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Here's some points of discussion:

1.) Project showoffs
2.) Hacking help
3.) ROM hack recommendations

Our ROM hack recommendation list can be found below:

http://pastebin.com/pYxhe4L7

Every hack featured on the list above can be downloaded at:

https://www.mediafire.com/folder/50m95vbbuyf25/vr's_ROM_Hack_Recommendations

PREVIOUS THREAD:

>>3523146
>>
>>3566164
Seems this one is on it's way to dying early without even getting any replies this time.
I think we need Vidyamon Anon to return.
>>
Hey im glad the threads here. Got a question..

How do I actually edit levels? I can change sprites,palettes and text. but I keep searching online for how to change what tiles are appearing on a level, or even how to change a background, and I get shit results.

All the hits im getting are 'level editor for X game' or 'its very hard to do'...does someone at least have a good link to a guide so I can see for myself whether its beyond my skill?
>>
>>3566760
All that level editors do is uncompress the tile data (if needed) and then put the modified data back into the rom when you press save or whatever. If no editors exist you'll have to do it by yourself i.e. using a hex editor. Thing is, you can't just start editing the game without knowing what you even need to edit to begin with. You'll just get lost in an ocean of numbers.

First, you have to find out WHERE the game stores the data (what memory address) and HOW the game stores it (is it uncompressed? How are the bytes ordered? etc). The whole process encompasses way too many concepts for me to even know where to start without being aware of your level of knowledge on the matter.

In other words, what do you know, so far?
>>
>>3566760
Depends on the game, really. What game are you trying to hack?
>>
>>3568290
River City Ransom, although id love to do Ultima QoTA. (All NES stuff)

>>3567550
Ive been watching all the hacking videos by Jon Riggs on Youtube. Im using TLP, FCEUX, and TBLATER. Ive changed palettes for sprites, changed sprites, changed text in a few games (mainly did stuff in Milons secret castle)
>>
Can an everdrive 64 v3 handle most of the SM64 hacks in the pastebin? About to order one and knowing I can play most of those would make me feel alot better about dropping $200.
>>
>>3568618
Majority of them doesn't work, sadly I think theres list of know working ones in krizz's sites forums, but the "famous" ones like the recent 'last impact' or whatever its called just doesn't work.
>>
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Ok guys, bear with me for a second. So a while ago, I was toying with a concept of an NES romhack for Megaman 3 that used the standard control for the first controller and mapped certain new functions to the second. For instance, pressing left or right on the second controller's d-pad would cycle weapons; pressing A would dash, and pressing B would fire the buster if a special weapon was equipped. The idea here was that on an emulator, you could take a single SNES controller and map the buttons however you wanted, effectively giving you four additional buttons to use for whatever in your romhack. One could recreate a controller that simply plugs in to both controller slots on a physical NES to take advantage of this feature.

So then I got to thinking, some games use stacked sprites for more detail, right? And after a certain amount of sprites are drawn on a scanline, you wind up with flickering to display them all, which sort of conflicts with these higher color count sprites. So what if, let's say, you took a basic MM3 rom, programmed it to render half the colors of each sprite, and then took another rom, had it display the other half of the colors, and then combined the display output together, superimposing each on top of each other to create composite sprites without the drawbacks? Effectively, you'd have two stacked NESes that would connect together at the AV output, have their signal combined, and output to a single screen. This would open up more color depth on sprites, double your sound channels, and possibly relieve stress on each individual processor. Would such a thing work in theory?
>>
>>3569017
You're a madman, Luthor!
>>
>>3569017
Controller idea sounds neat, and plausible.

The stacked nes sounds stupid and isn't even close to reasonable. Just have your emulator show more than 8 sprites. Or just make up a NES+ system that can do whatever you want and put it in an emulator for the fictional system.

Oh, and there are 8 palette entries for black in the NES, with a custom palette you can make use of colors the NES can't.
>>
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Ever get the feeling that you find something so cool on internet that's in development, but feel like it will never get done, no matter how?

https://www.youtube.com/watch?v=_siGRI5ricw

I lose the count at how many times I get the same feel.
>>
>>3569232
That's way too ambitious to succeed. Honestly, I'd be happy with just that Link's 3D model.
>>
>>3569245
It also has a Patreon.
https://www.patreon.com/user?u=2683584
>>
>>3568524
>Ive been watching all the hacking videos by Jon Riggs on Youtube. Im using TLP, FCEUX, and TBLATER. Ive changed palettes for sprites, changed sprites, changed text in a few games (mainly did stuff in Milons secret castle)

Nes is a relatively easy system to deal with. Fceux comes with a decent pack of tools so it should do fine. How familiar are you with the debugger tool specifically? Do you know how to set breakpoints, analyse data? I've no idea about these videos, but I assume you've messed around with the PPU editor already. Those two will be the main and possibly only tools you'll need aside from the hex editor.
>>
>>3569248
>It also has a Patreon.
Begging for a C&D from Nintendo.
>>
>>3569268
The guy is just asking for donations. I don't remember reading anything that said the hack will be paid.

Also, it's a romhack, so there's even less chances of NOA coming up and throw takedowns.
>>
SHC soon

http://shc.sonicresearch.org/sonic/news/8
>>
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I knew I wasn't great at Yoshi's Island but this is really kicking my ass. How does SMW2+ and SMW2+2 compare?
>>
>>3570389
>get a donation
>getting paid

It's the same.
>>
Well these threads sure do seem to be dying fast lately.
>>
why is getting a right palette into a tile editor so hard reee
>>
>>3569232
Looks terrible. If you're going to do a fan remake of a game in 3D, at least do it in Unity or or Unreal or something.
>>
>>3569232
Everything looks like junk. And that guy is way too full of himself.
>>
>>3571926
They are more platforming-focused than the original game but they aren't that hard.
>>
How do you guys feel about this list.
https://www.youtube.com/watch?v=TsS1JqVnHW8
>>
>>3576448
Most of these YouTube rom hack lists are trash. Instead of focusing on actually good hacks they often list weird joke hacks or simple sprite swaps.
>>
>>3575681
well hopefully I can manage. I'm at 3-3 with NEW! and I think I'm going to have to call it quits. Way too difficult to guide this boulder without losing it or getting it caught in a pit or just plain getting bullied by enemies.

Lots of great ideas and great hack all around but I'm clearly not good enough for it.
>>
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Trying to play SMW2+ here

Why the hell am I getting empty in level text boxes? I tried both downloading a pre-patched Rom and just applying the patch at SMW Central to a 1.0 of the game.

both times I got this.
>>
>>3579275
try a different emulator to see if it persists
>>
>>3569017
If you were going to do that graphics thing for MM3 specifically, why not try hacking Wily Wars? I know WW has some slowdown issues due to rushed code, but fixing that code seems like it would take less effort than completely redoing the game's graphics like how you explained.
>>
>>3566418
Do we know when he might be coming back?
>>
>>3580386
Nope. He just pops in whenever.
>>
>>3569017
right looks infinitely better
>>
i remember hearing on vr awhile back that there was a romhack of chrono trigger which included the ps1 cutscenes in the snes version. for emulators only of course. does anyone know what i am talking about? i couldn't find it when searching just now.
>>
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Is it possible to hack a new option into the game and map it to a new button?
In a thread about Link's Awakening we discussed how annoying item switching is and how to solve it. Changing them with a button press is the obvious solution, but where to we map that action? We didn't know if we could just add a button to the Game Boy, but know I realise the Super Game Boy adds buttons to the DMG. It allows single cartridge multiplayer with up to four people.
So one should be able to map new actions to the SNES controller, right?
>>
>>3578582
NEW! has way too many puzzles for me. I can see it being fun for those who have mastered YI mechanics, though.
>>
>>3571642
>sonic 4 in 1

How does that even work?
>>
>>3566164
Anybody knows how to Jump/Nitro in "Rock 'N Roll Racing Hack (v.15.0)"?

This is one of the genesis ports that gets finnicky controls because of the 3-button thing, so in the Rock 'N Roll Racing game (not the hack), you can jump/nitro by tapping B twice, however this is not possible in the Hack, anybody knows how?
>>
>>3569232
does anyone even have good guides on how to convert this kind of stuff into an OoT rom. Been very ambitious with ideas and such but wherever I look there really isn't anything that isn't well explained.
>>
>>3582464
Maybe it's like how Sonic Classic Heroes combines Sonic 1 and 2 together, except it's 1, 2, 3, and Knuckles.
>>
>>3582668
Romhacking is usually motivated by ego, so romhackers don't really care about making their discoveries accessible.
>>
>>3582675
That sounds pointless and awesome at the same time.
>>
>>3582668
I don't know how relevant this is anymore, maybe new tools popped up since then, but someone started a bunch of videos on how to change various things:
https://www.youtube.com/playlist?list=PL1F2A343F67BAF276
>>
>>3582675
They should implement Sonic Spinball for special stages
>>
is this what being on page 10 feels like?
>>
Can someone rec me a good SMW hack?
Maybe harder than the original game, but not one of those glitch/kaizo abominations, please.
>>
>>3588012
Brutal Mario
>>
http://m64py.sourceforge.net/

Is this a good N64 emulator? I was thinking using it for Mario hacks and others games.
>>
>>3588012
any made by gamma V is safe bet.
>>
>>3588197
Yeah, I'd recommend Gamma V hacks too. Mario is Missing Done Right is probably the best one. I would also recommend the first Super "Mario" World (the second one is also good, but it's much harder than the first game), but the art style might be a bit off-putting.
>>
>>3588139
That's a bad reccomendation imo- for someone trying their first smw hack especially. It really doesn't fit in with ANY other smw romhacks- and is a real love it or hate it kind of game.
>>
>>3590026
I'd say- got to smwcentral.net and just download 4 or 5 that you like the look of! Each romhack usually has LOADS of screenshots to check out and a really good description. (oh yeah- AND reviews!)
>>
how does the code of a game on a console that uses a filesystem point to the files?
>>
>>3588012
a super mario thing
>>
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>>3588139
>brutal mario
>ever gonna get finished
>>
>>3590631
I was very surprised to discover that it's still in development, even though the last major build was released in 2008 or so.
>>
>>3579372
Not him, but wily wars has slowdown only in PAL versions and sometimes even in the japanese version. But with hacking magic you can overclock your mega drive and rockman megaworld will run stable.
>>
>>3580580
That's not how it works.
Some SGB-compatible games run custom code to get more features (Enhanced sound effects, borders, multitap and even SNES games)
This can't be done on an original game boy because of how it's code is not really compatible for software mods.
What nintendo pulled off with the SGB is pure SNES magic.
>>
A huge, new A Link to the Past hack was released recently.
http://www.zeldix.net/t1243-conker-s-high-rule-tail-public-release

Also I noticed my personal favorite LttP hack is not in your list of recommendations, so I thought I'd mention that, too.
http://www.zeldix.net/t1165-the-legend-of-zelda-secrets-of-the-past
>>
>>3592927
>Also I noticed my personal favorite LttP hack is not in your list of recommendations, so I thought I'd mention that, too.

