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/vr/ - Retro Games


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File: 63 KB, 512x448, hbg_yet_another_mario_hack.png [View same] [iqdb] [saucenao] [google]
9931863 No.9931863 [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
gbatemp.net
sonicretro.org
mariopartylegacy.com
pokecommunity.com
baddesthacks.net
pouet.net

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

Huge Community List:
pastebin.com/edWKBJqn

Huge Archive:
archive.org/download/En-ROMs/En-ROMs/

Other Archives:
archive.org/details/rom-hack-patch-archive
mediafire.com/folder/50m95vbbuyf25/vr's_ROM_>Hack_Recommendations
archive.org/details/hbmame_0244_roms

Quality of Life Improvements:
https://pastebin.com/4gmM7wc6

Desplash Patches:
mega.nz/folder/FZtzjZJa#qtrGXSbVNjiXUrnGUGSVMw

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

SNESDev:
snes.nesdev.org/wiki/Main_Page
github.com/alekmaul/pvsneslib
wiki.superfamicom.org

N64Dev:
n64dev.org
n64vault.com

GC/WiiDev:
devkitpro.org
github.com/devkitPro/gamecube-examples

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

XboxDev:
xboxdevwiki.net/Main_Page

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:
hackipedia.org/browse.cgi/Computer/Platform/PC,%20NEC%20PC-98
target-earth.net/wiki/doku.php?id=blog:pc98_devtools

PokeMiniDev:
pokemon-mini.net

Previous:
desuarchive.org/vr/thread/9891945

NO ALISHA'S ADVENTURE BASHING!!!

>> No.9931868
File: 66 KB, 792x522, half_life_64.jpg [View same] [iqdb] [saucenao] [google]
9931868

What is your dream game /vr/ ?

Also, what are you working on?

>> No.9932254
File: 202 KB, 317x315, Digimon_Rumble_Arena_cover (1).png [View same] [iqdb] [saucenao] [google]
9932254

>>9931868
How about a dream hack?
I like a Digimon Rumble Arena remake but it's entirely reworked as a Smash 64 hack with SR as a base.

Backport some animations, polish, new stuff and done. We got the roster done, now for the potatoes.

>> No.9932280

>>9931863
>NO ALISHA'S ADVENTURE BASHING!!!
There's a difference between bashing and criticism. Criticism should 100% be allowed as it's how you get feedback to go back and improve your work. When developing games that kind of thing is crucial to actually end up with something decent that people want to play.

The main complaint and criticism with that particular project is the same videos keep getting posted showing the same levels and same mechanics over and over again and don't really show any kind of improvement or new features. It's just more of the same tech demo. If the person posting those can't handle that criticism then maybe the rule should be "Don't clutter the /hbg/ threads with stuff you've already posted before unless there's something new and significant to show off." That would solve both sides of the issue.

>> No.9932318
File: 6 KB, 480x320, spaceship_white_6_map.png [View same] [iqdb] [saucenao] [google]
9932318

>>9932280
>Don't clutter the /hbg/ threads with stuff you've already posted before unless there's something new and significant to show off.
That's what I try to do. If you show the same thing over and over again, you end up burning people out.
Criticism is welcome, by the way.

>> No.9932372
File: 150 KB, 800x800, terry.jpg [View same] [iqdb] [saucenao] [google]
9932372

>>9932318
i really liked the warped raster effect from the last vod

>> No.9932420
File: 15 KB, 480x320, squinty.png [View same] [iqdb] [saucenao] [google]
9932420

>>9932372
Nice! Some people say it gives them headache.

>> No.9933486

https://youtu.be/tUjUVEG-gWE

>> No.9934204
File: 6 KB, 512x448, image[1].png [View same] [iqdb] [saucenao] [google]
9934204

How's it look?

>> No.9934327

Attempting to make some shitty port of rogue 1980 to the NES.

I *thought* it would be a waste of memory to save the tiles of the entire grid (80x24) and instead just figure out what to draw based on the big structures, Rooms and Corridors. Indeed, for rooms you could just keep track of what room the rogue is in, and reveal/hide the room when he enters/leaves, ... but for corridors and dark rooms it seems like you would have to do a lot of computing to figure out what to draw every time he moves, and when I need to scroll it will get even worse probably. Is just using up 80*24 bytes fine? A lot of it may be empty space,. and since here are so few types of tiles I could probably fit the item/monster index of what is on top of the tile in the same byte.

