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

/vr/ - Retro Games


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File: 48 KB, 767x716, bobl.png [View same] [iqdb] [saucenao] [google]
7262583 No.7262583 [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
github.com/pret

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

NESdev:
wiki.nesdev.com/w/index.php/Nesdev_Wiki

SNESdev:
wiki.superfamicom.org/

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

Previous:
>>7205614
>>7155960

Want something here? Post it for the next thread.

>> No.7262586
File: 17 KB, 420x350, nesdev.png [View same] [iqdb] [saucenao] [google]
7262586

NESdev contest is up. Entries are due March 1st:
https://forums.nesdev.com/viewtopic.php?f=36&t=21635

You can download / play last years entries on a multicart ROM:
https://action53.itch.io/compocart19

>> No.7263754

bump
anyone doing megadrive-related projects? this anon could use some help >>>/wsr/952435

>> No.7263776

Which romhacks will work on actual hardware? Is there a size limit to say smw hacks i could play on a snes?

>> No.7263794

>>7263776
>Which romhacks will work on actual hardware?
what's the point of making one that wouldn't?

>> No.7263831

what is the best recent SMW hack?

>> No.7263839

>>7263794
Many N64 hacks don't, I believe because emulation was so common and the hardware was a little esoteric.

With SDKs out, you have people like Kaze actually trying to make stuff work on the real deal now.

>> No.7263854

>>7263776
The majority. Some SMW romhacks don't work due to a sound issue, and some N64 hacks don't work since the emulators used to test were not accurate enough. Also, a few high-end romhacks don't work since there isn't hardware to support them. MSU-1 romhacks, romhacks that push the rom size to well beyond the largest cart, etc. Some of those do work on real hardware using a flashcart that adds in the needed hardware, but not otherwise.

>> No.7264031
File: 9 KB, 261x250, zophar.jpg [View same] [iqdb] [saucenao] [google]
7264031

>>7263794
>what's the point of making one that wouldn't?
Today? None. There is no excuse anymore, buy a flashcart and test it.
You have to understand that romhacks have been made for over 20 years now. Hardware was not as well understood in the good old days, emulators were not as accurate flashcarts did not exist.
As a result, there are SNES hacks that only work with ZSNES / 9x, NES hacks for Nesticle / FCEU(X), and Genesis hacks for Genecyst / KGEN, and N64 hacks... well... the N64 is a disaster architecturally and still isn't emulated properly or perfectly understood, but, we're getting there! Progress marches on.

>> No.7264046

>>7264031
On the plus side, the Super Mario World community has taken great effort to try and convert older hacks to work on hardware. A good chunk of them don't require ZSNES anymore. I believe even an automated conversion tool has been constructed, but don't quote me on that.

>> No.7264135

I'm about to try out starfox 64 survival. It's a hack of the of ocarina of time by the guys that did missing link. Looks promising.

>> No.7264710

Did anyone here use romhacking as a way to learn assembly? It just occurred to me how it could be useful for that.

>> No.7265202

>>7263831
maybe what this came from
https://www.youtube.com/watch?v=WuWA-h2PHnk

>> No.7265208

>>7262583
N64: https://gbatemp.net/threads/symphony-of-the-night-n64-tech-demo.480087/
SNES: https://m.youtube.com/watch?v=DDFMhsCrNZE

>> No.7265213

>>7264046
Yea, Still hated SMW central mod and other lazy programmers.

>> No.7265234
File: 1.90 MB, 3264x2448, F1A17A1A-E4D4-4C80-BFE4-7FB7244DF28B.jpg [View same] [iqdb] [saucenao] [google]
7265234

Cool sharp chipset

>> No.7265254

Retro Run 64

>> No.7265278

>>7262583
SuperRT

>> No.7265298

Saw hardware video on N64brew

>> No.7265497
File: 125 KB, 320x200, amiga_juggler.gif [View same] [iqdb] [saucenao] [google]
7265497

>>7265278
SuperRT is awesome! Saw it on HN a month or so ago.
https://www.youtube.com/watch?v=2jee4tlakqo

>> No.7265503
File: 64 KB, 300x276, mario_isScrewed.png [View same] [iqdb] [saucenao] [google]
7265503

>>7265234
So that's PRG ROM, CHR ROM (not ram) and WRAM right? Also the smaller CIC and the MMC3 itself respectively?

>> No.7266327

>>7265497
Indeed

>> No.7266347

>>7265254
Then mobile like game on 64.

>> No.7266376

>>7265497
That insanely. Think about if SNES tech demo release in late 1988.

>> No.7266409

>>7265503
Yea

>> No.7266421

Fappy bird on N64

>> No.7266920

Castle 64 and later 40 Wink

>> No.7266936

>>7266421
Worthy playing.

>> No.7266974

>>7265213
>>7265208
Recently, R-Type get SA-1 update patch.

>> No.7267028

>>7266421
Creepy Crow on SNES is the best

>> No.7267050

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

>> No.7267061

>>7267050
Here:>>7265208

>> No.7267130

>>7267050
> Why haven't you started a disassembly of your favorite game
If that's your plan, start here:
https://datacrystal.romhacking.net/
There are many partial disassembles (usually for level data) and other various information.

>> No.7267332

>>7267050
Learn PCE or X68000

>> No.7267485

>>7265497
Unbelievable.

>> No.7267767

>>7267050
I'd love to be like one of the cool guys and make a rom hack of Megaman 3 but I don't know where to start learning that crap and I am also very depressed and might just drop it like everything else

>> No.7267825

I'd be impressed if anyone managed to find square's old sigil scripting tools as well as sage for the snes. homebrew on snes would probably be a tiny bit easier if that happened, but that's a massive ask.

>> No.7267846

>>7263794

Why bother? Emulation is just as good and requires less work for a product of identical quality.

>> No.7267865
File: 198 KB, 1153x794, Sailor-Moon.jpg [View same] [iqdb] [saucenao] [google]
7267865

idk how familiar you all are with the SNES sailor moon fighting games but the first one is an under-rated classic imo
its the most perfectly "broken" fighting game ive ever come across. you can cancel into/out of damn near every move you have including your backdash, and its cancel windows are a bit less tight than, say, an SNK game
the inputs will also seem pretty familiar to you if you play SNK memes

anyways, while the first one was great, the follow up "super s" got nerfed in a variety of ways. as such, most dont really bother with it
but ive been playing a hack that i found that revamps the sequel, bringing it back to its prequels roots, and further tweaking the balace of each character to where its now arguably superior.
it also adds a KoF style 3-on-3 versus mode, and a basic training dummy option
imo, its now superior to the first one, and if you liked that one, or like SNK fighters in general id strongly recommend you check this hack out

https://www.romhacking.net/reviews/4904/

>> No.7267870
File: 35 KB, 771x531, MM3edit.png [View same] [iqdb] [saucenao] [google]
7267870

>>7267767
Start with a map editor! Click stuff until stuff clicks
https://www.romhacking.net/utilities/604/

>>7267825
Here's one for you. FF6
https://www.romhacking.net/utilities/86/

>> No.7267882

>>7262583
Which /vr/ console with an ARM CPU has the best scene, GBA, NDS, 3DO?