Is it better than Parallel Worlds?
>>
>>3591828
>Enhanced sound effects, borders,
Emulators do those just fine though.
>>
>>3593635
They extract those from the rom.
What Gameboy emulator does also SGB sounds? I know that BGB exracts the borders, but the sound is a new thing.
>>
>>3593612
It's not hard to be better than Parallel Worlds, considering that it's an absolute shit hack.
>>
>>3593658
That's why Parallel Remodel exists.
>>
>>3591828
>This can't be done on an original game boy
Ofcourse. The fucking buttons of the SNES controller are on the SNES controller, not on the Game Boy.
>>
>>3594401
The original idea was to add a button.
Also, the SGB gets direct input from the controller and manages the destination (The internal GB or the menu), so on a theorical level the SNES pad buttons are also the Game Boy's.
Problem is that not all inputs are actually passed to the GB (L, R and X are mapped to SGB funtions) so adding a button via the SNES is not a viable option, unless you map L+R and U+D to two buttons and register them as a separate button in the GB rom.
So unless >>3580580 knows how to do hardware AND software mods to a SNES and GB ROM respectively this is not gonna happen.
>>
>>3594417
This makes me think. How hard would I be for a new make SGB? Would it just be dual writing the rom with a rom select line?
>>
>>3594894
If i understood you correctly you're asking how hard is to make a SGB, and a rom to write.
Here's the problem: The SGB is not an emulator.
It's an actual Game Boy inside a SNES Cartridge!
It's button inputs are fed from the snes control pad, while it outputs a monochrome GB signal.
From here, the SGB's SNES rom does magic to apply colorization, sounds, borders and whatever the game is designed to serve to the SGB CPU, Even a SNES GAME, if it fits!
Now, you don't need to understand this witchcraft, since you should be working with the GB ROM. What you need to do is to add some code so the game recognizes two (normally) invalid inputs together (U+D and L+R) then fix the movement functions since the forementioned buttons are elaborated by the movement routine, and after you accomplish this, you must think of a way to press U+D and L+R. I can't help you further, since i have no idea about ASM hacking. If you need more info check the Game boy programming manual
>>
>>3596910
Sorry, I was not speaking of the adapter it's self, I was speaking of a game. The SGB compatible games, that is. Those are just dual roms aren't they? One of the GB game, and one of extra feature, border, etc, aren't they?

I don't need a modern SGB, as I have a consolized GBC (sprite tester unit) with composite out
>>
>>3582675
>Maybe... Sonic Classic Heroes... 1, 2, 3, and Knuckles.

Fuck yes. Seeing as how Sonic 3 & S&K had levels designed for Tails, the trio mechanic would be a lot more fun.
>>
I'm going to guess trying to patch control freak on any Super Metroid hack won't work right?
>>
>>3597695
It depends on the hack. If it's strictly a vanilla hack that doesn't change any controls it'll work.
It'll be hit or miss with other hacks that change the physics or controls.

Unfortunately, I don't have a list of what's compatible.
>>
>>3597132
It's not a dual rom.
When booting, the game checks which hardware is being run on (GB/SGB/GBC/GBA) and acts accordingly. For example if Pokemon Gold is run on a SGB it loads SGB features (border and screen palettes), on a GBC it will instead load tile/sprite palette swapping, while if it's on a GB, it disables palette swaps and uses different transition mechanics.

So no, they aren't dual rom, they act according to the hardware.
>>
I'm interested in rom hacks that keep the exact same gameplay and level design as the original games, and only offer aesthestic changes. Are there any romhacks like this, particularly for the Zeldas (from the first to ALttP) or Marios?
>>
>>3598167
https://www.smwcentral.net/?p=section&a=details&id=5922
https://www.smwcentral.net/?p=section&a=details&id=5914
For SMW.

You can also search on romhacking.net, there are tons of just graphics-only hacks out there.
>>
>>3598179
Oops latter link didn't have the actual ips patch, this one has it:
http://www.romhacking.net/hacks/2919/
>>
>>3598179

Thanks for the info man, that's awesome
>>
>>3569017
For the controller thing, I'm pretty sure I've seen something similar before in a MM hack.

Besides, doesn't MM3 already have some functions linked to the 2nd pad?
>>
>>3593717
Thatcone still sucks major balls
>>
>>3588197
I second this, SMB5 reborn and Kamek's Island are the ones I played to 100%
>>
>>3569017
that's what they did with that one atari emulator
it ran eight simultaneous processes of the emulation loop and xor'd the colors so you got 256 colors lmao
>>
>>3582610
Anyone? Do you fags even play videogames?
>>
Are there any Super Mario World romhacks that make the game look like it does when you collect all the dragon coins? I'd really expect there to be one, but I can't find one.
>>
>>3599808

Oops, meant to say when you complete the Special World, the game turns into a "fall" color palette.
>>
>>3580551
It uses that MSU1-expansion, try searching for that.
>>
>>3600250
>MSU-1
barf
>>
>>3599808
None that I know of.
>>
>>3599808
Can't you do that right now in Lunar Magic?
I remember it being an option.
>>
>>3600250
I can only find one that gives the game orchestral quality music and the intro cutscene, but none of them during the game. This must have been the one I was thinking of, but I swear it was a breakthrough or something that someone had made the other version. Can't find it now though.
>>
>>3588157
If all you're doing is playing Mario 64, then Project64 should work out great for you.
>>
>>3598234
>Besides, doesn't MM3 already have some functions linked to the 2nd pad?

I'm pretty sure those are just debug leftovers and that weren't supposed to be in the final game.
>>
>>3604474
Debug functions are often left in games intentionally: Removing them could cause instability.
However, whether they're intentionally left accessible to the players as a form of cheat code is another matter entirely.
>>
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>>3571642
http://shc.sonicresearch.org/

It's live.
>>
>>3606243
Sonic 4 in 1 ended up being Super Sonic the Hedgehog All-Stars after all, huh.
Somehow, I'm disappointed.
>>
>>3606243
The page refuses to load for me, I always get a "Connection Time Out" error. I've tried waiting and coming back and resetting my router to see if the problem was on my end and it still won't load, even though every other webpage is loading fine.

>>3606587
Does it link the games together like Sonic Classic Heroes links 1 and 2? Can you play as Tails/Knuckles in Sonic 1/2?
>>
>>3606692
Nope. Strictly a "Select Game from a Menu" deal.
Sonic 3 & Knuckles, Knuckles in Sonic 2, and Blue Sphere are available. No hacks for Tails or Knuckles in Sonic 1 are in. No hacks at all to my knowledge. Just the vanilla ROMs compiled together.
>>
>>3606731
So it's Sonic 7 in 1?
>>
Any guides for taking a nes rom and disassembling it into 6502 asm , and then compiling these files back into a perfect copy of the original rom?

I read about SMB3mix and how the project was done that way.

I tried to decompile a rom and recompile , but the compiler gave error of label redefinition, so obviously I need to decompile(?) it differently to avoid this.

I don't know exactly how this would be done because there is multiple banks, i tried to decompile each bank alone but that creates the label redefinition error.
>>
>>3608741
Use the code/data logger until you have 100% of the game marked. Then the decompiler can properly disassemble the game. You may also want to map out as much of the ram as you can, and add labels to the debugger.
>>
>>3606243
Man, this year's contest sure is disappointing. Lots of joke hacks and proof-of-concept demos.
>>
I'd love to see ROMHcks/Enhanced Remakes of Rockman 1-7 in the style of 8/Rockman & Forte.
>>
Bump
>>
http://www.romhacking.net/forum/index.php?topic=23063.0

Someone is working on the MSU-1 support for SNES9x.
>>
>>3613457
gross
>>
>>3613457
make it support mp3s, fuck those bloated wave files
>>
>>3613592
Why? I personally don't use them but lot of people seem to like them.
>>
rip vidyamon
>>
>>3615491
It's been a while since he last showed up, hasn't it?
>>
>>3592927
Nothing in that fucking conker hack makes any goddamn sense what the fuck
>>
Are there any good SMB3 romhacks?
I like the aesthetics on that fucking game.
>>
>>3616117
Mario Adventure is a classic.
Super Mario Bros. 3mix is a modern classic.
>>
>>3616117
>>3616229
I don't think Mario's Adventure is what he's looking for. It's a good hack, but it has a rather grim artstyle. Personally, I would recommend:

Super Mario 3Mix
Super Mario 3: Chaos Control
Mario in Some Usual Day
>>
>>3615907
It only works because it makes no sense. If it tried to be more cohesive it would be terrible, but because it is non-nonsensical, the disjointedness is tolerable.
>>
>>3618343
Not him, but I can't for the life of me figure out how to get through Jedi Academy.
>>
>>3618352
Keep pushing the block up.

That was the only thing that got me hung up there.

I can't figure out how to pick up the lyre, I have 3 triforces.
>>
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>>3618369
I had that figured out, but I can't figure out anything else. Here's my map for reference. Everywhere seems to be a dead end where I need something I don't have.
>>
What games have commented disassemblies?
>>
>>3618387
If you have the deku seed, you can place the dot/block then dash into it to knock it over gaps.
>>
>>3618453
I do not have it. I'm assuming I find it in this dungeon, but I don't know where to go for it.
Is it that empty room with that plant? I figure I need a shovel there but I don't have that either.
>>
>>3618456
Yes. I think the shovel was in the beach area. Maybe that town north of the tardis there?

