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2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


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File: 22 KB, 769x720, hbg_kirby_halloween.png [View same] [iqdb] [saucenao] [google]
8209370 No.8209370 [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/
>>8162630
>>8115608 >>8069312
>>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.8209372
File: 556 KB, 792x524, akira_64.png [View same] [iqdb] [saucenao] [google]
8209372

what's your dream homebrew, /vr/?

>>8162635

>> No.8209460

>>8209370
>What homebrew / hacks are you playing /vr/ ?

I'm usually not interested in romhacks unless it's something really cool that flips the whole concept of original game upside down (like those memey Cartuchito World/Mystery Meat games). Sonic romhacks can be pretty solid.
You can recommend me some good/funny ones.

>> No.8209464

>>8209460
If it's something that improves a flaw/limitation of the original game.

>> No.8209468

>>8209370
>What homebrew / hacks are you playing /vr/
smw gaiden
it's much more playable after patching infinite lives though

>> No.8209476
File: 2.70 MB, 1643x1471, 1633538425296.png [View same] [iqdb] [saucenao] [google]
8209476

>>8209372
All 4 Wario Land games ported to the SNES in a Super Mario All Stars format.

>> No.8209513

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

>> No.8209521

From the last thread. We were alleged to be doing a port of Chuckie Egg to the NES?

>> No.8209525

>>8209513
Because if my project becomes popular, I will be surrounded by discord tranny furries and eventually fired from my real job for slighting one of them.

>> No.8209531

>>8209525
Why are you attaching your real name to such a thing?

>> No.8209545

>>8209521
how big a game are we talking here?

>> No.8209553
File: 218 KB, 3000x1975, sonic_mania.png [View same] [iqdb] [saucenao] [google]
8209553

>>8209460
> Sonic
Megamix is practically Canon at this point. Yuji Naka even said so. The lead guy went on to create Sonic Mania, which, you know how that came out.

>> No.8209557

>>8209545
About 12k. Magnetic media games are a little more work perhaps because they may have stuff like self-modifying code. We did that NES port of Sea Chase earlier? That was a little easier because it was a cartridge game to begin with so we knew it wouldn't have self-modifying code.

>> No.8209569

>>8209370
>What homebrew / hacks are you playing /vr/ ?
In the last month, two excellent hacks that make their respective games totally worth replaying.

>Super Metroid Redux
Amazing QOL update for the peak game of the series. Includes optional jumping physics that are like the GBA games, which actually feels great and I highly recommend trying it. This hack is the culmination of almost a decade of revisions, and it shows.

>Secret of Mana Turbo
Some might say the purpose of this hack is to bring true real-time combat to SoM, but that isn't close to doing it justice. This is the most extensive hack I have ever seen, comparable to the Mario 64 decomp. It has its own app for building your custom version of Secret of Mana, which is something that should be standardized for all major romhacking games. That said, I used the default settings, with the omission of the "Turbo" branding on the title screen, and I don't regret it at all.

One unexpected feature that I truly love is how character sprite palettes now reflect the equipment they're wearing. I always wished RPGs showed the equipment my characters were wearing (and I guess everyone did, which is why most RPGs do that now), so this feature alone brings me back to the game.

>> No.8209570
File: 821 KB, 3264x1840, VBWL_lol.jpg [View same] [iqdb] [saucenao] [google]
8209570

>>8209476
VBWL is a masterpiece. The mechanics are super fluid and the spritework is extremely detailed. Streamed it at one point: somehow this setup worked

>> No.8209571

>>8209570
lmao inspired

>> No.8209602

>>8209557
>self-modifying code
wut

>> No.8209612

>>8209602
Setting your code up to alter certain pieces of code on the fly. This is commonly done to save memory space, but you can only do it on computer games like ZX Spectrum or C64 where your code is RAM-resident, you can't do it on consoles that use ROM cartridges.

>> No.8209636

>>8209521
is ZX Spectrum game right? converting that to NES would be dreadful not only because of the different CPU but the Spectrum doesn't have hw sprites or work in any way like the NES

>> No.8209658
File: 70 KB, 680x542, pepe_lightyear.jpg [View same] [iqdb] [saucenao] [google]
8209658

>>8209602
>you can't do it on consoles that use ROM cartridges.
this is a rumor. there is nothing stopping you from putting opcodes in RAM, JMPing the program counter there, and running your code like that.
> the NES never did it
It was not practical.

>> No.8209683

>>8209636
We would use the C64 code not the Spectrum due to same CPU. That makes things easier, although the Sea Chase port still proved it's not that easy. But better than having to completely redo all the code for a different CPU. At least the core game logic and the memory map/zero page setup can be retained.

>> No.8209687

>>8209658
dumb frogposter >>>/v/

>> No.8209692

now if you were going to do a Colecovision port of Chuckie Egg you would use the Spectrum code because again same CPU also the screen resolution is the same so you won't really have to redraw the graphics

>> No.8209702
File: 176 KB, 1915x957, dpt_21_10_6.png [View same] [iqdb] [saucenao] [google]
8209702

>>8209557
>Sea Chase
Almost. Parsing sound format from famitracker into my proprietary sound engine. Soon...

>> No.8209718
File: 59 KB, 476x441, ganked.png [View same] [iqdb] [saucenao] [google]
8209718

>>8209687
> pepe
maybe read the content before you judge

>> No.8209729

>>8209692
they always did crappy Spectrum -> MSX ports and the MSX is mostly the same guts as the Colecovision anyway

>> No.8209747

>>8209729
Different sound chip. But that wouldn't matter anyway since the Spectrum has only a 1-bit bleeper so you couldn't reuse any of the sound code.

>> No.8209753

shared CPUs unfortunately invite all kinds of abuses like the endless horrible Atari ST ports to the Amiga

>> No.8209765 [DELETED] 

>>8209683
Sea Chase is a pretty simple game anyway, it's a shmup in essence so the game logic isn't all that complicated, less so than what you'd have in a platformer. Virtually any retro machine could handle it.

>> No.8209769
File: 18 KB, 256x224, smv nv title.png [View same] [iqdb] [saucenao] [google]
8209769

How is Super Mario /v/orld doing? Any progress updates?

>> No.8209831

>>8209753
There were lazy copypasted Apple II ports on the A8 and C64 too.

>> No.8209845

Wasn't a big problem that the Atari 8-bit had collision registers and the NES didn't and Sea Chase actively uses them?

>> No.8209887

>>8209570
Lol nice looks great

>> No.8209892

>>8209845
Yes it did. He had to totally redo all that code to use box bounds checking instead.

>> No.8210110

>>8209557
Well get cracking.

>> No.8210130

>>8210110
obviously he'll have to start by disassembling and tracing the code to find out where everything goes

>> No.8210228

ITT: Underage zoomers who think they can code after reading two Wikipedia pages

>> No.8210242

>>8209683
C64 really doesn't work anything like the NES anyway, for example the NES doesn't even have sprite counters instead there's a sprite data map that contains the position of everything on screen and whether it's flipped or not and this map has to be continuously copied to the PPU each frame or it forgets it.

>> No.8210280

>>8210242
i felt the Atari was worse because the sprites have no Y position which with Sea Chase make the game logic harder to convert to NES

>> No.8210309

>>8210228
you could make a bot to repost this in every thread to save you the butthurt, and it would be the closest you'll ever get to programming a game on an old vidya system

>> No.8210329

>>8210242
as I think someone else mentioned, it seems C64 does screen fills faster than the NES since you don't have to wait for the blank. Just write to the screen memory whever you want.