>> No.9934380

hm with 80*24 I'll be using up nearly all the nes's onboard work ram damn

>> No.9934794
File: 5 KB, 372x348, vegas_dream_news.png [View same] [iqdb] [saucenao] [google]
9934794

>>9934327
> figure out what to draw
the hell are you on about? you don't have time in vBlank to draw graphics dynamically. You predraw a bunch of tiles and update the nametable with your predrawn tiles like literally Every Other Game On The System does.
> scrolling
Absolutely Fucking Free. Just write an X and Y value to the scroll registers.
> whatever else you wrote
Do yourself a favor and learn about the PPU architecture, what it does, and how to use it:
https://www.youtube.com/watch?v=7Co_8dC2zb8

>> No.9934894

>>9934204
I like it. Is the chain bridge a unique object?

The status bar numbers getting cut off is pretty gross. At that point you might as well change the outline to a drop shadow, readability on white be damned.

>> No.9934902

>>9934894
Come to think of it, can't you use custom palettes on levels with white backgrounds to ensure the status bar is always a readable color? No reason to accept that glitchy looking cropping

>> No.9935365

What's a good first project?

>> No.9935374

What platform?

>> No.9935406

>>9935374
nes

>> No.9935476

>>9934794
>you don't have time in vBlank to draw graphics dynamically.
yes rendering will have to be turned off when you move, there's no way around that, rogue has dynamic visibility
>scrolling
is not free when you your map is larger than the nametable, you have to write new data
>do yourself a favor
nice thought terminating cliché

>> No.9935512

>>9934327
Do you really need an entire byte per tile of the map when there are so few different tiles? A single byte can have a value from 00 to FF, so that let's you store one of 15 different values in the high and low nybbles each. You could use a single byte to store two tiles, and just have your port read both sides sequentially to draw the full map.

>> No.9935513

>>9935512
You are right, I thought about it and I think I can just bitpack and only use wall/floor tile, so one bit per tile, then store doors and other crap as objects in the room.

>> No.9935541

>>9931868
N64 half life would probably be possible if it was rebuilt from the ground up using the engine from perfect dark. Idk if you could port gold source directly to N64 though due to file size and also due to the fact that even og quake had to be nerfed slightly for the N64.

Perfect darks engine could probably do a passable imitation of half life though.

>> No.9935896
File: 5 KB, 256x240, tenebra.png [View same] [iqdb] [saucenao] [google]
9935896

>>9935512
>>9935513
>Do you really need an entire byte per tile of the map when there are so few different tiles?
In PPU memory? Uh, yes. One byte in the NameTable tells the PPU which tile of 256 in the PatternTable (16 bytes each) to display, and 1/4 of a byte for the AttributeTable determines the palette of a 16x16 area, the entire byte responsible for a 32x32 area. This functionality is physically hardwired into the system. Please educate yourselves on the architecture of the system, like in that lovely 20min video i linked before.
Here is a game, Tenebra, that achieves what i believe you want to achieve: As you walk around, the game is "dynamically lit" writing a few different tile values to the Nametable as you move. This is achieved by swapping "map" 8x8 predrawn tiles during vBlank with "blank" tiles without having to turn off rendering, drawing tiles dynamically, or anything silly like that.
forums.nesdev.org/viewtopic.php?p=288186&sid=f5c12235528ba8a915d4dee8897fc47a#p288186

>> No.9935927

>>9935896
I wasnt talking about ppu memory holy shit

>> No.9936017
File: 1.49 MB, 480x320, english_greeting_no_sound.webm [View same] [iqdb] [saucenao] [google]
9936017

Special greeting. With sound: https://files.catbox.moe/mzmi2h.webm

>> No.9936026

>>9935927
ok well don't take my advice, try coding it for a weekend, hit some stupid roadblock, smash your keyboard, buy a new one, and move on with your life like everyone else here does.

>> No.9936151

>>9935365
>>9935374
NES or Master System is you're best bet.
Gameboy is the easier.

>> No.9936203

>>9935365
Anything that's already popular to hack, Super Mario World, Mega Man 2, Pokémon Fire Red, ext. Every game that's over-hacked has a community behind it who can help you get started.

Most of those games have all of the heavy lifting already done (like code disassembly, level editors and music engines) that drastically lower the bar for entry. Going for something obscure like Little Sampson means doing everything from scratch which can be overwhelming if this is your first shot.

>> No.9936207

>>9936151
Honestly Saturn, Genesis and Dreamcast aren't too bad either these days.

>> No.9936343

>>9932318
>>9932280
>>9932420
>>9936017
Game?