I really don't remember where it was, but it was somewhere else.
>>
>>3618506
Shit. I thought I'd searched that area thoroughly.
I'll have to take another look around later. It's going to be something ridiculously simple that I overlooked, just watch.
>>
https://www.youtube.com/watch?v=w_-u-oakGnU
>>
>>3618674
Looks fun.
>>
>>3618510
Well, shit. I can't find it. I've been wandering this fucking beach for an hour. Been to the Source, been to the Shrine, been to the Town. I can't find the goddamn shovel.
>>
>>3618391
Pokémon Red, Pokémon Crystal. And I think Super Mario Bros. too.
>>
>>3619385
Yellow also has one. I know all the Genesis Sonic games have disassemblies too, but I have no clue if they're commentable or able to be reassembled as I haven't messed with them. Knowing the Sonic community they probably are though.
>>
>>3618387
why was i thinking i was playing MOTHER 3 there for a second
>>
Parallel Worlds or Parallel Remodel?
>>
>>3619353
That's it. I give up. I can't proceed, and I can't find the item I need to proceed. 0/10 for this hack.
>>
>>3619974
Remodel is considered superior so that.
>>
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>>3620765
>Remodel is considered superior
>>
>>3621751
Am I wrong? They are both love-it-or-hate-it hacks, but from the two Remodel is way less annoying to play.
>>
>>3622437
Remodel also has much blander dungeons.
>>
>Play brave new world (ff6)
>game has been moderately difficult, but still fun and good
>get to floating continent
>get my ass handed to me by the enemies
>according to most, level 18 to 21 is fine here
>my party is at level fucking 26

Am I doing something wrong?
Holy shit, i waste most of my items, and still there's atma weapon
>>
>>3577854
>surprised youtubers are more concerned about clicks and le epic meme cringe culture rather than putting in actual work into their videos
>>
What's the process of reverse-engineering a game ROM like? I really want to understand this.

I suppose every game's code starts executing at some predefined address. The console's BIOS jumps there or something. So, to reverse-engineer a ROM, you guys would just disassemble the entire code and start figuring out what it's doing, starting from that address?

What tools are used in this process? Can you guys explain how things such as commented disassemblies are created?
>>
>>3625213
First you have to understand as much of the game as you can. FCEUX has a wonderful debugger and many tools to assist the hacker. You can use the cheat search to locate ram addresses where variables are kept, use the hex editor to alter the value in real time and see the outcome, add a symbolic name to the address in the debugger, then place a breakpoint on that value to find the functions that deal with that value, see the code that alters that variable, then use the "open here in rom" function to go to the rom address where that code is kept.
Once you have enough variables and functions mapped out and labeled, you can start up the code/data logger and play through the entire game until you have 100% of the rom marked as either code or data, then you can feed that information to a disassembler which will now know which bytes are opcodes, which are parameters to those opcodes, and which bytes to just .db into a data table. Now you will have source code that should reassemble into a working rom, and hopefully you have identified enough labels to be able to make sense of it all.

This is what I understand of the process.
>>
>>3626057
It's not possible to automatically distinguish between code and data? I didn't expect this to be a problem.

If you start at the game's entry point, everything must be code up to some bound; any addresses which are targets of jumps and conditional branches must also be code, and so on. Anything not touched by this process must be data

Do you guys use tools such as IDA Pro
>>
>>3626342
Nice theory kid, but there are some problems with it.

You are right that the machine starts executing code somewhere (it grabs a starting address from the reset vector, a special memory address that holds the first instruction of the program), and that most instructions can be followed deterministically.

But you fail to recognize that there can be program flow that depends on program state, such as a pointer, or special programming that modifies a stack pointer changing where a subroutine returns to after an return instruction.

You may be able to surmise what some non-deterministic jumps do by examining the code closely, but in general this problem is proven to be mathematically unsolvable; there is no general program that can fully trace any microprocessor program. Not to say you can't get pretty far, but you can't always get all the way.

The reason being is that asking if a byte is a piece of code or not is equivalent to asking if a program ever executes a particular instruction, which is equivalent to the halting problem.

In this way, you may just have to execute code to see where it ends up, and this is often the easiest (and funnest) way to do things, although it misses hard to execute, buggy, or dummied out code.

I have been meaning to write a 65816 disassembler to do just this task, but have recognized that it will have to prompt the user for input when simple heuristics fail to properly or fully trace a program. To add, it's even worse on the 65816 because instruction sizes vary based on program state.
>>
>>3619974
The first one has bullshit dificulty, which you have to execute many almost impossible uncommon tricks in order to progress.

The second one lowers the difficulty a bit, and makes it more playable. Basically, the Master Quest version for ALTTP.

Pick the second one if you don't want to rage and make screensaves everytime. Otherwise, go for the first one.
>>
>>3626359
>Not to say you can't get pretty far, but you can't always get all the way.

Getting pretty far is better than starting from scratch, isn't it?
>>
>>3627062
That is true. I will say though that these old games seem to have been programmed mostly in assembly, because there is a lot of variation in code style and organization that you will recognize if you've peeked into a few ROMs.

There are things I have seen that I never would have guessed people would do that would totally have derailed a disassembler had I tried to make one naively. I think I have a pretty good grasp on what should be flagged for human inspection due to run-time specific behavior, but it really isn't always that simple, because when in comes down to it, pointers are wily creations that make fully automatic code analysis VERY hard.

For a simple example, pointer tables are common, and there indexing is not always simple to deduce. Notice

$0000[$0010] = $0010[$0000]

Sometimes array bases are calculated, and all the assembly says is that you index address zero, which isn't very helpful.

A more in depth example is if you have a pointer variable that calculates an address and modifies it, and that address happens to point to the stack at a return address to be used next return, good luck automatically detecting what to do. It's possible, but that kind of analysis will make any disassembly program grow quickly in size, and frankly I'm not that industrious of a programmer. This happens surprisingly often. I've seen stacks return addresses get modified in programs that interleaved code with DMA and compressed data. It was everywhere and a very illuminating coding style to see, and made me realize there is a lot of variety in code out there.

There are many other examples I can think of.

But yeah, TL;DR, you could get far with disassembler IF it prompted you when it found difficult to disassemble behavior.
>>
>>3627203
>$0000[$0010] = $0010[$0000]

This looks like C's array[index] == index[array] meme. Correct me if I'm wrong.

>that address happens to point to the stack at a return address to be used next return

That's interesting. I wonder why it is obvious to me that the code altered the return address but it's not obvious to the disassembler. It doesn't know about the stack?

Sounds like one needs to execute the code in order to figure out what the code is. Does this mean an actual emulator is required to correctly disassemble the code?

That makes a lot of sense to me. The emulator is the one thing capable of fetching, decoding and executing every single instruction in the game. What if one could have it trace them out as the game is played? Combined with save states and input recording, one could deterministically exercise every part of the game of the game.

I found this interesting post on RE.SE talking about symbolic execution:

http://reverseengineering.stackexchange.com/a/13412

Have you ever heard of this? Sounds like a very useful tool.
>>
it's dead, jim
>>
I'm looking for some smb1 hacks that look like the original, but have different and more challenging levels kinda like lost levels. Anyone know of any?
>>
Why cant I get Yoshi's Strange quest to work on Super Everdrive? The intro plays and then it just black screens.
>>
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Not a mod, but I've created a level pack for the 1993 game Jetpack. You can download it here: https://u.teknik.io/rryCp2.zip . Install by extracting the files in your LEVELS directory.

If you don't have it yet, you can download Jetpack from http://www.adeptsoftware.com/jetpack/ .

Also, would you guys say this is relevant to this thread? Or does it warrant its own thread? Someone suggested last time that I make a thread about custom levels, but I'm not sure if it's even needed with this thread around.
>>
>>3618456
>>3618510
>>3619353
>>3620168
I seem to have hit the same roadblock as this anon. Can't find the shovel anywhere.
>>
>>3628976
Have you tried the newest available version?

https://www.dropbox.com/s/oe4jfmc66e9tll5/YSQ%20V1.3.1%20Beta.zip?dl=0
>>
should should host the recommended romhacks on mega instead, i dont want to download 1 file at a time
>>
>>3628976

It's too strange for a flash cart.
>>
>>3628976
Mostly likely because:

>it uses SA-1 or MSU-whatever chip
some hacks uses these special chips and SED doesn't support them, MSU-whatever is supported on SD2snes though.

>Zsnes only
some (older) hacks were only tested with zsnes, and the program that was used to insert custom music to SMW hacks had issue that made hacks only work with zsnes, and thus fails to play properly on anything else(or plays but music is fucked up and eventually black-screens or freezes). These days SMW central only accepts hacks that work on at least on snes9x and higan(and if it works with latter then it should work with real hardware), and older hacks that has issues on those two are clearly marked.
>>
Just thought I'd pipe in to say that the pastebin has been removed.
>>
So the pastebin is down and I'm new to this thread so I might as well get the whole package. I can expect these hacks not to be shit right?
>>
>>3566164


>>3633219
Weird. I guess someone must've reported it. Luckily, my MediaFire account is fine, however I don't how long it's gonna be that way, so if you want something, then grab it now.

I reuploaded the list at:

http://pastebin.com/urs2AUgv

>>3629436
Mods of PC games are OK to discuss here as far I'm concerned.
>>
>>3633306
That's one big list...
I don't even know where to start
>>
>>3633472
Just pick a game you like and look at hacks of that game.

Unless it's a game with a fuckhuge amount of hacks like SMW and SM64. I think there are image-based lists that narrow those down further and give categories like "kaizo" to help people avoid things they don't like. I don't have them saved, however.
>>
>>3577854
Like Cygnus Destroyer? To think i used to watch his shit when it wad okaish.
>>
>>3633306
This list is in need of some serious quality control. And where's the good shit like Level Zero (Chrono Trigger), FF6: Is The Best Game Ever, and Legend F-Zero? https://www.youtube.com/watch?v=da5QGYNX-oQ

>minus infinity
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>look through SMB3 titles in the pastebin
>Blue Mario Bros., hack from 2006
>screenshot has Mario with Barney Rubble
GRAND DAD?
>>
>>3569017
>The idea here was that on an emulator, you could take a single SNES controller and map the buttons however you wanted, effectively giving you four additional buttons to use for whatever in your romhack

You're over 20 years late to that idea. It's been done, with real hardware on real NESs.

As far as your color thing, that's a PPU limitation, not a limitation of the mapper/ROM/RAM or anything else like that. The PPU can only hold 4 sprite palettes, 64 sprites worth of OAM data, and exactly 8 sprites in its scanline buffer (hence why only 8 sprites per scanline).