>> No.8210356

>>8210309
I've been programming since before your mom attained puberty, kiddo.

>> No.8210392

>>8210228
>NOOOOOO you can't just teach yourself to code you have to go 20k in debt to get a 4 year degree like I did!!!!!!!!

>> No.8210412

>>8210280
Sea Chase was not one of the harder games we could have picked since it's a shmup in essence and shmups have simpler game logic than platformers do.

>> No.8210491

>>8209553
Guess the west can invest in good games.

>> No.8210493

>>8210280
> sprites have no Y position
true yes but there were memory variables i had to hijack. it worked like a charm.
>>8210412
> Sea Chase was easy
yes and it still took me several months, which was due to inexperience, but guess what? i'm experienced now. that is how life is. the next port would be twice as fast, but, i have different plans.
anyway, i'm just making a rolls royce NES sound engine for future projects, because i don't like what exists right now >>8209702

>> No.8210503
File: 1 KB, 64x96, 001.png [View same] [iqdb] [saucenao] [google]
8210503

>>8209370
>Are you working on anything?
earthbound hack but something very original

>> No.8210508

Are you excited for Sonic Hacking Contest 2021?

>> No.8210543

>>8209683
there was some criticism of the decision to use a 6502 in the Famicom instead of a Z80. it was a net gain later on to Western developers but I can see why they would have objected to it in Japan where most arcade games and computers were Z80-based.

>> No.8210670

>>8210503
is that fucking ray the squirrel

>> No.8210759

Here is both /v/ hacks for the person that wanted them in the last thread
https://mega.nz/file/T4hkwAhA#SKAqXkkEp5XnBnRtS_yVV1wlqbY_7cjRGfCvVlfd2bs

>> No.8210796

>>8209372
virtual boy wario in color

>> No.8210823

>>8209769
Stay tuned!

>> No.8210857

>>8210329
You can't directly access the video RAM on the NES; you have to indirectly send data through a PPU register. On C64 you would just do something like this.

>STA $400,X
>STA $500,X
>STA $600,X
>STA $700,X

>> No.8210894

>>8209372
...and why haven't you started working on it yet?
It's not like anyone else is going to make any of these games.

>> No.8210929

>>8210493
>yes and it still took me several months, which was due to inexperience
Was not it also unfamiliarity with the Atari 8-bit and how all the hardware works on there?

>> No.8211046
File: 1 KB, 64x96, 006.png [View same] [iqdb] [saucenao] [google]
8211046

>>8210670
Yes!

>> No.8211108
File: 99 KB, 700x918, sea_chase.jpg [View same] [iqdb] [saucenao] [google]
8211108

>>8210929
yes NES is my specialty. as far as the internals of the Atari 8-bit line of computers, well, my knowledge was precisely jack shit coming into this. it was aggravating mentally painful and confusing as fuck at times a fun learning experience =)
i took it upon me to bring the game up to commercial standards as well. ironed out a bunch of little details. its very smooth now.
if i did a straight port and i didn't fix everything, it would have been done in no time, but, i wouldn't be proud of that.

>> No.8211567

>>8210503
>>8211046
Really thought that was Sonichu at first and I'm glad to hear otherwise

>> No.8211828
File: 2.90 MB, 240x160, maria_eng.webm [View same] [iqdb] [saucenao] [google]
8211828

>>8208908
Thanks! They are huge for a smw rom hack!

>>8208918
Thanks! I'm trying to push the GBA a bit with it.

>>8208804
I have finished the entire skills loop: selecting the skill, reducing player hp/mp, hurting the enemy and stunning it if it has weak affinity against the skill, repeating turn, etc.

>> No.8212043
File: 451 B, 64x96, 014.png [View same] [iqdb] [saucenao] [google]
8212043

>>8211567
After i done on Ray then i'll doing Mighty next

>> No.8212542

>>8209692
>>8209196

I'd like a NES port of Miner 2049er more.

>> No.8212557

>>8212542
reason I suggested Chuckie Egg is that it's a simpler game than Miner 2049er; not as much game logic to deal with.

>> No.8212630

>>8209476
This.

>> No.8212637

>>8210508
HELL YEAH I AM!
>>8212043
Shouldn't be be pointing at himself like in the character select for SegaSonic arcade?

>> No.8212759
File: 489 B, 64x96, 017.png [View same] [iqdb] [saucenao] [google]
8212759

>>8212637
I can't wait for Hellfire Saga!

That was just a lazy edit. That or his thumbs up from Mania.

>> No.8212819

>>8210280
Its sprites span the whole height of the screen. To move them vertically you have to shift their position in memory.

>> No.8212831

>>8212828
Castlevania could have used MMC1 in the cart conversion and then a battery save but Konami were too cheap for that. Instead is just an UNROM cart.

>> No.8212840

>>8209372
resident evil 1& 3, maybe possible if 2 gets decomp'd

>> No.8213278
File: 398 B, 32x16, Daily Dose.png [View same] [iqdb] [saucenao] [google]
8213278

>>8209370
>Are you working on anything?
Me and a couple of others working on a scrimblo bimblo about a scumbag going on a treasure hunt. I'm using Super Mario World as the base engine but I'm altering a lot of the controls and physics to more closely play like the Wario Land games. Picrel is a dumb enemy design I made inspired by some of the YI leaked assets.

>> No.8213290

>>8213278
what's a "scrimblo bimblo"

>> No.8213293

>>8213290
bingbing wahoo subgenre

>> No.8213297
File: 347 B, 16x16, Heavy spiked ball that hurts you.png [View same] [iqdb] [saucenao] [google]
8213297

>>8213290
Basically what >>8213293 said.

>> No.8213320

>>8209570
What's your Twitch?

>> No.8213356
File: 6 KB, 256x224, 2573titlescreen.png [View same] [iqdb] [saucenao] [google]
8213356

>>8213278
Sounds fun. Good luck on your homebrew, or is it built on top of SMW like regular romhacks? Reminds me a bit of pic.

>> No.8213363

>>8213356
Thanks. And yeah its built on top of SMW, I'm just changing a lot of code and removing chunks of data that I know I'm not going to use.

>> No.8213468
File: 514 B, 120x124, PissedOffStar.png [View same] [iqdb] [saucenao] [google]
8213468

>>8213320
i don't wanna give that away, but, i was a fairly popular speedrunner

>> No.8213618

If you making a hack please test the brightness level on a real CRT so things are not too dark.

>> No.8213697

>>8213618
fuck crts and people who play on them

>> No.8213750

earthbound x sonic autism this is like dividing by zero stop it anon THE MERGE IS NOT HAPPENING

>> No.8213757

>>8213697
your mom suck me good and hard through my jorts

>> No.8213775

>>8213697
The only reason you think that is because someone else was overly enthusiastic about them. No actual technical reason.

>> No.8213783

>>8213775
And also the fact that they're blurry and distort the image.

>> No.8213786

>>8213783
Incorrect.

>> No.8213816

>>8213786
Yes, that is what you are.

>> No.8213862
File: 1.26 MB, 2984x2296, trin_20210327_015833.jpg [View same] [iqdb] [saucenao] [google]
8213862

>>8213697
behold the true beauty. the camera does not do justice. so vibrant in person...