>> No.9936395
File: 5 KB, 640x480, YM2612_Sequencer.png [View same] [iqdb] [saucenao] [google]
9936395

About a decade ago I did this YM2612 homebrew. All it basically did was allow you to program a single patch and then input a bunch of notes, microtonal if you wanted, in sequence beforehand that you played live with the Genesis controller. Currently trying to tack on a real sequencer of some sort to it.

>> No.9936416
File: 28 KB, 480x320, doschorizacos.png [View same] [iqdb] [saucenao] [google]
9936416

>>9936343
https://c3-project.itch.io/c3/devlog
>>9932280 isn't (Me), btw.

>> No.9936425

I've been meaning to get back into working on this project I started a while ago. Basically a Saturn engine using SBL that can interpret the data from the NES Final Fantasy ROM to let you play it on your Saturn. The idea being that people could drop in their own ROM and the game will reference the original ROM for all the data, but all the logic will be redone in C to run natively on the Saturn. This could allow you to do things like swap in new graphics, expand the resolution, use Saturn hardware features, etc.

I got it to the point where I had it so you could make a party, walk around the overworld map, encounter random battles etc. This is an older video where I just had the menus working, but I later did get Fight and Run commands working:
https://www.youtube.com/watch?v=cDAmKS4oiYk

And since it's using VDP2's RBG0 layer, I could enable perspective effects at the push of a button:
https://www.youtube.com/watch?v=BJn9c9Y9qVs

>> No.9936451

>>9936425
That is neat, are the musics from the PSX version?

>> No.9936457

>>9936451
Yeah, its just CD Audio for now. At some point I'd like to see if I could possibly do something with the SCSP to possibly play the NES and MSX versions of the music through it's FM Synth capabilities, and then do the PSX music as ADX streams or something.

>> No.9936707

>>9936343
Yes.

Plus here a demo - https://youtu.be/VFGf-4nulEU

>> No.9936710
File: 241 KB, 754x1060, If Zelda was boy.jpg [View same] [iqdb] [saucenao] [google]
9936710

>>9931868
Proper Zeldavania meet Castleroid

>> No.9936901

>>9936710
if only Zelda was an octopus

>> No.9937121 [DELETED] 

>>9936707
You posted that in the last thread.

>> No.9937429
File: 9 KB, 240x160, all_your_base_are_belong_to_us.png [View same] [iqdb] [saucenao] [google]
9937429

>>9936707
can you explain the skeleton algo that you made to make those bosses walk like that with the sprites all lined up? is that some sort of 65c816 translation of an existing animation file type? or did you hand code that? either way fucking fantastic.
nothing commercial on the SNES exists like that.

>> No.9937494 [DELETED] 

>>9936707
Fuck off already

>> No.9937542 [DELETED] 
File: 101 KB, 384x1024, coward noob suck at 65816 assembly.jpg [View same] [iqdb] [saucenao] [google]
9937542

>>9937494
No.

>> No.9937558 [DELETED] 

>>9937121
I know man. Keep traffic going.

>> No.9937669
File: 301 KB, 581x401, no pornline.png [View same] [iqdb] [saucenao] [google]
9937669

>>9936710

>> No.9937762
File: 6 KB, 256x224, 1684833843735183.png [View same] [iqdb] [saucenao] [google]
9937762

>>9934894
>>9934902
>Is the chain bridge a unique object?
yeah
>The status bar numbers getting cut off is pretty gross
blame my c64 autism, I tried drop shadows but they were unreadable in busy levels

>> No.9937814

>>9936395
Ironically what you want to do is even more pointless today than it was 10 years ago. And of course it'd already been done by then. But now you can build a dedicated YM2612+the rest device for a few bucks that fits in a match box and control it from a PC/phone/whatever. You can even just buy one if you're an electronicslet.
Even if you want to drive your original hardware sound chips with an ancient CPU, composing using the dpad is crazy. I wouldn't even use that for 76489 bleep bloops, let alone sequences of 2612 fart noise patches.

>> No.9937879 [DELETED] 
File: 12 KB, 380x287, 1612448248615.jpg [View same] [iqdb] [saucenao] [google]
9937879

>>9937429
>can you explain the skeleton algo that you made to make those bosses walk like that with the sprites all lined up?
Aaendi, why do you ask yourself questions out loud?

>> No.9937889

>>9937762
>yeah
Rad.

