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

/vr/ - Retro Games


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File: 364 KB, 633x464, oot_mario_64.png [View same] [iqdb] [saucenao] [google]
9383559 No.9383559 [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 (needs update) :
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_0244_roms

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/9347345

>> No.9383561
File: 652 KB, 792x524, halo_64.png [View same] [iqdb] [saucenao] [google]
9383561

what is your dream game, /vr/ ?

>> No.9383826

>>9383559
https://xboxdevwiki.net/Main_Page

>> No.9384141 [DELETED] 
File: 253 KB, 1178x926, final fight 2 (2).jpg [View same] [iqdb] [saucenao] [google]
9384141

https://www.romhacking.net/hacks/6671/

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

Old news I know, but I hope this guy does another SNES beat em up improvement. He did one for Pirates of Darkwater too.

>> No.9384286

>>9383561
its definitely not that

>> No.9384390

>>9383561
Something similar to Cave Story on the Mega Drive, I guess - a full indie game demade in an older system just to show that it can.

Speaking of, has the Genesis Mini 2 been cracked yet? If the Mega Q games could be hacked easily, a translation patch would be nice.

>> No.9384395

>>9383561
Sonic 1, 2 or 3&K on the SNES. There's a demo of Green Hill Act 3 which is very close to accurate, but other than that I don't know of anything that comes close.

>> No.9384454

Anyone know any good resources on 6502 assembly? I thought of a really stupid program for the Atari 2600 that I want to write just for fun.

>> No.9384480
File: 530 KB, 640x480, A9D8D6F6-D2A4-4276-B588-6F1C185C862F.png [View same] [iqdb] [saucenao] [google]
9384480

>>9383559
Any other anons play pic related? Been taking my time. Very very hard (for me) at some points but loads of fun. Very deep secrets and overall well designed world

>> No.9384539

>>9383561
its definitely that

>> No.9384616
File: 3.57 MB, 3928x2904, cave_story_megasis2.jpg [View same] [iqdb] [saucenao] [google]
9384616

>>9384390
FYI Cave Story on megadrive is a thing. Someone mentioned it last thread. It is amazingly faithful. The graphics look good in 512 colors. The sound feels at home on the YM chip. It maintains a solid 60FPS mostly until a ton of objects are on screen, but, i consider it forgivable considering it's a fucking console from 1988 running Cave Story.
https://github.com/andwn/cave-story-md/releases
>>9384454
2600 programming is no joke. Stella debugger is creme de la creme tho. Enjoy:
https://skilldrick.github.io/easy6502/
https://www.youtube.com/watch?v=YESegXGO2ik

>> No.9384998

Does anyone know any good christmas romhacks?

>> No.9385001

>>9383561
It might be something like that

>> No.9386192

https://www.youtube.com/watch?v=lYDR2V1Qhm0

>> No.9386213
File: 11 KB, 256x224, superdonkarmaworld004.png [View same] [iqdb] [saucenao] [google]
9386213

>Super Don Karma World V10
basado

>> No.9386284
File: 29 KB, 645x657, wtf.png [View same] [iqdb] [saucenao] [google]
9386284

>500 gb hdd
>plenty of space remaining as I don't have that many games
>trying to add more games
>get this
does anyone know why tf this piece of shit winhiip acting up?

>> No.9386345

>>9386284
fat32 has 4gb limit

>> No.9386370
File: 102 KB, 1200x800, all the information is in the task.jpg [View same] [iqdb] [saucenao] [google]
9386370

>>9386284
>does anyone know why tf this piece of shit can't read?

>>9386345
>i have an iq32 limit

>> No.9386418 [DELETED] 
File: 26 KB, 480x360, mah_boi.jpg [View same] [iqdb] [saucenao] [google]
9386418

>>9386370
the problem
https://www.winability.com/fat32-max-file-size-limit/
4231 > 4000 or 4096
try these solutions
https://gbatemp.net/threads/ps2-and-hdd-over-127-gb.139005/
https://www.youtube.com/watch?v=MWwUX3que7w

>> No.9386420
File: 26 KB, 480x360, mah_boi.jpg [View same] [iqdb] [saucenao] [google]
9386420

>>9386370
the problem
https://www.winability.com/fat32-max-file-size-limit/
4231 > 4000 or 4096
try these solutions
https://gbatemp.net/threads/ps2-and-hdd-over-127-gb.139005/
https://www.youtube.com/watch?v=MWwUX3que7w [Embed]

>> No.9386467

>>9383561
Corpse Party 64

>> No.9386486

>>9386284
How many times do I have to tell you nerds to never ever use winhiip ever, it's early windowsxp shitware from the early days of ps2 modding. Use hdl batch installer. That'll solve all your problems.

>> No.9386614

>>9386345
Ok will look into this
>>9386420
Cheers
>>9386486
Bought this ps2 pre-cracked, didnt do anything myself with it

>> No.9386676

>>9386420
>i also can not read
ngmi

>> No.9386712

>>9386676
shut up faggot

>> No.9386798
File: 1.13 MB, 1631x1373, dayyyyytonnnnaaaa.jpg [View same] [iqdb] [saucenao] [google]
9386798

>>9386676
>ngmi
i got OPL running on ethernet crossover cable bitch

>> No.9386810

>>9383561
re1 on n64

>> No.9386829

>>9386712
>waaahhhh!!!!!!
kek
>>9386798
>embarrassing flex
lmao. And you obviously learned how from a youtube, seeing as you can't read.