>> No.8213867

>>8213862
looks like shit tbqph

>> No.8213905
File: 1.86 MB, 2936x2264, trin_20210327_015927.jpg [View same] [iqdb] [saucenao] [google]
8213905

>>8213867
you have to see it in person. the moon is perfectly circular which can only be achieved with 7:8; 4:3 is distorted. the art was designed and carefully planned for cathode rays.so its luscious and lovely and so very warm.

>> No.8213907
File: 537 B, 96x64, 016.png [View same] [iqdb] [saucenao] [google]
8213907

>>8213750
>stop it anon
Nah

>> No.8213980

>>8209476
What about shake it?

>> No.8214016

>>8213862
>>8213905
do not

>> No.8214063
File: 589 KB, 777x400, knot.png [View same] [iqdb] [saucenao] [google]
8214063

>>8214016
um?

>> No.8214072

>>8213862
>>8213905
would you fuck off. no one wants you bullshit here.

>> No.8214080
File: 1.36 MB, 2656x1494, trin_20210322_185556.jpg [View same] [iqdb] [saucenao] [google]
8214080

>>8214072
beatings will continue until morale improves =)

>> No.8214156

>>8213618
this, and please don't display anything vital outside of the overscan boundaries for fuck's sake

>> No.8214172

>>8214080
anon pls do not
there is a thread for it

>> No.8214218
File: 90 KB, 1235x1011, lttp.png [View same] [iqdb] [saucenao] [google]
8214218

>>8214172
i didn't bring it up >>8213697
im just here to defend

>> No.8214229

>>8214218
anon

>> No.8214240
File: 439 KB, 1000x1000, bomber_man_64.jpg [View same] [iqdb] [saucenao] [google]
8214240

>>8214229
you're saying nothing dude shut up

>> No.8214264

>>8213468
Okay so we'll just look up who has streamed Wario land virtual boy then. You just had to do this the hard way.

>> No.8214301

>>8214218
Anon, no. >>8213618 did.

>> No.8214319
File: 545 KB, 935x744, sumsalt.png [View same] [iqdb] [saucenao] [google]
8214319

>>8214264
it was several years ago. i don't stream on twitch anymore. i don't wanna be found.

>> No.8214337
File: 117 KB, 833x692, bill_burr.jpg [View same] [iqdb] [saucenao] [google]
8214337

>>8214301
why are you upset? i'm confused as hell?

>> No.8214347

>>8214337
I'm not upset?
I'm just pointing out the post that instigated that shitshow. I'm neither him nor him.

>> No.8214358

>>8214319
Nice

>> No.8214369
File: 79 KB, 900x600, bill_gates.jpg [View same] [iqdb] [saucenao] [google]
8214369

>>8214347
> shitshow.
what a couple pictures of chrono trigger got your panties in a bunch? pussy. be a fucking man.

>> No.8214378

>>8214369
And now you are trying to start a new shitshow
Fuck off.

>> No.8214403

>>8214240
anon

>> No.8214462
File: 8 KB, 114x114, NESticle_hand2.png [View same] [iqdb] [saucenao] [google]
8214462

>>8214378
>>8214403
yo g i dont follow

>> No.8215064

>>8211828
are you going to release the source code of this in the future so people can study off what you pulled off?
this is really amazing and just gives a reminder of what the GBA. or underpowered hardware, can pull off.

>> No.8215491

Well, I got to the Sky Isles in Parallel Worlds. Still don't have the ability lift stones so that didn't get me anywhere but I got a heart piece so I'm at six hearts now.
In Dinn's Lair I beat the three sandworms, then in the next room stood at the door swinging my sword to defeat the other worm enemies. Right as I was about to do so a wallmaster appeared out of nowhere and grabbed me.
I guess standing in the doorway triggered a glitch because it dropped me into a dark room near the entrance but my lantern wouldn't work so I couldn't see anything and just got hit over and over and died. That sucked.
Anyway, still making progress.
Going to try to solve Lost Woods tonight and see what's over there if I can. See if I can find another bottle.

>> No.8215495

BTW I'm playing the ten year anniversary edition of the hack, not the remodel version.
I have to use the shovel everywhere to get hearts when I get hit. This hack would be very different without this item, and I'd probably have just given up on it by now if I didn't have it.

>> No.8216646

>>8216614
Another NES port project. With refinements.

>> No.8216670

>>8215495
I beat the third dungeon and got the item.
This game is bullshit.
I think I'm done.

>> No.8216910

>>8215495
>BTW I'm playing the ten year anniversary edition of the hack
whaaaat I had no idea this was a thing. I'm the anon who said earlier in the thread (or last thread?) that the game gets better as you go along. I may have to give the game another go, I had no idea it was updated.

>>8216670
Yeah maybe if you're three dungeons in and really aren't feeling it at all, then it just isn't for you. It's a shame that the best/most complete ALttP hack is so over-the-top difficult that it drives people away. The other ALttP hacks just feel so simplistic in comparison. Except the Conker one, but I prefer to pretend that doesn't exist.

>> No.8217767

>>8209370
Can you do Super Game Boy enhancement hacks like there are GBC enhancement hacks?

>> No.8218929

>>8209769
I'm still waiting. Got to be patient.

>> No.8218935

>>8209372
mario 64 decomp port to ps1

>> No.8219521
File: 2 KB, 71x62, 1624395453311.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8209769
new bread here
>>8219512

>> No.8219958

>>8209370
I have yet to see a good romhack and I've seen dozens on different consoles and computers

>> No.8221019

>>8218935
I mean, they already did for the PS2, dunno if they will for PS1

>> No.8221780
File: 324 KB, 256x224, ngcliff.gif [View same] [iqdb] [saucenao] [google]
[ERROR]

I love the NES Ninja Gaiden games, what are the best Ninja Gaiden hacks?

>> No.8222203

>>8209370
Any more seasonal Halloween or otherwise spookifying hacks like that?

>> No.8222548

>>8221780
The Deadpool one is interesting if you like Marvel. Apparently you can play as Elektra too.

>> No.8223506
File: 1 KB, 64x96, 001.png [View same] [iqdb] [saucenao] [google]
8223506

ENTER

>> No.8223563

>>8209372
Not necessarily homebrew, but I wish co-op hacks for games without were more common. Imagine playing as Richter and Maria simultaneously in RoB. With approximately buffed enemies.

>> No.8223896

Rate this track.

https://voca.ro/1fr8I8QJ7ZqG

>> No.8223929

>>8223896
I dont like it. Too jarring in some places. 6/10 has potential

>> No.8224716

>>8223563
I only know of Super Mario Bros. and Ducktales 2. Any more?

>> No.8224730
File: 2.58 MB, 240x160, brecol_eng.webm [View same] [iqdb] [saucenao] [google]
8224730

>>8215064
Maybe, but not before it is done, and it is going to take some time :)

>>8223896
Sorry, but now I have headache thanks to your track.

>>8211828
Finished with the status spells (reduce attack, speed, etc.) and some passive skills too.
For the GFX I have setup the classic circle window raster effect but with a scaling background, color palette rotation and a bit of blending on top.

>> No.8226012

>>8209683
Alright, so let's get to work on this.

>> No.8226104

>>8217767
Of course, why wouldn't you be able to? All the custom borders and palettes are part of the game ROM.

>> No.8226210

do you guys know wether it's feasible to create a romhack of smash 64, and basically remove all characters except samus and create some appropriate levels and tweak the gameplay to make a "metroid 64" out of it?
i have zero skills whatsoever, i'm just wondering

>> No.8226339

>>8226210
>i have zero skills whatsoever
If that's what you want to do then you best develop some skills, son.