Too bad about the numbers. Can you just squash them down a pixel? If you really wanted to be snazzy you could do 8x16 digits for everything (like the bonus star counter in the original) but fiddling with that subroutine would obviously be a pain. I don't remember it being particularly efficient so it might even promote lag

>> No.9938902 [DELETED] 

>>9937121
It get more recommended

>> No.9939135 [DELETED] 

>>9938902
So basically you're attention whoring?

>> No.9940020 [DELETED] 
File: 25 KB, 698x511, wuh.jpg [View same] [iqdb] [saucenao] [google]
9940020

>>9939135

>> No.9940262 [DELETED] 

>>9939135
Who use TikTok (MwM)

>> No.9940806
File: 583 KB, 640x480, 1673307873767958.png [View same] [iqdb] [saucenao] [google]
9940806

>>9937889
>. Can you just squash them down a pixel? If
Yeah I probably can, though it looks fine on CRT I do guess most will playing on LCDs

>> No.9941862
File: 96 KB, 1080x1406, f02f2a192360c44d0e2e627518e54339.jpg [View same] [iqdb] [saucenao] [google]
9941862

Any Zelda64 romhacking faggots in here that might be able to answer this?
>Does the Yaz0 format run slower than Yay0?
I went looking through the gigaleak roms and noticed a difference between the compression in 1080 Snowboarding and Animal Forest/OoT/MajMask.
>difference
Both have the same limitations in capacity, but
>Yay0 has the data conveniently arranged for the GP registers to have ease of access/raw metal performance with load/store.
>Yaz0 has the data arranged like a standard LZSS binary, and the routine has additional instructions which looks like they tried to alleviate by unrolling a loop for the copy subroutine unlike Yay0.
The Zelda64 games always received shit for running at around 20fps, so I've been wondering if this unconventional data arrangement had anything to do with it - nevermind the use of jpeg and gzip as they're resource intensive enough.

>> No.9942345

>>9936017
Groovy!

>> No.9942560
File: 124 KB, 675x675, 1682816622256625.jpg [View same] [iqdb] [saucenao] [google]
9942560

>>9941862
M-ilkibee…nya~

>> No.9942910

Any game boy color homebrew that's especially recommended? I'm looking through a lot of projects and most of them are jank shit and totally unfinished

>> No.9942918
File: 1.17 MB, 480x320, english_street_no_sound.webm [View same] [iqdb] [saucenao] [google]
9942918

>>9936017
With sound: https://files.catbox.moe/x31geh.webm

>> No.9942942

>>9942918
Are we supposed to be laughing with you or at you for thinking this is funny?

>> No.9943026

>>9942918
Poor kid. He's gonna be into some weird shit when he grows up.

>> No.9943115
File: 13 KB, 512x448, 1659098758070543.png [View same] [iqdb] [saucenao] [google]
9943115

>> No.9943540

How did old 8bit games with shit memory size and cpu speed figure out collision with many enemies?

>> No.9943740

>>9943540
Contra for the NES did object-object collision detection using point-rectangle overlap checks (source: https://tomorrowcorporation.com/posts/retro-game-internals-contra-collision-detection ). Conceptually it's the same as rectangle-rectangle test where one rectangle is shrunk down to a point while the other rectangle is expanded to compensate. This optimization technique is commonly used in collision detection algorithms even today (see: Minkowski addition).

As a side note, Contra also stores object positions in screen-space. This has the advantage of allowing object coordinates to be 8-bit, greatly simplifying the collision math on the NES's limited hardware. However this comes at the cost of making scrolling more complicated (instead of moving just the camera, it has to move all the objects instead).

>> No.9943753

>>9943540
A lot of the time enemies only interact with the player and maybe the tile grid which is a fast X and Y lookup. If there's enemy interaction it's usually disabled whenever they're not visible, if they don't despawn entirely. Like how kicked shells can "miss" enemies just offscreen in SMB.

>> No.9944028

>>9942910
CV: CotM: https://youtu.be/hFqlS-x3J6U

>> No.9944424

>>9942560
God i love Felicia so much

>> No.9944580
File: 115 KB, 1440x1080, 1681389203353.jpg [View same] [iqdb] [saucenao] [google]
9944580

B3313 unfinished 1.0
https://cdn.discordapp.com/attachments/796403499461640252/1112745879292608532/b3313_abandoned.bps

>> No.9944607

>>9944580
>unfinished
>abandoned
what happened?

>> No.9944619

>>9944607
The author is a depressed schizo or something. The romhacker stereotype.

