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/vr/ - Retro Games


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File: 339 KB, 602x529, hbg_moot_point.png [View same] [iqdb] [saucenao] [google]
[ERROR] No.8162630 [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

Sega Dev:
smspower.org

Mega Dev:
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
dsgamemaker.jada.io
forums.serenesforest.net/index.php?/topic/26913-nintenlords-hacking-utilities

PSX Dev:
psxdev.net
problemkaputt.de/psx-spx.htm

Amiga Dev:
eab.abime.net

Zed Dev:
worldofspectrum.org


Previous: @ desuarchive.org/vr/thread/
>>8115608
>>8021432 >>7982550
>>7943929 >>7906287
>>7865482 >>7835658
>>7787576 >>7772819
>>7727686 >>7679650
>>7631727 >>7597758
>>7544203 >>7485931
>>7433626 >>7373559
>>7311797 >>7262583
>>7205614 >>7155960

Want something here? Post it for the next thread.

>> No.8162635
File: 556 KB, 792x524, ff7_64.png [View same] [iqdb] [saucenao] [google]
[ERROR]

what's your dream homebrew, /vr/?

>>8115726

>> No.8162668

>>8162635
ur mom

>> No.8162689

>>8162668
how dare you

>> No.8162693

>>8162630
Where can I find /v/orld 3 pre-patched?

>> No.8162694

>>8162693
they're still working out the kinks but it's coming together
>>8139304

>> No.8162716

>>8162630
Are these graphics looted from Tiny Toons? It looks familiar.

>> No.8163041
File: 311 KB, 562x510, 1609517685676.png [View same] [iqdb] [saucenao] [google]
[ERROR]

super mario /v/orld romhacks dont work on psp (using snes9xfyl mod). it glitches out when map screen starts. it also doesnt run full speed. i start to think /v/ actually bunch of assholes that didnt optimize their romhacks. red flag is mention of snes9x being only emulator that works and not for example bsnes, which should be becnhmark tool to make sure most compatibility across all legacy hardware and chinkshit. all other mario romhacks work flawlessly on psp full speed can even be underclocked a bit

>> No.8163193
File: 216 KB, 507x642, 1598108569646.png [View same] [iqdb] [saucenao] [google]
8163193

>>8162630
Oh shit, thats my level

>> No.8163209

>>8163041
I hope a digitized version of this is used as the end screen, it's so nice.

>> No.8163482

>>8163041
All that it matters is that it runs on a real SNES, which it does. That's a shame.

>> No.8163484

>>8162630
Mootcat is so cute

>> No.8163494

>>8163482
*All that matters

>> No.8163880
File: 19 KB, 766x720, Wolf_Spirit - Copy.png [View same] [iqdb] [saucenao] [google]
8163880

>>8163193
well done

>> No.8163937

>>8163880
I really like the usage of Sonic-esque 'artifical land' to justify the NES' background limitations. It sticks out, but there's an 'in universe' explanation.

>> No.8164073
File: 7 KB, 240x240, Wario Benching.gif [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8162635
Wario Land 64. I wish I knew how, I'm illiterate when it comes to programming and code, even Lunar Magic is weird to me.

>> No.8164086
File: 822 KB, 1024x768, bk-dreamie-e-1024x768.png [View same] [iqdb] [saucenao] [google]
[ERROR]

What's the best banjo kazooie ROM hack? Theres like 18 million to choose from

>> No.8164465
File: 1.28 MB, 256x224, 1598544993675.webm [View same] [iqdb] [saucenao] [google]
8164465

>>8162635
Sonic Robo Blast on the Saturn.

And pic related. Rest in pieces.

>> No.8164469
File: 491 KB, 314x177, The fuck is this.gif [View same] [iqdb] [saucenao] [google]
8164469

>>8164465
What the fuck is this sorcery?

>> No.8164485

>>8164469
A proof of concept coded up for Super Mario /v/orld 2. The author didn't end up having enough time to make an entire level based around it, so it was dropped.

>> No.8164494
File: 525 KB, 1022x594, image_2021-09-23_004653.png [View same] [iqdb] [saucenao] [google]
8164494

I seriously feel like I need to shill it again
Pokemon Clover is the best pokemon game I've ever played, even better than the originals
https://poclo.net/
https://www.youtube.com/watch?v=0RympaeJSUc

>> No.8164591

>>8164494
Not a hard thing to accomplish desu. Anyway, the devs lucked out having some really talented musicians on the team.

https://www.youtube.com/watch?v=aTizqgk2xbs

>> No.8164780

>>8162635
resident evil 1 & 3 64 would be really cool to see, and probably doable if resident evil 2 ever gets decompiled.

>> No.8165154

I'm almost ready to start my first game for the Master System, but at this point I'm in need of a couple of things.
First is assistance with VSFTPD(already put in a help request on that one with /wsr/), and the other is to source some guy to make tunes that don't get annoying because I can't write music for shit. Music just isn't a skill or passion of mine.
The music can come later, my main concern right now is just getting help with VSFTPD so that I can back up files. Once it's all set up, I'm booking it to making my first SMS game. I think I'll make an autorunner platformer game that has bosses every 3 or so minutes, and a completely randomized layout every time you play.

>> No.8165223

>>8162635
An adaptation of the elusive 'Yeah Yeah Beebis I' for the NES, that as the game progresses it becomes increasingly obvious it's a shitpost. When it's complete I'll produce a cartridge for it and leave it at some random game store, see what happens.

>> No.8165256

>>8165154
Doesn't matter, the music will suck regardless because the Master System has shit garbage sound.

>> No.8165281

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

>> No.8165290

>>8165256
Ahem?
https://www.youtube.com/watch?v=nZpHwZwxBgY
It's still leagues better than what the Pokey can put out, and I've heard some good songs for the Atari 2600. There's clearly SOME room for making good music.
Plus, there's bad thanks to system limitations, and then there's bad because someone is both tone deaf and doesn't understand what makes good music.

>> No.8165304

>>8165281
I wouldn't know where to begin.

>> No.8165327
File: 177 KB, 1280x950, tumblr_a01906dca31d50329e9d0184bf9743e9_ea2d8c7e_1280.jpg [View same] [iqdb] [saucenao] [google]
8165327

>>8164086
Jiggies of Time. I liked it more than Tooie and the original OOT

>> No.8165471

>>8165154
fair enough i suppose. luckily Z80 asm is easier and not as tedious as 6502 especially not NES 6502 where you can't use the goddamn decimal mode.

