that even work and what would it look like? I can't imagine.

>> No.7826741

Gottlieb were among the only users of an 8086 in arcade games. The 8086 was generally undesirable for this; it was expensive and not significantly more powerful than a Z80 or 6809 (actually less powerful than the latter, which had hardware multiply/divide); the one advantage it had was being able to access >64k of memory without bank switching, but by the time arcade games had grown big enough to exceed 64k it made more sense to use a 68000.

>> No.7826749

>>7826741
the 8086's segmented memory is just glorified bank switching anyway. it didn't have to be that way but Intel wanted to not break compatibility with the 8080

>> No.7826759

>>7826741
the SNES has that bullshit too. everything is arranged in 64k blocks so instead of JMP $7D000 like on the 68000 you have to do something like JMP $5300:$4402

>> No.7826771

IBM used the x86 mostly because it could use a larger amount of memory without needing banking circuitry. This would give them a leg up over the competition.

>> No.7826780

the SNES is shit to program which may explain the lack of homebrews for it

>> No.7826791

>>7826780
Kinda sad, though. At the same time, if the MD is easier to program, no reason to go for the SNES. I fail to think of any reason to program for the SNES over MD that is not preference.

>> No.7826808

>>7826791
SNES has more colors and some additional hardware gimmicks the MD doesn't have like rotation and scaling. Also if you prefer its soft music to the MD's crunch.

>> No.7826812

more controller buttons too

>> No.7826819

>>7826808
Are those worth the suffering of learning SNES development?

>> No.7826825

SNES game also take bigger ROM on average since its sound and graphics data are not as compact as the Mega Drive's.

>> No.7826925

A lot of MD games had shit samples due to sloppy coding of the Z80 APU. There wasn't really an excuse for that considering in the MD's commercial lifespan there should have been loads of experienced Z80 programmers around. Actually Sega would have been better off using a custom APU instead of the Z80 which was really just there for the questionably useful feature of Master System backward compatibility.

>> No.7826938

>>7826925
that depends. Europe had lots of Spectrum/Amstrad coders who knew tight Z80 asm. In Japan not so sure. There were a lot of Z80 arcade games but you didn't need to be all that good at assembly language there since the Z80 was mostly just a controller for the dedicated sound and graphics processors. You had the NEC PC-8801 line of course, assuming any of those guys crossed over to console development and the console market in Japan was centered around the 65xx based Nintendo consoles.

now one reason EA's MD games had such good quality samples could have had to do with their PC compatible x86 experience since the x86 has an instruction set that's basically an expanded, improved Z80 one.

>> No.7826960

man the Mega CD was useless as fuck. literally why?

>> No.7826973

>>7826960
You're completely missing the whole point6 of the CD-ROM format: storage space. Games such as Rise of the Dragon and The Secret of Monkey Island were able to be ported to the Mega CD thanks to the added storage space offered by the CD format. The PC and Amiga versions of these types of game spanned multiple disks and it would have been too expensive to release cut-down versions on cartridge.

>> No.7827001

>>7826973
Less storage space than cost. The small amount of rewritable RAM on consoles was a handicap for PC ports, fighters, etc. And yes, adventure games on consoles often fell seriously short, including Monkey Island and of course the sorry NES port of King's Quest V (who the fuck thought that was a good idea?)

Though it likely would have taken less than that as the Mega Drive used 4-bit tile graphics instead of 8-bit bitmaps like on the PC plus PC games had lots of other junk like sound/video drivers, memory managers if the game used 32-bit protected mode, etc which were not needed on a console.

>> No.7827010

Anyone here knows how to fix the Focus energy glitch from Pokemon RGBY/gen 1?

>> No.7827015

>>7826960
Both attachments were retarded. 32X even moreso, but ultimately all those resources should've been put towards the Saturn. If it meant Sonic CD was PC exclusive or a Saturn game, so be it. Damn the "2D is childish" meme of the 90s.

>> No.7827032

BTW, the SNES was definitely the least cost-effective console Nintendo ever put out relative to the time period when it was designed. The 2Mhz CPU didn't save money ultimately, it was just a badly thought-out feature and tricks like the PC Engine used would have allowed higher clock speeds.