>> No.9944669

>>9944619
>romhacker stereotype
certainly a tech nerd stereotype

>> No.9945187

>>9943026
The reason DA is peak gas >>9942918

>> No.9946283

Homebrews and romhacks!

>> No.9946345

>>9946283
Ram Gachi really rock.

>> No.9946456 [DELETED] 

>>9937879
All the way.

https://portabledev.com/pvsneslib/tilesetextractor/

>> No.9946534 [DELETED] 

>>9946456
Your ban has expired?

>> No.9946946 [DELETED] 

>>9946534
?

>> No.9946983 [DELETED] 
File: 86 KB, 952x535, file.png [View same] [iqdb] [saucenao] [google]
9946983

>>9946534
Why tho?

>> No.9947503

>>9931868
Shantae (TG-16) or GameCube 3D

>> No.9948043

Can someone point me to the romhack that another anon in the Super Mario 64 mentioned? I guess you get to Tall, Tall Mountain and there are 2 goombas waiting there to put on a sexhibition for you or something.

>> No.9948191

>>9936707
Nice & Nice

>> No.9948354

why is the ppu so retarded

>> No.9948779

>>9948043
I'm sorry, what?

>> No.9948793

>>9948043
i assume that guy was shitposting

>> No.9950115

>>9931868
CPS2/3 port like Megaman Fighter and Final Fight 3 on N64

>> No.9950192

>>9948793

Really? God dammit. I honestly would have had a pretty good laugh if I saw it.

>> No.9950230

>>9932280
Go ask him, anon

>> No.9950304

>>9950230
Ask him what exactly?

>> No.9950787
File: 2.45 MB, 853x480, TMNT_spr0.webm [View same] [iqdb] [saucenao] [google]
9950787

>>9948354
now you know why some NES games look so fucked up lol
once you get past the potholes and "gotcha's" it ain't so bad

>> No.9950949

>>9950787
lol at using an entire 8x16 sprite just for 3 pixels at the top of the head

>> No.9951882

>>9942560
>even watch nuku nuku
Man of culture I see?

>> No.9952432

>>9950787
>>9950949
>>9948354
TMNT1 on NES was just a barely cobbled together piece of jank.

>> No.9952883

>>9952432
Now I'm no programmer, but it probably was rushed, with a small crew, but it's got lots of effort put into it.

>> No.9952924

>>9936343
Well? Post video.

>> No.9952936
File: 9 KB, 480x320, english_spaceship_white.png [View same] [iqdb] [saucenao] [google]
9952936

>>9952924
Here's a bunch of videos: https://c3-project.itch.io/c3/devlog

>> No.9953278
File: 534 KB, 732x492, hbg_c3.png [View same] [iqdb] [saucenao] [google]
9953278

>>9936343
he has posted lots of progress in these threads for the past couple months, check the desuarchive links in the sticky

>> No.9953327
File: 12 KB, 480x320, english_tomato.png [View same] [iqdb] [saucenao] [google]
9953327

>>9952924
>>9953278
No video this week btw.
I've been improving bytecode compression: now different maps can share the same bytecode chunks, so compressors have more data to work with.

>> No.9953730

>>9952936
PS

>> No.9953908

Soon(ish)

>> No.9953912
File: 311 KB, 641x550, demo.gif [View same] [iqdb] [saucenao] [google]
9953912

>>9953908
Forgot pic lmao

>> No.9953941

>>9953912
I wish I could be excited about this, but I don’t even know what I’m looking at. Is it about finishing the leaked game from Gigaleak? Or is it about extremely heavy improvements on color palettes?

>> No.9953952

>>9953941
Translating Sutte Hakkun GB

>> No.9954982
File: 20 KB, 256x224, Treasure Hunter G (J) [T+EngPostBeta_MetalHawk]1_000.png [View same] [iqdb] [saucenao] [google]
9954982

>>9931863
Can someone help on restoring the japanese logo over the translator's logo, It shouldn't be a hard task, the only problem being a I don't know shit about SNES hacking

>> No.9954986
File: 20 KB, 256x224, 381titlescreen.png [View same] [iqdb] [saucenao] [google]
9954986

>>9954982
Japanese title screen for reference

>> No.9955075

>>9954982
You have to use a Tile editor program and copy/restore the old tile

>> No.9955245

>>9955075
The graphics are compressed

>> No.9955885

>>9954982
>too retarded to learn japanese
>too retarded to learn romhaxoring
>too retarded to ignore a bit of text on the title screen
I admire your parents faith and conviction for not aborting such horrifically brain damaged baby

>> No.9955893

>>9955885
Breathe, anon.