>> No.9386851
File: 51 KB, 634x475, polystation.jpg [View same] [iqdb] [saucenao] [google]
9386851

>>9386829
it was actually brutal setting up OPL from ethernet, i dug through a ton of forum posts, got like 4 screens deep into IPv4 setup, install archaic windows features like SMB protocol (not mario), and also wired my own crossover cable, but what would you know about any of that

>> No.9386858

>>9386829
not to mention its using windows fucking networking and folder sharing, which was notoriously always a janky ass piece of shit. but zoomers like you will never know the pain. thank god.

>> No.9387146 [DELETED] 

>>9386851
>>9386858
Imagine being so literally retarded you don't even know how embarrassing your flex is. And then doubling down on stupid when called out. The ignorance of the zoomie is only exceeded by its hubris.
It took me a few minutes to setup OLP for SMB. Of course you'll seethe and cope and shriek about how that's impossible. But the sad fact is you're just too stupid to even know how stupid you are.

>> No.9387153 [DELETED] 

>>9387146
don't you have burgers to flip?

>> No.9387340 [DELETED] 

>>9387153
>Why yes, I will seethe and cope. How could you tell?

>> No.9387361 [DELETED] 
File: 75 KB, 1152x720, wagecuck.jpg [View same] [iqdb] [saucenao] [google]
9387361

>>9387340
>Why yes
clearly.

>> No.9387390 [DELETED] 

>>9387146
>>9387153
>>9387340
>>9387361
okay ladies, take it to /v/

>> No.9388086 [DELETED] 

>>9387390
Hello, hall monitor. Dollars to doughnuts you had a major meltdown just two threads ago. It's always your type.

>> No.9388117

>>9386284
3GB free
4GB game

Tell me again how you thought that would work

>> No.9388119

>>9386345
Take a look at how much space is left versus the size of the game, also the PS2 doesn't use FAT32 and also the fact that they didn't even format the drive correctly to use the full capacity of the drive

>> No.9388123

>>9386284
I now realize you haven't used the correct settings to use the full capacity of the drive, I hate to tell you this but fixing that will require a reformat of the drive, change it to HDLoader 48bit and the full capacity should be used (haven't done this myself in a while but that should be correct)

>> No.9388130

>>9388117
all I had to do was switch to 48bit mode in the options and problem solved
>>9388123
idk didn't need any formatting, just changed it to 48bit

>> No.9388190

>>9383561
Tails Adventures for the Mega Drive

>> No.9388372
File: 491 KB, 1920x1080, Super-Mario-64-Cover.png [View same] [iqdb] [saucenao] [google]
9388372

i've been wondering why no-one has tried recreating SMB3 or SMW in the SM64 engine, bringing those games to 3D.

i know a romhack exists for SMB using SM64, but it feels kind of "meh".

>> No.9388410

>>9388117
No thinkings were harmed in the making of this thread

>>9388123
>I now realize I should have learned to read
lmaooooooo

>> No.9389223

Oh boy, i have so many ideas for a Sonic SMS hack. I don't know how should i start with.

>> No.9389238

>>9388372
The 2D segments of romhacks are sometimes really good, but it usually devolves into wall jumping puzzles.
Which isn't bad, it's just not something I'd want to do for a whole game.

>> No.9389267

>>9383559
Wow, N64 homebrew development has gotten quite far progress-wise since 2009 or 2010!

>> No.9389509
File: 8 KB, 120x140, sonic_hand.png [View same] [iqdb] [saucenao] [google]
9389509

>>9389223
how bout a level editor
https://www.smspower.org/forums/18729-STH1EDWVSonicTheHedgehogEditor
Meka seems to be the best game in town as far as an emulator / debugger, if there is anything better, i'm not aware of it

>> No.9389518
File: 2.04 MB, 1337x1040, Zelda_Master_of_Time.png [View same] [iqdb] [saucenao] [google]
9389518

>>9389267
as have the emulators and accuracy. many hacks can run on real hardware / everdrive now.

>> No.9389640

>>9386213
>Super Don Karma World
please redpill me on this hack, this looks way too based for the SMWC tranny jannies (aka Idol) to allow

>> No.9389763

>>9383561
Unreal GOLD for N64
Also, Star Trek: Deep Space Nine for N64
Lastly, Quake 2 for Sega Saturn.

>> No.9389767

>>9389640
y-you do know the internet is world wide and there's a shitload of SMW romhacks not found on SMWcentral, r-right?

>> No.9389776

>>9388130
Been a while since I've messed with that stuff, so I wasn't sure whether or not it was needed, but glad to know it isn't

>> No.9389781

>>9389767
>y-you
What the fuck is up with you now, anon? It IS true the the internet is not specific to just one or a select handful of countries. TCH!

>> No.9389782

>>9389767
There ARE?!
Well! Color me shocked! Just absolutely flabbergasted!

>> No.9389783

Anyway, enough with my forgetfulness in regards to PS2 stuff, what homebrew games are you guys trying to find dumps for, as so far I have previously provided Mega 3D Noah's Ark and a few others I've forgotten the names of

>> No.9389785

>>9389781
Then why would you say something so fucking retarded in the first place

>> No.9389794

Hey >>9389785
>>9389767 is not me.

>> No.9389814

>>9389794
Nope. Never said you were. But you continue to be fucking retarded.

>> No.9389863

>>9389640
it's an asm tour-de-force, but marred by the fact that every sound effect has been replaced by shouting NIGGER and FAGGOT. racism is cool and all, but it gets old when constant.

the credits are based tho.

>> No.9390084

>>9389518
It's a real shame the ending to that ROM is so pointlessly lame because it was honestly an incredible experience otherwise.