The APU in the SNES was also an expensive waste when a PSG like the Mega Drive used would have been cheaper and probably as good. FM sound would have been easier and more space-efficient than the SNES's sampled sounds.

>> No.7827038

>>7827032
And it would've sounded awful.

>> No.7827104

>>7827032
So glad the SNES doesn't sound like robot farts. Well worth the cost.

>> No.7827143

lyl now you see how much shittier Boogerman is on the SNES. it cannot not do those rock/funk kinds of tracks for shit.

>> No.7827151

It was also pretty lame to use the 32X mostly as a vehicle for remakes of superannuated arcade games like Outrun. Almost as bad as all the old-as-mold arcade ports on the Atari 7800.

>> No.7827157

Master System backward compatibility was a really fucking boneheaded move. Thanks to the need to support the legacy VDU modes, we didn't get sprite scaling, a bigger color palette, or a bunch of other useful features.

>> No.7827175

>>7826938
The Z80 is optional anyway, you can use the main CPU in the MD to drive the sound chip. Actually either the Z80 or the 68000 can control anything in the system except the WRAM which only the latter can access (the SNES's CPU and APU are more isolated from each other).

>> No.7827195

Considering the MD was as capable as the SNES of supporting cartridge expansion chips, it's strange that they weren't used much outside maybe Virtua Racing. It seems Nintendo were far bigger on this since the NES.

>> No.7827201

>>7827195
the giant assortment of banking configurations on the NES (as well as the separate CHR ROM) was its great blessing and also curse. no other console has such setups. it meant that NES cartridges were more pricey to manufacture than those of most all other cartridge-based consoles.

>> No.7827212

>>7826938
In the same vein you needn't be especially good at 68000 asm to program a MD or Amiga as the custom chips are doing most of the work anyway. For the Atari ST, hell yes you do need to be an assembly language wizard.

>> No.7827218

>>7827032
the bigger irony is the 65816 executes instructions faster than the 68000 which can be really slow--it's only by sheer clock speed that the latter wins the race.

>> No.7828541

>>7827010
It's fixed in shinpokered. You could look at its source to see how it was done.

>> No.7828603

>>7826142
think all the early MD arcade ports like Golden Axe that came out when they only had 512k of ROM and imagine what they could do if they had 3-4MB back then

>> No.7828647

The whole megabit thing was stupid. I think Sega's marketing department came up with the idea because 8 mbits sounded more impressive than 1 megabyte.

>> No.7828654

>>7828647
1 megabit=128 kbytes and 128k was generally the minimum size for most NES and Gameboy games too; only games made early in their lifespan and the occasional later budget release were <128k.

>> No.7828714

>>7827104
that was a problem only with American-developed MD games

>> No.7829470

>>7828714
Not at all.

>> No.7830624

>>7830523

>only 3 levels in 256k of ROM
ah right, I forgot game size scales up linearly. 256k is a large NES game but a very small Mega Drive one.

>> No.7830684

>>7830624
Mega Drive graphics are double the size of NES ones because it uses 4-bit instead of 2-bit color. Thus a NES tile or sprite takes 16 bytes while a MD one is 32 bytes.

>> No.7830896

Opinions on Ancient Cave hacks (hacks that transform games into a more roguelike structure)? Anyone have any favorites? Anyone have any games that they wish had an Ancient Cave hack?

>> No.7831862
File: 130 KB, 1024x896, peachsadventure.jpg [View same] [iqdb] [saucenao] [google]
7831862

does anyone know what song is this? https://youtu.be/a7ndrvTWBSM?t=1528 (25:28)

I can't seem to find the track listing for this game anywhere.

>> No.7832027
File: 9 KB, 512x448, super_mario_vorldNV.png [View same] [iqdb] [saucenao] [google]
7832027

>>7831862
I don't, but, i do know where to look: SMWcentral has a ton of SPC music for romhacks. It's most likely in this gigantic list somewhere and it's possible this song is original:
https://www.smwcentral.net/?p=section&s=smwmusic

>> No.7832042 [DELETED] 
File: 129 KB, 640x448, pocahontas (Genesis).jpg [View same] [iqdb] [saucenao] [google]
7832042

Games that could use a nude sprite hack.