Beyond that, even if the PPU limitation wasn't there, there's a limit to how much OAM data you can write to the PPU in a single vblank period. Just writing 256 bytes for 64 sprites in that amount of time required them to implement special DMA architecture and it still uses up most of your cycles. Even doubling that to 512 bytes would eat into your rendering time causing glitches and obliterating any chance of updating the nametables for your background (the NES caps out at transfering 256 bytes of OAM via DMA and roughly ~160 bytes of name/attribute table data in a single vblank period, assuming you eliminate as much unnecessary logic from the vblank interrupt routine as possible).
>>
I just uploaded another For the Frog the Bell Tolls DX update video: https://youtu.be/tSX6SzLrXD0
>>
Is this about developing rom hacks or playing them?
>>
>>3634772
most people here are just interested in the "playing" aspect, but this is a thread for both.
>>
http://www.romhacking.net/hacks/3181/
http://www.romhacking.net/hacks/3174/
http://www.romhacking.net/translations/2801/


So "Human Sports Festival" for PC-Engine CD is actually an HuCard image loader? I'm surprised no one hacked it to act as an image loader for other HuCard games. Would have made a an amazing addition to any Turbografix owner's collection, before Turbo Everdrive came out.
>>
Bump
>>
>>3633543
I hope you aren't implying that MI is bad.
>>
So is that Earthbound hack dead? No one made a new thread after the old one died.
>>
>>3638651
Which one?
>>
>>3638701
The one where anons could submit sprites for enemies, it had a few threads on /vr/
>>
>>3638651
>>3638701
>>3638715
It was never part of /rmg/, he never posted about it here.
>>
>>3638808
Never said it was, but there's nowhere else to ask
>>
>>3638837
Oh.
Regardless, I dunno.
>>
>>3619353
>>3620168
Well, decided to come back to the game and just cheat myself a shovel to proceed.
Many dungeons later, after being just about fully kitted out and looking for the Silver Arrows, I noticed an uncollected chest in the Garden of Eden.
Guess where the Shovel was? I don't know how the fuck I missed that.
Anyway, I take back my prior rage-induced 0/10. It's actually quite enjoyable if you don't try to make sense of anything.
>>
>>3634245
That looks sweet.
>>
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some progress
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>>3642491
The green and red borders are clearly scroll boundaries, although the null areas look weird; why aren't they all red?. Also why do you need the extra underground parts that are purely wall? I can kinda understand padding the underground with one screen on either side so the camera can stay centered on Mario, but the second all-wall room to the left of the first underground has left me scratching my head.
>>
>>3642807
>why aren't they all red
Actually thinking about this a little more, you would want the engine to be able to scroll out of null areas if somehow it ended up in one, so I can see why, for instance, the top row is colored as it is. Still doesn't explain the all green on the bottom row. Moreover, the engine should never be allowed to scroll into those areas anyway, so that means if it could happen their is a bug somewhere else in the code.

Last thing, is 16x3 screens the max size of a SML level?
>>
>>3642813
>Last thing, is 16x3 screens the max size of a SML level?
16x3 screens is the ONLY size of every single level.
The game uses clever tricks to think you you're in a bigger/smaller level but actually every single level is 16x3 screens. No level uses all 48 screens though, but they're there, you just can't go to them because the red scroll boundaries or physical walls don't allow it.

The scroll boundary boxes consists of red edges and green edges. Red means the screen doesn't scroll over there and green means it does. Even so, if you force yourself to move through a red boundary, the screen will scroll there but it'll do the screen scroll animation. Likewise, if you'd use a moon jump in that first level and just go up through the first red roof boundary, you'd scroll over to the void and be in a white mess (which would, in fact, scroll back down because the bottom of the first scrollbox is green)

I'm confident that the developers left a lot of oversights on the scroll boundaries anyway though, so there might be strange things here and there, like the aforementioned green boxes in the un-enterable voids.

Anyway, I just finished a graphics reader so now I should be able to read the graphics straight from a ROM instead of relying on an external PNG of the blocks the level can use.
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>>3633306
so is this an actual recommendation list? it's huge. looks more like "list of every rom hack we can think of."
>>
>>3643486
Quality control is a little loose but it could be a lot worse, you don't see any of the thousand SMB1 hacks that change a few sprites around and start on World 0 meaning you can't play more than one level.
>>
>Compact, cycle-accurate NES emulator in ~1000 lines of C++.
>~1000 lines
https://github.com/AndreaOrru/LaiNES
>>
>>3627203
Of course they were programmed in assembly. C wasn't even realistic on consoles until around the Sega Genesis (Echo the Dolphin was one of the earliest console games programmed almost entirely in C). There's a considerable amount of overhead in the way C handles functions which you can't afford on early consoles where you're literally counting cycles at times to get the most out of the system.

6502 assembly, z80 assembly, and 680000 assembly are all pretty developer friendly instruction sets compared to x86 and ARM assembly anyways. And it's not like your application is running on an OS where you have to worry about all kinds of OS-specific application startup code and interoping with system C functions from your assembly source which is the real pain in the ass, all you had to worry about was a little bit of console initialization magic that was well documented and you could get a program running in no time.
>>
>>3627203
>For a simple example, pointer tables are common, and there indexing is not always simple to deduce. Notice
>$0000[$0010] = $0010[$0000]
>Sometimes array bases are calculated, and all the assembly says is that you index address zero, which isn't very helpful.

Programming structures like that are most likely jump tables which are pretty easy to understand.

You see them in vblank kernels a lot because graphic data is usually buffered during rendering when the game logic is running so updates can be taken care of efficiently. You have so little time during vblank to try to fit as many graphical updates as possible that you don't want to be doing any unnecessary logic during that time. The jump table can efficiently branch based on buffered commands (i.e. sprite OAM is dirty so branch here and do a DMA, update nametable at this index, update this palette, etc...).
>>
>>3638315
It is bad. It's a glorified tech demo with absolutely disgusting design.

>infinite beat
>infinite lives, e-cans, health, and energy with rush search spam
>excess health refilling energy
>energy refilling on death
>repeatable stages for even more farming
>bosses are a joke
>overpowered charged shot
>pointless bulletsponges
>little pause when changing directions

MI is everything wrong with games, nevermind hacks. The only way to make it even playable is if you play with no charging, no rush, no beat, no repeating stages, and one single life.
>>
>>3643767
>infinite beat
Beat is an unlockable and isn't infinite, though it does trivialize Skullman's stage.

>rush search spam
Rush search has limited ammo.

>excess health refilling energy
It doesn't do that in Hard Mode if I remember correctly.

>bosses are a joke
Play Hard Mode, then.

>pointless bulletsponges
If you mean Jumbig, Rush Cannon is pretty much made for them, and a lot of them can be worked around anyway.


The game is exploitable, but it's your fault if you choose to exploit them, and the game has a Hard Mode if you still find it too easy. Also, beating the game with one life IS the canon way to play because it's the only way to fight Final Shadowman.
>>
So, is Hyrule Magic still the standard for editing ALttP?
>>
>>3643839
>beat
Sure you lose health when he grabs you, but when you combine it with all the other gimmes it's practically endless, and you can get him right from your first stage. Same with rush. A big capsule gives you a free shot, and random lives plus energy on death means you'll gain more than you lose. None of this would work if he just had a decent chance to fail.

>hard mode
I've already done the whole no charging thing, but where are the modes? The title screen only shows New Game and Continue.

>Jumbig
I suck at sliding under him and you can't take the hit and walk through him, so it's just annoying. Sponges are only interesting if there are other enemies around or something it can scroll you back to. It's pointless when you're on an empty, fixed screen.

Even without all the cheese, the stages themselves need work. They look nice and are the good kind of gimmicky, but the straightforward enemy placement makes it too easy to just breeze along. Lives everywhere. Ring boomerang murders stages and bosses and makes every other weapon obsolete. You really need all those restrictions to get anything out of the game, but if you're doing all that you might as well play something else.
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>>3644172
>The title screen only shows New Game and Continue.

Are you sure you're on the current version? There should be a Configuration/Special Mode option (the latter replaces the former when you beat the game and unlock the extra features like boss rush and time attack).

Hard Mode removes item drops, removes the energy generator (the thing that converts health to energy), increases damage taken, and alters both stage design and boss patterns.
>>
>>3644202
Forgot to mention it also removes almost ALL invincibility frames so you take huge amounts of damage if you don't rush to get away from enemies when you're hit.
>>
>>3644202
>>3644220
Didn't know there were updates. No drops sounds cool. I'll give it a shot.
>>
>>3566164
>Every hack featured on the list above can be downloaded at:

>https://www.mediafire.com/folder/50m95vbbuyf25/vr's_ROM_Hack_Recommendations

Thanks for the link.

I wanted to download everything at once, is there a torrent or something?
>>
>>3643550
I would personally get rid of smaller hacks and some of the older SMW stuff, but other than that, it is probably one of the better hack lists out there
>>
Is there any way to extract map data (room layout, enemy placement) from one Link to the Past hack and insert it into another?

I have a hack I've been working on as part of how I'm going to propose to my GF. I've managed to merge Redux, Zelda starring Zelda 2, Max Consumables fix, and Day Night Cycle together with some script edits. Only "glitch" is that redux messes with the palette of Zelda, which results in the imprisoned "Lord Link" from the intro dungeon to be wearing a blue tunic instead of green.

The result is all the bug fixes, retranslated script, asm work, and graphical edits of Redux is used a base. The Zelda and Link flipped role graphics go over that. Then the max consumables fix asm, and the day night cycle asm (and graphics). Finally, my custom script which merges the script changes from the Zelda and Link role switch hack and the Redux retranslation with some personal touches.

Only part that I can't get together with all that is the dungeon layout and enemy placement from this (http://www.romhacking.net/hacks/601/) Master Quest hack.

The resulting ROM file from that MQ patch works, but I can't decrompress or re-insert graphics to it using zcompress. It says that it's missing a header. I've tried adding a header to it, and then zcompress says that it doesn't have a valid name, or is too small to be a lttp ROM.

I'd be willing to give up the asm work from Redux as long as I could insert all the graphical changes I've meshed together. I can transfer over the script changes manually with Hyrule Magic too. There's just no way in hell that I could redo all the map and enemy changes by hand though.

So I either need to get the resulting ROM from that MQ hack to be usable with zcompress, or I need a way to extract the dungeon and enemy layout data from it and insert it into another ROM.

I'd be eternally grateful for any help, even if it's just data ranges I should try copying from one ROM to another with a hex editor.
>>
>>3646437
>I have a hack I've been working on as part of how I'm going to propose to my GF
Best get to splaining.
>>
>>3646542
Pardon me, I'm exhausted so this is going to be rambling, because I'm not quite sure what you want explained.

The hack itself is just what I described. I mashed together pre-existing hacks using zcompress (a lttp graphics decompressor/compressor/inserter), hyrule magic (a lttp editor), and a tool to add and remove ROM headers. After that I used Hyrule Magic to edit the monologue/script/the game text. Did all of it over the course of a day and a half, between some minor job stuff and other shit.