>> No.9390670
File: 266 KB, 1906x1069, metroid_disassembly.png [View same] [iqdb] [saucenao] [google]
9390670

i built the Metroid disassembly:
https://github.com/nmikstas/metroid-disassembly
It is a 1:1 match with the retail rom. It didn't have much instruction on how to build it, just a bunch of loose files. I had to grab the Ophis assembler from the Dragon Warrior project, write a script to compile each bank, and finally combine them with a header.
If i can translate it to assemble with ASM6F instead of Ophis, i can get some live Mesen debugger labels rocking on it. That would be awesome.
Assemblers are similar, but each have different quirks, syntax and specialized features, so hopefully it goes smooth.

>> No.9391197

>>9389509
It also has a sprite editor, neat.

>> No.9391238

>>9390670
Would be good to port. I have spend the last couple of months learning assembly and I think I can make a good platform game with cool midscreen colour changing effects. The only issue is level level data is stored is huge strings of thousand of numbers in the rom so I'm trying to learn how to make a level editor in either c or python, don't care as long as it works. My quick search has indicated that using glade would be a decently quick way to make gui level editor. Currently just use open office excel thing to make the tilemaps or just ripping it from other games but just doing a single screen takes ages. There are tools around but 100% that way I want it laid out. I tried a program call 16 tile and its good but I'd like it to be a bit different.

>>9383561
With the perfect dark decomp I think it would be interesting to make a level that mimicks the general style of halo 1. I just had a quick look but hopefully the level data is in a pretty easy to mod format. The textures you could probably just directly replace the files.

>> No.9391512
File: 2 KB, 109x65, test-03.png [View same] [iqdb] [saucenao] [google]
9391512

How do i fix this issue?

>> No.9391513

>>9391512
Sorry if it's small btw

>> No.9391630

>>9389238
I was thinking of something more along the lines of a lightly bird's-eyed view, fixed camera, 3D sidescroller - given sm64 as the base, having the extra moves disabled (wall kick, ground pound, dive, etc.).

>> No.9391646
File: 304 KB, 1006x654, tiled.png [View same] [iqdb] [saucenao] [google]
9391646

>>9391238
you can extend Tiled with javascript, for importing and exporting formats. it's a popular choice. it may not be the editor of your dreams but might be a happy medium between rolling your own and using excel. might be worth a try

>> No.9391780

>>9384480
Yeah, all of Kurko's mods are fantastic.

>> No.9391795

>>9389640
It's a decent hack. Has some cool ideas but the levels and bosses generally aren't anything special from a design standpoint. The hack is hard carried by its sheer spectacle. Props to not pandering to SMWC unlike /v/orld

>> No.9392018

What are the essential SM64 romhacks?

>> No.9392061

>>9391795
>Props to not pandering to SMWC unlike /v/orld
Can you please list every type of pandering /v/orld did? I know fags removed "faggot" term on overworld, but idk what else

>> No.9392135
File: 1.31 MB, 1440x1080, Super Mario Bros. 64 - 1-1.webm [View same] [iqdb] [saucenao] [google]
9392135

>>9391630
>webm example
this is NOT ideal.
it looks terrible when the camera sways at an angle relevant to the direction of motion.

>> No.9392269

>>9392061
>I know fags removed "faggot" term on overworld
No, the organizer did it because one of the playtesters bitched that it would make the hack banned from Twitch or some dumb bullshit, even though people stream Pokemon Clover just fine. By caving to that braindead retard, OP basically made /v/orld nearly impossible to discuss on /v/ without anons screaming about censorship. Also one of the levels originally had a giant IDOL APPROVES spelled out in blocks, but he replaced it with a fucking Sneed and Feed joke.

>> No.9392302

>>9390670
>I disassembled something and then assembled it again
>The reassembled thing was the same as it originally was
Amazing. I always end up with a few screws and somehow one more ikea allan wrench than I started with.

>> No.9393836

>>9391646
I will definitely try it out, by 1992 they certainly used gui to help them make the levels. I've been stalled for ages trying to figure this out.

>> No.9393869
File: 127 KB, 1128x696, tile ed1.jpg [View same] [iqdb] [saucenao] [google]
9393869

>>9391646
ha ha it actually does work, thanks. First time looking I didn't find barely anything. My goal is to convert gradius 3 to the master system.

>> No.9393987

I'm kind of hating the level design in super metroid vitality, where am I even supposed to go after spazer?
I hate getting lost when the map gives no clues whatsoever on how rooms are connected and wheter or not I got an item already

>> No.9394078
File: 58 KB, 1120x731, metroid_disassembly_snag0.png [View same] [iqdb] [saucenao] [google]
9394078

>>9390670
> If i can translate it to assemble with ASM6F instead of Ophis ... hopefully it goes smooth.
Welp, we have hit a snag. Those stars right there are generic branch markers, and those + signs tell which of those stars to jump to in Ophis. ASM6F ...does not have that functionality. Dang.
I guess i'll end up writing a script that combs through each file looking for +'s (and -'s), calculates where its supposed to jump, and sets the appropriate jump location with a label. Doing it by hand would take multiple days with a project of this size.
> Assembly Language
This blanket term kind of bothers me, as well as the fact that seemingly everyone refers to "assembly language" as a singular entity. Each CPU and hardware combination is unique, on top of that, each assembler for the exact same CPU and hardware combination is unique. These are the "fun situations" you deal with in this type of work.

>> No.9394415

>>9394078
I'd pay good money to know what they were smoking when they came up with anonymous labels.
>seemingly everyone
You seemingly need to meet some people who aren't retarded.

>> No.9394743
File: 2 KB, 170x90, image.png [View same] [iqdb] [saucenao] [google]
9394743

>MegaMan Xtreme 2 Remastered never ever

>> No.9395342

>>9394743
Oh, why not?