>> No.9955985

>>9954982
>>9955245
Just set a write breakpoint and work backwards from there lmao
Godspeed anon

>> No.9956186

>>9953941
>Gigaleak
demo(ity)

>> No.9956696

>>9955893
Only people with serious brain damage need to be reminded to breathe. Breathe, anon.

>> No.9956720
File: 1.12 MB, 1280x2299, 1667635926835.png [View same] [iqdb] [saucenao] [google]
9956720

>>9955885
>too retarded to learn japanese
anybody can learn japanese

>> No.9957063
File: 784 KB, 1267x949, ttydemu.png [View same] [iqdb] [saucenao] [google]
9957063

Sorry if this is the wrong place to ask this, but its been bothering the hell out of me and I cant find a fix.

TTYD, some textures are covered in dots. Is there a way to fix this? I'm using the HD texture pack, but it does it with or without it.

>> No.9957143

>>9957063
That's just how the textures look.

>> No.9957265

>>9957143
oh, well, fuck. I was so sure it was a texture issue since I couldnt recall them from ye old childhood

>> No.9958151

https://www.youtube.com/watch?v=KW6BWMIrCs0

Does anybody know if any of the hacks this guy plays are even public? I've searched both in english and japanese and have never been able to find any of them, then again, with how discrete JP romhackers are, I doubt it could be found with a simple search. The uploader himself never gives source nor does he respond to comments, I wonder if he made them himself.

>> No.9958169

>>9956696
You need to relax and breathe, anon. You will make it through this.

>> No.9958183 [DELETED] 
File: 96 KB, 474x466, IMG_0320.jpg [View same] [iqdb] [saucenao] [google]
9958183

>>9956696
>>9958169
NoO, ANON! Don’t breathe, I farted floigan bros style. You’ll need approximately 14h 88m until the gas dissipates.

>> No.9958246

>>9956720
Proof anon is a nobody
>>9958169
>y-y-you
Breathe, anon.
>>9958183
That depends. Do you drive a hybrid? I love second hand smug

>> No.9958252

>>9958151
I tried to find that back when the video first came out to no avail, though I think I may have found a similar hack around the same time, but I may be misremembering

>> No.9958565

>>9958151
I maintain the patch archive in the OP and don't feel like looking too much, either. I won't be surprised if it's in some Discord or on Twitter somewhere.
This is the primary hacking board: https://medaka.5ch.net/gameurawaza/subback.html
This is the Rockman hacking general: https://medaka.5ch.net/test/read.cgi/gameurawaza/1505839278/
This is the Battle Network wiki page that seems to be telling you to login to get a Discord link: https://w.atwiki.jp/mmnbhack/pages/55.html
It might not be a Japanese hack, either. Here's one of the Chinese hacking sections: https://tieba.baidu.com/f?kw=hack游戏
This will allow you to download from their pan.baidu.com service without needing an account: https://oneleaf dot icu/
I'm just hoping someone decides to mass download everything on baidu and reupload it so I can sort through it before that oneleaf site dies. There's PSP, PS2 and other hacks on there that I don't have the patience to deal with.

>> No.9958591

>>9958246
Anon, you need to breathe....

>> No.9958674
File: 340 KB, 883x589, (You).png [View same] [iqdb] [saucenao] [google]
9958674

>>9958591
Breathe, anon.

>> No.9959505

>>9931868
Phantasy Star II Master System/IV GBA

>> No.9959724

>>9937429
B A S E

>> No.9959985

>>9958674
Anon...please...just breathe, anon...

>> No.9961284
File: 375 KB, 486x414, 8_BITGUY.png [View same] [iqdb] [saucenao] [google]
9961284

https://www.youtube.com/watch?v=3kyf3aOIu_U

>> No.9961367

smwcentral close to 60000 get

>> No.9961803

newfag here
are all Mario hacks hard as fuck or are there more traditional levels too?

>> No.9961896

There are traditional hacks out there, "THNAN", "Bowser Rampages Again", "SMB1X", "Mega MArio X" the "Bandicoot" hacks, the "Gamma v" hacks, to name a few.