The construction of the hack goes like so (I've omitted all the adding/removing headers bullshit):
>Rip graphics out of the Original ROM
>Rip graphics out of the Redux Hack
>Rip graphics out of the Zelda starring Zelda 2 Hack
>Rip graphics out of the Day Night Cycle Hack
>Use a duplicate file deletion tool to cull duplicate graphics files so that only the changed graphics of each hack are saved
>Paste together the graphics files, overwriting things this order: Original < Redux (fixes errors and adjusts palettes to match concept art) < Zelda Starring Zelda 2 (play as Zelda, rescue Link) < Day Night Cycle (Adds a clock to the HUD)
>Set aside the "merged" graphics files for later
>Patch the Redux Hack ROM file with the Max Consumables Fix patch, then the Day Night Cycle patch (this borks some graphics)
>Overwrite the current graphics in the merged patched ROM with the merged graphics files from earlier. This corrects the previously borked graphics.
>Open up the merged and grafix'd ROM and the Zelda Starring Zelda 2 ROM in Hyrule Magic, go through the monologue piece by piece switching genders where needed because of the Zelda/Link role switch. There are over 300 lines to check, but I made a list of the numbers that I can post later, after I get some rest.
>>
>>3646660
Off topic shit about the GF and how the hack works as a proposal helper:

As far as the GF goes, been together for 2 years, and I wouldn't be looking to marry her if she didn't have similar interests. Zelda is one of her favorite game series, and while she has more fond memories of 1 and 2, I can do more with the third game without having to get into ASM editing directly.

The hack as a proposal tool is this: When she rescues "Lord Link" from the Hyrule Castle Prison in the game's starting dungeon, his lines will have some instructions to meet me for a date.

It's a place that we were going to go to on our first Valentine's day together, but couldn't because it was booked full. We only found out after the hour and a half drive there, and haven't had the chance to go back since. After that date I'm going to take her to the place where we first met and get down on one knee.


Since I want this hack to be a sort of virtual keepsake, I want it to be playable all the way through the game (it currently is, afaik), and I'd like to use the Master Quest Jack's dungeons and enemy layouts so that it's not just a genderswapped LttP with some minor graphics and gameplay changes plus a day/night cycle visual effect.
>>
>>3646669
*Master Quest HACK, not jack.

Also, links to the hacks I'm bashing together:

Redux
http://www.romhacking.net/hacks/2594/

Max Consumables Fix
http://www.romhacking.net/hacks/2878/

Day/Night Cycle
http://www.romhacking.net/hacks/155/

Zelda Starring Zelda 2
http://www.romhacking.net/hacks/2796/

Master Quest
http://www.romhacking.net/hacks/601/

Tools:

Hyrule Magic Unofficial Update
http://www.romhacking.net/utilities/1173/

zcompress
http://www.romhacking.net/utilities/91/

NSRT (for dealing with adding and removing headers on SNES ROMs)
http://www.romhacking.net/utilities/400/
>>
>>3646437
My guess is the quest and resultant pointer changes messes with the graphics offsets. You'd have to go through it by hand to see where the ranges differ in order to insert new graphics. Just think of it as a labor of love.
>>
https://www.youtube.com/watch?v=afOl-QcH8xA
Just saw this. We need more Mario Party custom boards in the world.
>>
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>>3648915
Great!
It's nice seeing more breakthroughs on the N64 ROM Hacking front.
>>
How would you find checkpoints in a game like Micro Machines on the NES? It'd be cool to make shortcuts for a speedrun
>>
>>3649753
http://wiki.nesdev.com/w/index.php/FCEUX_debugger
>>
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Hi folks, here's a thing I made for for FF3j. Its purpose is to improve the battle interface and make it feel a bit more like the SNES FF's.
http://silentenigma.site88.net/ff3/ff3.html
>>
Does anyone hack ps1 games? I hardly ever see anything of the sort
>>
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>>3652036
>tfw no wonderswan/PS1/GBA version of FF3 ever
Feels awful man.
I wish they hadn't scrapped the original plan.
I don't mind the DS version they did, but I would have liked to see the original given better attention too.
Pic related is sadly just a fan work, but there was at least one screenshot in a magazine of the actual WSC version of 3 shown.
>>
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>>3653135
Same guy did this. It'd be crazy if someone ever made a real hack of this though.
>hey man, you want to play FF2 on the SNES?
>that's FF4, you fucking pleb
>lol no
>>
>>3653141
Stop with the mind fuckery!
>>
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>>3653135
Nice mockup.

>>3653141
Not nearly as nice.
>>
>>3653141
Well, you can play FF7 on NES...
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>>3653135
That looks like something that could be accomplished on the SNES
>>
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>>3653135
There's at least a couple of (real) screens out there
>>
>>3652998
It's mostly just fan translations.
>>
Any similar ROMHacks for The Legend of Zelda: A Link to the Past i.e. Parallel Worlds? Or using sprites from The Minish Cap into ALttP or whichever? Cause I know Parallel Worlds is a complete Overhaul of sorts.
>>
Is VIP 6 finished yet?
>>
>>3654523
http://www.zeldix.net/t1243-conker-s-high-rule-tail-public-release
>>
>>3654556
No, WIP versions exist though.
>>
>>3629436
i have that game somewhere on 3.5 floppy
>>
>>3643486
I know that interest in romhacks is a little weighted toward the famous Nintendo properties but Jesus Christ
>>
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>>3643550
1. That's an emulator glitch
C. You can start from 1-1 by merely holding B and pressing start you fucking noob
>>
So I'm playing Final Fantasy 6: Brave New World. Is it considered one of the better rom hacks? Any other recommendations for FF6? Also any recommendations for Chrono Trigger and Earth Bound?
>>
>>3657994
>1. That's an emulator glitch

Are you sure about that? Is Nestopia a bad NES emulator?
>>
OP pastebin link is broken and that mediafire link is still shit.
>>
>>3658340
Hacks tend to cause things to go apeshit from time to time. That's why ZSNES is still used; it has good hack compatibility
>>
>>3658470
So would I need to drag out some old version of Nesticle to get the full 2000 SMB1 sprite hack experience and keep it from starting on 0-1?
>>
>>3658018
>Is it considered one of the better rom hacks?
Yeah it is, but be prepared for a few cases of bullshit difficulty.
>>
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what do you guys think of a super mario thing?
>>
>>3659420
meme
>>
>>3658453
Try reading the thread and you're still shit.
>>
Does anyone want to do patches for the SNES versions of Final Fantasy IV, V and VI which ports some or most of the new stuff from the GBA version back to the SNES version?

This includes:

Stuff that WILL make it:
>Translation
>Bonus dungeons, items, jobs, Espers, etc...
>Newer graphics (Color corrected, of course)
>Bug fixes (based on PAL version)
>thicker US font (PAL font is a bit unreadable and GBA font is necessary for GBA translation to fit)

Stuff that WON'T make it:
>Censored graphics in IV and VI (My ideas are the graphics will be 100% uncensored, including the Celes torture scene in VI)
>GBA controls (Use the original SNES controls)
>Music and sound effects (Use the original SNES version)

Stuff NEW to this version:
>Japanese FFIV Multiplayer (To match V and VI)
>Color correction applied to newer graphics
>Optional MSU-1 patch for streamed opera and PSOne FMVs
>Optional translation patches for other languages (French, Japanese, German, Spanish, Italian translations ported from GBA version)
>Bugfixes not in the PAL version

MAYBE:
>New title screens (I like the old ones better)
>IV and V Advance opening scenes (I'm not sure how it will be implemented)

It sounds like a great idea I thought up which may be a very huge project.

I actually can't do it because I don't know how ROM hacking works.

Just giving my ideas. Sorry.
>>
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>>3662215
>ideas guy
>>
>>3662226
A lot of projects would never have gotten anywhere without an ideas guy.
>>
>>3662248
You're not wrong, but the circumstances in which an ideas guy can help is generally throwing out ideas for a project that is already in motion. Just stating a project you would find cool (and I mean he's not wrong, it would be cool) and asking someone to make the entire thing is not one of those circumstances.
>>
>>3662226
>>3662253
At least it wasn't an "I'm starting this project, here's the stuff that needs to be done. I'm the leader, that means I'll just have to tell you what to do and nothing else" thing.
>>
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>>3662215
> Tripfag
...

>Does anyone want to (do the hard work and implement my idea)...
no

> MSU-1
gay

> I actually can't do it because I don't know how ROM hacking works.
Then learn. This is an excellent place to ask questions on how to start

I wish this was bait. Stop being useless or lurk more.
>>
Is gba/agb retro enough for discussion on /vr/? If so, does anyone here work on hacks or custom roms for it?

There needs to be a rom hacking/game dev thread on /v/. I don't feel discussion on wii dev would roll over too well on here, and I think ngc/gcn dev also doesn't jive here.
>>
>>3663085
General rule of thumb:
If it's a remake or port of a /vr/ game on a non-/vr/ system, it's generally allowed. There will be some people who complain, however.

For example:
GBA is 7th Gen. It's not allowed to be discussed here according to the rules.
The Legend of Zelda: A Link to the Past was ported to GBA. Talking about the GBA version is fine.
Metroid: Zero Mission is a remake of the /vr/ title Metroid. It's also allowed to be discussed, but I wouldn't make a thread dedicated to it. I'd bring it up in a general Metroid thread instead.
>>
>>3663374
>GBA is 7th Gen
>>
>>3663403
Yeah, I realized that after I posted, but I didn't really care enough to wait to delete and repost.
Sue me.
>>
>>3663085
Technically, there's >>>/vg/hbg/. It's also for rom hacking, but too many people there only care about piracy. However, that can be changed, so if you have anything to post about it try to do it there, particularly when nothing important is happening
>>
Thank you guys for all the help in these threads. The Romhacking.net forum is a cesspool and nobody there was willing to help me.
>>
How come there are so few PSX hacks?
>>
>>3664013
>lack of good tools
>weird hardware
>>
Bump
>>
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Anyone try this? What's new? Pros and cons?
>>
I've been interested in starting rom hacking as a hobby for a while. Now that I'm on Xmas break I think this would be a good time to start.

I guess what I asking is, how do I even get started? What sort of software will I need? I'm interested in hacking nes games, but I'm willing to start with whatever is best for a beginner. Also, what sort of controllers do you guys use to play these once you've made them?
>>
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>>3566164
So I understand this could probably be done relatively easily with hacks (based on the scale of other OOT hacks I've seen) but I wonder if Gameshark code(s) could be created to do this? And/or if they already exist?