>> No.9395486

>>9383561
Shantae and Rusty on tg16

>> No.9395904

>>9395342
Last post mid-2020, no updates since https://www.vg-resource.com/thread-30121-post-660492.html#pid660492

>> No.9396120

Really hoping the list of undumped games gets updated so I don't end up posting something that has already been dumped, I've still got an absolute ton of stuff and really want to share as much as I can, for now though I will still do my best to fill any requests that pop up from you guys until then

>> No.9396126
File: 1.91 MB, 240x160, english_park_no_sound.webm [View same] [iqdb] [saucenao] [google]
9396126

Spending the day in the park.

With sound: https://files.catbox.moe/9b9uwq.webm

>> No.9396341

>>9396126
All the smells.

>> No.9396478
File: 608 KB, 792x524, _64.png [View same] [iqdb] [saucenao] [google]
9396478

>>9396120
if you want to make an archive we can add it to the Archives section.
the anon who made the lists/links said he was gonna update it, and then he bounced...
https://desuarchive.org/vr/thread/9271185/#9304497
at this point, feel free to make a new updated pastebin

>> No.9396920

>>9396120
This. It would be catastrophic if someone uploaded a file that already existed on the internet. You see what happened when multiple grandmas posted the scratch and sniff chimp leading to more grandmas posting the i frew up kitty leading to everyone becoming literally hitler.

>> No.9397406

>>9396478
I'll likely use the existing one to compare with the large pack that used to be up (that's seemingly still linked in that list despite being a dead link) that way I can both reupload that larger pack but also add to it with what I have so that the pack exists again but with even more content

>> No.9397413

>>9396920
Dude, I'm just trying to upload what I have for people in here, I've already sorted it and what not and just want to make sure there are no duplicates in said eventual pack

>> No.9397469

>>9396478
New game for snes

>> No.9397693
File: 40 KB, 680x680, laughing-dd.jpg [View same] [iqdb] [saucenao] [google]
9397693

>>9397413
Dude, a lot of that stuff has been dumped. If you downloaded it from the internet it's been dumped. That's not to say there's no one here who might not have it and be unable to find it. There probably are. Not sure why you hate those people and want to make sure they can never play those games, but yeah, they're probably undeserving dicks.

As for all that stuff you dumped yourself, I'm sure a lot of rom collectors would love to know if your dumps match other peoples dumps. Verifying dumps and documenting and preserving every variation of a game is of critical historical importance to the field of rom collecting. Obviously someone who's quite the retro dumper, such as yourself, is aware of this and knows he might be sitting on a goldmine of unique one of a kind personalized games.

I honestly don't understand why such an esteemed gentleman as yourself is even wasting your time with the fiddly bits. Since you have it all sorted and what not, simply post your list and let the plebs work out what's already been dumped and what you need to devote your valuable drag and dropping time to. It's the very least they can do.

>> No.9397743

>>9383561
Super Metal Gear 2 for Super Nintendo

>> No.9397807

>>9396126
> You smoke the evening away in the park.
>Not actually smoking

>> No.9398492

>>9397693
Well actually the stuff I'm referring to has all been grabbed from a private group that was previously mentioned in an earlier iteration of this thread, I just want to provide as much of what's from there with people here that (at least from what I've tried to find elsewhere) can't be found publicly (or I'm just not trying hard enough, idk) I don't want to withhold content I just want to make sure that what I do share isn't something that is available elsewhere and end up sharing more of the same stuff, hell I've been trying to just sort and properly name everything before doing some decently sized content dumps beyond just dropping one of two things here or there

>> No.9398498

And yes, everything that isn't already datted will be datted with the help of a good friend who already plans to dat everything I provide to them, though more than likely I think that they should also actually share the files I provide so as to make everything even easier to grab

>> No.9400328

https://www.youtube.com/watch?v=zrn0QavLMyo

>> No.9400354

>>9383561
Half-Life on PS1

>> No.9400957
File: 1.50 MB, 471x479, cringe.gif [View same] [iqdb] [saucenao] [google]
9400957

>>9397693
>Verifying dumps and documenting and preserving every variation of a game is of critical historical importance

>> No.9401230

Assuming we can move past this crap already, having already shared a few actually undumped or otherwise non-public dumps of homebrew games, is there anything else you guys want that I (hopefully) have or will have in the future?

>> No.9401280

>>9401157
Can anyone here help?

>> No.9401282

>>9386284
>Not having at least 10tb
Lol

>> No.9401334

>>9400957
>to the field of romhacking
If you’re gonna make a joke, you should at least read the entire comment to avoid looking stupid

>> No.9401432

>>9401334
>looking stupid
I'll leave that to you.

>> No.9401839

>>9401432
>n-no you
pathetic

>> No.9401880

>>9400957
>my head

>> No.9402496

>>9383561
Fallout 1 on PS1, Sega Saturn, and N64
Fallout TACTICS on PS2, and GameCube
Call of Duty 3 for OG Xbox and PS2
Resid3nt Evil 2 for Sega Saturn
Megaman X5 on Sega Saturn even if it were going to be Japan only. (The Saturn lasted longer in Japan and South Korea than it did in Europe, Oceania, and the America's, so its possible).
Mario artist studio for GameCube.

>> No.9403025

>>9386467
>that VN

>> No.9403031

>>9403025
>VN
Wasn't it made in RPG Maker?

>> No.9403464

>>9403025
Not him, but the PC-98 one is the best option.