>> No.8165578
File: 1.58 MB, 3264x1836, ps2matrixinfinity.jpg [View same] [iqdb] [saucenao] [google]
8165578

Hey /vr/os.
I have a thread in the catalog, but have been told a few times to ask you guys.
I have a modchipped ps2 (Matrix 1.93) I got from a lot, not knowing it was chipped.
I decide to try one of my import games from japan (guilty gear XX slash).
But when I put it in, I get the 'insert a playstation format disc' screen.
I've tried playing japanese region DVDs and they work perfectly fine, but for some reason ntsc-j games are not working.
I've tried both a ps2 and ps1 ntsc-j game and neither worked.
It's a PAL ps2 if that helps.
Thanks.

>> No.8165646

>>8165327
Ocarina of time in banjo kazooie? What the fuck? Why would anyone want that?

>> No.8165869

>>8165578
Change the dvd region to the proper one, press start and reboot the console and see if it works

>> No.8165870

>>8165869
I've tried this, didn't work.

>> No.8165883

>>8165870
Modchip an NTSC console then, but meanwhile play with the games that do work at least.

>> No.8166168

>>8164073
> Wario Land 64
Work was done on this, but, it was abandoned unfortunatly.
> I wish I knew how
Maybe tweet the creator
https://www.youtube.com/watch?v=hWVAxHsJQP0

>> No.8166987

would have been nice to put a 4Mhz Z80 in the Master System but they couldn't live without SG-1000 compatibility for some reason so they had to stay with the 3.5Mhz CPU (yeah such a successful system with a giant library).

>> No.8167378

Bros, I love SGDK and hate SGDK so much.

>> No.8167520
File: 70 KB, 640x544, birdhead.jpg [View same] [iqdb] [saucenao] [google]
8167520

>>8166987
>SG-1000 compatibility
what a waste of time

>> No.8167681

>>8167520
The Genesis, with an addon to the cartridge slot, has SMS compatibility.

>> No.8167712

>>8165290
>Eurofart music
No thanks.

>> No.8167723

>>8167712
>completely disregards my point
No thanks.

>> No.8167736

>>8167712
I could never figure why with the great classical music tradition those guys had that they always fell back on this shitty techno club arpeggio music while the Japanese could make great melodic game soundtracks.

>> No.8167790

>>8167712
shut up

>> No.8167793

>>8167736
The NES could pull it off better because it has multiple voices, most computers only had a small number of channels and arpeggios were used to feign multiple sound channels. Even if the NES isn't as good as the SID, it has 5 channels versus 3.

>> No.8167795

>>8167736
Different tastes, mostly. Europe was sick of classical music, which they created. They thought they had seen everything in the genre, so they wanted something new. Classical music in this context took a while to get to Japan, so Japan was more than happy to keep using it since it didn't take as long to get there.

>> No.8167803

>>8167795
>since it didn't take as long to get there.
Meant to say "didn't exist as long as it did in Europe" but here I am.

>> No.8168269

>>8167457
Like some other early Atari 8-bit games that are 2600 ports this game doesn't use the ANTIC at all, it just drives the CTIA directy. You can do that on the A8s if you favor coding 2600-style where you issue commands to the CTIA to draw the playfield line by line.

>> No.8168284

>>8165223
Savage

>> No.8168285

>>8167457
Like some other early Atari 8-bit games that are 2600 ports this game doesn't use the ANTIC at all, it just drives the CTIA directly. You can do that on the A8s if you favor coding 2600-style where you issue commands to the CTIA to draw the playfield line by line. Disassembling the ROM finds no stored tile data.

>> No.8168727

>>8168695
http://bootgod.dyndns.org:7777/profile.php?id=371

Wonder what the extra RAM was needed for? Scratch pad space for the AI?

>> No.8168872

>>8167712
https://tcrf.net/index.php?title=File%3ASonic18bit-marblezone.ogg
Here's a better song you stinkin' animal.

>> No.8169252

>>8167793
>Even if the NES isn't as good as the SID, it has 5 channels versus 3
It also has independent volume control for each channel so game soundtracks can have proper dynamics.

>> No.8169262 [SPOILER] 
File: 541 KB, 800x450, 1632457577826.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8168284
I'm going to base it on a conspiracy wherein it was supposed to be named after an explorer, and he will travel across various 'wonders of the world'. One of the final stages will be Egypt, and you can imagine what the BGM will be.

>> No.8169265

>>8169252
Only Pulses and Noise; triangle and DPCM have set volumes, furthermore triangle is relatively quiet, even more with DPCM samples.

>> No.8169408

>>8165304
Start by mapping out data offsets. Graphics, text, numerical data, whatever, get handy with a hex editor and just keep a list of where everything is in the rom and how much space it takes up.
Then look in the rom for pointers to that stuff. Learn to visually distinguish between pointer tables and pointers that are inline with asm. You don't have to know asm for that, just be able to recognize data in context, and maybe a few basic instruction values like rets so you know where functions begin and end.
Begin mapping out ram just like you mapped out the rom, cannibalize Gameshark codes to do it or just use a cheat searcher and start writing down where health, runtime stats, and all that jazz are kept.
Look up docs for whatever platform you're working with, learn how the memory space is laid out at the console level. Start using emulator features like ram dump, background/sprite displays.
Start asm hacking in earnest, you already know where hardcoded stuff is in rom, you know where runtime stuff is in ram, most of the assembly you're interested in is copying rom to ram or manipulating stuff that's already in ram. Use your emulator's debugger, look at ram state before and after certain code is called to figure out what the code does. Look up the opcodes you don't know from the code you're looking at.

Congrats, you are now pro hax0r.

>> No.8170209

Will there ever be Derert Strike sega genesis custom level created hacks? I want to create a custom Desert Strike level hack. How would I do this?

>> No.8170508

>>8162635
Darkstalkers 1 on SNES and PC-FX

Darkstalkers for N64

>> No.8171189

>>8165471
Not being able to flip sprites on the Master System is kind of bullshit.

>> No.8171209

>>8162635
Corpse Party 64

>> No.8171227

>>8171189
If it's really a concern, just offload that task to the Z80. Use the CPU and good enough coding to make up for the lack of features. Really quite simple.