There is a single "eye switch" (that requires the Bow) to open one door in the Water Temple, behind which is a small key needed to complete the dungeon.

By default the Fire Temple and Forest Temple are mutually exclusive (can be played in any order) but the Water Temple requires the Bow from the Forest Temple (for reason stated above).

The Ice Cavern can actually be done whenever, so the Water Temple can be entered prematurely but can't be beaten without the Bow.

In the vanilla game, you can follow any of these paths (Where the Ice Cavern can be completed any at point before the Water Temple):

Fire -> Forest -> Water
Forest -> Fire -> Water
Forest -> Water -> Fire

By altering the Water Temple to open up that single door that requires the bow, the available number of paths doubles:

Fire -> Water -> Forest
Water -> Fire -> Forest
Water -> Forest -> Fire
>>
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>>3667071
I see there being a number of possible ways to circumvent the eye switch in the water temple:
- The eye switch is forced to stay in the activated state.
- The door itself is altogether removed.
- Link is enabled to move through the door.
- The chest with the key behind this door is moved elsewhere.
- A single, extra key is placed in Link's inventory for the Water Temple so the need for this key is removed.

Again, by default, the Shadow Temple and Spirit Temple are interchangeable in order so the game would become much more "open" from this relatively modest alteration. I question if this might be possible due to the existence of codes I've seen drifting around online like 8002C999 0001 (Walk through the wall in the Temple of Time) and 8002B53C 0001 (Walk through most ice in Zora's Domain) or a different approach with 8011A859 0009 (Unlimited small keys).
>>
>>3667073
I guess I'm wondering if anyone here is more familiar with OOT hacks/gameshark and can point me in a direction here.

Given the apparent popularity with hacking this game is there a tool I could use to try and generate a gameshark code for this? Is there a code I could try editing?

I suspect I could make a save in the Water Temple and just increment though 8002XXXX 0001 and see if I can make it work, but I'm curious if anyone wiser to this type of thing has a less grueling approach to this
>>
>>3666818
bumping in my quest for knowledge
>>
>>3667889
>>3666818
> how do I even get started?
Admittingly retro game hacking seems like an impenetrable subject at first since there seems to be no reference or place to start. But if you are serious about it, you will find a way to pick up the necessary skills.

If you want to be able to do it all, you will need to understand low-level architecture and programming. That means assembly and the hardware functionality you are working with. The absolutely best way to learn this stuff is to pick up C, then pick up assembly for your choice of processor (in your case, the 6502, or more generally 65816), and then try to see how C maps to assembly. Once you understand this, computers stop being magic black boxes, and start being machines of reason.

At the same time, old hardware was extremely specialized, and you need to learn the system you are on. Fortunately the NES is well documented.

> What sort of software will I need?
Debugging emulator is your best and most fun tool, but also the most specialized. If you are interested in NES dev, there should be plenty of them, but I'm unable to recommend one since I don't do NES dev. Other than that a hex editor and a text editor are about all you need. Knowing how to program your own code is also extremely useful, especially if you want to mechanically extract game data whos format you understand.

> I'm interested in hacking nes games, but I'm willing to start with whatever
NES isn't a bad place to start. Be warned though, due to extremely limited hardware, NES games had to get tricky with specialized cart hardware to extend the system, such as the menagerie of memory mappers out there. In some ways the SNES is an easier system to learn because special chips played a much smaller role (how many SuperFX and SA-1 games can you think of?), while retaining a very similar feel to the NES.

> Also, what sort of controllers do you guys use to play these once you've made them?
I just use a USB-to-PSX/PS2 connector and a DualShock2.
>>
Long time no see, guys.

Have a King Arthur.
>>
>>3668314
It's been a while myself.

>>3668229
btw, did anyone screen cap those megaman posts from a long time ago?
>>
>>3668314
holy shit he's back
>>
>>3668314
Nice.
>>
>>3668314
>1600x1600
for what fucking purpose
>>
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Ice Climber and Corvo Attano

>>3669902
Would you prefer it to be bigger, perhaps?
>>
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The graphics hack for Genesis Pac-Mania is perfect, wish there was a music hack to go with it.
>>
>>3670174
Why this climber is single?
>>
>>3671509
Because this isn't Smash Bros.
I still think the shiny should be pink though.
>>
SMWcentrals The 9th Annual Vanilla Level Design Contest is out:
https://www.smwcentral.net/?p=section&a=details&id=14756
>>
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Updated. Hopefully I don't take up too much of the thread like how I used to do.
>>
>>3672323
I wouldn't worry about it. This thread has taken almost two months to make it barely halfway to the bump limit. A little extra speed couldn't hurt.
>>
>>3672602
fuck off
>>
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>>3672613
You can't use the other sprites I made anymore
>>
>>3672613
>>3672619
Make any sprites you want to guys. I really don't care. After all, this is a group effort. Although I would prefer to get the actual video game characters done first.
>>
>>3672323
Which character is Kaeru?
>>
>>3672689
Frog from Chrono Trigger. I figure if I just used the Japanese name instead of "Frog" then I'd get the point across more clearly.
>>
>>3668229
Most appreciated anon. I have done a little research and found The C Programming Language to be a good introduction to the language. Luckily I'm not an absolute beginner at programming. I know some Java and have dabbled in R in a few classes.

So I've found the text I mentioned above and got the code::blocks ide with gw compiler and set that all up. The first chapter is a tutorial, and I've gotten probably 5 or 6 pages in. Everything makes sense so far; mostly just touched on variables and loops though. I'll report back when I've made more progress or get stuck. Thanks again!
>>
Getting the (or maybe it's "a," since I might have missed another) warp whistle in SMB3: A New Journey is fucking insane. You have to find a secret exit in a level on World 1 so you can get a hammer, then use that hammer in World 2 to get to a secret level that's almost kaizo-tier.

The hack is pretty good though, difficulty is hard but outside the aforementioned level it's not untolerably brutal.
>>
What are the most anticipated ROM hacks that have been in development for years at this moment?
>>
>>3668320
I could have sworn I did but I can't find them! I'll check my PC when I get home.
>>
>>3670320
BU BU BU BUT GAYMES LOOK BETTER ON SUPER NINTENDO!
>>
>>3577777
>>
>>3673958
Metroid Rouge Dawn
Zelda 3 Challenge; Quest for Calatia.
Pyron
whatever Mario Adventure 3 is being called now.
That Secret of Mana gameplay renovation hack is fairly new but promising.
>>
>>3674150
>Zelda 3 Challenge; Quest for Calatia.
Do you think it'll ever get finished?
We've been waiting forever.
>>
>>3673958
Pokémon Prism. Been in development since 2007, getting a full release this Christmas.
>>
>>3674174
No.

At this point he has maybe more than half of the overworld done and maybe a thick notebook of ideas for dungeons. But it's one of those things that you either make a lot of time for and hammer out (plus much more time getting stuck on unforeseeable problems then solving or working around them), or it just never gets done. And the longer it goes on, the less of a priority it becomes.
>>
>>3673958
Mechamon
>>
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Is this good?

It says there are 3 new dungeons, are they the first 3 ones or do you have to play through the entire game to see them?

http://www.romhacking.net/hacks/676/
>>
>>3668320

Didn't screencap, but I have the Mega Man posts on my Evernote. Here's a public link to it:

http://www.evernote.com/l/AFugtrlovfVI-ZjaytYX4cyQT3wi_RqjMeU/

You may still find them in some of the 4chan archive websites, I think it was /rhg/ #5
>>
>>3673958
Vidyamon
>>
i wonder how you could sub FMV based games for the PS1
>>
>>3676517
Extract PS1 STR to AVI.
Create subtitles on SRT format or similar.
Render subtitles over video using VirtualDub.
Convert AVI back to STR and pray it's still within your filesize limits.
If it isn't: butcher the video quality on Virtualdub until it fits, or... have fun figuring out how to edit the file size tables of your game's disc.
>>
>>3566164
Hack stuff that isnt mega man, mario, zelda, metroid or castlevania...
>>
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>>3676651
Is hacking Pokémon acceptable?
>>
>>3676651
What can you do, these are pretty much the only games to get any hacks.
>>
>>3676517
>>3676558
It's supposed to possible to mod games to have softsubs (subtitles added in-game rather than into the video files) somewhat easily, but I don't know much about how to do it.
>>
>>3673958
Brutal Mario is still in more-or-less active development, but I don't know if anyone still cares at this point.
>>
>>3672619
https://www.youtube.com/watch?v=vbvkrw6CPHI
>>
>>3677945
it is but it's way2hard for the average hacker
>>
Bumping
>>
>>3671561
I wonder how much of that hack could be recreated in Super Mario Maker.
>>
>>3681646
Likely most of it, minus any slopes
>>
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>>3681646
Probably not that much, SMM lacks tons of stuff from SMW, not to mention level-size limitations and lack of vertical levels, also limited level themes.
>>
>>3671561
Are these actually any good?
I've been looking for something to play.
>>
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>>3681703
Its solid, all levels are done by different people so theres lots of variety, but also bunch of shitty levels(see that number on lower right in >>3681693 webm? Thats how high the level ranked). But the overworld is completely open and free-roaming, so you can skip those.

>>3681675
Try recreating this level in SMM without completely butchering it. As you can see its impossible as none of the enemies used here are in SMM, as aren't some blocks like the snake blocks.
>>
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Whats the hardest rom hack you guys've played? Mario 74 Extreme Edition is ridiculously difficult.
>>
>>3681703
The quality is pretty mixed (still better than a lot of other collab hacks though), but when it's good, it's pretty damn good.
>>
lads, what happend to the earthbound /vr/ hack? it vanished without anyone noticing almost a month ago
>>
bump
>>
>the VLDC9 thread got almost 70 posts in a day
>this thread is lucky to get 10 posts a week

Maybe these threads shouldn't be on-going generals, just have soneone post a thread whenever something interesting gets released and keep the list updated.
>>
>>3685754
I think the problem is that very few anons actually have the skill to contribute to this thread. Perhaps if we fostered hacking skills by choosing a game and having a hacking jam thread to document stuff we find out about it, it may help people sitting on the sides ease into the hobby, while keeping bump-only posts to a minimum.