>> No.7267916

>>7267882
GBA by far. NDS is a bit too new / complicated. 3DO is non-existent.

>> No.7267936

>>7267846
If it doesn't run on hardware it would have to be pretty impressive for me to pay it any attention.

Lots of cool n64 stuff:
https://krikzz.com/forum/index.php?topic=1268.0

>> No.7268184

>>7267846
Because when new emulators come out and existing emulators grow more accurate your hack will mysteriously stop working. This has already happened a ton thanks to zsnes, nesticle, vba, etc.

>> No.7268195
File: 7 KB, 256x224, image.png [View same] [iqdb] [saucenao] [google]
7268195

It's time.
https://www.youtube.com/watch?v=AyxLNK6bKTQ
https://www.smwcentral.net/?p=section&a=details&id=25528

>> No.7268348

>>7262583
NESpeccy
https://m.youtube.com/watch?v=F8zZhyIjkJ8
https://m.youtube.com/watch?v=eSuMsRU2XtA

Bad Apple on SFC
https://m.youtube.com/watch?v=3jEHZoNrAxA

Phantasy Star port for PCE/TG-16 (note: Sonic have one as well)
https://m.youtube.com/watch?v=wki3FknsxgQ

>> No.7268398

>>7265497
giga-Based tech demo

>> No.7268442

>>7267050
Put c assembly or something

>> No.7268539

>>7267050
Trying to figuring out how to romhack Sonic 1, different dissamberies makes me crazy.

>> No.7268567
File: 241 KB, 600x522, file.png [View same] [iqdb] [saucenao] [google]
7268567

>>7265497
>additional hardware is 3 cores at 50MHz each
>orders of magnitude stronger than even the highest end professional rendering machines of the era

Can't say I'm really surprised anymore.

>> No.7268589

>>7268567
Not surprisingly at PS5 or Xwut

>> No.7268652
File: 19 KB, 353x302, starfox_corneria.jpg [View same] [iqdb] [saucenao] [google]
7268652

>>7268567
>orders of magnitude stronger
It's a bit stronger than contemporary processors, but it's not such a stretch. There were 66 Mhz 486's in the early 90s, single core of course.
The Super FX 1 / 2 chip ran at 10.7 / 21.4 Mhz respectively.

>> No.7268661

>>7268652
>blindly comparing clock speed
lol

>> No.7268694

>>7268661
> blindly assuming orders of magnitude stronger than even the highest end professional rendering machines of the era
Hmmm. it seems pretty on par with an SGI indigo with an R4400 from 1991.
https://en.wikipedia.org/wiki/SGI_Indigo
Now could you mass produce something comparable and stick it in SNES carts? Hell no. But it's not doing anything technically that couldn't be done in the early 90s.

>> No.7268709

>>7268694
>blindly assuming that it's the same anon
kekeke

>> No.7268727
File: 45 KB, 500x450, noyce.jpg [View same] [iqdb] [saucenao] [google]
7268727

>>7268709
> lol
> kekeke
It's true modern processors have advantages over 90s ones like pipelined instructions, speculative execution, and larger L1 / L2 cache and "blindly comparing clock speed LUL" isn't a fair apples to apples comparison, but i digress. What exactly the fuck are you adding to the conversation?

>> No.7268762

FF6 T-Edition is fucking awesome:
>Character sprites redrawn to look closer to official artwork
>FF5-style ATB system
>Espers no longer give stat boosts, so no more Esper shuffling needed, they can also be used as many times as you have MP for in battle
>status effects are now more powerful against enemies and bosses, and more dangerous to the player
>all characters have unique stat growth, no longer following the same stat formula for everyone
>Umaro is controllable now
>Gau learns Rages everywhere without the Leap runaround, has a basic fight command as well since Leap is no longer needed
>Mog dances are now 100% instead of chance to fail, only do a single attack then return control of Mog to the player
>can control selected character in the Coliseum
>Shadow now no longer randomly leaves the party before WoR, Interceptor now blocks 33% of attacks instead of 50%
>maximum damage has been increased from 9,999 to 32,000
>can now learn Mog's water dance in WoR if you missed it in WoB
>four alternate sprite sets(costumes) for each character, each changes the base stats of the character, can be unlocked starting in the WoR
>FF7-style ultimate weapons for each character
>more enemies and items, new areas and quests
>New Game +
>pressing A on the Sound option gives Sound Test menu with music from most of the FF games
>a boss rush against uberbosses you play after the game by changing the name of your save file and loading it with a different rom that came with T-Edition

>> No.7268796

>>7268727
>What exactly the fuck are you adding to the conversation?
My aim was for you to admit to having made a faulty assumption, which you seem to have done. Nothing more.

>> No.7268805

>>7268796
> It's a bit stronger than contemporary processors, but it's not such a stretch.
I stand by my original assumption. GJ =)

>> No.7268926

>>7268195
>autist shoehorns fat oc into game
:|

>> No.7269137

>>7267865
Jesus, Nigga put way to much effort into a meme game

>> No.7269151
File: 17 KB, 280x158, kitten-cannon.jpg [View same] [iqdb] [saucenao] [google]
7269151

Thinking of making a kitten cannon clone for a retro console. Which would be best? Thinking snes, genesis, or gba.

>> No.7269160

>>7268195
Looks neat and I will probably try it but I wish peach was more on model.

>> No.7269185

>>7262583
i was gonna ask for star fox survival but i see that it's in the archive, thanks for this useful thread bros.
is the ff tactics no grind hack good? i tried it months ago and it was tiresome to get enough jp points to do shit
any cool recommendations?

>> No.7269651

>>7265208
This

>> No.7269693

Where download on Castlevania SotN N64 tech demo?

>> No.7269718
File: 5 KB, 160x144, Strip Rock Paper Scissors (V1.2)-0.png [View same] [iqdb] [saucenao] [google]
7269718

What's this? A loli game for the gameboy?