>> No.8226356

>>8226339
you forgot the
>just wondering

>> No.8226373

I downloaded a few pre-patched rom hacks for megadrive and got some .md files.
Gens doesn't read them. Why? I thought this was the go to emulator.

>> No.8226474

>>8226373
The go-to these days is stuff like Genesis Plus GX, Picodrive, BlastEm, and etc., not that

>> No.8227679

>>8226210
>feasible
No

>> No.8227724

Working on an NES Castlevania 3 total conversion hack if anyone's interested.

Our team has been able to ramp up the MMC5 chip to its fullest potential here and were able to gain enough room to double the games original content (with the proper 6502 help). The plan is to totally convert Castlevania 3 into a whole new game with brand new levels, story, music, and bosses.


Read more about it here:
https://www.romhacking.net/forum/index.php?topic=31918.120

>> No.8228598
File: 47 KB, 197x100, YM3812.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8227724
> MMC5 chip to its fullest potential here
yes which features are you using and how?

>> No.8229093

>>8227724
>Our team has been able to ramp up the MMC5 chip to its fullest potential here and were able to gain enough room to double the games original content
The game was 384k, it's the same size as SMB3 while MMC5 on paper can support up to 2MB of ROM.

>> No.8229227
File: 852 KB, 861x756, ben.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8229093
Awesome. MMC3 can go as high as 512K of PRG and 256K of CHR: which is the case with Kirby. Sounds like an improvement.

>> No.8229965

>>8209370
Can anyone tell me how to convert a 3d model to an N64 Display List?

>> No.8230531
File: 16 KB, 513x459, 4chan post.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8228598

Like >>8229093 said, our team was able to unlock the full 2 MB of memory provided by the chip by cleaning out the rest of the ROM file (there is a ton of garbage data in place of empty space). We can use this space to lengthen the levels, make bigger and more complex bosses, and add new features.
On the new feature front, so far we have added:
Mid air controls, weapon dropping from SOTN, instant character swapping and decreased door and stair loading times.

Even a co-op mode is in the works. Current tests have a swap function enabled, where controls can be moved back and forth mid game between players 1 and 2. (giving player 1 Trevor and player 2 the companion). Suffice to say we have just barely dipped into the extra potential given to us by the chip. Our greatest limiting factor is ASM 6502 programmers at the moment (which have been next to impossible to find).

>> No.8230690

>>8230470
NES port when? (but you'd want to use the C64 code as a basis)

>> No.8230793

what is this nonsense?

>said, our team was able to unlock the full 2 MB of memory provided by the chip by cleaning out the rest of the ROM file
the ROM is physically 384k it's not 2MB

>We can use this space to lengthen the levels, make bigger and more complex bosses
Um, no. there's still the inherit limitation of a 1Mhz CPU and the levels can't be that long as the NES can only "see" 40k of ROM at once no matter how big a ROM you use.

>> No.8230841
File: 21 KB, 496x448, 4chan post.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8230793
>>8230793
Yes the ROM only used 384k, however that doesn't mean we are limited to that amount of space. The MMC5 had more room than CV3. Many other titles expand past that 384k limit. The game ONLY uses 348k out of the MMC5's 2MB storage limit. If you open up a copy of CV3 right now in a CHR editor, you'll see everything past that 348k end limit is random garbled data. Essentially its empty. You could remove or add banks upon banks of data after that end point with no consequences to game-play. In fact: I copied the entire games data and placed it in, just to make sure that claim of fitting double the data was true. (696KB if your counting)

Yes! The NES can only see 40k of ROM at once. NES devs got over this issue using a tactic called bank switching. CV3 uses it on almost every screen. Want to add bigger levels? Apply a bank swap at the door or stair trigger point (again like the game does already) and switch the bank to add more content. Want a bad ass boss that uses a ton of CHR data? Write a part of it to background data, and use bank switching to animate it. The NES has been doing this since the 90's man. It's not too unheard of.

>> No.8231019

>>8230531
>Our greatest limiting factor is ASM 6502 programmers at the moment (which have been next to impossible to find).
There are literally millions of them. Thousands who code for it on a regular basis. Why are you having trouble finding them?

>> No.8231076
File: 13 KB, 256x192, 1629451224812.png [View same] [iqdb] [saucenao] [google]
[ERROR]

How's Zelda 2 hacking? I really like the way it controls but I think recreating its physics/engine in like godot seems like its the way to go.

>> No.8231223

>>8209531
Because I want attention for putting in all the hard work

>> No.8231863
File: 843 KB, 1295x775, 4chan post.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8231019
Mostly because the project is completely non-profit. Why? We have to fit under Konami's non-commercial fan game umbrella to slide under the radar. Most programmers I found were looking to work on paid homebrew projects over volunteer hacks. If anyone has any suggestions on where to look for rom hacking volunteers it would be greatly appreciated.

https://eu-support.konami.com/hc/en-gb/articles/115012083508-Can-I-use-KONAMI-copyrighted-materials-for-non-commercial-purposes-

>> No.8231919
File: 137 KB, 575x800, brian_eno.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8230531
> Even a co-op mode is in the works
Sounds like scope creep to me. There isn't enough power in the processor, the sprite limit will cause problems for everyone, and where will you put the status and score?
2P is a waste of time. I would not suggest it. Focus on your game here.

>> No.8231934
File: 2.74 MB, 5312x2988, 20210921_101635.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8231863
that's gonna be inpossible without money. we don't work for free. no one will help you.

>> No.8232043

>>8229965
I've found out there is this objn64 program which generates n64 c style display lists and i found both 1.0 and 1.03 versions, was able to compile the 1.03 version on windows using visual studio but when i run the program with an .obj + .mtl +.bmp, there is nothing generated, there is output in the console like its doing something but there is no output

Anyone know of any other tools or what i might be doing wrong?

>> No.8232124

>>8231919
he sounds like he's approaching Fonzie level of delusion here

>> No.8232127

>>8232043
Just use the 2017 3DS Max script, it actually generates DisplayLists
it's called 'Max to N64' on github, you need both texture cords and vertex paint

>Vtx model_elements[] = { { -0.41, 23.65, 0.0, 0, ((const int)21.312 << 6), ((const int)11.565 << 6), 0.0, 7.0, 0.0, 255.0 }, ... ... };
>unsigned int model[] = { 0x000000FF,0x000000FF, ... ... };
> Gfx model_dl[] = { gsDPPipeSync(), ... ... };

>> No.8232153 [DELETED] 
File: 11 KB, 768x544, miner 2049er c64.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8231919
Can't we just do a NES port of Miner 2049er instead? It sounds a lot more fun and a lot more feasible.

>> No.8232161
File: 11 KB, 768x544, miner 2049er c64.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8231919
Can't we just do a NES port of Miner 2049er instead? It sounds a lot more fun and actually feasible.

>> No.8232167

>>8231919
also banking or not that 40k window is still a handicap because you have to break levels down into small pieces and be constantly swapping stuff. on the Mega Drive or SNES you can make a single continuous big level since the CPU can see up to 4MB of ROM. that's why for example SMW has much larger levels than the 8-bit Marios.

>> No.8232203
File: 1 KB, 51x50, kadabra.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8232124
just tap the jukebox and voila. abra cadaver! ayyyyy

>> No.8232232

>>8232161
There's nothing stopping different people from working at different projects at the same time, though.