>> No.9403526
File: 124 KB, 1024x682, 175E1825-881B-482E-9EAA-2677A82D35C6.jpg [View same] [iqdb] [saucenao] [google]
9403526

>tfw beating the worlds in Plumber for All Seasons during their irl respective seasons

>> No.9404183

>>9383561
Lunar series, Darkstalkers 2, Metal Gear Solid, Chrono Cross and Xenogear for the N64

>> No.9404461

>>9403526
Not bad
That's dedication

>> No.9404940

N64 spooky jam

>> No.9405445
File: 1.14 MB, 1131x551, m64.png [View same] [iqdb] [saucenao] [google]
9405445

I been picking away at Metroid 64 for a few years now. Not the one from Twitter, the one from Matt McMuscles showed one time

>> No.9406007

I have a question... would it be easy to make an FMV style game for a retro console like the Sega CD, or Playstation 1? That is a pretty big gulf. I have been toying with the idea of doing an FMV style game, maybe 5-10 minute. Not sure if it would be point and click like Myst, or QTE like Dragon's Lair? Maybe not on the same level as Don Bluth's animation. I can do full animation, but at a lower level of quality to speed up animation process. But a game in the style of Dragon's Lair or Revenge of the Ninja? This was just an idea I was thinking about doing. But was curious about the tools/ development put into one of these.
https://www.youtube.com/watch?v=RvbVx7nxmZY

>> No.9406070
File: 125 KB, 720x1480, Screenshot_20221111-002201_Gmail_1.png [View same] [iqdb] [saucenao] [google]
9406070

I (used to) manage the "Personally Curated Pre-patched Improvement Romhacks, Translations, Mods, and More" mega folder that I've seen shared around in these threads sometimes. I got this email from Mega, and despite the issuer obviously being someone random I haven't given a shit about updating the folder in years so I'm just gonna delete it. Go patch your own roms, it's better that way anyway.

Phoneposting cause I'm in bed & sleepy

>> No.9406489

>>9406070
Probably for the best anyway as there are at least a few good sources out there for prepatched stuff at this point anyway

>> No.9406512

>>9406070
>upload stuff to anonymous file servers to post here
>people here complain "WHY NOT JUST USE MEGA?! THIS SHIT IS TOO SLOW!!!"
Yep, this right here is why I don't ever link my Mega account on 4chan. Too many assholes who will report just for the sake of it.

>> No.9406776
File: 100 KB, 1280x720, wario_land_64.jpg [View same] [iqdb] [saucenao] [google]
9406776

>>9405445
thats dope man feel free to post some more screens of that.
>>9406007
you could try replacing a video in a existing sega CD game, it would teach you a lot.

>> No.9407324
File: 1.35 MB, 2400x1080, Screenshot_20220825-022204_Metroid Mobile.jpg [View same] [iqdb] [saucenao] [google]
9407324

>>9406776

I broke the Ztargeting lock on after rebuilding it for the millionth time so Im trying not to flip the table over when I open the project atm

>> No.9407326
File: 1.23 MB, 2400x1080, Screenshot_20220820-135927_Metroid Mobile.jpg [View same] [iqdb] [saucenao] [google]
9407326

>>9406776

>> No.9407337
File: 1.08 MB, 2400x1080, Screenshot_20220820-135846_Metroid Mobile.jpg [View same] [iqdb] [saucenao] [google]
9407337

>>9406776

>> No.9407340
File: 1.00 MB, 2400x1080, Screenshot_20220901-133057_Metroid Mobile.jpg [View same] [iqdb] [saucenao] [google]
9407340

>>9406776

Lore

>> No.9407345
File: 1.05 MB, 2400x1080, Screenshot_20220901-133112_Metroid Mobile.jpg [View same] [iqdb] [saucenao] [google]
9407345

>>9406776
The 90s called, it forgot to give us something

>> No.9407356

>>9406070
if wasn't New_Games_for_Old_Systems_v3.0.rar was it? that thing needs serious updating

>> No.9407578

So, uh, can I ask for help for my dumbass fucking up with using a romhack?
I'm not sure if the error I'm experiencing is because I fucked up patching, fucked up using a save editor, or it's a problem on the emulator's end.

>> No.9407749
File: 13 KB, 256x224, 7285titlescreen.png [View same] [iqdb] [saucenao] [google]
9407749

Anyone playing Star Fox EX? It's a hack for the original Star Fox that ups the framerate to 60fps and completely remixes all the levels. I'm partway through the first route and it's pretty fun so far.
https://www.romhacking.net/hacks/7285/

>> No.9407754

>>9407324
whoa is this yours man? it looks great

>> No.9407825
File: 260 KB, 328x272, 1460916030420.gif [View same] [iqdb] [saucenao] [google]
9407825

>>9407578
What emulator? What romhack? What's the crc32 of the original rom you were supposed to use with it? What's the crc32 of the rom you used before you patched it? Most romhacks don't change the location of the save data, but if it adds in new items or something it might have something the editor can't recognize and might corrupt. Need more details.

>>9407749
>A brand new map with 17 new levels, new bosses, music, backgrounds, enemies and more!
Neat
>A 3+ page pre-game menu to customize your experience!
>Use the SNES Mouse, Super Scope, NTT Data Pad or Multi-Tap for a new way to play!
>Play with 2/3/4/5 people, AI controlled teammates, or ships all controlled by player 1!
Ok, now I finally have a reason to get an FXPak Pro. I've always wanted more games to use the mouse.

>> No.9407827

>>9406007
Of course. Literal tard shat them out like they were going out of style. Ironically.

>>9406070
And nothing of value was lost

>> No.9407847

>>9406070
Its time to Switch to Dropbox, CDromance, iCloud, mediafire, the Freenet, and 4shared.