>> No.8171594

>>8170403
It's using single screen mirroring isn't it? I'm pretty sure you can't just flip between H and V mirroring whenever you want to because of how the tile map works.

>> No.8171665

>>8171594
i thought so too. you can't switch mirroring while actively scrolling the screen around. there is a ROM disassembly of the US DW1 online so i guess you can look at that and see exactly what it's doing.

>> No.8171921

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

>> No.8173475

>>8170209
Figure out the format for the level data and alter it to your liking.

>> No.8174649

http://bootgod.dyndns.org:7777/profile.php?id=423

only 16k CNROM game. i wonder what they did need the extra CHR ROM for?

>> No.8174782
File: 67 KB, 394x218, 1612588169115.gif [View same] [iqdb] [saucenao] [google]
8174782

lil feller

>> No.8174798

>>8174782
What a lil cutie

>> No.8174882

>>8174649
surprised homebrewfags don't use CNROM more because many of them clearly can't be bothered with banking and it's basically just NROM but you can switch in different graphics sets.

>> No.8174901 [DELETED] 

>>8165154
what kind of game will we be making?

>> No.8174916

the Master System is nice, there's only one banking setup outside unlicensed Korean games

>> No.8174974

>>8174916
Anon is probably going to make a mapper-less 32k game though.

>> No.8174998

>>8174974
Ok but remember on the Master System 32k is literally 32k. if you got a full tile set of 512 bg and sprite tiles it would occupy 8k of that space. it's not like the NES and its separate CHR ROM.

>> No.8175168

>>8174998
Well, that's assuming no compression.

>> No.8175182

>>8175168
most 8-bit games have no graphics compression or at best a rudimentary one

>> No.8175207

>>8175182
Yeah. But still, depending on the item syou're compressing, RLE can be fantastic.
Alternatively, if you wanna get extra creative, you could just make the CPU do all of the work and have a texture generator. Procedural textures can help fit in an absurdly small space, provided you do it right. See:.kkrieger.
You have to be careful about it though, because the Z80 is slower, so you need to do it when you're not processing any other game logic. You can't just intersperse it with the other logic.
With 8kb of RAM though, assuming you section off 2kb, and just utilize the rest of the 6kb for whatever else you want, you could build up a sizable amount of extra textures.

>> No.8175221

>>8175182
Yeah normally on a cartridge game the tile and sprite data are just stored in the ROM as they are and copied to video RAM as needed.

>> No.8175901

>>8175547
Alright when do we do a nude sprite edit of this?

>> No.8176027

How much would I realistically have to learn to replace all the graphics and music of a Genesis game? Specifically Puyo Puyo. I've had an idea for a while but I have zero experience with rom hacking

>> No.8176085

>>8162635
A DK64 mod that redesigns how you tag between kongs and takes the level design in mind instead of breaking it and making it easy.

>> No.8176228

Do any homebrew NES games use DPCM samples? It seems like people tend to avoid them due to memory costs and the glitch with phantom controller reads.

>> No.8176397

>>8162635
Shantae and Rusty (TG16)

>> No.8176398

>>8167723
He ain’t wrong tho

>> No.8176472

>>8165327
Ahhwxtd

>> No.8177431
File: 758 KB, 782x678, battleKidFortPeril.png [View same] [iqdb] [saucenao] [google]
8177431

>>8176228
yes but normally at the title screen or cinematics and not during action sequences

>> No.8177478

>>8177431
I think Battle Kid uses triangle kicks, not DPCM. I guess DPCM is strictly in the realm of famitracker and professionals, a shame cause I wanted to make the 'ankha song' with Zombe Nation's DPCM samples.

>> No.8178263

>>8162635
Mod GBA game with FM chip

>> No.8178776

Love that RHDN downloads are blocked from the public and you have to make an account to download from them for the time being. I wonder who is archiving the entire website?

>> No.8178784

>>8177478
If you mean like DPCM drums ala SMB3 I'm pretty sure only MMC3 games use those.

>> No.8179145

>>8178784
Zombie Nation uses bassline, orchestra hits, shouting, bass and snare drum samples as well as a double snare, and that's an MMC3 game. Festers Quest uses bassline samples and that's an MMC1 game.

>> No.8179292

>>8162635
Biolab Disaster on the GBA

https://playbiolab.com/

>> No.8179574

>>8162635
A decent horror game

>> No.8179739

>>8178776
>thinking it's someone actually archiving it and not just people with bots scraping the entire site
I help moderate a romsite, scrapers are the worst. They'll download everything then immediately start downloading everything all over again. Over and over again. They eat up all the bandwidth and are the reason so many romsites force speed limits on downloads. I highly doubt one guy trying to download every hack and translation would be enough to deplete their bandwidth. Most of the data they host is very small in size since they host the patches and not pre-patched roms.

Let's say all hacks and translations they had were for the GBA.(bigger rom size than most NES, Genesis, and SNES games, thus larger patches generally) Take a translation for a text heavy RPG, and you could be looking at a patch up to 50% of the size of the original game. RHDN has 1,800ish translations. At an estimated 16MBs per translation patch, that would be about 28,800MBs of data, or 28GBs. Add in the 5,700ish romhacks(at 16MBs each since they are ALL massively altered complete hacks for the sake of argument), and thats another 92GBs. So 120GBs of data between the translations and hacks(actual size would be much much smaller than this since all the NES, SMS, SNES, Genesis, GB, and minor hacks that change one small thing, etc). Add in the 750+ text files for documentation and another 24GB for the 1,500 utilities, and you're looking at about 150GBs of data. Even cheap $30 a month hosting plans offer 200GBs of bandwidth a month. Their most popular romhack has been downloaded half a million times, but the average amount of downloads a file gets is about 900 total over years. So there's no doubt they don't even come close to their limit regularly, or would have if they had a single user downloading everything.

They are getting nailed by scrapers, I'm calling it now.

>> No.8179912

>>8177478
>>8179739
I maintain the patch archive in the OP and download everything manually, so this doesn't affect my end. They actually have 5000+ translations where 1800+ are English, 2000+ are Spanish and the rest make up the difference. I believe their file size limit for patches is 30MB where it may have previously been 10. The page data itself is larger than most of the patches, and the pictures will be the biggest size problem if they're going for a full scrape.

>> No.8179932

>>8165327
It's fucking atrociously bad and cringe. Are you a faggot?