>> No.7269784

>>7268348
Look potential on PCE

>> No.7269820

>>7265208
Fast reliable sprites with no chip. HOW?

>> No.7269875

Who saw Castle 64

>> No.7269969

>>7262583
What's the game on the OP?

>> No.7269996 [DELETED] 

Has anyone got this patch to work?

The SHA-1 and CRC32 both match the ISO image but I'm getting an error with XDelta Patcher. I thought about ripping the disc again, but the first rip works perfectly..

>> No.7270004

Has anyone got this patch to work?

https://www.romhacking.net/translations/5852/

The SHA-1 and CRC32 both match the ISO image but I'm getting an error with XDelta Patcher. I thought about ripping the disc again, but the first rip works perfectly..

>> No.7270005

>>7269969
Bobl. 2020 NESdev contest winner. Same dev(s) who made Micro Mages.
https://morphcatgames.itch.io/bobl
https://www.youtube.com/watch?v=Uor-iTY-FqQ

>> No.7270008

>>7270004
No but there is a Discord in the readme. Maybe try there:
https://discord.gg/wyNpXKx

>> No.7270058

>>7269718
I haven't found the full version of Pixel Girls which is by the same person on DLsite. I think the Pixel Girls one is just a gallery ROM.

Also, I maintain the GudSet archives and am not sure if any of these have been dumped:

NES
まほう少女せれな - https://anayasoft.booth.pm/items/1146980 (NSFW)
ぽるんちゃんのおにぎり大好き - https://mook-tv.booth.pm/items/1523104
懐式倣緋萃 (demo cartridge) - https://jiyugiga.booth.pm/items/662593
西武ロードリスト蘭のチップチューン地獄 - https://www.dlsite.com/home/work/=/product_id/RJ238358.html
ファミ姦 - https://www.dlsite.com/maniax/work/=/product_id/RJ017215.html (NSFW)
東方野球拳FC - https://www.dlsite.com/maniax/work/=/product_id/RJ084786.html (NSFW)

GB
アナザードラキュラの城GB - https://www.gameimpact.info/another/
冴子先生のお色気ブラックジャックGB - https://www.gameimpact.info/blackjack/
バーガーキッチンGB / Burger Kitchen - https://www.gameimpact.info/burger/
Fullswing GB - https://www.gameimpact.info/fullswing/
クイズインパクト ハビットの大冒険GB - https://www.gameimpact.info/quiz/
リペアちゃんの修理大作戦GB - https://www.gameimpact.info/repairgb/
ドット絵少女 PIXEL GIRLS コレクション - https://www.dlsite.com/maniax/work/=/product_id/RJ255146.html (NSFW)

GBA
巫女ぱら カートリッジ版 - https://cubic-style.booth.pm/items/1170267

I didn't download Nin-Nin v2 in case anyone still has that version or something else that I'm missing from the NES, GB/C, Genesis or SNES uploads.

>> No.7270230

>>7267870
Tried it and it closes once you want to do anything on it, probably doesnt work on win 10

>> No.7270232

>>7268195
Good shit.

>>7268926
>>7269160
She's adorable. Just watch her run her chubby butt off.

>> No.7270373
File: 274 KB, 1588x923, rockman_3_edit.png [View same] [iqdb] [saucenao] [google]
7270373

>>7270230
Ah fuck sry bro. This one seems to work, the only downside being it's in Japanese...
https://www.romhacking.net/utilities/563/

>> No.7270378

>>7270232
Alisha’s Adventure look fitness over that fat thing.

>> No.7270380

>>7265254
Run Dash

>> No.7270390

>>7270373
>all subreddit
>politics
Hello /v/

>> No.7270395

>>7270390
i'm keeping up with y'all qaeda. its a glorious trainwreck

>> No.7270402

>>7270373
Why reddit? People act like mod/bot.

>> No.7270410

>>7270402
it is a news aggregator. it aggregates news.

>> No.7270414

>>7268661
>>7268709
KEK that kinda worthless post

>> No.7270538
File: 111 KB, 372x377, Cattekiller.png [View same] [iqdb] [saucenao] [google]
7270538

>>7270395
>>7270410
Do you aware that Reddit is one of the main reasons why /v/ has gone to shit?

>> No.7270628
File: 21 KB, 500x279, von_neumann.jpg [View same] [iqdb] [saucenao] [google]
7270628

>>7270538
> Do you aware
hmmm...

>> No.7270683

>>7269693
It out there.

>> No.7271483

>>7270628
>He doesn't aware
NGMI

>> No.7271597
File: 26 KB, 251x227, cerealguy.jpg [View same] [iqdb] [saucenao] [google]
7271597

>>7271483
I think anon is a pretty uncool guy. Eh posts on reddit and doesn't aware of anything.

>> No.7271870

What do you think about Rockman 7 EP?

>> No.7272069

>>7268926
On the contrary it's based to just wear your fetishes on your sleeve like that.

>> No.7273001

FFIV in Google Translate. Mostly wrong and pretty hilarious. They are doing a new one with machine learning as well.
https://legendsoflocalization.com/funky-fantasy-iv/
https://www.youtube.com/watch?v=_uNkubEHfQU

>> No.7273023

>>7273001
>Neutralize Germany

>> No.7273407

>>7265208
Any updates for?

>> No.7273437

>>7268567
You try..

>> No.7273474

>>7271870
>See Dracula X and Run Saber God Mode

>> No.7273501

I have 1.5 million dollars to fund my rom hack. I'm an ideas guy btw but my hack would probably done in less than a year.

>> No.7273503

>>7268926
kek

>> No.7273565

>>7262583
Sega Saturn Dev:
https://segaxtreme.net/
https://www.jo-engine.org/
https://antime.kapsi.fi/sega/docs.html

https://www.youtube.com/watch?v=hpHN9K7NW3I
https://www.youtube.com/watch?v=yI-dmi9T5vM
https://www.youtube.com/watch?v=YQGkQ2jziXM
https://www.youtube.com/watch?v=4537NWl89ak

>> No.7273662
File: 246 KB, 1920x1079, smb_disasm.png [View same] [iqdb] [saucenao] [google]
7273662

>>7273501
i'll do it for half that. shoot

>> No.7273681

>>7273565
Look up N64brew

>> No.7273685

>>7269651
Nice color

>> No.7273701
File: 54 KB, 500x500, chiyo shocked.png [View same] [iqdb] [saucenao] [google]
7273701

>>7269718
C-chiyo-chan?!

>> No.7273756

>>7269718
>>7273701
Japan love newhalf.

