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

/vr/ - Retro Games


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File: 26 KB, 743x725, hbg_Streemerz.png [View same] [iqdb] [saucenao] [google]
9271185 No.9271185 [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.

Homebrew Lists & Links (very outdated and sometimes redundant, needs serious updating):
https://pastebin.com/vmTUejDq

Communities:
romhacking.net
smwcentral.net
metroidconstruction.com
gbatemp.net
sonicretro.org
mariopartylegacy.com
pokecommunity.com
baddesthacks.net
pouet.net

IPS/BPS Patcher:
romhacking.net/utilities/1040

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
archive.org/details/hbmame-0.230-merged

NESDev:
wiki.nesdev.org
forums.nesdev.org

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

N64Dev:
n64dev.org
n64vault.com

SegaDev:
smspower.org

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

SaturnDev:
antime.kapsi.fi/sega/docs.html
segaxtreme.net
jo-engine.org

DCDev
dreamsdk.org

PSXDev:
psxdev.net
problemkaputt.de/psx-spx.htm

PS2Dev
github.com/ps2dev

GBDev:
gbdev.gg8.se/wiki

GBADev:
forum.gbadev.org
github.com/pret
forums.serenesforest.net/index.php?/topic/26913-nintenlords-hacking-utilities

DSDev:
ndshb.com
dsgamemaker.jada.io

PC98Dev:
www.target-earth.net/wiki/doku.php?id=blog:pc98_devtools

PokeMiniDev:
pokemon-mini.net

Previous:
https://desuarchive.org/vr/thread/9235626

>> No.9271187
File: 542 KB, 792x524, deus_ex_64.png [View same] [iqdb] [saucenao] [google]
9271187

what is your dream game, /vr/ ?

>> No.9271204

Last one isn't even on Page 10

>> No.9271307

>>9269456
The second game (Hany on the Road) canonizes it as "Hany" (see the options menu in that game), as it's a play on both the words haniwa and honey (as the name of the second player in Road is "Lemon")

>>9271204
The previous thread no longer bumps. Try it.

>> No.9271312

>>9271307
Kek, minor correction: Title screen, not options menu (just checked).

>> No.9271316

>>9271307
I know about /vr/'s Expiration Timer, I was just sayin, weren't even on Page 10.
But no big deal.

>> No.9271321

>>9271316
I getcha. I guess OP just wanted the thread topic to still be relevant.

>> No.9271353

OP reminder
replace dead link
archive.org/details/hbmame-0.230-merged
with
archive.org/details/hbmame_0244_roms

>> No.9271394
File: 544 KB, 792x524, ff7_64.png [View same] [iqdb] [saucenao] [google]
9271394

>>9271353
aite
>>9271204
whoops

>> No.9271425

>>9271185
Do you need to have an exceptional pc to emulate ps2 or can I do it on my cheap laptop?

>> No.9271431

>>9271425
How old is it? If it's relatively modern, even a cheap one shouldn't have too much trouble.

>> No.9271436
File: 765 KB, 1943x1200, super saiya densetsu 1.jpg [View same] [iqdb] [saucenao] [google]
9271436

>>9271187
Sequels to Super Saiya Densetsu going from Cell up to Dragon Ball GT.

I don't get how no one ever did a hack of this. It's an obvious choice.

>> No.9271514

>>9271431
Yeah like less than two years old. Cool, thanks. What's the easiest ps2 emulator to use?

>> No.9271520

>>9271514
Read the sticky.

>> No.9273271
File: 17 KB, 256x224, 1646018141572.png [View same] [iqdb] [saucenao] [google]
9273271

threadly reminder that the update will never ever come out

>> No.9273298

>>9273271
then it'll die as it lived: being way better than it had any right to be

>> No.9273335

>>9273271
Says you!

>> No.9273401
File: 71 KB, 1280x720, lt.jpg [View same] [iqdb] [saucenao] [google]
9273401

>>9271307
>it's honey!
Dis you?
>dat spelling
Oh, you might not get the reference.
Either way, Imma call it "Hani" and there ain't shit you can do to stop me, friend.

>> No.9273485 [DELETED] 
File: 170 KB, 540x397, Nintendo_of_Amercia.png [View same] [iqdb] [saucenao] [google]
9273485

>>9271187
Super Darkstalkers

>> No.9273627

>>9271520
Oh?