>> No.8232260
File: 18 KB, 700x620, seachase_explosion_small.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8232161
> we
you want it then do it. whos we? no one helped my stupid fuckin ass. except for the one guy who gave me the Atari 800 series manual and reference guide thank you sir

>> No.8232287

>>8232161
it's for attention whoring because doing a ROM hack of a well-known AAA NES title gets more attention on social media

>> No.8232302

>>8232167
It's like the Atari 2600. You can only see 4k of ROM at once, so imagine a 16k game like Dig Dug or Summer Games being four separate 4k "programs" that are linked together and you can switch between them.

>> No.8232314

>>8230690
neat, you could use the PCM channel for his death scream

>> No.8232353

>>8232314
>>8232302
We could do a 2600 port of Hungry Horace too but I fucking hate 2600 programming.

>> No.8232362

>>8232161
we were working on a port of Chuckie Egg. first thing's first.

>> No.8232369

>>8232353
That and it would require bank switching. I think anyway.

>> No.8232385

>>8232369
I downloaded a D64 of the C64 port and estimated about 8k, so it would require banking. If you wanted to do a 2600 port and I'd rather not I'd rather do it on almost anything more powerful and that doesn't require you to count cycles to draw the playfield line by line.

>> No.8232412

>>8230841
>The game ONLY uses 348k out of the MMC5's 2MB storage limit. If you open up a copy of CV3 right now in a CHR editor, you'll see everything past that 348k end limit is random garbled data. Essentially its empty

not all games use all of a ROM, some can be pretty packed tight but others you'll be surprised. for example I download Flicky for the Mega Drive. the ROM is 128k yet only 40k of it was used.

>> No.8232587

>>8232412
Mega Drive games take more physical space on average than NES games since the graphics data and 68000 code are bigger than NES graphics and 6502 code (Mega Drive bg tiles for instance are 32 bytes each while NES bg tiles are 16 bytes each). So while 512k ROM is a huge NES game it's a postage stamp Mega Drive game. On average use a multiplier of 4 to estimate the ROM size needed. So 256k NES ROM would be 1MB on the 16-bit consoles.

>> No.8232806
File: 117 KB, 1643x1500, 61yvXyBj7fL.jpg [View same] [iqdb] [saucenao] [google]
8232806

>>8232260
>you want it then do it. whos we?

>> No.8232901
File: 70 KB, 2048x702, cv level 2 map.png [View same] [iqdb] [saucenao] [google]
8232901

>>8230841
>Want to add bigger levels? Apply a bank swap at the door or stair trigger point
Here's the original game. While I haven't disassembled it to find out, I believe it banks stuff each door you go through. At least there's a momentary pause there so I assume that's what's going on.

>> No.8232950

>>8232362
First off does the C64 code use the collision registers? (which the NES doesn't have)

>> No.8233005

>>8232901
Castlevania's an UNROM game so it has a single fixed game engine and is just swapping the level/music/graphics banks as needed. It's probably copying the next set of graphics data when you go through the doors. MMC1/MMC3 are more flexible as you can have multiple game engines.

>> No.8233214

>>8232587
it's like how they said they couldn't put Yoshi in the 8-bit Marios because the game logic for that needed too much space+CPU power?

>> No.8233412

>>8232167
I'm pretty sure on SMB3 it banks stuff every time you switch screens.

>> No.8233456

>>8233412
It's easy to tell when an NES game bank switches because there will usually be a second or so of blank screen or a momentary pause. Note in SMB screen switches are instantanteous since it's an NROM game and doesn't have any banking.

>> No.8233601

>>8232412
>>8232587
Flicky just looks like an NES game with more colors. It doesn't otherwise appear to use any of the Mega Drive's capabilities.

>> No.8233614

>>8209476
>all 4
there are 6

>> No.8233615
File: 67 KB, 256x224, 4chan post.png [View same] [iqdb] [saucenao] [google]
8233615

>>8231919
>>8232124
I'm glad people are interested in the topic. On scope creep, AoC's dev team
(yes im not the only one working on the project here)>>8231934
made a list of ASM scripts that could potentially be made in the future of the project. From a few lines to almost impossible. A 2 player mode was originally at the top of the close to impossible list. Essentially for the reasons you stated. The game flickers like hell with 1 player and adding 2 would mean completely re-making the game's code.

That was until we gave the list to an independent development partner who was interested in tinkering with CV3's code. Funnily enough Tag-Team was partially invented while working on faster loading times. The dev who discovered it was looking into ways to make character switching faster. (as the original game took a few seconds to swap the banks), and highlighted the code that swapped characters. After a small amount of attempts he was able to connect the character swap function with the controller input while also increasing the character swap speed drastically. Currently, Tag-Team essentially connects the character bank swap to the player controls. Switching the character also switches the control port, allowing for players to swap controls from player 1 to player 2 mid fight by pressing select, which in tandem switches the character from Trevor to his partner (Sypha, Alcuard, or Grant) as well. It's not your conventional 2 player by any means (as technically only 1 player exists at a time) but it absolutely works.

Again, other games at the time did something similar. 8 eyes (the CV clone below) used a 16x16 falcon for a 2nd player to keep flicker low and worked by fitting multiplayer life bars next to each other like the original player and boss health bars in the original CV3. This isn't new.

>> No.8233626

>>8233615
>The dev who discovered it was looking into ways to make character switching faster. (as the original game took a few seconds to swap the banks)
How fast is MMC5 anyway? I know that discreet mappers like UNROM switch in 2 instructions, MMC3 takes 3, and MMC1 takes 6 and is notoriously slow.

>Again, other games at the time did something similar. 8 eyes (the CV clone below) used a 16x16 falcon for a 2nd player to keep flicker low and worked by fitting multiplayer life bars next to each other like the original player and boss health bars in the original CV3. This isn't new.
My favorite example is Bubble Bobble which does the 2 player co-op mode by incorporating insane amounts of flicker. But we're talking a port of a multi-CPU arcade game whose combined CPU speed was 18Mhz so you literally couldn't do a 1v1 port of it until the PS1.

>> No.8233640

>>8233626
everyone who's played SMB2 and Zelda II knows they have incredibly slow screen switching. this isn't due to the banking code however but an inefficient graphics RAM fill routine.

>> No.8234021

All the kids in here pretending to know retro hardware is so cute.

>> No.8234259

>>8232167
The 16-bit consoles still have load times of a sort because you have to copy graphics data into the video RAM, although on the Mega Drive it usually only takes about half a second. on the SNES it can be enervatingly slow if the game is SlowROM. But you can put your code in one nice continuous block and not have to constantly leap between banks to access different small sections of it.

>> No.8234309

>>8232167
LOL no it doesn't. SMW's levels are pretty short actually and the game's not as long as SMB3. it's got 72 levels while SMB3 has 90 of them. yes the ROM is bigger (512k versus 384k) but the sound, graphics, and game logic are bigger and more complex than they are on NES games so they use most of the ROM space.

>> No.8234348

>>8234021
It's sad so much misinformation is spread around. The NES can really do some insane stuff if given the chance. Modern hackers and hombrewers are doing awesome things with the console, and I'm looking forward to seeing just how far 8 bit hardware can go.

Recently, (2020) NES ray-casting has improved to the point of functioning textures, which is absolutely mind blowing to see.
https://www.youtube.com/watch?v=rf6_rjygSnM

>> No.8234359

The Master System could likely do more as it has more CPU power to spare and isn't as extensively explored.

>> No.8234372
File: 225 KB, 860x592, 9129.png [View same] [iqdb] [saucenao] [google]
8234372

>>8232362
>>8232950
you guys always promise these cool projects in /hbg/ that never result in anything. quit doing this shit already.