>> No.7273857

>>7269718
>>7270058
You can buy Pixel Girls here. It's true that it's just an image gallery, but it's really nice to be able to view some pixelart like that on an actual Gameboy.
https://www.dlsite.com/maniax/work/=/product_id/RJ255146.html

>> No.7274256

>>7273701
unhuh

>> No.7274395

>>7268184
there are hacks that work on real hardware but not "accurate" emulators

>> No.7274485

>>7270373
You forgot to open a weird gay porn tab.

>> No.7275156

>>7274395
Yes but that's usually intentional, the hacker knows the limits of the emulator and intentionally targets them. As opposed to emulator-only hacks which are only made by people who *don't* understand the behavior of the hardware.

>> No.7275260

Castlevania SotN N64 demo here?

>> No.7276551
File: 155 KB, 1280x720, sotn_alucard.jpg [View same] [iqdb] [saucenao] [google]
7276551

>>7275260
Was it ever released? I've only seen screen shots
https://gbatemp.net/threads/symphony-of-the-night-n64-tech-demo.480087/

>> No.7277076

>>7267846
Just make some shitty fangame then.

>> No.7278515
File: 195 KB, 981x918, rockman_4-inf_brightMan.png [View same] [iqdb] [saucenao] [google]
7278515

>>7274395
> hacks that work on real hardware but not "accurate" emulators
most of those involve undocumented instructions or strange hardware quirks. it sometimes requires some pretty meticulous hardware testing or microscopic die shots to parse out these types of behaviors. electricity doesn't always behave like you think it should. sometimes the consoles themselves are riddled with errors.
https://wiki.nesdev.com/w/index.php/Errata

>> No.7280026

https://www.youtube.com/watch?v=ZWQ0591PAxM

>> No.7280194

Any hope for a Tokemeki Memorial translation? I hear there was a SNES patch, but does that cover the whole game?

>> No.7281776

https://www.youtube.com/watch?v=B9DV8ZFuhxk

>> No.7281790

>>7276551
This year.....no new from them or quite not sure.

>> No.7281791

>>7268348
That amazing stuff.

>> No.7281797

>>7276551
>>7269693
2017 thread in Portuguese, https://www.elotrolado.net/hilo_hilo-de-detalles-y-curiosidades-de-n64_2171497_s350

>> No.7283509

https://www.youtube.com/watch?v=3FVN_Ze7bzw&list=PLHQ0utQyFw5KCcj1ljIhExH_lvGwfn6GV&index=8

>> No.7283624

>>7283509
For bonus stage of SFC run X68000/MD games.

>> No.7283745

>>7276551
Everdrive gonna wait for this hype.

>> No.7283892

>>7278515
JUMP & SHOOT MAN!

>> No.7284302

>>7265278
Awesome tech marvelous on Nintendo

>> No.7285325

>>7262583
Is the only good OoT hack that randomizer one?

>> No.7285373

>>7285325
>randomizer
>good
Well it depends.

>> No.7285374

How the hell do you go about learning assembly?

>> No.7285391
File: 847 KB, 1000x700, von_neumann.png [View same] [iqdb] [saucenao] [google]
7285391

>>7285374
I started with these:
https://skilldrick.github.io/easy6502/
https://taywee.github.io/NerdyNights/
And i still use this reference:
https://www.masswerk.at/6502/6502_instruction_set.html
It helps if you have other programming experience, but bare metal is a trip man. A bit different than higher level languages for sure.

>> No.7286253

did any leaks of official dev have info regarding how rom version updates/revisions were handled?

>> No.7286781

https://youtu.be/xk9U6JSv4_k
Skelux has brain cancer

>> No.7286975

>>7268195
>fat ass
Fallin love

>> No.7288047

>>7268195
This has some real polish. ASM hacking is on point. I like the boomerang and the hammer powers, and the dog is pretty adorable. The difficulty is on par with vanilla mario, but i'm only on the 4th world. Fat peach is pretty hilarious; her hitboxes are the same as Mario's, but i'm not complaining. Fun stuff.

>> No.7288081

>>7276551
People whom are. Someone need download and uploaded on YouTube.

>> No.7288098

>>7288047
Its a fan game on a custom engine, not an actual NES super hack.

>> No.7288113

>>7288098
Still SMW hack. Lazy as hell

>> No.7288191

https://www.youtube.com/post/Ugw9IZg5aa2FNtVIRRR4AaABCQ?ocd=1
reminder BigSharkZ is going to do another Mother 2/EB romhack yet won't put an effort to do one that isn't made for showcasing in a random video.

fucking hack

>> No.7288197

>>7268195
FATTY

>> No.7288280

>>7276551
Well know popular Castlevania on most powerful 3D system?

>> No.7288680

>>7286781
Tell that cancer head to stop dying.

>> No.7289663

I've never looked into this before but today I really felt like making a kaizo Mario game to fully test my understanding of game design and good challenge.

Where should I start?

>> No.7290114

>>7289663
>Where should I start?
By reconsidering?
But if you insist on a kaizo mario game, mario maker is an obvious option. But for smw you are looking for Lunar Magic. For other games, editors probably exist so google around. For all of them the same process works, play around with it until you get the feel for how things work, then get to making your game and enjoy the struggle when problems occur.

>> No.7290182

>>7288191
>Note that I actually have about 10 different hacks in the works for this game, but those two will be the priority.
How about just making 1 good one

>> No.7290198

>>7286781
I feel a bit mixed about this because he was a bit of a prick when it came to some things, but I don't think he deserves to die.

>> No.7290919

>>7289663
SMWCentral's doing a Kaizo Level Design Contest in the near future. You might consider trying your hand at it.

>> No.7291027

i heard some skilled merio players are kind of tired of all the (quick?)mods
like just the past year or so doubled the amount of mods that were previously available

>> No.7292007

>>7262583
I started a NSMB hack for fun but got bored. Wasn't an original idea anyway, just a straight port of SMB and LL, only I would combine multiple levels into one, and play them out of order.

1-1 was 1-1 and 1-2
1-2 was 4-1 and 4-2 (it was tricky here to get the mushroom area warp, seeing as I used the three areas in the level for Over, under, and cave (two separate ones for bonus rooms and underground proper so it looks right) figured out that I could have it warp to the zone in 1-3 as if it was "Area 4" and it worked really well)
1-3 was just 4-3
1-T was a cool combo of 1 and 2 castles, in stead of bowser and such I put the enemies in the original game that pop out when you fireballed him, gives something of a kirby vibe to face a sole goomba on a bowser bridge and knock him into the lava. Oh and also I put some star coins in that were mostly cheap and never altered the original designs but were never giveaways, like one was under the bowser bridge and you had to hold onto the koopa shell from the fake boss and jump onto the platform to angle it right.
1-4 was just 2-1 and kinda sucked, couldn't get the clouds right, and 1-5 was a combo of two tree levels I forgot (just used green mushrooms instead)
Gave up at least for now around here.