>> No.9274308
File: 1.86 MB, 240x160, english_nail_clipper_no_sound.webm [View same] [iqdb] [saucenao] [google]
9274308

Knife attack animation.

With sound: https://files.catbox.moe/ar2r1t.webm

>> No.9274351

>>9271316
>/vr/'s Expiration Timer
What's this thing and why it isn't mentioned anywhere visible?

>> No.9274375

>>9274351
Threads on this board auto-sage/can't be bumped after 14 days. It started a little over a year ago, and I have no idea why this isn't mentioned anywhere.

>> No.9274413

>>9274375
>retro board
>threads can't be retro

>> No.9274491

>>9271187
Hack n slash action on 5th gen console

>> No.9274681
File: 142 KB, 800x480, 35.png [View same] [iqdb] [saucenao] [google]
9274681

Any o' y'all play Super Metroid: Subversion yet?

I played it, beat it on all modes and completed all challenges. Highly rec thatcha do the same.

>> No.9274715

>>9274681
It's ok so far. Fuck the sky temple hell run, since the game literally teaches you to do the opposite in other locations, so I didn't bother trying the same shit for the 4th time. I thought that space jump sucked more than vanilla's until I noticed the recharge bar much later. And most importantly, expectations have been subverted several times.
>>9274375
Not him, but I thought I was going crazy seeing new thread being made without any reason.

>> No.9274720

>>9274375
IIRC there was an autistic ban-evading poster who was systematically bumping threads and deleting posts and somehow single-handedly managing to keep certain shitty threads alive for months so the mods eventually came up with the two week rule as a response. I don't remember where I read that but it was presented as a fairly official explanation. I also didn't know it was about this board specifically. I didn't notice any of that stuff happening here so I got the impression it was happening across a bunch of other boards. I don't know if any others have a time limit.

>> No.9274741

>>9271187
Another Ogre Battle game with the improved strategy gameplay PoLC had (unit facing direction, town morale against the unit taking it, deciding if it was captured or liberated, magic combinations, etc).
Homebrew-wise, I wish the mecha run 'n' gun had been bigger in the hacking community and it allowed for custom maps on a game like Metal Warriors: stages where you start on foot and tackle them different depending of a section where you ride a certain mech, maybe fanmade models inserted, bigger maps to move around from ride to ride and more.

>> No.9274925

>>9274681
Yeah, there was a ton of conversation about it in the previous thread.

>beat it on all modes and completed all challenges
Respect. I'm not gonna put quite that much time in but I'm glad somebody did. How was 2nd quest? Also, spare a hint toward the Forbidden Room for a pleb? Do I have to find it the same way as Lost Cache?

>> No.9274946

>>9271394
How about use chrono cross and xenogear

>> No.9274970

>>9274925
Before crashing the space station go to where GFS Daphne would be if you had. It won't be there because you didn't crash it into the planet yet. Instead, the forbidden room will be. I got that on my first play through and was wondering why it was considered a challenge/achievement at end game.
What I wanna know is how the fuck the game thinks I only killed 21 creatures. The bosses alone are 12 or 13 in game and the few rooms where you can't proceed without killing everything. I mean... the pirate lab has the 5 pirates in the first room then the string of three rooms with 2-3 pirates each for a total of another 12 right there and I didn't glitch to skip those rooms during that play-through, I don't think.

2nd quest annoyed the fuck out of me at the very beginning because I couldn't figure out where to go after getting the bombs but finally did and proceeded as normal. I enjoyed it a lot because just changing the order you get items and direction of play really did alter the game to a ridiculous degree so much so that it was practically a whole new game.
SM:S is my absolute favourite SM hack. I doubt it'll be topped for quite some time, if ever at all.

>> No.9274997

>>9274970
Huh. Thanks. I think I copied my save before fucking up the spaceport so I'll go check.

>>9274715
>sky temple hell run
I figured it out easily because hot areas like Verdite Mine drain super fast but cold areas do a pathetic 1 energy per second, but you make a good point about it not being intuitive outside a specific frame of mind. Mandatory damage is always such a mixed signal.
>You fucked up and now you're being punished! Nice job hurting yourself like a spaz! Beep beep, someone set off the retard alarm...
>...because they found the correct answer! Congratulations! Knew you could do it

>> No.9275108

>>9271187
Do original Superman N64/GameCube game.