>> No.9961902

>>9961896
Forgot the fucking reply >>9961803

>> No.9961918

>>9961803
Unfortunately, the majority of people who are willing to put in the effort to romhack a game have usually played it to death and can pull off every speedrunner trick perfectly. So they usually make romhacks that require save-states for the average player. The ALttP romhack Parallel Worlds was infamous for being insanely hard, most Super Metroid romhacks expect you to be able to pull off what they consider "basic" moves like landing a running jump in ball form in a hole in a wall, and most SMW romhacks expect you to be able to dodge every enemy with ease and fly like a pro as well as know every invincible enemy you can spinjump off of.
At best, you'll find some "easy" hacks that are about on par with the difficulty at the end of the game. Easiest SMW romhack I've played so far is The Second Reality Project Reloaded, which is an easier version of the original. Still brutal hard.

>> No.9962051

>>9961803
Sites like SMW Central and romhacking.com have difficulty ratings so you know exactly what you're getting. You can filter them before they filter you

>> No.9962117

Is Xeno Crisis good?
Is Tanzer good?
Is Life on Mars good?
Is Demons of Asteborg good?

>> No.9962241

>>9962117
>Is Life on Mars good?
it's a godawful small affair

>> No.9962260

>>9931868
rouge-like GBA

>> No.9962263

>>9962117
>life on earth already on MD
Miss opportunity make Life on Mars on pvsneslib similar as Lady Stalker.

>> No.9962294

>>9931868
>What is your dream game /vr/ ?
I got tons I would like to see manifest but if I could narrow it down to only one I'd probably want to see my own metroidvania-like game become a reality. It wouldn't have RPG elements like the CV games though. It would mostly just be a sci-fi game perhaps too similar to Metroid if I'm being blatantly honest. It would be like a more action heavy Metroid with a huge world bigger than any 2D Metroid. I would also have elements of Mega Man in it as well as some beat em up elements as I'd want it to have quite a bit of melee in it.

>Also, what are you working on?
Absolutely nothing sadly enough. I don't have the ability atm to even make my dream game a reality.

>> No.9962307
File: 174 KB, 664x613, 1681449544560141.png [View same] [iqdb] [saucenao] [google]
9962307

>>9961803
As >>9961918, most romhacks are made by and for people who have tons of hours in the original game. On the Hacks section in SMWC you can click Filter and select the type of hacks you want. If you just want some regular SMW fun I recommend Plumber for All Seasons.

>> No.9962651

>>9962307
Good poke egg

>> No.9962674

>>9931868
if I'm just spitballing then it's stuff like a Castlevania game for virtual boy (real dracula, not symphonyshit) and a virtual boy Zelda, though probably better if it's 2D as well. And while we're at it, a modern tech VR Metroid game, a VR version of goldeneye, and Sega Classics on PSVR2 that recreates their lightgun games as virtual cabinets and supports online play, with 2Spicy eventually put on the collection.

But for what I'd actually make? Not much, I gave up on game making a long time ago. Too much effort for what you get out of it. There's better creative pursuits.

>> No.9962780

>>9962263
>pvsneslib
Is no where near as useful as SGDK is at this point. It's very basic and barebones which makes it very limited in what kinds of games you can make with it. If you want to do anything fancy, you'll need to start using Assembly which is what most people don't want to do these days.

>> No.9963462
File: 175 KB, 1068x700, gunstar-heroes-featured.jpg [View same] [iqdb] [saucenao] [google]
9963462

Godotfag here, looking to learn C so I can make games for the Mega Drive. Is it easy to implement random numbers with SGDK?

>> No.9963519
File: 13 KB, 256x224, 6058titlescreen-1537393165.png [View same] [iqdb] [saucenao] [google]
9963519

What are your favourite ROMhacks that are remakes of other games?

>> No.9963761

>>9962780
I know it stuff not mature. But 65816 assembly not hard.

>> No.9963771

>>9963462
Post a good game you made with your easy mode tools. If you can't, writing your own engine in C at the same time isn't gonna help

>> No.9963821

>>9963761
What's the point though? It's far more work, not to mention far more difficult to try to get something performant on that hardware. SGDK is easier, faster, and all around the superior option.

>> No.9963957

Unless they do C for pvsneslib. Time nowhere.

>> No.9964463
File: 6 KB, 512x448, 1678972584028805.png [View same] [iqdb] [saucenao] [google]
9964463

>> No.9964510

>>9963771
https://munkeymangames.itch.io/conquest-unit
I'm currently working on this so you're probably right

>> No.9964546

>>9964510
Hey that's not horrible. I'm not that anon, but study more coding like c#. Unity and Godot use c# so that would probably help you out. I'm learning z80 assembly and python atm, it's fuckin rough. Just study everyday at least for 2-3 hours. Make a goal and see how far you have come in six months. If you really study everyday for 6 months I garauntee you will be amazed at the results. Everything is about repetition, you have to do it over and over and over and over and over. Dont give up.