>> No.8180282
File: 20 KB, 344x226, the_more_you_know.jpg [View same] [iqdb] [saucenao] [google]
8180282

>>8177478
>Zombe Nation's DPCM samples.
Maybe check out stardust
https://www.youtube.com/watch?v=YsorGbKwNlA&t=22s

>> No.8180659

Can I run LTTP Randomizer on a modded SNES mini?

>> No.8180839
File: 90 KB, 1235x1011, lttp.png [View same] [iqdb] [saucenao] [google]
8180839

>>8180659
absolutely if you can get the ROM on there

>> No.8181023

>>8178776
So, is that until next month or no ETA? I had been delaying on downloading a bunch of patches.

>> No.8181050

>>8179739
The average SNES game is 1-2MB while GBA games are normally 16-32MB.

>> No.8181801
File: 96 KB, 1192x594, Screenshot_2021-09-27 Romhacking net - Login.png [View same] [iqdb] [saucenao] [google]
8181801

>>8181023
>for the remainder of the billing period.
That could be next month, that could be three months from now, it could be a year from now. There's lots of different billing plans for webspace.

>> No.8182114

>>8181050
Earthbound was 4MB though

>> No.8182183

>>8182114
Easy to port.

>> No.8182340

>>8182114
Earthbound wasn't exactly your average SNES game was it?

>> No.8182361

>>8179739
>I help moderate a romsite, scrapers are the worst. They'll download everything then immediately start downloading everything all over again. Over and over again. They eat up all the bandwidth and are the reason so many romsites force speed limits on downloads.
here's an idea: instead of throttling d/l speed, make it so that each person can only d/l each thing a few times in a given time-frame (eg a month). that would solve the scraper problem, wouldn't it?

>> No.8182378

>>8182361
dynamic IPs shoot that in the foot

>> No.8182385

>>8171921
Oh please, Alisha’s Adventures was GG best

>> No.8182462

>>8182378
right, but couldn't you restrict IP ranges? or would that cause too many problems?
there has to be some workaround...

>> No.8182484
File: 92 KB, 792x524, 1632313052864.jpg [View same] [iqdb] [saucenao] [google]
8182484

>>8162635
Factor 5 couldn't even port this badboy

>> No.8182625
File: 30 KB, 233x218, 1620005118369.gif [View same] [iqdb] [saucenao] [google]
8182625

>> No.8182634

>>8182625
is this a beta element?

>> No.8182635

>>8182634
nevermind i just realized im in the hacking thread

>> No.8182653

>>8182462
A lot of romsites do that. Our admin refuses to block any region. He doesn't wanna block legit users due to bad actors.

>> No.8182850

>>8182484
If Nintendo/Iomega creates 750mb zip-cart hybrid. The port development would happen.

>> No.8183163

>>8182850
What about a cartridge that plays an internal hard drive?
Or, you know, multiple cartridges and just rely off of a save pak. Or hell, SKIP the save pak, just let you hot swap N64 cartridges(if that's even possible. N64 hardware is kinda stupid.)

>>8182653
I can tell you right now, as someone who helped operate a piracy site, the Lithuanians are the worst. There are no good actors. Just ban the IP range of Lithuania.

>> No.8183293

>>8182625
Are you making a checkpoint?

>> No.8183784
File: 4 KB, 126x102, wario_thumbs_up.jpg [View same] [iqdb] [saucenao] [google]
8183784

>>8182625
neato

>> No.8183809

>>8183163
>kinda stupid
I think VRAM was issues.

>> No.8183903

>>8180282
Not that Zombie Nation, the NES game. That being said I think Fester's Quest has better samples for this project.

>> No.8183989

>>8183163
>multiple cartridges
How about compression technique?

>> No.8184302

>>8180839
Blonde hair?

>> No.8184371

>>8179013
I don't know how big the maps are in CW, but I doubt you need all that much RAM for them.

>> No.8184585
File: 27 KB, 480x360, mah_boi.jpg [View same] [iqdb] [saucenao] [google]
8184585

>>8184302
its under the hat or maybe he was going for the pink punk look

>> No.8184918

>>8183809
Oh no that's not what I'm referring to. The N64 has some really weird failsafes, like if it reaches FF on a cartridge, it'll just... turn the system off.

>> No.8184923
File: 2.93 MB, 240x160, pepe_chori_eng.webm [View same] [iqdb] [saucenao] [google]
8184923

>>8152708
first gba pepe ever

>> No.8184934

>>8184923
disgusting

>> No.8184935

>>8184923
Cool fren

>> No.8185160
File: 9 KB, 255x224, 1611183772822.png [View same] [iqdb] [saucenao] [google]
8185160

>>8183293
I am!,
>>8183784
Thanks!

>> No.8186290

Does Zelda: Parallel Worlds pick up after you get the Zora Scales?

Game feels rather jank so far.

>> No.8186736
File: 1.28 MB, 853x480, SMB3_cartMemBlocks.webm [View same] [iqdb] [saucenao] [google]
8186736

>>8185160
how hard is it to hack? did you use southbird's disassembly? (i'll link it here for anyone to see)
https://sonicepoch.com/sm3mix/disassembly.html

>> No.8186742
File: 514 B, 120x124, PissedOffStar.png [View same] [iqdb] [saucenao] [google]
8186742

>>8185160
ooo wait it's lunar magic i am retarded

>> No.8187123

>>8180839
downs filter kicked into overdrive

>> No.8188294

>>8162630
Saturn doing Gran Turismo style reflection mapping as well as a TV Monitor of the frame buffer:
https://www.youtube.com/watch?v=TjSNdY20Sh8

>> No.8188307

>>8188294
You definitely need a new reflection texture.

>> No.8188318

>>8188307
The texture is limited to 32x32 resolution due to how it's implemented:

https://segaxtreme.net/threads/texture-coordinates-on-the-saturn.25017/

>> No.8189502

>>8188294
This man is single-handedly working miracles to put the Saturn toe-to-toe with the PS1 in 3D capability, and I love it.

>> No.8191498

>>8184918
I get it. Low point but fast.

>> No.8191507

>>8189502
You’re braindead if Shiturn was any better?

>> No.8191593
File: 88 KB, 921x541, file.png [View same] [iqdb] [saucenao] [google]
8191593

ugh

>> No.8191653

>>8191593
Good job posting something two months old.