>> No.9275112

>>9274970
>Before crashing the space station go to where GFS Daphne would be if you had.
FUCK

>> No.9275224

>>9274997
I never cared much about temperature related damage in either the OG SM nor any of its hacks for two reasons:
1) ignoring it is often a great way to sequence break and
2) crystal flash, ya dingus
Besides that, varia protects against cold, anyway.
But yeah, the fact that the cold rooms drain really slowly meant I didn't even bother worrying about changing suits back to varia once I got the metroid suit.
I've mostly ignored damage rooms since I was a kid playing on actual hardware so I didn't mind it at all. If the Sky Temple caused you some issues, you're gonna HATE 2nd quest. Unless there's some other path I didn't notice, you have to go through the Magma Lake from the generator area to get the speed booster and shit. AND without having super missiles, you can't crystal flash yet, so unless you're both well stocked on E-tanks and able to get through several screens of gameplay without getting hit or slowing down too much, it's pretty much a death sentence. Took me numerous tried to get through it and by then, IIRC, I had only 29 E and continuous beeping to get to a save room (or Energy Station? Not sure, but I think I went to the save room just before the second statue fight) to recharge.
As said, hot rooms drain a lot faster than cold ones do.

>> No.9275229

>>9275112
Just got there and you're not missing much.

Was such a bitch to get back to Lomyr Valley from that save file. I had to refight Draygon to restart the generator

>> No.9275236 [SPOILER] 
File: 49 KB, 1920x1440, forbidden room.png [View same] [iqdb] [saucenao] [google]
9275236

>>9275229
here's the fun forbidden room I couldn't post because 4chan thinks it's spam

>> No.9275257

>>9275236
That's only after that one note. The other note's fine.

>>9275229
>refight
Huh? Draygon's at a dead-end at the bottom right of the magma area and not anywhere along the way from any point in the game to the forbidden room.

>> No.9275293

>>9271185
>Archives:
Thank you (all caps, many !'s).

>> No.9275313

>>9275257
The save file I had before crashing Daphne had the generator off, no plasma, no screw attack. Couldn't figure out how to get back to Lomyr without going all the way down to the geothermal plant and back up through a gate that required plasma

>> No.9275686

>>9275313
Oh. Refight in a different playthrough, not the same playthrough. Got it.

>> No.9275834

>>9275686
Can't put the spaceport back together

>> No.9276046

>>9273271
I'm starting to learn Lunar Magic specifically to create levels for the new project /trash/ is starting to make.
I knew too late about /v/orld to do it before.

>> No.9276385

>>9276046
Link to the thread? I don't browse the board.

>> No.9276393

>>9276046
Oh no, they're making something as /trash/ now?
I fear for the quality.

>> No.9276415

>>9276385
>>9276393
>>>/trash/dive
They haven't a thread right now but they're starting small to test waters.
If they can manage to make 12 levels, the thing might snowball to something bigger.

>> No.9276435

>>9276415
>Nothing Found

>> No.9276789

>>9275834
The Hawaiian glacier bounced colourlessly in the library tomorrow.
See?
I can post random shit that don't got dick to do with fuck, too.

>> No.9276859
File: 84 KB, 720x1218, Hany on the Road untranslated.jpg [View same] [iqdb] [saucenao] [google]
9276859

>>9273401
I cannot stop you from being wrong, no sir.

>> No.9276871

>>9271187
Metriod Prime and Mario Sunshine N64 ports

>> No.9276876

>>9276871
*Metroid

>> No.9276879

>>9271187
Probably Van Buren or Starcraft Ghost. Meme ports are retarded.

>> No.9277305

https://twitter.com/MMSequelWars
Mega Man Sequel Wars had a new demo posted on the 2nd with an update on the 6th. Does anyone have the version from the 2nd?
>>9276435
last thread
https://archived.moe/trash/thread/50784657

>> No.9277728

>>9276859
Goddamn right, and don't you fucking forget it.

>> No.9277961
File: 130 KB, 900x619, super-metal gear-SS.jpg [View same] [iqdb] [saucenao] [google]
9277961

>>9271187

>> No.9277998

I do pixel art as a hobby and wanna try my hand at doing a couple graphics hacks, specifically nude/lewd hacks.
Couple other ideas I wanna try out:
- Make Kid Clown a cute bimbo clown girl
- Lewd up Puyo Puyo/Action puzzler characters
- Put Toadette and Bowsette in SNES Wario Woods
- And I want to try making the animals in a Harvest Moon cute animal girls, but the sprites are preeetty small. Any other 16 bit animal raising games that would makes sense to fill with animal girls? At some point I'd like to do a lewd Pokemon yellow a la Moemon, but raunchier and with a cute Pika-girl following you.