>> No.9407926

>>9407356
Nope

>>9407847
Nah I'm good

>> No.9407935
File: 481 KB, 404x600, misdreavus_200.png [View same] [iqdb] [saucenao] [google]
9407935

>>9407825
>What emulator?
Visual Boy Advance

>What romhack?
Fire Red Essence, for Pokémon Fire Red

>What's the crc32 of the original rom you were supposed to use with it?
>What's the crc32 of the rom you used before you patched it?
No idea what those are how to check them. I know virtually nothing at all about hacking roms, I've done a lot of modding to PC games in my days (in fact I decided for some Pokémon nostalgia to cool off from that a little bit), but I'm a complete newfag here.

>Most romhacks don't change the location of the save data, but if it adds in new items or something it might have something the editor can't recognize and might corrupt. Need more details.
Well, uh, I applied another patch to it which turns the dummied out Acro Bike into an item ("GB Player") which makes the music sound like the music from the original Game Boy games.

The save editor recognized it as the Acro Bike, but didn't complain about that. The save editor does complain about some things though, like me naming my player BITCH (even though the game itself didn't complain).
What I used the save editor for was to give myself a Misdreavus egg holding an Amulet Coin, so I could have that early on. Said egg hatched into a MissingNo, but editing the MissingNo into a Misdreavus afterwards seems to have solved that.
What happens now though is that looking at any Pokémon's summary now makes the game freeze.

Obviously I fucked something somewhere, but I don't know enough about this stuff to be sure of what exactly, or what to look for to fix it, or if it can be fixed. I've put not even 30 minutes into the game, should I just start clean with a new save to see if it stops being fucked?

>> No.9407971

Well, the game freezes on an older save without the added pokémon, so I'll assume I fucked up the rom.

>> No.9408032

Actually with some further experimentation, it seems that the romhack itself may be scuffed. Oh well.

>> No.9408113

>>9407935
For the romhack, did you pay attention to the description, particularly, the requirements?

The base game's revision is an important factor, as the data structuring within said game is most likely having enough of a difference to be significant - meaning the patches data will be botched.

>> No.9408129 [DELETED] 

>>9406776
>you could try replacing a video in a existing sega CD game, it would teach you a lot.

That's what I was thinking. Change the video and make a new game. Does it matter if the button prompts are at the same spots? I can produce the actual animation and mp4's or something. The game would be a QTE button press type of game. I am planning on using a mix of 3D environments and 2D cell styled animation for characters. I have come up with some good techniques for this in Blender. I'm self taught in animation at this point.

>> No.9408138

>>9406776
>>>9406007 (You)
>you could try replacing a video in a existing sega CD game, it would teach you a lot.

That's what I was thinking. Change the video and make a new game. Does it matter if the button prompts are at the same spots? I can produce the actual animation and export them to mp4's or some other format. The game would be a QTE button press type of game. I am planning on using a mix of 3D environments and 2D cell styled animation for characters. I have come up with some techniques for this in Blender that look good. I'm self taught in animation at this point.

>> No.9408157

>>9408113
Well, Fire Red Essence claimed to be "version agnostic" but it doesn't work with the 1.1 revision of the rom either. I changed to Visual Boy Advance-M, where the hack just doesn't work at all, it just makes noise and nothing happens.

Trying out a prepatched version of the ROM I found online, it seems to work, so I guess that solves that. Don't very much like VBA-M though, even with 0 frame skipping it looks like it's skipping frames.

>> No.9408406

>wonder why Otogirisou was never fan translated despite being popular enough to get featured in NP
>turns out the game is compressed to hell and back
>font is bitpacked, text is huffman compressed and chock full of control codes including many that are never actually used, not really sure how the graphics are compressed
>some crazy bastard is actually working on it, has a nearly complete script, and has created tools just to get the job done

>> No.9408576

how difficult would it be to port pokemon leafgreen to the snes?

>> No.9408625

>>9408576
Why not use the original gb games' decompiled code, and work from there for a snes port?
If you're implying taking frlg as-is, and trying to figure out a way for it to work on snes' hardware limitations, you're in for a bad time.

>> No.9408678

>>9408406
Sounds cool, who's this working on it, anon?

>> No.9408824

>>9408576
You would essentially have to code the whole game from scratch in snes assembly

>> No.9408864 [DELETED] 

>>9408406
>hack shits out garbage
>trash compacted "to hell and back"
>some rando loses his shit about it
Many such cases

>>9408576
For (You), impossible

>>9408824
>You would essentially have to have a clue
ftfyz

>> No.9408985 [DELETED] 

>that guy fishing for (you)'s is back
Watch, next he's gonna claim to understand how to program without posting any proof ever,

>>9408678
Someone calling themselves ButThouMust. Has a thread on RHDN about it, with a link to a google drive containing the current progress and the tools used. Currently the script is done except for the "joke" material that comes after the 15th playthrough.

>> No.9409208

You'll never better yourself if you cry to tj every time someone doesn't circle jerk you

>> No.9409363

>>9384998
Holiday Hex

>> No.9409756

>>9407749
The update with fastrom?

>> No.9409762

Does ASM doing something in pvsneslib?

>> No.9409784

>>9383561
GTA 3 on dreamcast

>> No.9409912

>>9408576
You could probably replicate most of it to a decent/good degree, but I assume that the actual code wouldn't be helpful. The actual gameplay and stuff isn't exactly intense or anything, so even the modest SNES should do it fine, but you'll want to do a lot of optimizing if you wanna stick within cartridge limitations.

>> No.9410191

>>9409912
>I ass
Yes you are sweaty

>> No.9410213

I remember seeing a really intensive Zelda Romhack posted a while back that was deep and detailed, and to play it on original hardware you needed an everdrive x7. Does anyone know which one it was?