>> No.8191735

>>8191593
Like GBA remake?

>> No.8191784

>>8183163
>Lithuanians
That was random

>> No.8191828

>>8191784
Seriously, I wish I was kidding, but no. They were the source of most scrapers, and made constant spam asking for obscure and often bootleg games without ever providing any content outside of the aforementioned requests. Literally not ONE of the hundreds of Lithuanian users contributed a single byte to our archive.

>> No.8191838

>>8191828
As the person you were originally replying to, I can verify. Romanians tend to be pretty leech-heavy as well.

>> No.8191854

>>8191838
Its in their gypsy blood.

>> No.8191934

>>8191854
kek

>> No.8192702

>>8191653
Good job posting about games two decades old

>> No.8192717

>>8162630
There are any sprite editors for final fantasy v?

>> No.8192968
File: 2.73 MB, 240x160, 1632997456709.webm [View same] [iqdb] [saucenao] [google]
8192968

>>8184934
just as I wanted :)

fart spell in the vid (without fart noises, thanks 4chan)

>> No.8193637

>>8192968
/wsg/ has a dedicated thread for posting webms with sound for other boards.
>>>/wsg/4137192

>> No.8194340
File: 12 KB, 512x448, thank you for playing.png [View same] [iqdb] [saucenao] [google]
8194340

Beat /v/orld 2 today. I'm the same anon who also beat /v/orld 1 a few days ago but there wasn't a thread made yet so I'll post it in here.

I got pretty far into the hack months ago but for some reason I forgot about it once I got to MOOT is YOU. In the end it was a very clever level even if it halted my progress. Once again I used save states but I decided to not use them on the /v/-tan boss. In the end I got very lucky with the attacks he gave me but it wasn't that hard of a boss anyway.

Now I can sit back and relax and wait for the /v/orld 3 release. I'm still happy with how my levels turned out.

>> No.8194512

Anyone know if there is a walkthrough for Nimpize Adventure (Ocarina of Time hack) anywhere online? I don't want to have to scrub through 20 hours of video from a Youtube lets play.

The game isn't very fun and if I can't find a walkthrough I'm going to give up on it. Dead end after dead end after dead end. You beat a dungeon and it opens up five new areas, all seemingly dead ends. You finally figure out what to do just to end up with five more new options on top of the old ones, all seemingly dead ends. At this point I've wandered around for two hours combing over every fucking pixel in the game and I still have no idea what I'm supposed to be doing. It's exhausting and I'm over it.

>> No.8194513

You girls finish it yet?

>> No.8194525

>>8194340
Congrats, anon. I was stuck on World 5 too before /v/3 happened, it's just that much of a filter. Congrats on making a level for the game too, I like all of them.

>> No.8194786

>>8194340
>it's already been a year
where does the time go lads

>> No.8194813
File: 2.94 MB, 1920x1080, Majora's Mask N64HD Project Release - The Most Important Event of Our Lifetimes 17-56 screenshot.png [View same] [iqdb] [saucenao] [google]
8194813

Does anyone have the fancy reshade stuff that you need to get off patreon for this? https://youtu.be/ovknYMdIP9I?t=1068

>> No.8195042

>>8194512
Look up ZFG. He did a playthrough. He also did a glitchless speedrun I think so you could watch that to see what to do next.
While I'm here does anyone have news on /v/ 3?

>> No.8195859

>>8194525
>>8194786
Yeah, world 5 can be a big roadblock. The first level is already a big gimmick level with a super weird secret exit. Getting to the blue switch palace is super hard as well. Bowser's Castle and the final boss were really well made.

It really went by fast huh

>> No.8197360

Oh dang

>> No.8198346

I wonder how well that Super Mario Advance 4 level maker is doing right now

>> No.8198415

>>8198346
it's getting some fun levels https://smaghetti.com/
hope it becomes lunar magic-tier some day, instead of just doing e-reader levels

>> No.8199428

Anyone having problems connecting to romhacking as well as loading images here?

>> No.8199441

Are there any hacks that modify Midnight Resistance's Genesis version controls to a more standard ones? The "push a button to switch direction" is one of the most retarded interpretations of a rotary stick on a console port, which makes this othewise good game virtually unplayable.

>> No.8199934
File: 35 KB, 256x224, 342screenshot3.png [View same] [iqdb] [saucenao] [google]
8199934

What's a good place to find lewd ROM hacks? Not planning on cooming to any of them, it's more of a historical curiosity thing. Closest things I could find were Justin Bailey and... some really bad Streets of Rage 2 hacks with an edited Roll sprite. Amusing, but gets old kinda fast.

>> No.8199992

>>8199428
They were having connection issues when I last checked. It said that as a precaution, you needed an account to download items.

>> No.8200058

>>8199934
Unironically, HBMAME. You would be surprised how many nude hacks there are for fighting games.
>The King of Fighters 2002 Magic Plus II Bikini Nude Athena
>The King of Fighters '97 Plus Nude Mix BXX
>Street Fighter II X: Grand Master Challenge (Nude hack by Shiro)
>Street Fighter Alpha 3 (Edition Nude Chunli)
Probably more, this isn't a complete list.

>> No.8200432

>>8163880
Alisha’s Adventure pls

>> No.8200552

>>8199934
You can find a list with a bunch here:

https://web.archive.org/web/20091029205119/http://www.badhacks.net/

>> No.8200636 [DELETED] 

>>354033895
>>354037862
Why is /funkg/ like this?

>> No.8200640

sorry wrong thread

>> No.8200886
File: 20 KB, 718x581, iridium_3aICBmAepn.png [View same] [iqdb] [saucenao] [google]
8200886

>>8200058
Thanks. It'll take a while for me to poke through the stuff here, but it's interesting nonetheless.

>>8200552
Some amusing stuff, but unfortunately the links seem to be dead. Still, a neat curiosity.

>> No.8201060
File: 690 KB, 1334x734, 1620323339399.png [View same] [iqdb] [saucenao] [google]
8201060

What's up with this? The stuff that he's already made is pretty cool but it's been years and the feature creep is like insane so this will probably take aeons to come out

>> No.8201082
File: 422 KB, 648x497, alishas_adv.png [View same] [iqdb] [saucenao] [google]
8201082

>>8200432
here's the one i posted before. have to switch it up. someone else deserves spotlight time

>> No.8201717
File: 7 KB, 512x448, Mario Forever - SMW Edition001.png [View same] [iqdb] [saucenao] [google]
8201717

SMW forever hack is great. I never played the original mario forever (a flash game I think?)