>> No.8234391

any retro system could do Sea Chase pretty much although I don't think we need an Apple II or Amstrad port

>> No.8234445
File: 379 KB, 1035x1504, bruce.jpg [View same] [iqdb] [saucenao] [google]
8234445

>>8232806
and nothing but the truth.

>> No.8234450
File: 150 KB, 640x480, Whatcraft.png [View same] [iqdb] [saucenao] [google]
8234450

>>8233615
gl hf dd

>> No.8235368

>>8231863
>fit under Konami's non-commercial fan game umbrella to slide under the radar.
Yeah, that's the same kind of word salad as
>Our team has been able to ramp up the MMC5 chip to its fullest potential here and were able to gain enough room to double the games original content (with the proper 6502 help).
And frankly more of a turn off than not getting paid. People work for free all the time, but it's because they're interested in the project or want the epen or whatever. But here your coder is going to have to remain completely anonymous. If not, every time he starts dousing his fish and chips in Sarsons he'll have to endure 15 minutes of jokes about him ramping them up to their full potential.

>> No.8235493

As for that 'word salad': If your interested in learning more about what legal restraints we have to follow please read the link posted with that original comment. To be specific, the only rule we have to follow is being non-profit and "not spoiling any major releases". There's nothing about staying anonymous in there. Ultimately were looking to be protected by 17 USC 107. Please, check the link for both if your interested in the legality of the project.

As for our programming team, (the project has 2 programmers at the moment). Both have worked in the ROM hacking scene before. If your looking for fame and fortune, ROM hacking probably isn't your thing. It's is a major turn off for a lot of people, and I can get not wanting to join hacking projects. (Which is why I didn't come here to ask for any ASM help). All of our programmers are respected. Their a core element to our team after all.

https://www.law.cornell.edu/uscode/text/17/107

>> No.8235512
File: 10 KB, 512x448, dsc93.png [View same] [iqdb] [saucenao] [google]
8235512

>>8235493
Lode Runner has 50 levels but since it's a very early game only has 16k PRG. how many can we add in if we bump it to 32k? the computer original had 150.

>> No.8235578
File: 126 KB, 1010x726, 4chan post.png [View same] [iqdb] [saucenao] [google]
8235578

>>8235493
are you using the japanese or american game as a base? akumajou densetsu has the enhanced sound, which anyone worth their salt is going to care about.

>> No.8235798

>>8234445
You were kind of taking as a personal affront when he mentioned porting a game when he never even actually said you should be the one doing it.

>> No.8235818
File: 41 KB, 416x316, full_metal_ermey.jpg [View same] [iqdb] [saucenao] [google]
8235818

>>8235798
well im very very tired of the laziness around here. everyones talking in circles. be a man and do it.
learn how to code and be making a project. im living proof you can. please ask me for help. thanks

>> No.8235825

>>8235512
I would prefer if somebody added ending into this game
I always was disappointed by the lack of it, especially considering Bomberman had it and NES Lode Runner is a follow-up to that game.

>> No.8235854

>>8235818
Bit unfair tbqh. We don't know what projects people are and aren't doing. Just because you don't see it doesn't mean it's not happening.

>> No.8235875

>>8235854
I have a ton of ideas the problem is committing to one.

>> No.8235924
File: 26 KB, 280x390, 159.jpg [View same] [iqdb] [saucenao] [google]
8235924

>>8235854
fair enough

>> No.8236047

>>8235854
If you are doing something at least post status/update reports.

>> No.8236102

>>8236047
No. Also I'm canceling a project I had started but never told anyone about.

>> No.8236105
File: 973 KB, 312x213, its_happening.gif [View same] [iqdb] [saucenao] [google]
8236105

>>8235854

>> No.8236113

>>8236047
>If you are doing something at least post status/update reports.
Why?

>> No.8236118
File: 52 KB, 202x191, beedrill.png [View same] [iqdb] [saucenao] [google]
8236118

>>8235854
you clearly have a weak grasp of human patterns and behavior. no one is going to keep their project to themselves. they would be running their stupid fuckin mouths on here about it. so yeah shut the fuck up.

>> No.8236292

>>8236118
Bullshit though, I have half a dozen or so graphic hacks going on that may or may not ever see the light.

>> No.8236301

>>8209370
Anyone have the most recent pastebin link for this topic?

>> No.8236319

>>8236292
Point proven. Just couldn't keep it to yourself, could you?

>> No.8236326

>>8235825
Bomberman came out after LR unless you mean the original JPC Bomberman.

>> No.8236338
File: 215 KB, 499x458, 322971348360211.png [View same] [iqdb] [saucenao] [google]
8236338

We were working on NES port of Chuckie Egg were we not?

>> No.8236347

>>8236338
I...think anyway. But not really sure.

>> No.8236353

>>8230841
now imagine playing Maniac Mansion on C64 when every single room you went in required slow as fuck disk access

>> No.8236378

>>8236353
Done it, don't need to imagine it.

>> No.8236430

>>8235493
Japan don't even have any concept of fair use in their IP laws.

>> No.8236604

>>8236347
Yes we were.

>> No.8236865

>>8236604
you'll have to trace the code and find out how everything works. good luck.

>> No.8236895
File: 13 KB, 640x400, yy7.png [View same] [iqdb] [saucenao] [google]
8236895

>>8236865
The game logic doesn't seem that complicated. Just some birds walking around with minimal AI and they don't chase you or anything. But I haven't yet figured if it uses the C64's collision registers which if it does would be a PITA to convert for the NES which has none.

>> No.8236957

>>8236895
you'll have to completely reorganize the whole thing. most C64 games load at $801 while NES games start at $FFFF and work their way down to $8000. that's not including completely rewriting all sound, graphics, control input, and redoing the graphics. the only code you can really reuse is the enemy AI.

>> No.8237041

>>8236957
On C64 usually you set the VIC-II page to $C000-$FFFF unpack your graphics and copy them there prior to starting the code loop. NES has the graphics immediately there on power on unless it's CHR RAM.

>> No.8237115

>>8235493
The reason to stay anonymous would be to avoid ridicule for being associated with people who use that kind of word salad and can't into reading comprehension. Nothing to do with the law, my huffy little faggot.

>> No.8237123

>>8236895
And it doesn't scroll so no need to play with that or sprite 0 hit.

>> No.8237129

>>8236895
>TIME 863
noice a countdown timer. this is another thing that's easy on C64 but annoying on NES due to lack of IRQs. you just have to set a timer in the work RAM and tick down one each frame.

>> No.8237131

>>8237129
Don't you normally use the VIC-II IRQs for that?

>> No.8237137

>>8237131
yes. the CIA #1 has an IRQ but you normally turn that off and game loops use the VIC-II IRQs instead. on NES there's no IRQ without the right mapper you only have the NMI which the PPU generates each vertical blank.

>> No.8237140

>>8236957
On top of that no BCD mode on NES which the game probably uses for the high score counter.

>> No.8237145

>>8236895
so I'm trying to understand this game.

>run around
>grab eggs
>avoid birds
>at some point the caged bird comes out after you

>> No.8237151

>>8236895
for one thing you might make the birds multicolored since the NES offers that capability

>> No.8237159
File: 2.17 MB, 1200x1200, 4chan post.png [View same] [iqdb] [saucenao] [google]
8237159

>>8235512
I don't know the chip or what type of compression was used for banks. It mostly depends on how you use that extra space. I think its certainly possible to reach that 150 level mark with that amount of room.