The intention was to create (what I know had already been created but as I wanted it) a sort of Prelude to NSMB, stripped back and based entirely on the SMB way of design, so a kid could pop it in and be caught up on much of the mario level lore before playing the new one. It works pretty well, as the double levels are about as long as a single level, and the levels I used alone work at about the same pace as the double ones for the other levels.

>> No.7292008

>>7263854
Does Super Demo World work on original hardware? I remember thinking that was the shit when I originally played it, that and the brutal LTTP hack were peak romhacking for me

>> No.7293708

https://www.youtube.com/watch?v=K7gWmdgXPgk&list=PLHQ0utQyFw5KCcj1ljIhExH_lvGwfn6GV&index=10

>> No.7293735

>>7267767
>>7267870
I've tried that editor but it's inferior to MegaFLE X.

It's in English, supports MM2 to 6, and you can do a lot more than with these.

The only issues I've had with it are "glitches" related to the effect that swap bg tiles bank and palettes in levels. You have to understand how the editor handles that or it may fuck everything up.

>> No.7293736

>>7293735
Good thing is, I don't think MM3 has many if any mid-level bg tile swaps.

>> No.7295318

https://www.youtube.com/watch?v=nEoSnwAJK_8

>> No.7295343

>>7293735
Is 1 that easy to hack via hex editing? That hard that nobody has a made a tool for it? Just stigma against 1?

>> No.7295743
File: 87 KB, 194x228, nintendo_world_class_service.png [View same] [iqdb] [saucenao] [google]
7295743

>>7295343
a couple tools and even an incomplete disassembly exist for MM1. Enjoy:
https://datacrystal.romhacking.net/wiki/Mega_Man
>easy to hack via hex editing
is anything easy to hack via hex editing? not in my experience. Maybe a couple lines of text, but that's about it. If a tool exists, even if it sucks, it absolutely beats HxD and pray any day.

>> No.7296014

>>7295343
actually correction, MegaFLEX doesn't support MM2 either

afaik MM3 and 6 use very similar systems for how stages work, but 1 and 2 don't

>> No.7296739
File: 5 KB, 256x232, Tokkyuu Shirei - Solbrain (J) [T+Eng1.01_AGTP]-1.png [View same] [iqdb] [saucenao] [google]
7296739

Reposting from another thread, been looking in Shatterhand/Solbrain and here is what I've gathered so far:

RAM:
0005C2: Full Transformation counter
0005C5: Protagonist HP
0005C6: Gold amount
0005C8: Red Vest HP bar. 00= Green Vest, 01 to 03= red
0006F0: BOSS HP
0006F1: BOSS#2 HP (for the 2 robots boss)
0006F9, 6FA, 6FB: enemies HP. I think it goes down from there if there are more enemies, 6F8 etc
0006FC: Modeul Robot HP
00071C: Lives

Things I'm not sure about:
0005A6: Protag frame number?
0005EB: Protag jump gravity/height
000660: boss frame number?

Rom:
19DE3: red vest gold cost
0006C0: boss animation timer?

>> No.7296743

>>7296739
>0006C0: boss animation timer?

that's RAM also

>> No.7296747

>>7296739
>>7296743
forgot:
0005C4: defines the Alpha and Beta letters you're carrying.
01: A
02: B
0A: BB
05: AA
15: AAA
16: BAA
19: ABA
1A: BBA
25: AAB
26: BAB
29: ABB
2A: BBB

>> No.7297070
File: 919 KB, 2733x2198, 766fhjods5w41.jpg [View same] [iqdb] [saucenao] [google]
7297070

Question from someone with absolutely no technical knowledge, but who is curious nonetheless:

Might it one day be possible to implement a feature similar to the Super Nintendo's MSU-1 onto the PlayStation a la an ODE? It's obvious that the SPU is capable of streaming Red Book audio because there are a handful of games which do exactly this, and the chip is related to the SPC700 what with both being from Sony, but could it be implemented with some kind of FPGA fuckery?

Related: when the MSU-1 first came out, one of the advertised possibilities was that romhackers could use it for the music and thus free-up the already quite limited SPC700 for better sound effects in-game, has anybody actually done that yet or has stated intent to do so in the future? I know the chip is a bitch to work with, I seem to recall someone saying it's the worst part about trying to make a game for the console.

Thanks is advance!

>> No.7297176

>>7281797
Spanish actually, can't read shit.

>> No.7297967

Does anyone have Paprium rom?

>> No.7298002

>>7297070
You are asking if it's possible to add a CD-ROM add-on(which the MSU-1 is effectively) to the PSX? What would be the point of having two drives?

>>7297967
FFS, if you want that crap so badly, go buy it. None of the ripping groups touch brand new homebrew that is for sale for at least 6 months. Quit begging like a faggot.

>> No.7298225

Is there any way to compile C or C++ to be used on the Super Nintendo? I'm in the very early planning stages for an SMT roguelike. I'm going to be primarily developing it for Linux PCs, but I plan on porting it to other platforms, and I think it'd be neat to have it on the Super Nintendo, along with 1 2 and if.

>> No.7298286
File: 12 KB, 480x360, super_power.jpg [View same] [iqdb] [saucenao] [google]
7298286

>>7298225
https://github.com/alekmaul/pvsneslib
this is a thing apparently
> Is there any way to compile C or C++ to be used on the Super Nintendo?
In a reusable multiplatform kind of way? Absolutely not!
C++? No way in hell. C? It can work... It's going to require all kinds of specific code for the architecture, graphics and sound formats to run. You're also dealing with 3.5Mhz with a stock system, which could support a roguelike in theory, but is Severely limited compared to the GhZ processors of today.
If you wanted to target the SNES, your best bet would be to build your game For the SNES, and port it to other platforms from there.
wiki.superfamicom.org/
have fun
https://forums.nesdev.com/viewforum.php?f=12
SNESdev forum

>> No.7298731

>>7278515
>most of those involve undocumented instructions or strange hardware quirks
You can find the source code for many N64 trainers from CZN & HS floating on the net. Code in them is simple yet they barely run on emu and are completely fine on hardware. Its just shit emulation.