>> No.9410221

>>9410213
*everdrive n8 pro, it's a NES romhack

>> No.9410240
File: 61 KB, 300x276, mario_isScrewed.png [View same] [iqdb] [saucenao] [google]
9410240

>>9410213
original everdrive N8 caps PRG / CHR ROM at 512KB each, which was the highest ever used commercially, if it's a bigger game, which some romhacks are, then it may not work

>> No.9410617

>>9409756
No, but I think it's compatible with that. This is a brand-new hack.

>> No.9410695
File: 2.65 MB, 1364x768, smw checkerboard bg.webm [View same] [iqdb] [saucenao] [google]
9410695

Someone made this cool SMW background a month ago and posted it to the SMWC Discord. Putting it here so it's not trapped there.
https://files.catbox.moe/xa6obs.zip

>> No.9410713

>>9410695
That's pretty cool

>> No.9410831

>>9383561
Tech Romancer on the N64 with playable bosses.
Super Mario RPG in the SM64 engine.

>> No.9410887

>>9383561
a sonic rpg for genesis in the mario rpg style

>> No.9411447

>>9410887
For me, Crash Bandicoot 3D blast for SNES

>> No.9411486

>>9383559
i suddenly felt like playing fire emblem 8 hacks so that's how i've been gaming this week. there are a lot of such hacks.

>> No.9411493

>>9409912
>>9408576
>>9408625
Illusion of Gaia or Robotrek

>> No.9411529

>>9396126
i love the art style, very Enix meets Earthbound

>> No.9411649
File: 23 KB, 240x160, yona_room.png [View same] [iqdb] [saucenao] [google]
9411649

>>9411529
Thanks!

>> No.9412143

>>9411529
those are rpg maker 2k/2k3 sprites and tilesets

>> No.9412354

Playing Garbage Pail Kids gotten from another deleted thread. Fun game. Feels like a European NES game in a good way and with 90's american "disgusting is cool" trend. Is there a manual and has it been ripped?

>> No.9413080

>>9408678
ButThouMust. Last update was in September.

>> No.9413268

>>9394415
Once you get used to anonymous labels they're pretty useful, if you indent they're like curly braces in a higher level language.

>> No.9413270
File: 5 KB, 1009x101, WTF.png [View same] [iqdb] [saucenao] [google]
9413270

Okay, riddle me a fiddle,
WHAT THE FUCK STELLA!?
Seriously, I don't have a single clue why there's a difference in start positions between ROMs I got from CoolROMs and ROMs I'm compiling by myself, but it's pissing me the hell off because it's making Stella start at the VSYNC address instead of where the code starts.

>> No.9414078

>>9412354
Garbage Pail Kids - Mad Mike and the Quest for Stale Gum?

>> No.9414261
File: 338 KB, 527x484, chuck.png [View same] [iqdb] [saucenao] [google]
9414261

>>9413270
hmmm, maybe it's a header issue? maybe the code needs an .ORG $xxxx at the beginning?
i would run a DIF on those files and see what's up

>> No.9414423

I've only really played a few like Mario 3mix, Star road and pokemon romhacks. What are some others that I should check out?

>> No.9414460

>>9414078
yes

>> No.9414603

>>9414261
So, the interesting part of the .a26 ROM format is that it doesn't actually have headers.
Additionally, since the only ROMs I have to compare is my own and an official Atari ROM, I can't DIFF it either.
I don't think it's the ORG, but it might be. I'm currently experimenting with that, to see what I can do.
Furthermore, because I'm using WLA-DX, I can't compare my code to anyone else on Atari Age, because not a single soul there has ever thought to break the mold and try to use an assembler that isn't DASM, apparently.

>> No.9414610
File: 50 KB, 1162x802, Stella Found ROM.png [View same] [iqdb] [saucenao] [google]
9414610

>>9414603
Oh, it should also be noted that if I manage to get to the intended ROM location(done here by modifying the PC to f000), it shows up my code just fine!

>> No.9414621

>>9414423
Plumber for All Seasons and The Princess Rescue are great introductions for SMW hacks. The difficulty in them is not intense, and they have great visuals.

>> No.9414908

>>9414603
> VSYNC address
That is the VSYNC register, 00-7F is register space, code shouldn't / cant exist there, and the program counter should never reach that point.
https://github.com/johnidm/asm-atari-2600
looking at these, you're probably gonna need an ORG $F000 at the beginning of your code at the very least, but other than that, i'm not sure how to help without more info...
are you compiling existing disassembles? are you making your own rom? maybe see if you can get this hello world to build with WLA-DX with some tweaking
https://github.com/johnidm/asm-atari-2600/blob/master/hello.asm

>> No.9415234

Have the ROMs in the Genesis Mini 2 been dumped yet?

>> No.9415294

I am requesting a Mario 64 mod where you play as Link and explore Hyrule from Ocarina of Time

>> No.9416240

>>9414908
Okay, so, WLA-DX does not operate in the same way as you'd expect.
https://tozt.net/blog/writing-an-nes-game-part-1/
This blog post shows a pretty good example of how the WLA-DX syntax works-ORG is technically not necessary here.
I think I'm just going to post an issue to Stella's github, because this appears to be a problem with Stella specifically and not any fault of WLA-DX or me.

FYI:I haven't tried porting the Hello World code yet, mostly because it's going to be a bitch to do so. I'll probably bother with that in the near future, but I'm too tired after working to do it tonight.

>> No.9416375

>>9416240
It wasn't the ORG.
I forgot to set the interrupts.
This is a case of anon being a retard, I'm sorry.