>>8235578
MMC5 is the chip used in the NTSC (NES) version of the game. Pretty much the only reason it was chosen over the VRC6 (Famicom) version was to preserve the rarer versions of CV3.
Our team has already anticipated cart scalpers (which is a problem many CV hacks have had to face before) who destroy real CV3 carts in order to sell physical copies of hacks for profit without company or hackers consent.

>>8236353
Bank swapping AND slow load times? Geez, I'm glad the NES is cartridge based.

>>8236430
Good point! Which is why the companies policy on fan work was linked first. As the copy-write holder; they have the ultimate authority on what fan project fly's or dies. The US law was linked only to show reinforce the fact that ROM hacking is completely legal in our case. (As non-profit projects are protected by both Konami and US law). Sadly many assume, hacking retro titles is a legal grey area and don't want to put their names on something that might be legally prosecuted.

>>8237115
I hate to be a petty grammar nazi here, but it's too easy. Those who live in glass houses shouldn't throw stones.
>and can't GET into reading comprehension.

>> No.8237169

>>8237159
>I don't know the chip or what type of compression was used for banks

game's from 1984, it's NROM. there's no mapper or banking at all. it's 16k PRG+8k CHR.

>> No.8237214

>>8237169
Ah, my bad. I assumed that was the case but wanted to be sure. I've never messed with the game before. Thanks for the confirmation.

>> No.8237271
File: 711 KB, 601x601, billy_joel_glass_houses.png [View same] [iqdb] [saucenao] [google]
8237271

>>8237159
> VRC6
its a shame that you and your team will not be able to take advantage of that proprietary advanced audio stuff... oh well
best of luck with your project: i'm already a fan based on the work you've presented, seems good for the community, and i'm pretty excited to play the final result!

>> No.8237431
File: 26 KB, 311x311, you-must-be-new-here.jpg [View same] [iqdb] [saucenao] [google]
8237431

>>8237159
>I hate to be a petty grammar nazi here, but it's too easy
zoom zoom

>> No.8237456

>>8209769
>2 more weeks

>> No.8237597

>>8237169
the CHR ROM setup on NES is nice because it offloads the graphics data to a separate ROM chip freeing up space in the main ROM for additional game content. thus Lode Runner fits 50 levels a (useless) editor music and scrolling screens in 16k which wouldn't be possible if the ROM also had to hold the graphics. want proof? check out the cartridge C64 Lode Runner. it has only 30 levels no editor and no music.

>> No.8237781
File: 2.59 MB, 636x530, full_pvs_2_comp.webm [View same] [iqdb] [saucenao] [google]
8237781

gonna get back to working on the map editor now

>> No.8237947
File: 151 KB, 780x576, genesis_does.png [View same] [iqdb] [saucenao] [google]
8237947

>>8237781
glad you're here with us genesis dude =)

>> No.8238552

>>8232260
Chillax. At least we didn't make you do a game with bank switching.

>> No.8238563

>>8231863
Even I am a peak idea guy at best but I'd at least have the decency to hire someone for cooding or music programming. I can do some graphics at least, I'm no artist but I'm pretty good at squishing graphics down and redrawing them in TLP. Unfortunately the only game I'd ever want to have made would be my joke Yeah Yeah Beebiss I adaptation and I want its creation to be as secretive as possible.

>> No.8238649 [DELETED] 

>>8238552
Sea Chase was 8k originally. But I think he padded out to 16k 'cause why the fuck not? That's the minimum .NES format ROM size anyway.

>> No.8238669

>>8238552
Sea Chase was 8k originally. But I think he padded out to 16k because of some technical improvements and that's the minimum .NES format ROM size anyway.

>> No.8238831
File: 66 KB, 597x593, 32434.jpg [View same] [iqdb] [saucenao] [google]
8238831

>>8237159
the shit thing about ASIC mappers is you never know what ROM bank is going to be switched in at power on so you have to include redundant code+CPU vectors in each bank. say if you have a 256k MMC1 game then there's 16 different 16k ROM banks and you have no idea which one will be in $C000-$FFFF when the NES is powered on. for MMC3/MMC5 it gets worse as banks are 8k in size that means for a 256k game there's no less than 32 different banks each of which has to include CPU vectors and other such bric a brac.

>> No.8239384

>>8231223
The hacking scene would benefit from less ego than it currently has, not more.

>> No.8239405

>>8238831
not always. you can bank in 16k chunks on MMC3 if you want. it's backward compatible with MMC1 except single screen mirroring is not supported.

>> No.8239434

>>8239338

Cool we might actually be able to do some arcade accurate ports with this.

>> No.8239528
File: 134 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
8239528

So I was looking into Eddie Fries's other games. Here's Anteater. This one's a little rough and not as polished or developed of a game as Sea Chase.

>you are an ant
>pick up the rocks (?) and deliver them to the underground burrow
>don't get caught by the anteater (he can be squished with a boulder and temporarily knocked out for points).

The anteater for instance has only one frame of animation, it's like a slideshow and the music is one channel. Come on, POKEY has four of them no need for this PC speaker tier music. I bet it would have been an easier port project for anon since it's a simpler game than SC, but probably not as fun either.

>> No.8239829

>>8238831
Truly amazing. What witchcraft do they use to ensure that it's impossible for any ASIC used as a mapper to power up in a known state?

>> No.8239914

Anyone remember some of those homebrew links from year or so back? I might have a few of those on a drive to upload but it might be a bit,

>> No.8240017

>>8239914
Those links are gone

>> No.8240106

>>8240017
I think I have a bunch of those in a drive somewhere, I recall one being called allfiles.zip, though my collections kind of a mess and my laptops a potato so it might be a bit before I can upload it,

>> No.8240170

>>8240106
Ok let's see if it appears

>> No.8240185
File: 50 KB, 667x745, lr rom.png [View same] [iqdb] [saucenao] [google]
8240185

>>8237159
>>8235512
The six bytes at the end there are the CPU vectors, the IRQ, NMI, and reset, respectively--they point at $CA85, $B404, and $E2C2. The PRG ROM is packed completely full and I can't tell what exactly is level data. There's a bunch of stuff that's clearly not code but some is going to also be sound data. It does also show you the advantage of the separate CHR ROM on the NES since this already packed full 16k PRG doesn't also have to hold the graphics data. The CHR ROM has quite a bit of empty space especially the sprite table which isn't even close to being filled up. But then again there's not much in this game sprite-wise but the MC and enemies, I guess the bonus fruits are sprites too.

>> No.8240223

>>8239914
>>8240017
>>8240106
If I can figure something out I might be able to put the whole pack up somewhere where I've got enough space

>> No.8240236

>>8240223
To follow up on this, what's a cloud service that'll work for everyone interested in the homebrew pack that has been dead for a while now?

>> No.8240257

https://mega.nz/folder/yvhCnSrb#ntxHufgATM6GvG4SejcyIQ

Took a bit to upload but here's some of the old homebrew links from about a year back, plus some bonus ones from when I was browsing around on places like vk before they locked that group down.