>> No.7298827

>>7297070
the MSU-1 works by playing analog stereo audio into the cartridge port, which always supported mixing in external cart audio.

There is no such means on the playstation, you already have ADPCM audio tracks. Basically, you can't inject audio without messing up all the existing streaming mechanisms the game will have. And most ps1 games have redbook or XA format audio anyway

>> No.7298835

>>7298731
N64 emulation is hacky as fuck and nobody cares to do it right. It's the epitome of "just get the games working"

>> No.7300046

>>7298835
true, but the N64 itself was also hacky as fuck. architectural nightmare. developers hated it. there ended up being less than 300 games commercially released for it, lots of games were late and many devs Noped the fuck out.

>> No.7300051

>>7300046
400. still a terrible number for a nintendo system. every other (successful) system library outnumbers it significantly.

>> No.7300236
File: 6 KB, 256x232, Solbrain7-1.png [View same] [iqdb] [saucenao] [google]
7300236

Working on a hack that puts the Shatterhand protag into Solbrain. You can now be a manly man punching bitches in the cunt.

Fun fact: I think I have proof that Shatterhand was made first, and the Solbrain stuff was put on top of it / made after the fact. However, it could be very well be that both versions were made at the same time.

>> No.7300283

>>7298835
That's why you get slew the N64 hate threads on here because the idiots complaining are playing N64 games through an emulator with a PS4 controller, and they don't know any better.

>> No.7300392
File: 5 KB, 256x232, Solbrain10-2.png [View same] [iqdb] [saucenao] [google]
7300392

What's the process for finding where the definition of certain frames are located?

A few sprites are offset in two key frames and I want to correct that, shift their X coordinates. I know the frame numbers but that's all I have right now.

>> No.7300425
File: 5 KB, 256x232, Solbrain10-3.png [View same] [iqdb] [saucenao] [google]
7300425

>>7300392
Heh, I got it. I set a reading breaking up on the ram address for the animation number, which lead to another ram address that got its data from, and in turn, that one gave me the location of definition bank which I was able to modify. Wasn't that hard.

>> No.7300475

>>7300236
>Working on a hack that puts the Shatterhand protag into Solbrain
would
shatterhand is amazing

>> No.7300481

>>7300475
Well I'm stuck again, I need to change the palette slot used for the pants (2nd sprite palette instead of 1st) and I was hoping the palette slot used for each sprite was part of the frame definition, which is how it works in Mega Man, but nope. i'm clueless on how to change it and gropping around again.

>> No.7300516

>>7300481
wish i could help man
all this stuff is way out of my reach

>> No.7300529

speaking of, while i lack any sort of skills in terms of actual romhacking, i have used trackers quite extensively in the past.
is there a way that one can use exported MIDI files and translate that into assembly or whatever would be useful to you guys?
ive always really enjoyed romhacks that had some original music, or at least re-arranged tracks embedrel
always wanted to try something like that desu

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

>> No.7300581

>>7300516
Found it. The system is pretty fucking retarded. For every single 8*8 sprite on the screen at any given time , the game reads from a bank which tells the slot used.

Now goes a tedious work of locating the data corresponding to every single 8*8 sprite of every single frame I need to swap in that bank from 00 to 01. It's sorted via the frame numbers which I know so it's not that bad, just tedious.

>> No.7300901
File: 4 KB, 256x232, Solbrain11-4.png [View same] [iqdb] [saucenao] [google]
7300901

Need to do some more testing but I think I'm done. Did the swap of characters graphics and palette for all gameplay + the stage select screen.
The intro and outro cutscenes remain unchanged but I don't think I'll bother with those.

When using the red vest, the timing of the red/orange flickering colour of the vest is slightly different than in Shatterhand but I don't think anyone's going to notice.I might fix it anyway

>> No.7301723
File: 135 KB, 1723x748, mesen_sprite_data.png [View same] [iqdb] [saucenao] [google]
7301723

>>7300529
Some older versions of Famitracker (0.4.2 and below) have a MIDI import, but it is flaky at best. If you can use a Tracker though, have at it!
http://www.famitracker.com/downloads.php
https://nesdoug.files.wordpress.com/2018/07/25-importing-a-midi-to-famitracker-e28093-nesdoug.pdf
>>7300901
Nice work Anon. What tools are you using? If i could recommend Mesen a thousand times i would!

>> No.7301749

>>7301723
>What tools are you using?

FCEU X and YYCHR. Both have been faithful to me when doing my Mega Man hacks.

I've ran into a palette glitch. Some-fucking-how during a specific bossfight, the sprite palette of the protagonist and a background palette for the score menu post boss fight run through the exact same routine and pull their pal numbers from the exact same byte.
Meaning I can't fix the character palette without screwing up the score menu at the same time and vice versa.
I wonder if it's not even intended and they didn't notice because for Solbrain the palette number is the same.

It's kind of a mess so I think I'm just going to do a dirty fix, jump to empty space when the game reaches the score menu, run a condition so that my code is only executed whenever the menu appears that specific bossfight, overwrite the PAL value and jump back.

>> No.7301769
File: 86 KB, 1692x772, smb2_dma.png [View same] [iqdb] [saucenao] [google]
7301769

>>7301749
> YYCHR
godlike
> FCEUX
i used it too for a long time, it was the best emulator for hacking; Mesen really does improve on what it can do though, the step through debugger (especially), RAM / ROM / CHR viewing tools, and scripting are on another level though. I'd give it a fair shot.

>> No.7301785

>>7301769
That does sound nice, I'll give it a try next time I do something. I've been writing all my ASM in HEX directly in the ROM viewer and then click on the debugger to update it to read it and make sure I didn't screw up; even though I know there are probably ways to write directly in ASM (and not in HEX). I got used to it though.