Thoughts?
>>
>>3685754
To be fair, these threads have only slowed down in recent months. They used to fill up fairly quickly, and I'm not even talking about the times where Vidyamon Anon was around.
>>
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What do you think about this SGB border?
>>
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>>3685846
I dig it.
>>
>>3685846
it's a little gay, desu
but still good
do you have an eta yet or are you taking a "when it's done" approach?
>>
>>3685846
p. fucking rad

how does SGB hacking work anyway?
>>
>>3685934
The latter. I'm finishing it faster than I thought, but there is so much room for improvement that I can't say for sure. Or maybe I just get tired of it and release it as is.
>>
>>3686016
Take your time, get it done right. I can wait. I'm sure everyone else can too.
Good luck duder.
>>
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>>3686016
I've just started working on it and it's a fucking nightmare. It's based on a retarded packets system that makes it really difficult to insert a border that use all the colors that you can use.

If you are interested in it take a look at Chapter 6: http://www.chrisantonellis.com/files/gameboy/gb-programming-manual.pdf
>>
>>3686040
replied myself because retarded, wanted to quote this anon >>3686005
>>
>>3685793
There were a couple threads that went 3 months last year and a bunch that have gone 2 months, but this one looks to be on pace to end up as the slowest ever.
>>
>>3686040
>>3686041
thank you!
>>
>>3685780
That's a good idea. Maybe start with a little primer on different ways to find data, then pick a game and start identifying ram and rom addresses. Fill out a datacrystal entry.
>>
>>3685780
>>3686369
so it would be like a crackme on a bigger scale?
>>
>>3685754
>>3685780
>>3685793
I'm this anon
>>3673502
I'm at the gf's over break and unfortunately when I went to use her laptop the screen was busted. This will put a hold on my progress for another couple of weeks. I would like to become an active part of the community here though.
>>
>>3685846
I had no idea it's possible to add such fancy custom SGB borders into games.
>>
This needs VLDC 9 and Hyper Metroid.

I can´t wait for Super Metroid X Fusion release:
https://www.youtube.com/playlist?list=PLZS_o9tqWHmJHGmuQRRkfiqhgZIApfLXM

What happened at SMWCentral? Why would those hacks surpass Brutal as most downloaded
>>
>>3687568
because a bunch of bots came on and spammed the vote system a few weeks ago
>>
>>3687568
For vanilla level contests these hacks sure have a crazy amount of insane custom stuff.
>>
>>3689173
According to the dedicated thread that's up for the hack, the levels themselves all use vanilla assets, even if they're vanilla graphics applied overtop of other things to create custom looking stuff, and the Title Screen as well as the Overworld aren't included in the "vanilla" descriptor.
>>
>>3674186
Not anymore, Nintendo C&D'd the project.

https://twitter.com/Koolboyman/status/811456505727717376
>>
Someone better start making backups of romhacking dot net, smwcentral, and any other ips repositories that are out there. They are going after rom hacks now.
>>
>>3690787
It's probably the name. Prism is a likely name for a future pokemon title.

In fact, if you read the letter, they cite the trademark law. Unlike copyright, trademarks do need to be defended. So he could probably get away with changing all the nintendo branding and call it BattlePets: Prism or something.
>>
>>3690931
The same could be said for AM2R, but that takes a lot more work than you think.
>>
>>3691147
Replacing just the text wouldn't be too hard since it was made via disassembly, you could just find/replace the word Pokémon in all the files, but images would definitely be a ton of work to replace, and music definitely.
>>
>>3691153
Only the things Nintendo puts the trademark t on or ™. So find/replace Pokemon and change a titlescreen or two. A quick run through to check for linespacing and stuff and he should be finished in a little less than three years.
>>
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>tfw you don't know shit about romhacking so you just do immature savestate hacking like this
i really wonder how i could make that change stick though

one weird thing is that the player names don't seem to be stored in the savestate
>>
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>>3691712
>tfw you don't know shit about romhacking
you've just started down the same path that literally everyone who knows anything about hacking has walked. None of us knew shit at first, but we kept prying until it clicked.

>one weird thing is that the player names don't seem to be stored in the savestate
Savestate contains everything. If the names don't show up, they probably aren't encoded as ASCII then. Try corrupting parts of the savestate and see if you can corrupt the name (long and arduous), or program a small function that adds an offset to all the numbers in the savestate, THEN look at it with an ASCII decoder (more technical but easy); the letters may not be ASCII, but they are likely in sequential order, so if you pick the right offset you should see some names. Alternatively, name yourself something like "abcdef", and then look for sequential numbers in the save state.
>>
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>>>/vp/30950398
Prism got leaked, it's legit. Not sure if it's the final FINAL build they intended to put out but it's at least the build used during the TPP run.
>>
>http://secretofmanaancientcave.blogspot.de/
I want to be excited
>>
>>3691726
it just seems like every part of the game was programmed by different people

some of it is ascii, some of it is probably some weird shift-jis
>>
>>3691762
ascii is useful only when you have to have a standard to communicate between devices. Since retro games are standalone applications, devs were free to implement whatever they wanted, sometimes because it's easier to handle the data. For instance, '0' == 0x30, but if you load tile graphics such that the first tile is the character '0', then you can get away with writing numbers directly to the tile array to print a number to the screen, all without subtracting off 0x30 for every character. This may seem like a small saving, but with old systems you need every trick you can get.
>>
>>3691747
Should this one be put on the Pastebin list as Pokemon Prism or maybe something else so that it wouldn't get Nintendo's attention?
>>
>>3691747

apparently its a build that was built in the 20th right before it was C/D

https://www.reddit.com/r/PokemonPrism/comments/5joyxe/lets_debunk_what_version_was_leaked_here_and_now/dbhxqph/

I know posting reddit, but its good info at least
>>
>>3692805
So it's basically the final version
>>
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>>3693179
>Baddesthacks.net.
>>
>>3693356
Don't give it attention.
>>
>>3693358
Sorry. I can't help it sometimes.
>>
bump
>>
http://www.romhacking.net/hacks/3231/

Anyone tried this Rockman 2 hack?
It says to use the included patcher, not to patch it directly (I tried and didn't work), but the patcher just crashes for me when I try to run it.
>>
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>>3695505
The patching tool worked for me just fine, if you want I can post the prepatched ROM.
>>
>http://www.romhacking.net/hacks/3231/
why wasn't just using an ips good enough ?

why would they make someone use a patcher?
>>
>>3695624
Give me rom please
>>
>>3695673
because it is moving a lot of the data around in the rom and the ips format does not have support for moving
>>
>>3695741
There you go.

https://www.mediafire.com/?q3d6ihyyp9uf4cb
>>
>>3695859
Thanks
>>
>>3695624
Aren't you still playing as Rock Man in this hack? Why is he also a boss?
>>
>>3696716
I believe you play as his evil clone in this one.
>>
http://pastebin.com/urs2AUgv

I finally got a round to updating the list. It's a big update at that, I added and updated around 40 hacks, including "that" hack.
>>
>>3698078
You missed the difficulty hacks that were mentioned here a while back.
>>
Zelda Outlands or Zelda II Shadow of Night?
>>
>>3695505
Cheat Man is bullshit
>>
>>3700174
easy versus hard
>>
Bump
>>
>>3691712
Glad to see someone else interested in the PSX ports of SMT. Even porting the Aeon Genesis to it would be a godsend at this point.
>>
I think I'm the only one who doesn't care about vldc9

I tried out the best world and was incredibly unimpressed. It felt more like a SMW engine showcase than proper levels.
>>
>>3701531
it helps that it looks like they use the exact same engine for each

if you figure out one game, you probably figured them all out
>>
Why do you people get so triggered when ROM hack levels are too hard?
>>
>>3702245
It encourages save scumming.
>>
>>3702245
Especially when we're talking about SMW hacks. Some people like a good challenge. Just because you don't personally enjoy it doesn't mean no one else is allowed to.
>>
>triggered

Disregard.
>>
>>3702249
>>3702247
I thought this was 4chan, where we make fun of people being triggered by stupid shit. But just look at you.
>>
>>3702252
Savescumming kinda defeats the point of a challenge. At that point you might not even bother.
>>
>>3702248
I'm up for a good challenge
Then you have shit like this https://www.youtube.com/watch?v=T2cPJ5v-lcU
that's obviously meant to be played on emulator while savingstating every 5 seconds.
>>
>>3702262
>>3702247
Many Kaizo hacks are designed to be very difficult, even with savestates.
>>3702264
I have seen a video of someone actually beating the first stage of Cool or Cruel savestateless. There are indeed some hacks that encourage the use of savestates, but people enjoy that, and should be allowed to. People should be allowed to not enjoy it too, but not allowing people to share different tastes in video games kinda defeats the whole purpose of a video game board.
>>
>>3702249
>getting triggered by the word triggered
>>
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While Cool or Cruel Stage 12 is impossible without savestates, it's still a very well designed level, and is very fun to play, even with savestates.
>>
>>3702245
I like a ROMhack to be challenging, but there gets to a point where it stops being fun. Once you get to shit like frame-perfect jumps you pretty much have to stop playing unless you're willing to resort to save states.
>>
Feh.
I can't find the last few levels in VLDC9.
I've got 145 exits, but there are supposed to be 152? I scanned all the overworld maps and I've got green checkmarks on every single one.
Don't know what's goin on.
>>
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Trying to relocalise Zelda 2 a bit. Can anyone help me sort these issues in the intro?

The text in green is meant to be the Nintendo copyright line, and I'm not entirely sure why there's a random square at the start of one line. I can't see anything out of place in the hex editor (it's all values that correspond to letters, no command codes or anything).

Any ideas? Would I need to go deeper than just hex editing to fix it? I'm certain the issue is caused by my rewrite being a few lines longer than the original, so it's possible it's just hard coded to make that one line green, and the other glitch is because there is no coded way of dealing with that extra text.

I'll appreciate any help!
>>
>>3568618

I think only project 64 can play N64 romhacks.
>>
>>3702894
Did you find the secret world? After you have gotten all exits(secret exits too), goto blue switch level(in the space world), find P-switch and then backtrack to the beginning and there should be upside-down pipe(it only appears when you activate the p-switch), enter it and then return back to the overworld, enter the rocket(which is again in the space world) and it should now take you to world X, theres few extra levels made by the judges.
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>>3703394
Oh for the love of
I knew about the switch palace, but I didn't know about what to do after it.
Thanks, Anon. I feel dumb.
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>>3703215
i'm actively developing zelda 2 hacks, i'll look into this more.

There's a lot of basic nintendo stuff i don't get..

I can see that screen's PPU macro is generated around
05:AC97:B1 00 LDA ($00),Y
05:AC99:99 05 03 STA $0305,Y

Something i never understood is how to change the color for ppu instructions?