>> No.8240302 [DELETED] 

pretty short game but I can't figure out what this stuff does

>> No.8240310
File: 58 KB, 694x735, chuckieegg.png [View same] [iqdb] [saucenao] [google]
8240310

pretty short game but I can't figure out what this stuff does

>> No.8240421

>>8240257
You have v1.0 of New Super Mario Land.
Here are the newer ones except 1.4.
anonfiles com/H7V8i3Oeub/New_Super_Mario_Land_J_V1.5_7z

>> No.8240482

So I recently got into randomizers, and I had a lot of fun with Wind Waker. I had just finished replaying the game like a week ago and then I replayed it with the randomizer, and I had more fun the second time.
Question now becomes, since I've got Ocarina and Twilight Princess, and I sorta remember the latter and never played the former, should I play Ocarina for the first time normally or randomize it?
I kind of want to see how Zelda works for a first timer randomized but I don't know if I should do it to OoT.

>> No.8240556

>>8240236
If MediaFire or possibly even me making another MEGA account because I don't trust people works for people wanting the whole all_files.zip or whatever it was called I'll do that

>> No.8240754

>>8240421
Care to reupload these elsewhere?

I can't access the site at the moment

>> No.8240762

>>8240421
Never mind I was able to download it, my bad

>> No.8240772

>>8240556

Tbh Archive.org probably wouldn't be the worst place to uoload these eitber. Easier to keep track of at least.


>>8240421

Didn't know there were more revisions since then so thanks for that link.

>> No.8241149

>>8241110
This is another possible NES port project.

>> No.8241173
File: 40 KB, 765x431, s-l500.jpg [View same] [iqdb] [saucenao] [google]
8241173

>>8241149
damn, stop suggesting this stuff. That's 10 and counting games you fag all claim to want to do a port of. pick something and stick to it.

>> No.8241258

>>8241173
Welcome to the romhacking community. Where for every person actually doing something, there's 20 idea guys saying "SOMEONE SHOULD MAKE THIS" and wondering why they are ignored.

>> No.8241263
File: 1.80 MB, 1366x728, SuperZed to Tiled and Back.gif [View same] [iqdb] [saucenao] [google]
8241263

>>8241258
Someone should make a tool to let us edit Alttp in a cool editor like Tiled.

>> No.8241273

>>8241263
That is awesome!

>> No.8241293

>>8241258
>Where for every person actually doing something, there's 20 idea guys saying "SOMEONE SHOULD MAKE THIS" and wondering why they are ignored
You throw the idea out there. If someone picks it up then fine, if not not.

>> No.8241318

>>8241173
We were doing Chuckie Egg.

>> No.8241328

>>8241318
from what i've seen of it it's a pretty simple game. doesn't seem very challenging tbqh.

>> No.8241391

>>8231863
>Why? We have to fit under Konami's non-commercial fan game umbrella to slide under the radar.

That won't do you any good. There was a Silent Hill or Castlevania fangame around 2014 that got enough attention that Konami gave it "its blessing", then they uncerenomiously issued a C&D.
Shill for the patreon of another cover project as a reply/twitter bio to the original post mentioning it.

Just present it as a romhack. SD Snatcher for MSX is having a translation that's being SOLD and Konami didn't do anything. It shouldn't be hard for you to commission someone out of your own pocket and then shill for progress updates on patreon or something to cover the expenses if any.

>> No.8241396

>>8241293
>and wondering why they are ignored
I think that's the problem here, anon
They wonder that loudly, and even nudge the modders directly if they don't "take the hint"

>> No.8241397

>>8241391
>There was a Silent Hill or Castlevania fangame around 2014 that got enough attention that Konami gave it "its blessing", then they uncerenomiously issued a C&D

You guys just had to make a Silent Hill porn game, didn't you? Didn't you?

>> No.8241405

>>8241397
The Silent Hill Erotic Violence game was a Konami officially licensed pachinko "game", no?

>> No.8241441

>>8241396
???

>> No.8241606

>>8241173
>That's 10 and counting games you fag all claim to want to do a port of
Where in this thread was that suggested?

>> No.8241648

>>8241258
someone should shut you up

>> No.8241696

>>8241258
20 only?

>> No.8241793

>>8241149
There was apparently a Coleco Adam port of HHM I didn't know about. At minimum it would make more sense to use that version's graphics for the NES as the screen dimensions are closer than the computer versions.

>> No.8242110

>>8241263
Is this for real?

How can I edit Zelda in Tiled?

>> No.8243510
File: 2.78 MB, 240x160, paella_eng.webm [View same] [iqdb] [saucenao] [google]
8243510

>>8237781
Impressive! How are you going to render enemies and other objects?

>>8224730
After fixing millions of bugs, I have made a cure skill.

>> No.8245346

Any good ones for Mitsume ga Tooru for Famicom?

>> No.8247243

i have most of the old zniggy assets and artwork which weren't used if anyone needs this.

>> No.8247794
File: 2.44 MB, 240x160, cortezas_eng.webm [View same] [iqdb] [saucenao] [google]
8247794

>>8243510
First slash type skill.

>> No.8249826

>>8247794
Nice. DS?

>> No.8249840

>>8249826
Does that look like DS resolution to you, Anon?

>> No.8250007

>>8249826
Nope, GBA (240x160).

According to /vr/, DS is still not retro BTW.

>> No.8250835

>>8242110
Yes it's real.
The new Hyrule Magic forked Editor has some great data management functions, it treats the rom like a final game and stores level in a folder. They are in a format easily converted.

https://sourceforge.net/projects/super-zelda-editor/

>> No.8250895

Does anyone know the ROM offsets for disabling the fireball in Wrecking Crew?

>> No.8251005

how's Gameboy differ from the NES programming wise?

>> No.8251024

>>8251005
Very. Different CPU, smaller screen, different scrolling setup. Remember the following few things:

>Gameboy does not have the dual bus setup of the NES; graphics are stored in the main ROM and copied to video RAM
>bank switching is simpler; there is one standard memory mapper and ROM configurations of 32k, 64k, 128k, 256k, 512k, and 1MB (but only Pokemon uses the last one)
>the first 16k of ROM is fixed and cannot be banked, so games can have only one engine which is a bit more limiting than NES where multiple engines are possible
>8k RAM standard, cartridges can have another 8k usually for battery saves
>the tile map is mostly single screen mirroring but there are 2 rows of tiles off screen you can scroll before having to refill the tile map
>the CPU is a Z80 derivative but lacks the block copy and a few other things, so it's actually more like an 8080 instruction-wise

>> No.8251035

>Want to play Chrono Trigger
>Look into various patches to fix and decensor text without messing with the gameplay too much
>Every patch continues to use "Masamune" for Frog's sword
I'm usually flexible with localizations, but this isn't even close to a Japanese-styled sword. Is it really that much of a sacred cow that nobody has ever made a patch to change it (and the namesake boss) to Grandleon?

>> No.8251148

>>8251005
I like that it has a lot more registers.

>> No.8251172

>>8250835
Is there really still no full disassembly of any of the Zelda games?

>> No.8251562

>>8251172
Ocarina of Time is almost done.

>> No.8252167

>>8251172
What would happen if its done?

>> No.8252169

>>8250835
thanks for writing this up

>> No.8252481

>>8251035
sad

>> No.8252807

>>8241263
These should be changed for the Sprite Objects:
E2 - 10 Arrows
E5 - Big Key

>> No.8253172
File: 2.62 MB, 240x160, chopitos_eng.webm [View same] [iqdb] [saucenao] [google]
8253172

>>8247794
Enemies now can do the magic thing too (they can even cure themselves).

>> No.8253860
File: 417 KB, 1366x728, szed-tiled-2.png [View same] [iqdb] [saucenao] [google]
8253860

>>8252169
you're welcome
>>8252807
thank you

>> No.8254003

>>8253860
oh god it's like I'm looking at Graal again