>> No.8202575

Genesis Plus GX added support for Mega SD MD+ patches a few weeks ago, including the libretro core. Can get loads of them patches, along with the replacement audio, here:
https://www.zeldix.net/f66-md-and-msu-md-hacks-database

>> No.8202669

>>8202575
Looks like I've got something new to try

>> No.8202861

>>8200886
baddesthacks.net
loverslab.com/topic/117971-retro-game-nude-hacksmods
Dig through the patch archive in the OP cause there's quite a bit more:
Pokemon Emerald X
Pokemon Pigment Ruby
Pokemon Girls Hunter 1, 2, Halloween
Metroid Fusion - Nude Death
>>8202575
Those threads mention "lost" source codes by ArcadeTV which are also in the archive.

>> No.8202913

>>8191828
>>8191838
Second World shitholes as usual lmao

>> No.8202938

>>8202913
hush, /pol/ack, hush

>> No.8203473

>>8201717
This is a nice hack. The physics changes are interesting and the music is good. The level design is somewhat wonky, though.

>> No.8203884

>>8203337

Pirates! uses a midline change to switch to a different tile set for the status bar. Since the game is MMC1 and there's no IRQs this would have required polling for the hblank and some very tricky coding.

>> No.8203991
File: 408 KB, 647x567, file.png [View same] [iqdb] [saucenao] [google]
8203991

>that anon who thinks he can reverse engineer his favorite childhood game all by himself

>> No.8204085
File: 44 KB, 451x388, skateOrDie_lester.jpg [View same] [iqdb] [saucenao] [google]
8204085

>>8203991
well he thinks its going to take 3 weeks with no experience... and everything just magically happens... its hard work buddy and it may take years: trust me.
you know what? get busy or be dead: that's how i roll. i don't care. its your choice. if you decide to embrace the challenge theres plenty of help out there.

>> No.8204112

>>8204085
Sure it may take years for zoomers who just read a Wikipedia page about retro consoles.

>> No.8204198

I am told most of the SG-1000's library (all 80 games of it) was converted for the Colecovision except a couple of sports titles nobody cared about.

>> No.8204227

>>8204112
Ha ha. Yeah, totally. Link to your games, bro?

>> No.8204249

>>8204198
Yes. Here's the principle differences between the two.

>SG-1000 has the cartridge ROM at $0-$7FFF, Colecovision has it at $8000-$FFFF
>WRAM and hardware registers are in different locations.
>the controllers are completely different
>the Colecovision has a BIOS while the SG-1000 doesn't--this means you have functions you can call for reading the controllers and whatnot and the BIOS handles IRQs
>on SG-1000 you have to provide your own code for those functions and also your own CPU vectors at $0-$5 which you don't on the Colecovision since again the BIOS takes care of that

>> No.8204294
File: 99 KB, 1200x857, basic-programming-2600.jpg [View same] [iqdb] [saucenao] [google]
8204294

>>8204112
be negative or be cynical. whatever. it don't bother me bro. why? because the truth is that you can actually do things to improve your standing in life. even if you fail, the experience is invaluable. me? i'll be busy making my dreams come true thank you. i already am.

>> No.8204334
File: 361 KB, 640x480, Shitpize Adventure.png [View same] [iqdb] [saucenao] [google]
8204334

I finally picked up Nimpize Adventure (Ocarina of Time hack). Why did everyone suck this game's dick when it first came out? It's the worst of the full game OoT hacks I've played, except for Fate of the Bombiwa, though that one may still be better because it's just one hour of bullshit instead of twelve. The part that's finally pushed me over the edge is a room in the Fire Temple. You remember in vanilla OoT, there is a room where a wall of fire chases you as you run across a grate to the other side of the room? In this hack the grate is replaced with moving blocks, which SHOULD be no problem, but the blocks' timings are seemingly completely random. Sometimes the blocks line up perfectly where you can jump from one to the next and sometimes they're so completely off that it is impossible. And most of the time when the first blocks line up, you get to the end of the room and the last few don't. They're too far away to see from the entrance so there's no way to tell if you'll be able to make it or not until you're halfway there. Sometimes when the blocks are off camera they despawn and then respawn when you look in their direction again, which can either fuck up the timing or fix it, but this too is completely random and I have yet to figure out what specifically causes it. So after an hour of being stuck in this one room that SHOULD take all of two minutes because the dumb fuck piece of shit who made this game didn't take the limits of the engine into account when designing this horrendous fuckheap, I am finally giving up on this game.

Fuck Nimpize Adventure.

>> No.8204381

>>8204334
Well god damn I decided to try ONE LAST TIME and figured it out. Isn't that how it always goes? You get pissed off, madpost on the internet like a fool, then immediately find the solution. Turns out what I was experiencing before was not the blocks despawning/respawning, but rather it turns out that as long as a block isn't really close to Link, if it's off camera it just DOESN'T MOVE. So the trick is the manipulate the timing by turning the camera away from the block you want to jump on next and time it just right so that when you turn the camera back around, the blocks' movements are synced up again. Pain in the ass, unintuitive, and most likely not an intentional puzzle, but I finally got it.

Fuck Nimpize Adventure.

>> No.8204720
File: 259 KB, 932x880, Screen Shot 2021-10-04 at 9.25.18 PM.png [View same] [iqdb] [saucenao] [google]
8204720

>>8179739
>They eat up all the bandwidth and are the reason so many romsites force speed limits on downloads.

I pay $5/mo for unlimited bandwidth (https://prgmr.com), seems like the problem is whoever runs the site not shopping around for a decent provider

>> No.8204753

>>8204720
>unlimited bandwidth
>posts screenshot showing bandwidth limit

>> No.8204790

>>8186290
Well I got the scales and beat the 2nd dungeon.
Game is still bad.

>> No.8204807

>>8186290
>>8204790
I think the game gets better as you go along. It's my favorite ALttP hack (not that there are very many to choose from). There is one dungeon near the end that is complete bullshit (it's unmistakable, you will absolutely know the one I mean when you get to it) but other than that one dungeon I remember having a blast with the second half of the game. The beginning is a bit of slog.