Any other ideas people want to see?

>> No.9278003

>>9277998
What about drawing landscape instead?
You know, more relaxing and less degenerate.

>> No.9278024

>>9278003
no

>> No.9278353

>>9277305
Interesting. There's some slow progress in Super Mario Bros. X2 but some anons want to do it in SMW, though I do like the levels I see. IMO a Super Mario World hack would be best, so /vr/ can discuss /trash/dive if it comes out good. You'd also get more contributors that way.

>> No.9278738

>>9277998
The devils that torment you leaving you in Jesus' name.

>> No.9278837

>>9277998
SNES Sailor Moon hacks would be lulz if it causes some more seething.

>> No.9279337

>>9277305
>Mega Man Sequel Wars had a new demo posted on the 2nd with an update on the 6th. Does anyone have the version from the 2nd?
Any idea if this updated SAGE 2022 demo from the 6th is any different from the original one from the 2nd, outside of "enabling Dust Man EX stage"?

>> No.9279347

>>9271185
I want to hack Ninja Gaiden II: Dark Sword of Chaos to make it so you can control the velocity of your jump.

>> No.9279408

>>9279347
https://www.youtube.com/watch?v=eWQuCGdiMDs
this might help

>> No.9279464

>>9279337
No clue. No-Intro started adding homebrew in May, and I'm hoping more people join to help sort what's out there. The Sequel Wars demos haven't been added, yet, and I'd hate for more demos to get lost. I was a bit surprised when I saw Astro Ninja Man DX and Cornball Cocksuckers in the NES fullset.

>> No.9279784

>>9279464
They're only adding stuff that was sold physically, so called aftermarket releases, I've contributed a few myself

>> No.9279850

>playing Subversion
>have trouble with a single secret, and not gonna bother for a single item
>come back later after beating the game to find the final upgrade
>it's a whole new complex of locations
Nice, I love missable content like this.
I'm still not sure whether I should bother with the second quest thing. I only managed to discover some grapple weirdness.

>> No.9280070
File: 24 KB, 687x463, Image5.png [View same] [iqdb] [saucenao] [google]
9280070

>>9279784
That's not true from what I see. Gotta Protectors - Amazon's Running Diet, Thwaite, 240p Test Suite and Touhou Rououmu were never sold.
https://github.com/pinobatch/240p-test-mini/releases
http://kyoske.sakura.ne.jp/index.cgi?p=東方老桜夢
The unlisted versions of this on that page that No-Intro doesn't have are still on the server, just replace the URL numbers:
https://kyoske.sakura.ne.jp/nes/TouhouRououmu010.zip

>> No.9280085

>>9271394
>No fmv's
>Cut content

>> No.9280559
File: 170 KB, 540x397, Nintendo_of_Amercia.png [View same] [iqdb] [saucenao] [google]
9280559

>>9271187
SNES port

>> No.9280864

>>9278353
I want to make new thread on /trash/ but idk the best site to post some content and such for it, like MEGA or something.

>> No.9281143

>>9274308
is this an SNES game? if so the mode 7 is very impressive

>> No.9281189

>>9281143
GBA, if you can believe it.

>> No.9281358

>>9280864
catbox.moe is good and anonymous.

>> No.9281394

>>9281189
the background and zooming with the sprites all look really smooth and i like how the camera pans around for the battle. it feels very natural

>> No.9281471
File: 16 KB, 240x160, english_nail_clipper.png [View same] [iqdb] [saucenao] [google]
9281471

>>9281143
GBA, SNES can't show those huge sprites (GBA's PPU is at its limit doing that).

>> No.9282139

>>9281189
What's so surprising about that? GBA is a very capable platform.

>> No.9282532

>>9282139
From what I remember GBA doesn't even have floating point support on hardware level. Doing matrix transforms sounds like nightmare, or at least a performance issue.

>> No.9282596

>>9282532
Floats for matrix transforms didn't even appear on consoles until the 6th gen. 32 bit fixed point is plenty of precision for this sort of thing.

>> No.9282854
File: 53 KB, 836x605, chronocharviewer.png [View same] [iqdb] [saucenao] [google]
9282854

Anyone know a good tutorial for chronocharviewer, or a better tool for editing sprites in chrono trigger?