>> No.9965083

>>9964546
Thank you anon. I have to ask though, would it really hurt to jump over to C? I don't think there's C# support in Godot 4 right now. I don't really want to use unity either but maybe I'll learn it so I can make 3DS homebrew or something.

>> No.9966271
File: 16 KB, 420x350, nesdev.png [View same] [iqdb] [saucenao] [google]
9966271

https://www.youtube.com/watch?v=1KLhFNmmgUo

>> No.9966328
File: 12 KB, 480x320, imagine_the_smell.png [View same] [iqdb] [saucenao] [google]
9966328

Imagine the smell: https://files.catbox.moe/y5aou2.webm

>> No.9966882

Never really delved into EarthBound ROM hacks but it seems it has a whole community. Anyway if anyone wanted the original game but just with run added (i.e. probably the best all-round experience of any version), I found there's a hack for that here
https://forum.starmen.net/forum/Community/PKHack/Run-Button-patch-Bug-free
You'll need to decompile the retail ROM via CoilSnake, then add this hack and this csm file
https://gist.github.com/HS39/860d79169459dc256acfbeecdb3e2281
to the ccscript folder, then recompile it. Sounds more complicated than it is.

>> No.9967001

Been loading up on Gamecube games to emulate on Wii U. I wanna play all the best ones I missed out on when I was growing up.

I have:
Metroid Prime
Mario Sunshine
Luigi's Mansion
F-Zero GX
Animal Crossing
Melee
Paper Mario TTYD
Viewtiful Joe
Pikmin 1 & 2

Any others I should pick up?

>> No.9967026
File: 1.47 MB, 1600x3500, GameCube_recommended.jpg [View same] [iqdb] [saucenao] [google]
9967026

>>9967001
Dolphin on even your phone will likely emulate the games better than the Wii U can though

>> No.9967043

>>9967026
After getting nintendont up and running I've had 0 problems emulating on Wii U. Not even so much as a single graphical tear. My contrast I've had a lot more problems with Dolphin even on desktop.

>> No.9967046

>>9966328
looks like NJ right now with all this wildfire shit hah

>> No.9967093

>>9967043
Nintendont isn't emulation, neither on the Wii nor Wii U, that's why you're not having problems, down to the fact that both run the games natively, even if the Wii U can't load the discs

>> No.9967101

>>9967026
The Wii U can run GameCube games natively through Nintendont just like the Wii, I don't know where you got the idea it was ever emulation on real hardware but you're very much mistaken on that front

>> No.9967180
File: 625 KB, 1484x1824, ps1_laxorz.jpg [View same] [iqdb] [saucenao] [google]
9967180

>>9967101
> I don't know where you got the idea it was ever emulation on real hardware but you're very much mistaken
Wellllll not exactly. The CPU/GPU is being used legitimately, however it is emulating a CD/DVD drive. The game is programmed with commands to receive data from the disc drive, and Nintendon't is supplying those expected commands along with the data.

>> No.9967237

>>9967180
That's being pedantic - without any qualification, emulation is assumed to mean running code for one architecture under another. Nobody would consider playing a game with a disc mounted under Daemon Tools to be emulation.
By this definition any kind of ROM loader, including flashcarts, would be emulation.

>> No.9967463

Any recommended hacks for Zelda 2 or Zelda classic? Memetube started recommending vids on those after watching a video on Zelda Redux.
It seems plenty of stuff is le edgy and le dark.

>> No.9967497

>>9963821
>easier, faster, and all around the superior
Real man use super hard way.

>> No.9967501

>>9967497
And after 10 years make no visible progress and have nothing to show for it.

>> No.9967606
File: 18 KB, 353x302, starfox_corneria.jpg [View same] [iqdb] [saucenao] [google]
9967606

>>9967237
> By this definition any kind of ROM loader, including flashcarts, would be emulation.
A flashcart in basic cases just loads up a RAM chip into the console address lines, same as a burned ROM in a commercial cart would do, and isn't emulating anything really. Mimicing an optical drive is much more involved. However in more involved cases like advanced NES mapper chips and SNES expansion chips, that is absolutely emulation.

>> No.9968874

https://www.kickstarter.com/projects/brokestudio/traumatarium

>> No.9968916
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9968916

>>9968912
>>9968912
>>9968912
>>9968912