>> No.7301839

>>7301723
>http://www.famitracker.com/downloads.php
nice thanks bud

might as well just forgo the MIDI foreplay and try to sink my teeth into this instead
ill admit while ive used trackers before, ive never actually done it with a systems limitations in mind. its a bit intimidating desu
iirc, and correct me if im wrong, NES had 5 channels, but ACTUALLY only 3 as one is for samples and another is noise/perc
kind of mind boggling when you think about some of those old 8-bit OSTs
https://www.youtube.com/watch?v=k0j9CEaOJ2E

>> No.7301848
File: 177 KB, 1881x980, editASM.png [View same] [iqdb] [saucenao] [google]
7301848

>>7301785
> I've been writing all my ASM in HEX directly in the ROM viewer
Mesen does let you edit ASM directly as long as execution is paused. Just highlight code and right click in the debugger and it shows you instructions and corresponding bytes. It's so nice dude. I was pretty reluctant to switch away from FCEUX too but i'm so glad i did =p
i used this to make Hard Drop in my romhack Tetris Excel, wouldn't have been possible (for me) in FCEUX

>> No.7301864

>>7301839
2 Square channels. 1 Triangle. 1 Noise. 1 sound wave channel (DPCM).
The limitations can be a bit rough, but you can get used to them. Envelopes are your best friend. Arpeggios and portamentos can really allow you to mold some unique sounds. There are plenty of tutorials to get you going:
https://www.youtube.com/watch?v=dDaFhlBCZZ4
Effect list:
http://famitracker.com/wiki/index.php?title=Effect_list
Oh, also you cant adjust the volume of the Triangle channel, that's just how it is. It's best to use it for a bassline anyway, as most games did.

>> No.7301918

>>7301864
>2 Square channels. 1 Triangle. 1 Noise. 1 sound wave channel (DPCM).
lol yea thats so fucking strict
something something limitations breed creativity or something
goddamn i love NESs asymmetrical square tho. best in the biz imo

you guys would generally use the DPCM for sfx, no? or is it the noise channel?
just trying to keep in mind which should be empty. was never fond of having whole channels cut out for sfx, or vice versa

>> No.7301957

did /vr/ ever group up and make a homebrew? not that i'm saying people should, the after effects are likely going to be cancerous

>> No.7301960
File: 302 KB, 1487x1016, famitracker_example0.png [View same] [iqdb] [saucenao] [google]
7301960

>>7301918
> you guys would generally use the DPCM for sfx, no? or is it the noise channel?
Actually no lol. Personally i reserve square 2 for SFX and just use it for like arpeggio parts so i can interrupt it with SFX. Many games did this, but, there is no standard though. Sometimes the Noise channel is the best choice for some SFX too, because it can do things (like sword swhooshes) the squares just can't.
DPCM was usually just used for drum samples, but mostly not at all, probably because its Super Data Heavy, didn't sound that great, generally difficult to use, and on top of that also implemented wrong in hardware.it also was avoided because it causes problems with reading the controller, of all things, but that's a story for a different day

>> No.7302000

>>7301960
yea im seeing how useless the DPCM track is as we speak
the intro to bayou billy comes to mind
or ghostbusters GHFOSTNJBUSTTERGSZZZZ

>Personally i reserve square 2 for SFX and just use it for like arpeggio parts so i can interrupt it with SFX. Many games did this, but, there is no standard though
good to know

>> No.7302051

>>7302000
well let me know if you have any questions as you use it, happy to help
i've made some pretty neat stuff
https://nesblast.com/music/desert.aac

>> No.7302095

>>7301960
If only famitracker had the fucking piano for note input on the tracker itself, not just for testing the note settings.

>> No.7302117

>>7302095
true lol. you can hook up a MIDI device though. i usually don't bother.

>> No.7302129
File: 167 KB, 2018x798, Maudio O2.jpg [View same] [iqdb] [saucenao] [google]
7302129

>>7302051
appreciate it man
cool shit btw

>>7302095
seems stupid for me to be giving advice as ive just downloaded the program, but just get a cheapass MIDI keyboard. i just fired it up for the first time and its having no issue seeing it always a good sign when it doesnt take me an hour to figure out how to map

im rocking one of these bad bois picrel
i literally found it in the trash lol, but theyre so fucking cheap if you can find em used
theres like a billion people out there who thought they wanted to make muh beetz and then realized they had no idea how2music

>> No.7302132

>>7302117
ive used keyboard only in renoise and a couple other more modern trackers/DAWs, but i feel him
coming from playing irl instruments my whole life, its just more comfortable for me to have something tangible like that

>> No.7302146

>>7302129
>>7302132
> something tangible
the (computer) keyboard itself covers 2 octaves. I just use that. spacebar toggles between note input and note test, so, i just hit buttons 'till it sounds right. i'm mostly an guitar-ded ear musician anyway, and trackers / piano roll feel comfy for me. If you came from a formal background i could see how this could be problematic / annoying

>> No.7302159
File: 214 KB, 1486x1000, famitracker_keyboard_shortcuts.png [View same] [iqdb] [saucenao] [google]
7302159

>>7302129
oh make sure you go through the keyboard shortcuts menu, there is a bunch of useful functionality there that only exists in stupid keyboard shortcuts. annoying, but manageable.

>> No.7302176

>>7302146
yea you can definitely get used to it
and idk about you but i absolutely never record note velocity anyways so i guess its kind of pointless all in all to be using a MIDI controller.
i think its more a factor of how i like to play instruments desu. i like to give em a good smack muh punk rawk. electronic music in particular is very percussive and i know its a bad idea to literally be pounding on my computer or my precious mechanical keyboard. so the literal trash MIDI keyboard gets all the abuse instead

i will say that in more modern DAWs its fucking essential to have at least some knobs/sliders to map. unless youre some sort of starcraft memester and are lightning quick on the mouse and all your shortcuts

>>7302159
no way to map them to a controller at all?
i got a buncha buttons

>> No.7302213

>>7302176
>no way to map them to a controller at all?
uhhhh i've never tried lol. i don't think so? such is life in Famitracker...
you could use a MIDI -> computer keystroke program i guess and just make it spit out the keystroke shortcuts?
> velocity
easier just to make predefined envelopes in the instrument menu. i prefer this.
you can also edit volume manually in the instrument column, but, if you use both, it can get pretty messy... personal opinion though.

>> No.7302260

>>7302213
yea it looks like itd take some fucking around with desu. doesnt seem to support it natively
ah well tho. ive definitely used far cruder opensource trackers before.

>easier just to make predefined envelopes in the instrument menu. i prefer this.
same
imo the whole draw of trackers as opposed to a more modern DAW is the idea of automation, itself, as an instrument

>> No.7302264

also this arpeggiator is sexy as fuggg

>> No.7302294

>>7302264
> arpeggiator
agree. it wasn't commonly used by J composers, but, it rivals the C64 SID stuff any day.
https://www.youtube.com/watch?v=diDKZXPKY5A

>> No.7302724

Does anyone have news about paprium dumping progress?