>> No.7832146

>>7787584
Contra, Castlevania Sonja/Victor, Red Ninja, Ecco the Dolphins and Blue Dolphin for GameCube.

>> No.7832156

>>7805402
Great codex of work.

>> No.7832158

>>7826819
Learning 8/16 bit system isn’t that hard.

>> No.7832172

>>7790121
Amigfag should submit now

>> No.7832181

>>7803709
Y e s

>> No.7832184

>>7832158
i disagree but ok. assembly language isn't like working with modern code. people think it's easy cuz "muh pixels look so simple how hard could it be" but you really have to understand the machine to get results.

>> No.7832378

>>7832027
that's exactly what I was doing, and guess what? I found it in one of the last pages of the "night" tag. and yes, it was an original track.
it's on youtube too: https://youtu.be/vR4xq4bBSzU

anyway, thanks!

>> No.7832387

>>7796305
Google Cosmic Forge. W6, 7, and 8 editor.

>>7819138
Super Metroid Arcade is fun and has a lot to discover. The SMB2 randomizer was fun with the new powerups, but it ended up getting pulled I think. FF6 Beyond Chaos randomizer is fun on the Speedcave setting, but I think it only gives you 4 or 6 people for the 3 teams on modern versions of the randomizer. That and the Earthbound Randomizer both turn the game into a maze where you might need to draw a map, but the EB randomizer also adds in shortcuts you can unlock as well. SMB3 randomizer is fun. ALttP randomizer is fun, but you will need to use the tracker to keep track of which items you have and which ones you can now access or you'll spend a lot of time running around lost.

>> No.7832389

>>7832378
nice find man its a banger

>> No.7832545
File: 2.09 MB, 640x552, water test.webm [View same] [iqdb] [saucenao] [google]
7832545

After some setbacks >>7796197, map loading is finally done. I even added some new areas, bringing the total up from 1 to 5. Now there's a whole little world to explore (even if it is just a placeholder).

Then I added a material animation system for stuff like flowing water. So far it can't do much more than a simple "scrolling texture" effect, but even that can give lots of possibilities.

>> No.7832662

>>7832545
This is pretty cool, are you planning on completing a game or just as a demo thing?

>> No.7832729
File: 773 KB, 1680x1010, 56116521562.png [View same] [iqdb] [saucenao] [google]
7832729

>>7832662
My plan is to make a small game engine and editor for the N64, using my Ocarina of Time editor as a base. Along the way, I'd like to make a few small games with it to test things out and make sure it's really up to the task.

>> No.7832737

>>7832545
congrat man neat as fuck

>> No.7833170

>>7832545
A bit more information about how material animations were implemented, for anyone interested:

For material animations, I went with a simple fixed-function approach. Each material has animation properties like "scroll speed" which do exactly what you'd expect. Simply set the relevant animation property and the game engine takes care of the rest.

Internally, it works by having the display list (which is static) call another display list (which is dynamic). Since the other display list's location in memory isn't known until later, I just have it use a fixed location and patch it up at runtime using segment registers. To avoid using up all the segment registers in this way, I create an intermediary jump table. That way it can support a virtually unlimited number of calls, all while using only a single segment register (even if it is slightly slower).

Additionally, metadata about the calls is stored along with the display list. That way, when it comes time to render, the game engine will know what kind of dynamic display list to generate for each call. It then attempts to execute the main display list. If all goes well, a picture shows up on screen. Otherwise the whole system locks up.

>> No.7833380

>>7832545
i love the overall aesthetic and the water looks amazing. excited to see what you can do with your dynamic texture gizmo.
> If all goes well, a picture shows up on screen. Otherwise the whole system locks up.
i know that feel =)

>> No.7833419

>>7831862
Two questions, 1 why the NES graphics on a SNES hack? 2 why is Peach so fucking THICC in this?

>> No.7833503

>>7788208
>Apple, when they developed the 65C02, got around the patent by adding one additional clock cycle to the SED/CLD instruction.
Google seems unaware of this. Sauce?

>> No.7833598

>>7833503
it was WDC from what i know, and they still make them today

>> No.7833674

>>7832729
Extremely cool. The potential here is tantalizing, can't wait to see your project blossom and what people will make with it

>> No.7833692

>>7833329

So how exactly does the parallax scrolling in the train levels work? I know it's an MMC3 game but you still have only one IRQ for screens splits.