>> No.8204813

>>8165578
Fix the modchip retard. I can’t believe you are still hoping someone holds your hand to fix your shit.

>> No.8204816

>>8204790
>>8204807
Oh I should ask, are you playing Parallel Worlds Remodel or regular Parallel Worlds? I only got a couple dungeons into Remodel before giving up because the dungeons were really boring. The dungeons in regular PW are leagues ahead.

>> No.8204870

>>8204813
>just fix it bro

>> No.8205420
File: 44 KB, 800x700, 85794.jpg [View same] [iqdb] [saucenao] [google]
8205420

How can I disassemble SNES games?
Does IDA work with that CPU?

>> No.8205481

>>8205420
>tfw no nekomata gf

>> No.8205775

>>8204790
I see Parallel Worlds as kaizo alttp. I like what they did with the assets, and there are cool ideas, but it goes overboard. I tried it out, made it past the swordless intro into the overworld, then just got bored and quit.

>> No.8205794

>>8166987
it would've been 3.58 anyway because of CRT timing or whatever. SNES had that clock rate too, PCE was 7.16, only the genesis bothered pushing it a little further to eke out that last bit of performance.
on the other hand if they stripped out SG-1000 compatibility they could've had the die space for something like the NES OAM which would've freed up VRAM access and allowed more simultaneous sprites.

>> No.8206113
File: 314 KB, 400x400, adrians_digital_basement.png [View same] [iqdb] [saucenao] [google]
8206113

>>8165578
>>8204870
someone tried to get an electronics and repair general going. it died out. i wish there was more interest... also YW everyone for keeping /vr/hbg alive. this thread is my baby. it will never die: not on my watch =)

>> No.8206304

https://www.youtube.com/watch?v=MfvD-l07tB0

Space Invaders has the honor of being the second smallest NES game after Galaxian. It has a physical 16k PRG ROM but the actual code is just slightly over 8k and the ROM is half empty.

>> No.8206351

>>8206304
wasn't Galaxian 8k?

>> No.8206364

>>8206351
Yeah it was. The only NES game with a PRG ROM smaller than 16k.

>> No.8206442

>>8204338
The Master System would be the most logical platform to port this to since it has same CPU, screen resolution, and also lets you set off the right third of the screen for a status bar.

>> No.8206462
File: 9 KB, 250x231, sicp.jpg [View same] [iqdb] [saucenao] [google]
8206462

>>8206442
well then stop thinking bout it? try porting some code. i have faith in you.

>> No.8206557

>>8206462
>>8206442
lyl maybe after skimming a few Wikipedia pages you can figure out how to code a Hello World program, zoomer

>> No.8206575

>>8206557
The irony is it's a lot easier to write a Hello World program on a ZX Spectrum than an NES.

>> No.8206784

>>8204720
>15GB storage
>if congested, like running server off of home DSL connection
>dude, I only pay 5 bucks! Ur admin don't know what he's doing
This isn't a tiny private blog for posting your favorite porn pics dummy, this is a romsite. We have 25GB of game manuals alone, and our collection of manuals is far from complete. We have 16GBs of prototypes, 31GBs of translations, and 10GBs of hacks. None of this counts official releases of games, which is TBs on TBs of material. Your service doesn't offer anything larger than 180GB of storage, which is worthless for any real romsite. The PS1 set alone is about 3.7TB. You go shopping around for real server hosting, and you are generally looking at $100+ a month. Admin is doing good for hosting out of pocket for less than $100 a month.

>> No.8206809
File: 698 KB, 840x859, 1156297439661x41hdzyd.png [View same] [iqdb] [saucenao] [google]
8206809

>>8178784
how did commercial NES developers work back in the day? there were so many fucking ROM sizes and banking setups. how'd they pick what to use?

>> No.8206835

>>8206809
Well you're talking an entire decade and ROM sizes and mappers grew bigger and more sophisticated with time. Obviously they didn't have 256k MMC3 cartridges in 1986. For most of the later period of the NES 256k was typical, sometimes 512k for bigger stuff like RPGs and budget titles like The Little Mermaid were 128k. Some ultra shovelware was still 64k CNROM into the early 90s.

Sometimes it depended on the game design as well; some devs would purposely choose the less-capable MMC1 over MMC3 because it had single screen mirroring.

>> No.8206903
File: 1.59 MB, 2984x3552, 20210702_011624.jpg [View same] [iqdb] [saucenao] [google]
8206903

>>8206809
depended on what was available. it was more of a question of what was in the warehouse at the time than a strategic or a creative one for a company. remember: you had to physically manufacture these things in batches of thousands upon thousands, and every single developer was at the mercy of the iron clad dictatorial will of what nintendo had planned for everyone.

>> No.8206923

>>8206903
>and every single developer was at the mercy of the iron clad dictatorial will of what nintendo had planned for everyone
Not exactly. A lot of devs made their own Famicom carts, at least most of the big guys like Konami, Namco, etc did and usually had their own custom mappers too. Devs like Square who didn't have manufacturing capabilities would just pay Nintendo to do a cartridge run. And curiously Capcom never made their own carts even though they would have had the capability to.

>> No.8206932

And then you end up with some spectacularly retarded stuff like Arkanoid missing the game intro due to lack of ROM space (it's CNROM but with a 16k CHR ROM rather than the usual 32k one likely because they had some leftover 16k ROMs available).

>> No.8206943

They weren't gonna spend big bucks on low-rent shovelware. Take for example Beethoven's 2nd on the SNES. Fuck if Hi Tech Expressions could be bothered to invest in anything more than a 4 megabit ROM.

>> No.8206947
File: 411 KB, 636x476, now_youre_playing_with_power.png [View same] [iqdb] [saucenao] [google]
8206947

>>8206923
> A lot of devs made their own Famicom carts
Ahhh you are correct. I was thinking in america, yes in japan, you could make your own famicom circuits shells and chips, however, in the US you would end up with a lawsuit in court. Atari found out the hard way: NOA in Washington had that shit on lockdown.

>> No.8206950

>>8206835
The lead programmer of MC Kids said extra cartridge RAM was more expensive for them but necessary because the game design would have been a lot more compromised without it.

>> No.8206962

>>8206947
Actually devs could make their own NES carts if they wanted to but they had to use the standard issue gray cartridge shell and include the lockout chips. Most didn't bother doing it because it was cheaper to just buy the PCBs from Nintendo. Konami, Sunsoft, and Acclaim did make their own PCBs however.