>> No.7302921
File: 32 KB, 738x584, paperboy_paper.png [View same] [iqdb] [saucenao] [google]
7302921

>>7302724
There has been an important update! buy the cart[/spolier]

>> No.7303992

https://www.youtube.com/watch?v=HwEdqAb2l50

>> No.7304039

>>7302724

I'm dumping the game tomorrow afternoon. My friend us coming over with the dumping equipment (he knows more about it then me) and we're going to dump my copy of the game. I'm releasing it because I want to see Fonzie sperg out. Stay tuned

>> No.7304116

>>7304039
Nice bait, anon is going to break his F5 key and turn into the skeleton sitting at computer meme

>> No.7304131

>>7302724
It's going to take a real genius to finally dump it and release it on /vr/ because it's proven impossible so far.
Sadly no-one here will be intelligent enough to do it. I absolutely shall not be proven wrong.

>> No.7304316

>>7302921
>giving the fonz shekels
>ever
>for any reason
pass
i dont want to encourage such cuntish behavior

its public spectacles like what watermemeon has done the past ~decade that gives homebrew crews/indie devs a terrible fucking name.
sure, most homebrew crews dont take inordinate amounts of peoples cash or any at all, for that matter and then sit on it for +5 years with almost no fucking PR/updates given
but when people think of big homebrew projects, its stuff like that that comes first to peoples minds, as people are drawn like flies to shit towards controversy

besides, id honestly rather just go play some random beats of rage edit at this point.
fonzie missed his window HARD
if they had released the game in a more respectable timeframe, it wouldve been one of the very few new beat-em-ups on the market at the time
as it is now, its being released into something of a neo-beat-em-up renaissance, and now has to go toe to toe with newer games like SoR4, as well as all the old classic beat-em-ups and brawlers that are being ported to newer systems

and when it was all said and done, what was his apology?
sending everyone an XXS leather man-thong along with a manual/manifesto bitching about how he lost money
fuck that french faggot
hes already on trying to grift even more dummies on yet another project
maybe well see this one before 2030?

>> No.7304329

>>7304131
i saw a pic where someone had melted off the shitty epoxy that fonz had put over the chips
with all the weird shit crammed in there, youre probably right

>> No.7304548
File: 5 KB, 256x232, Solbrain25_introtest6-2.png [View same] [iqdb] [saucenao] [google]
7304548

Decided to edit the intro and outro as well because I must hate myself

This looks terrible but at this point it's the best I'm going to do without spending an entire more day on this shit. Yes I know, he's supposed to be green. Already had to pull some hackery for the palette colours and locate the pal slot definition for those giant sprites and edit them

my title screen edit is also bad but I can't be arsed to locate and alter the tiles drawing routine for the title screen, not to mention that I haven't even located enough free space to add more ASM

>> No.7305503

>>7304548
Did you used some dissambery or YYCHR?

>> No.7305540
File: 1 KB, 256x232, ShatterInSolbrain-71.png [View same] [iqdb] [saucenao] [google]
7305540

>>7305503
I used YYCHR to swap the art, but I also had to locate the sprites definition to change some of the palette slot allocated to certain sprites.

In order to make this "really" good (fix that grey area below the neck), I'd probably need to be able to change the address of the definition so I can add some sprites but I don't know where the pointers are you may wonder how I found the address definition if I don't know where the pointers are, let's just say that copy pasting lines of FF FF FF FF into your graphics bank until the sprite you want to locate starts to show up as garbage is one way to do it.
And in order to change the palettes from blue to green, I'd need to figure out how this messy palette system actually works as I ran out of free space to "hack on top of it".

Anyway this is what it is, the more important is the gameplay which is how I wanted it to be, the rest is cherry on top of the cake. I might try and fix/improve those in the future but for now I've called it a day and submitted it to romhacking.net, waiting approval

>> No.7305639
File: 3 KB, 126x126, navi.jpg [View same] [iqdb] [saucenao] [google]
7305639

>>7304316
if you don't like the guy then don't play his game. it's that simple. jesus fuckin wall of text christ.

>> No.7306778

What are some top tier rom hacks?

>> No.7306789

>>7306778
The "All New?" Punch Out!! is pretty hilarious, especially if you're drinking.

>> No.7306849

>>7306778
Super Metroid VITALITY

>> No.7306984

>>7306778
Super Mario World: The Second Reality Project
http://www.fpi-productions.de/tsrp.html
and obviously it's sequel hack
http://www.fpi-productions.de/tsrp2.html
WAIFU$ (just because of the kaizo you guys of both /v/ and /vr/ whine about needing)
http://www.baddesthacks.net/wp-content/uploads/2020/01/marioworldwaifus.zip

as for stuff that's not SMW hacks I say try stuff like Super Mario Bros. 3Mix, Sonic Megamix, Rockman 4 Minus Infinity just to name a few.

>> No.7306995

>>7306984
Is TSRP3 still not done? Aw man.

>> No.7307659

>someone made a 2 player hack of Shatterhand/Solbrain

That is fucking awesome. Anyone speaking russian could find the download link ? google/googletranslate doesn't help

https://www.youtube.com/watch?v=GOMbEaotTRU&t=2h12m

>> No.7307894

https://www.youtube.com/watch?v=kBgQJJ93nFM

>> No.7308864

>>7307659
Cool find, not russian, but I think it's here
>https://
vk.com
/romhack

if You scroll to "Files" on the right of the page there seems to be a Solbrain/Shatterhand File
Not sure iof it's the Multiplayer one.

It wants You to log in to view ALL of the files, but I could still download the Shatterhand one.

>> No.7308976

>>7308864
Yeah I saw this one but sadly that's not it, it's this one instead

http://www.romhacking.net/hacks/5215/

>> No.7309014

>>7308976
Damn.
I'd make an account, but It requires a Phone No. and I can't receive messages right now.

>> No.7309103

>>7307894
absolutely awesome

>> No.7309295

>>7308864
>>7307659
Looks like this place may be a gold mine for lesser known hacks.

There is also a video of a 2 player hack for Mighty Final Fight, which isn't on romhacking.net either

https://www.youtube.com/watch?v=QKFaV9Nwh_g&t=23m35s

>> No.7310929

>>7268195
CalArts garbage

>> No.7311024

>>7271870
The robot master stages were great for the most part. (Don't start with Cloud Man) My computer crashed before I could get to the Wily stages so I just watched the rest. I may try to do a half-assed translation if any of you anons really want to know what's going on.

>> No.7311801

thread is dead. new thread
>>7311797
>>7311797
>>7311797

>> No.7313040

>>7262583
Homebrews for the NES and SNES are just so fucking good now. I bet one could easily play homebrews of them for a year straight and not miss "real games."
The ones or the Atari 2600 are also impressive, like the Donkey Kong one that actually looks like the arcade version.