I basically just wanted to replace a couple of sprites I've already made in photoshop, but it's not very intuitive on how I can get those in here.

>> No.9282923

>>9282854
assuming the graphics are not compressed, you can edit them with YY-CHR or other graphics editors, if they are compressed you need some tool to extract&insert them.

>> No.9282959

>>9282923
>assuming the graphics are not compressed, you can edit them with YY-CHR
yeah they're just png or photoshop files, cool thanks

>> No.9283067
File: 45 KB, 320x455, 1DEFF1CE-CC71-4A6B-AEC8-BFD8853B631A.jpg [View same] [iqdb] [saucenao] [google]
9283067

>>9271187
StarCraft Ghost NGC revival + Saturn/N64 demake or contra style 4th gen console

>> No.9284305
File: 2.91 MB, 1164x842, temptemp.webm [View same] [iqdb] [saucenao] [google]
9284305

>> No.9284336

I know this is a stupid question, but I wanted clarification.

Okay, so there are several games which have been reverse engineered and decompiled to work on C. Super Mario Bros., Metroid, A Link to the Past, etc.

There is also a programming tool for the Genesis that allows you to program your game using C.

Why is it not possible to just import the code from one system to the other? I could understand if LTTP is too complex, but you’d assume that some decompiled NES and GB games would be simple enough to work on a Genesis.

>> No.9284428

>>9284336
>decompiled NES and GB games would be simple enough to work on a Genesis
Nope, ports between old platforms take serious work even with source code available.

>> No.9284565

>>9284336
Depends on architecture. GameGear is similar to Master System, and almost all of the GG library has been hacked to run, decently to poorly, on Master System. MSX is also similar, and there's been a few hundred hack-ports to SMS on smspower.org.

>> No.9285260
File: 8 KB, 259x194, mortal_kombat_knowledge.jpg [View same] [iqdb] [saucenao] [google]
9285260

>>9284336
> there are several games which have been disassembled* and reverse engineered like Super Mario Bros., Metroid, A Link to the Past, etc.
yes
> and decompiled to work on C.
...sayyy what?
You can't "decompile" something to C that was never in C to begin with. These games are written in assembly with a unique combination of the console and processor it is targeted for.
Any conversion to C would contain some emulation layer of the original system, and that is gonna be a performance snag. You'd have to rewrite the graphics and sound routines, at minimum, to work with target hardware, even if all of the game logic has been ported to C.
> Why is it not possible
Who says it isn't? Go for it!
Do you have links to any of these C conversion projects? I'm certainly curious...

>> No.9285298
File: 20 KB, 279x356, JediKnight-cover.jpg [View same] [iqdb] [saucenao] [google]
9285298

>>9271185
Jedi engine for Super FX SNES and Sith engine + Mara Jade‘s expansion pack for N64

>> No.9285616

>>9280085
Chrono Trigger is still great without FMVs. Why not this? They could even add new content to fill in some of the gaps from porting.
>but it was designed with FMVs in mind
Yeah, fine. But surely it could be unique and cool version even so.

>> No.9285724

>>9284565
Pity SD Snatcher hasn't been hack-ported to SMS.

>> No.9285883

>>9285724
I'd love to see this, too, but aren't MSX-to-SMS ports limited to MSX1 games? SD Snatcher is MSX2.

>> No.9286195

>>9285883
>SD Snatcher is MSX2
Someone is working on it at SMS Power. At the rate they're going, expects results within a year.

>> No.9286341
File: 70 KB, 640x544, birdhead.jpg [View same] [iqdb] [saucenao] [google]
9286341

>>9268360
https://www.youtube.com/watch?v=mBNNi8Ppy28

>> No.9286441

>>9284336
Back in the day people used to work with assembly directly, mainly on NES, SNES and GB games (MOS 6502 and Zilog Z80).
Also, even if they were written in C, consoles have many differences in regards to their sound, graphics and memory chips to get ported so easily.
C is mostly a thing that started to gather steam with business computers (that run with faster x86 Intel chips), so it's much more likely that you find PC games from the 90s and early 00s that were programmed in higher level languages than console games.

>> No.9286540

>>9271185
Anyone know of a shmup featuring abunch of legendary shmup vehicles/"characters" that put you through several levels from again a grab-bag of pretty rad arcade games?

I remember possessing it at one point and even recall some of the characters/ships. But have lost it. Any idea what I was playing? Or was it just a convincing a detailed hallucination?