>> No.8206973
File: 176 KB, 474x363, nintendo_quality.png [View same] [iqdb] [saucenao] [google]
8206973

>>8206962
oh wow ok. i didn't realize the PCBs could be proprietary from the companies, but yes, you had to have the shells. thanks for clearing that up: i was confused and maybe misinformed.

>> No.8206984

And I think only Sunsoft bothered using their in-house mappers outside Japan. Konami never did it due to cost reasons. I think they didn't have the production capacity for it. So you ended up with stuff like Contra being severely compromised because they couldn't use VRC2 in the NES release. Most likely they only made enough of the chips to supply their Famicom production and there were not enough available for NES carts.

>> No.8206993

>>8206962
Acclaim made their own Genesis carts too; they really wanted to be in control of their shovelware factory.

>> No.8207006

Nintendo's mappers were usually inferior to third party ones anyway. Besides that, MMC3 and MMC5 were literally slightly modified clones of VRC2/VRC4.

>> No.8207009
File: 151 KB, 780x576, genesis_does.png [View same] [iqdb] [saucenao] [google]
8207009

>>8206993
EA was infamous for that: reverse engineered the whole fucking console just to shove it in SEGAs face and the whole plan was to get a comfy advantageous sweetheart distribution deal: which they did.

>> No.8207016

>>8206984
besides, Contra in Japan was 256k ROM while they used 128k ROM for the NES release because they were cheap bastards and they had to cut the game map screens and some other shit

>> No.8207017
File: 17 KB, 420x350, nesdev.png [View same] [iqdb] [saucenao] [google]
8207017

>>8207006
> MMC / VRC
they're quite different internally, but, it's totally possible the big N was heavily inspired by Konami ...i don't know if those dates line up?

>> No.8207027

>>8207017
As I understand it the main difference between VRC6 and MMC5 is that the scanline IRQs worth slightly differently.

>> No.8207050
File: 124 KB, 1826x793, kirbys_adv_status_bar.png [View same] [iqdb] [saucenao] [google]
8207050

>>8207027
> scanline IRQs
Yes, MMCx triggers at the beginning of drawing and VRCx triggers when hBlank occurs. There are different engineering mechanisms that i've browsed schematics for and don't understand because code is my thing: I'm aware of the timing.

>> No.8207068

>>8207006
Sunsoft's FME-7 was also an MMC5-class mapper with scanline IRQs and the only third party mapper that appeared in a licensed NES cartridge.

>> No.8207349

>>8206932
While we're on that subject it sounds like a good ROM hack.

>bump up NES Arkanoid to a 32k CHR ROM and add the intro screen

>> No.8207403

ITT: Kids who think they can code

>> No.8207426

>>8207403
What have you coded, bro?

>> No.8207462

>>8207426
Glad you asked. I've been active in programming since the 80s and have coded on the Apple II, TRS-80, NES, DOS, Windows, and others. And you?

>> No.8207463

/hbg/ vs /agdg/ game jam when

>> No.8207501

>>8204846
NES port?

>> No.8207504

>>8207501
The C64 Chuckie Egg would be better to use as a basis due to shared CPU.

>> No.8207516

>>8207504
i looked at it. game's small, only about 12k

>> No.8207525

>>8162635
Sword of Mana rebalanced to not be piss easy and/or a seiken densetsu 3 inherent lag fix patch

>> No.8207541

https://www.youtube.com/watch?v=_XQPPSMObv0

This would be piss-easy to do an NES conversion of. I thought you guys brought forth a challenge.

>> No.8207543
File: 2.45 MB, 2532x3213, Game_Informer_-_History_of_EA_01.jpg [View same] [iqdb] [saucenao] [google]
8207543

>>8207009
That they did.

>> No.8207547
File: 2.55 MB, 2533x3212, Game_Informer_-_History_of_EA_02.jpg [View same] [iqdb] [saucenao] [google]
8207547

>>8207543

>> No.8207548
File: 2.25 MB, 2293x3212, Game_Informer_-_History_of_EA_03.jpg [View same] [iqdb] [saucenao] [google]
8207548

>>8207547

>> No.8207549

>>8207541
i've always had a soft spot for those single screen early 80s platformers and the NES doesn't really have enough of them not even in the early days of the system. actually there were more shmups than necessary probably because they're easier to code than a platformer.

>> No.8207553
File: 2.64 MB, 2591x3194, Game_Informer_-_History_of_EA_04.jpg [View same] [iqdb] [saucenao] [google]
8207553

>>8207548

>> No.8207563

>>8207541
one thing I notice is that C64 has faster screen fills than NES possibly because you don't have to wait for the blank to draw the playfield

>> No.8207571

>>8207563
>>8207541
So how do we propose to do this?

>> No.8207582

>>8207571
I would generally keep it as much of a straight port as possible, the title screen would be redone to look like a typical NES one like you'd see in those early NROM titles like Ice Climber. The game doesn't have music but maybe we'd add one of those looping triangle bass things like Lode Runner has.

>> No.8207595

Is anyone here familiar with OoT hacking? I've noticed in every single OoT hack I've played, when a likelike eats your tunic/shield and you kill it, you don't get your tunic/shield back like you do in vanilla. Is this something hack creators do as an extra middle finger to the player, or is this some weird unintentional byproduct of the tools used to create these hacks? One or two of the more difficult hacks doing it would make me think it was intentional, but literally every one?

>> No.8207848

>>8207595
My guess is it being intentional or the devs of said hacks just being too stupid to know how to implement that properly

>> No.8208804
File: 2.64 MB, 240x160, skills_menu_eng.webm [View same] [iqdb] [saucenao] [google]
8208804

>>8193637
Thanks, I'll use it next time.

>>8194340
Where can I get both /v/orlds?

>>8192968
I just have finished the skills menu of my shitty GBA RPG.
For once I have not coded like a monkey, I have tried to make it using using a model view controller pattern.
I hope to reuse it for the items menu and more.

>> No.8208908

>>8208804
https://mega.nz/file/T4hkwAhA#SKAqXkkEp5XnBnRtS_yVV1wlqbY_7cjRGfCvVlfd2bs

>> No.8208918

>>8208804
your game looks really nice, anon

>> No.8209373

bread
>>8209370
>>8209370
>>8209370
>>8209370