>> No.7833832

>>7833692
can't say for sure without stepping through the code but probably MMC3 scanline interrupt and polling for sprite 0

>> No.7833836

>>7833692
Scanline shenanigans I would presume.

>> No.7833932

>>7833692
MMC3 makes NES coding so much easier since you have a stable screen split which you can't do with polling sprite 0. one thing you do notice in Bad Dudes is the relatively low frame rate. this was possibly deliberate if they were using sprite 0 hit for the parallax and wanted to make sure everything was slowed down enough to not throw off the polling of $2002. otherwise that could be quite a mess.

>> No.7834084

>>7833419
>why the NES graphics on a SNES hack?
I don't know but it honestly looks great. I think the creator is a fan of 80s mario in particular.

>why is Peach so fucking THICC in this?
probably the creator's kink or something? no idea if there's more behind it than this. I'm not personally into it but the hack is surprisingly solid all things considered.

>> No.7834092

>>7834084
It is a creator kink. They've been arting Peach like that for long before the hack was even conceived.

>> No.7834159

>>7833598
Impossible! Some kid on the internet said otherwise!

>> No.7834242

>>7833419
>why is Peach so fucking THICC in this?
Transtranslator wanted to make her look like a well below average weight burger?

>> No.7834762

You guys seen this channel?
https://www.youtube.com/watch?v=rwdGCmQE1pQ
Its interesting n64 dev stuff, but for some reason all his videos have like less than 1k views.

>> No.7835665

>>7835658

new

>> No.7835678

>>7835665
Uh.. Why?

>> No.7835687

>>7835678
thread will autosage tomorrow when it turns 14 days old

>> No.7835693

>>7835687
Then why not make it tomorrow?

>> No.7835698

>>7835693
Technically it's 13 days and 7 hours so it hits 14 days at 9:00 PM EST

>> No.7835708

>>7835698
Well, I guess that works.

>> No.7835989

>>7835665
I already made a new thread but ok
>>7834625
>>7834625
let the best thread win i suppose

>> No.7836995

>>7835989
New thing

>> No.7837257
File: 422 KB, 648x497, alishas_adv.png [View same] [iqdb] [saucenao] [google]
7837257

>>7836995
its the shovel knight retard. i hate his pictures they look like shit. i did not need any help making a new thread every 14 days nor did i ever fail to do so. fuck that guy.

>> No.7837432

>>7837257
>*#$k that guy
Wut?

>> No.7837439

>>7837257
Hey, come now. Really enjoyed Alisha.

>> No.7837502
File: 396 KB, 1060x930, goldeneye_SM64.png [View same] [iqdb] [saucenao] [google]
7837502

>>7837432
stop sniping me on threads. just because youre not shilling eurotrash anymore doesnt make it cool.

>> No.7838019

>>7837257
>shovel knight retard
That does sound like OP being a fag on purpose. Maybe start making explicitly named ROM Hacking Generals anyway once the current ones actually 404?

>> No.7838228

>>7791367
>>7791421
>>7794229
not defending Dark Samus but the original 64 roster isn't based entirely on 64 releases
Smash always had that one "trends of the time" list they make before finishing up planning.

>> No.7838231

>>7791358
>time and effort
modders have infinite time
if you want your favorite character in, you better step in and tell them you got something to make for Smash Remix

it's a community effort.

>> No.7838237

>>7816369
Dark Samus and Metroid Prime weren't even a thing prior Smash 64's development.
FE64 and Roy's early GBA design was a thing prior Melee and he was very lucky to get it, unlike Mother 64 Lucas.

everybody accepted this is just your typical addition for a modpack that isn't striving for consistency, so I'm not sure what's the point of defending this? because someone already did a retro-appropriate Samus in a nostalgic hack of PM unlike SR devs.

>> No.7838243

>>7816458
don't forget about the whole Warchamp bullshit and Project Plus' existence

>> No.7838247

>>7819849
maybe?
what's the point of that even? just go play Melee or Melee 64.

>> No.7838253

>>7832729
>using my Ocarina of Time editor as a base.
is there a planned release?