>> No.9286546

>>9286195
Well, that sounds fucking cool. Link to the discussion (for further info), anon?

>> No.9286957
File: 287 KB, 653x931, tumblr_mdo3x7POSt1qdqlkxo3_1280.jpg [View same] [iqdb] [saucenao] [google]
9286957

32 gigs of games for your hacked Wii's SD card (or USB drive) >>9286929

>> No.9286959

>>9286957
(or for use however you play roms, obviously)

>> No.9287151

>>9280864
If you mean a site where you can gather all the content made for it, you can use Google Drive, with a throwaway account to preserve anonymity

>> No.9287471

>>9286957
Neat

>> No.9287575

>>9286957
Thats such a heinous shit picture. So much bad in one frame.

>> No.9288343

anyone dabble in less popular versions/updates to old consoles? i wonder if for example anyone ever made something for Famicom Disk System for shits and giggles?

>> No.9288357
File: 9 KB, 250x231, sicp.jpg [View same] [iqdb] [saucenao] [google]
9288357

>>9288343
> FDS
From what i hear there are Japanese communities devoted to this, but i really don't know much else

>> No.9288372

>>9287575
Um like that's sexist.

>> No.9288507
File: 100 KB, 500x500, 1598649491766.gif [View same] [iqdb] [saucenao] [google]
9288507

Sever for /vr/, for those who create homebrew projects or just play them. Please join and stay,
NpWhWcy8u8

>> No.9288531

>>9271185
Why haven't you started a disassembly of your favorite game, anon?

>> No.9288543

>>9288507
You guys finish that Legend of the River King 2 SNES translation, yet?

>> No.9288609 [DELETED] 

>>9288507
>discord
that's gonna be a hard pass, get fucked troons

>> No.9289671

>>9288531
I... I don't know...

>> No.9289741

>>9280864
You could go with a free GeoCities clone like NeoCities, UCoz or Weebly. You could also attempt to just toss files into a GitHub repo cause there's a decent amount of hacks where there's nothing but a readme in the repo.
https://github.com/JasinChen/Metroid-LostChozo
Might as well test their policies.

>> No.9289780
File: 689 KB, 512x448, solstice1.webm [View same] [iqdb] [saucenao] [google]
9289780

>>9288531
I already did

>> No.9289881

>>9289780
Nice. Got a link?

>> No.9289920

>>9289881
https://github.com/cyneprepou4uk/NES-Games-Disassembly
and also https://www.romhacking.net/documents/783/

I probably should expand the documentation since there is so much shit I haven't gotten around to write down, and properly comment out the room data part in the disassembly to be more readable.

>> No.9289987
File: 2.72 MB, 853x480, smb2_mapload.webm [View same] [iqdb] [saucenao] [google]
9289987

>>9289920
based anon made his own disassembler as well:
https://github.com/cyneprepou4uk/BZK-6502-Disassembler
so let me get this straight, you play the game in FCEUX or Mesen while generating a CDL (code data log) file, and using that file your program will spit out a CA65 compatible disassembly differentiating between data and code based on how much of the game you have played / logged?

>> No.9290337
File: 2.90 MB, 1920x1080, New Project4 no audio.webm [View same] [iqdb] [saucenao] [google]
9290337

>>9289987
Something like that. I didn't make the dissembler itself, but I did the work for the solstice disassembly part and documentation itself, which took forever to figure all out.

And the more I work with this the more the way the game builds the rooms feels like black magic, and it sure is pain in the ass to work with sometimes.
In the webm I load (stock) room frame-by-frame, and you can see how the game builds and automatically fills up the necessary tiles in the PPU, automatically to some degree as it does load the tiles but for special blocks(interacts with sprites/player) you need to manually write up what tiles each block uses(in the room data part), one block is made of 12 8x8 tiles, unless its overlapped by another one which takes priority over the first block(like layers on photoshop basically), if you fill up and overflow the PPU with too many blocks then you need to manually set up the basic blocks too. Its not as complicated I make it out to be desu but initially its very confusing.

>> No.9290482
File: 2.84 MB, 853x480, kibbi_tower_rotate.webm [View same] [iqdb] [saucenao] [google]
9290482

>>9290337
that is an awesome demonstration, neat to watch both the nametables and CHR RAM getting updated frame by frame, thanks for sharing!
reading about the project, i'm just thinking about taking like a 100% TAS movie, loading it into FCEUX, and having the CDL spit out a bunch of the game and having the data and code presplit for you with that disassembler. if you compared the timestamps in the CDL with the TAS it might help to figure out what the game is doing and what routines do what much quicker.
do you think that would help in creating a disassembly? just spitballin ideas...