>> No.9416381

>>9415234
Yes

>> No.9416417
File: 9 KB, 250x231, sicp.jpg [View same] [iqdb] [saucenao] [google]
9416417

>>9416375
> I forgot to set the interrupts.
oooooohhhh so it had no reset vector at $FFFC (or mirrored) and it was just jumping to $0000? ...yeah that makes perfect sense and now i kinda feel dumb for not suggesting checking that. glad you got it sorted out.
if you make any good progress post it man, 2600 dev is manly af

>> No.9416428

>>9416417
Thanks. Probably not going to stick around long on Atari 2600 development, my heart's set on the SMS, but I figured I'd try the 2600 to practice assembly and optimization first.
Not to mention, I'm complete shit at making art and music :P

>> No.9416784

>>9416381
Where

>> No.9416794

>>9414460
I have it if you want it/don't have it already

>> No.9416836

>>9410695
Aesthetic

>> No.9417063

>>9416784
don't worry about it

>> No.9417283
File: 47 KB, 1203x942, seachase_sprite0.png [View same] [iqdb] [saucenao] [google]
9417283

>>9416428
> my heart's set on the SMS, but I figured I'd try the 2600 to practice assembly
it's not a bad plan, however, Z80 and 6502 are extremely different and the optimizations you would use for each wouldn't apply much to the other. i find z80 to be much more straightforward imo, 6502 is kind of a wishy washy mess in comparison.
that said, it's good to learn both, but i don't think the skills are necessarily transferable

>> No.9417434
File: 518 KB, 1920x1080, garbage-pail-kids-mad-mike-and-the-quest-for-stale-gum-pc-ps4-switch-xone-nes-3afe5ed2.jpg [View same] [iqdb] [saucenao] [google]
9417434

>>9416794
The manual? Yes please. I already beat the game.

I will buy the game eventually like I did buy Micro Mages after pirating it but I'll wait for a sale. GPK was a cool game but 10 bucks is a bit much for 6 stages; I felt like the game was missing a final 7th stage, a boss level that would come after the initial level selection, Mega Man style.

Other than that the game is really good. They REALLY managed to make it feel like something that could have come out between 1989-1991 the only thing that felt would have been different then is the fact that the lives/continue system would have probably been less lenient, something few modern homebrew game manage to really pull.

>> No.9417441

>>9417434
>They REALLY managed to make it feel like something that could have come out between 1989-1991

Although the marketing uses the year 1986 which is just plain wrong but I won't nitpick

>> No.9417451

>>9384616
>https://github.com/andwn/cave-story-md/releases
Looks sick. I can't remember how far I got, but I think I played the one for 3DS.

>> No.9417462

>>9383559
Hey Anon, love this thread. Just wanted to say thanks, as I'm into strategy games like Fire Emblem, Shining Force, etc, and got a few games hacked via IPS patches.

>> No.9417468

>>9383559
This sounds a bit dumb OP, but does anyone know how I can 'find' a group for Amiga scene style pixel art?

I know about sites like Pouet, but I still to this day have no idea how to 'submit' stuff for demoscene parties, or how to join a group. Wanted to up my pixel art skills but have no idea how to join stuff.

>> No.9417470
File: 30 KB, 474x296, dpaint.jpg [View same] [iqdb] [saucenao] [google]
9417470

>>9417468
You can submit retro styled modern art to sites like opengameart.org, and devs can actually use it; but for demoscene stuff, you'd have to use actual Amiga programs with an emulator like dpaint, which are usable but clunkier.

>> No.9417652

>>9417434
I'll have to keep my eye out for the manual unfortunately as the place I got the nes ROM from didn't include any sort of digital version of the manual

>> No.9417682

>>9384616
>FYI Cave Story on megadrive is a thing. Someone mentioned it last thread. It is amazingly faithful. The graphics look good in 512 colors. The sound feels at home on the YM chip. It maintains a solid 60FPS mostly until a ton of objects are on screen, but, i consider it forgivable considering it's a fucking console from 1988 running Cave Story.
>https://github.com/andwn/cave-story-md/releases
Whoa I had no idea this existed. Based. Does there exist any kind of database of all these retro ports/demakes? I always find out about them way after the fact and I'm sure there are lots that exist that I'm entirely unaware of.

>> No.9417691

>>9398492
Any updates on this? I hope you didn't let that faggot discourage you from sharing what you have. It's a pain in the ass to find some aftermarket homebrew dumps and private groups/hoarders can eat a dick.

>> No.9417765

>>9417682
>Does there exist any kind of database of all these retro ports/demakes?
Probably not. Here's Mighty Final Fight on the Mighty Speccy, tho.
zxart dot ee/eng/software/game/arcade/gang-beat-em-up/mighty-final-fight/
(spam filter is dumb)

>> No.9418070

>>9383561
DKC2 where you can play as DK himself.

>> No.9418204

>>9417470
Same Anon: I usually use Grafx2 personally though. I'm more or less just looking for the right method to join demoscene groups.

>> No.9418236

>>9383561
Thief on the ps2 or dreamcast

>> No.9418270

>>9383561
Zniggy 2

>> No.9418737

>>9417691
Everything is sorted aside from some more dumps I just grabbed, everything from the previously mentioned private group (which was everything ever posted in there) does seem to include already publicly available stuff so I'm likely just going to do as I previously said, which was to just add on to the previously available all files.zip stuff, either that, or I'll just grab everything I know for a fact isn't public and I'll just put that up

>> No.9420071

>>9420062
>>9420062
>>9420062
>>9420062

>> No.9420784

>>9417470
Perut Em Heru much?