>> No.9291407

>>9288531
I'm too busy making Doom mods.

>> No.9291730

Master System has blast processing: https://www.youtube.com/watch?v=MQVnVEZ8jnE

>> No.9291737

>>9291730
I was playing through that the other day. Don't know why he didn't use Koshiro's own mix of Marble Zone's music in lieu of making his own for this. I'm not complaining though, new content is always cool.

>> No.9291806
File: 58 KB, 769x791, somari.png [View same] [iqdb] [saucenao] [google]
9291806

>>9291730
https://www.youtube.com/watch?v=gkZzXpCbPZo
Nintendoes what Nintendont. Have a Somari.

>> No.9291834
File: 7 KB, 256x224, 3770titlescreen.png [View same] [iqdb] [saucenao] [google]
9291834

>>9291806
Somebody made a really good upgrade of that Sonic version of this (pic related). Improved physics, music, and everything.

>> No.9293501

>>9288531
I don't need one

>> No.9293730
File: 1.18 MB, 1361x765, bridget64.png [View same] [iqdb] [saucenao] [google]
9293730

lately ive gotten into sm64 rom hacking the decompilation makes it so easy and fun to change around all the graphics and everything. i recently put bridget in as well as a bunch of mine and friends ocs into the game and ive been doing poor attempts at speed runs with them its great fun

>> No.9295218

>>9287575
Name 10 things

>> No.9296814

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

>> No.9296904
File: 352 KB, 512x512, 1663340308157403.png [View same] [iqdb] [saucenao] [google]
9296904

>>9293730

>> No.9296919

>>9295218
Aylas fist
Aylas hand holding the rock
The rock freshly pulled and dropping pebbles but aylas tail is there and clean
Aylas feet
Frogs giant sack and tiny hands
Everyones down syndrome face
Chronos tiny sword
Inconsistent light sources
Lucas retard pose and odd leifield foot
Dumpy assed robo
Magus way off model
Need i say more?

>> No.9297029
File: 25 KB, 100x100, ayla.png [View same] [iqdb] [saucenao] [google]
9297029

>>9296919
its charming

>> No.9297051

>>9297029
Only women and faggots who wish they were women say charming.

>> No.9297336

>>9296919
Thank you. Yes, please go on.

>> No.9297340

>>9297051
No, you mean those that say "cute" (unless referring to somewhat attractive girls).

>> No.9297489

>>9288531
A shiiiiiiit ton of reasons, and the majority of them is because I'm veeery autistic/picky/ADHD/brainlet to understand many shits from NESDev and SNESDev. It took me to a "buy a tutorial from 'Udemy'" to finally understand what's going on compare to many fucktards from NESDev who has to act so elitist about "read a book", "bunnyboy", and all that shit. And right now I'm still struggling about how to assemble and linking the file from .asm to .o to .nes, and that's the confusing part to me right now.

>> No.9297935
File: 2.08 MB, 240x160, english_rush_time_no_sound.webm [View same] [iqdb] [saucenao] [google]
9297935

Rush time (player advantage) with sound: https://s1.webmshare.com/Ae8nN.webm

With that I have finished the first hour or so of the game (title, menus, intro and the first dungeon floor).
I have tested it on popular emus and the real thing without crashes or weird issues, so I'm happy.

>> No.9298508
File: 19 KB, 560x350, check_it_dos.gif [View same] [iqdb] [saucenao] [google]
9298508

>>9297489
> how to assemble and linking the file from .asm to .o to .nes
Ok so you're using CA/LD65 right? once you've assembled your raw assembly (.asm or .s) files with CA65 into a .o file, you have to link it with LD65 combining your object (.o) and config (.cfg) files. If everything is correct, it will spit out a valid .nes rom.
Try building this:
https://github.com/bbbradsmith/NES-ca65-example

>> No.9299148

>>9293730
I saw May mod.
>>9296904
So least post original wojak

>> No.9299947
File: 1.87 MB, 1920x1440, MK64.png [View same] [iqdb] [saucenao] [google]
9299947

Thoughts on Mario Kart 64 Amped Up?
https://m.youtube.com/watch?v=hd1hcyUJ3cY