Because that green colored text does not look like a different ppu macro than the rest of the text.
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>>3703215
adventuresome is a real word
why do you change it? lol
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>>3703475
>PPU macro
what do you mean by this? Are you talking about the actual name table (tile map) that lays out the background?
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>>3703215
a bit? the current script editor does not allow for more characters to be added, so unless you're expanding the rom and hex editing it manually, you're not really going to improve it.

that said, the translation itself is not that bad - it's just poorly worded due to size limitations.

http://www.romhacking.net/utilities/1190/
http://www.glitterberri.com/adventure-of-link/retranslation/
http://www.lltvg.com/wiki/Zelda_II:_The_Adventure_of_Link/ja-en
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>>3703587
maybe i am making up terms, i don't know what things should be called.

zelda 2 game engine loads from rom (at about 0x16940) the tile codes.

Then it puts these values in ram at $302 , starting with 2 bytes of where-to-draw-on-screen-location and 1 byte which is the size of the following tile codes
then it is ended with a $FF

this $302 "ppu macro" then draws the tile codes to the screen as background tiles
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>>3703786
Nintendo parlance is pretty absurd all things considered.

I am 99% sure what you are describing is the Object Attribute Memory (OAM), essentially the memory that tells the machine where to draw Objects (Nintendo's word for sprite, little independent graphics, as opposed to Backgrounds which cover the screen).

OAM on the SNES is divided into the following fields:
H-position (9 bits)
V-position (8 bits)
Name (9 bits) (this is your tile index)
Palette (3 bits)
Priority (2 bits)
H-flip (1 bit)
V-flip (1 bit)
Size (1 bit)

NES is very similar. Look up the documentation.

https://wiki.nesdev.com/w/index.php/PPU_OAM

You most likely want to fiddle with the palette bits, assuming the letters are encoded in something like ascii (or some other custom encoding). If this isn't the case, it may be that the colors are hardcoded into the graphics, but this is highly unlikely because memory is was at such a premium back then that multiple copies of different character sets seems daft.

Background data is very similar to Object data, so if the text is a BG instead, you still will be looking for palette bits to mess with.

Btw, if you paste the exact data you are looking at here, I will tell you which bits to flip.
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>>3701547
I personally like collaboration hacks the best cause they often feature lots of variety when it comes to presentation, level design or gimmicks.
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>>3566164
>http://pastebin.com/pYxhe4L7
Pastebin doesn't work
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>>3707303
sorry, just saw the new one here>>3698078
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>playing Panic in the Mushroom Kingdom
>it's not that great, but whatever
>access star road
>map is a few levels and a castle
>get to the castle
>'Palace of Hentai'
>It actually is an image gallery of random hentai
wow.
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>>3709902
>pictured: nambona (aka most likely you) in his usual state of being
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>>3709974
When I was a teenager I played a Mario fangame (no idea what it was called)
You had to use a key to open one of two doors.
I opened one and it dropped me into an empty room.
A few seconds later the background turns into this
https://www.youtube.com/watch?v=dQw4w9WgXcQ
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>>3709976
who teh fucks nambona?
>>
I've been working on a romhack but it breaks gr15, is it ok for me to post pics here?
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>>3710325
I wouldn't risk it, myself. What game are you hacking?
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>>3710325
You can still post an external link to show it
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bump
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>>3709902
Honestly, no one's going to care about their talent if it all comes down to releasing crude, intenionally bad hacks.
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http://www.romhacking.net/?page=news&category=6

Paraller Worlds got a big 10-year anniversary update.
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>>3712532
Is Parallel Worlds worth playing? How is it?
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>>3712624
I played the old version, and it's basically kaizo LttP.

I can't speak on the new one although its probably similar.
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>>3709982
>>3709974

were there any Mario fangames/hacks that included a hidden screamer like this?
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>>3712642
Okay I gave it a try, but after having so much fun getting hit by random lasers/fireballs/etc that I couldn't see beforehand, that I quit by the 2nd dungeon.
Yet another hack with potential that ruin it all with shit design.
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>>3712532
>Full CD-quality soundtrack via MSU-1 audio support
into the trash it goes
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>>3713145
Why?
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>>3713728
You just had to respond, didn't you?
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>>3713728
I refuse to use anything associated with that hypocritical hack byuu

Plus every hack that's used it sounds like shit.
The only worthwhile thing I've seen it used for is the restoration of the BS-Zelda games.
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>>3713748
byuu is a righteous zealot, indeed, but that's not why the MSU-1 is gay.

there is something extremely uncharming about hooking a limited graphics controller like the SNES's PPU to essentially unlimited computational power. it comes off as very fake, and a lot of the talent and skill that goes into making clever use of what little computational power you have is utterly lost. it's not impressive, it's just sad.

to put it another way, the constraints of the medium are a large part what makes the medium and gives it its character distinct from other media. the MSU-1 seems fundamentally contrary to the limited SNES hardware, and the reasons why I respect the games and the people who wrote them. It's soulless.

as an example, look at this awful megaman x port that someone posted the other day. The pixel art of Spark Mandrill in X is excellent, and there seems to be more detail than pixels because the artist was extremely skilled. The port on the other hand is laughably bad and leaves the player wondering what was the goal of the artist and art director? To imitate a 'retro' feel? There is literally no reason why any game should look quite like this in an era with retinal displays, and you can tell by the clumsiness of the ported result.

Anyway guys, let's get this thread back on track. Last post about anything about hacking on a personal level was roll here >>3704781, which was me last week.

If you are just talking the bantz or bumping, please also contribute to the thread, be it a question, nugget of knowledge you uncovered in a ROM, or sharing some results of a project. I know talking about ROM hacks is kosher to this thread, but it's kind of a cop out unless it's new, in which there is probably already a thread for it.
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>>3713801
wrong picture, although the one I posted is just more of the same awful
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>>3713804
>>3713801
Pretty sure they just took the art assets and put it through an automated filter.
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>>3713856
It's clearly automated to an extent, but the details on things like pengy's fingers and sparky's balls all being the same size indicates it was at least touched up by an "artist" at some point in time. Shovelware garbage, I'd shoot myself if I made a living making this crap.
>>
Bump
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>>3713801
Isn't MSU-1 just a disc drive (linear seek-ish data) + CD audio?
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>>3715303
no
it's a chip that doesn't exist
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>>3713886
You would be able to afford an expensive gun at least. The contract work for porting older games is around $75-150 an hour if you are fast enough and good enough.
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>>3712624
>>3712642

Nope, even when ir first game out, it was one of those Tryhard to be hard just for the sake so, you were expected to play it on emulator with save states in mind, doesnt help that it took advantage of ZSNES speed hacks that made it run smoothly, i tried remodel on my flashcart and it was a slowdown fest, no joke, it struggled to run!.

Also the fact that put more enemies were there shouldnt been, like the ones that were meant for lateral in the original that earlier can kill you since you have Weaker armors, cryptic level design, etc.

I played trough the original hack on ZSNES and it was a nightmare, gave up on Remodel, which, rather than actually fixing things, they just put band aids, no joke, i gave up on it.

Good luck finding maps and guides for both versions, YouTube playtroughs are just Tryhard dweebs.

PW was basically style over substance, like LITERALLY, no idea of good game design, as in PLANNING.
>>
So, what's everyone best ranking on Puresabe's MMX new year hack?
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>>3716321
>style over substance
exactly. I thought the art design was well done, but the gameplay was weak. it felt like one of those over-the-top super mario maker levels.
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>>3704781
I'm not sure what data to paste.

As I understand it, for the title screen text:
the background tile data (which is images of letters) is read from the rom with no extra data except the tiles to display, but somehow that one specific line gets colored green.

There is background tile data before that green line and after it, I assume to change the color is hard coded somewhere.

I tried to follow the flow of code, and I thought it would involve setting bits to $2001 (?) , but i do not see anything different when zelda2 displays the green line or the other lines of the title screen.. (it always sets address $2001 to #$1E or #$00)

lol
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>>3716719
what is different is it creates 2 different bytes which represent the location of where to draw the tiles on screen.

these 2 bytes alone aren't enough for the PPU OAM though, because the OAM has at least 4 bytes of data and this is only 2.

Maybe zeldaII takes these 2 bytes and the tile data and creates the ppu oam from it .
>>
Could these be hacked into the Sonic Advance games, or is there pallette stuff that wouldn't allow it?
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>>3716889
Your posts are even worse than them though. And you know very well he won't get any help with that from /v/. It's against the rules, but most of the rules are never followed anyway, and that post isn't even harmful to the board.
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>>3716901
>>>/qa/
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>>3716883
>>3716901
Try /vg/, there's a Sonic general there and they apparently like ROMhacks since there's a big recommendation list of Sonic hacks from there.
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>>3717515
>d they apparently like ROMhacks since there's a big recommendation list of Sonic hacks from there.

So they DO post about things other than crying about fan artists they don't like!
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>>3717752
Shhh
It's supposed to be a secret
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bump
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>>3713801
If you're a complete non-purist when it comes to emulation, the MSU-1 has some pretty cool uses, especially when it comes to music. Someone ealier in the thread suggested porting Final Fantasy 6's GBA translation to the SNES version, then adding in the full CD quality soundtrack (if that were possible). Sounds like it'd be the definitive version, arguably, but only if you didn't like losing the retro feel that way.

Byuu is very strong with what he believes when it comes to software and the emulation community, but he's always been pretty helpful/informative when I've talked to him.
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>>3566164
thank you, it's very interesting!
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>>3566164
Thankyou! I love this list!
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>>3719428
Isn't MSU-1 ment to simulate satellaview broadcasts and what the SNES-CD could have been? I don't see how that could hurt the scene any. If it insults your sense of retro purity, then don't utilize it.
>>
bump
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>>3716357
I wonder if that's a teaser for things to come.
>>
bump
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>>3721817
Minus Infinity X would be great.
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>>3712759
Check game.bps on SMW Central.
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>>3698078
>"That" hack
The fuck did he mean by this?
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>>3725745
It's not hard to figure out (You) imbecile.
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>>3725745
There's a hack that a certain gaming company didn't want to be released.
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I'm playing MM10's as Bass for the first time as we speak, and I can't help but wonder:
Why hasn't anyone ever hacked Bass, the way he plays in 10, into a NES MM ? This sure is fun as fuck, I just wished the Jetpack lasted longer.

At least this might motivate me to finish my MM5 levelhack.
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>>3727219
Oh pokemon prime.

Oh my fucking god.

>Nintendo so fucking assbackward they decided to fucking ban hacks to old ass games.

Jesus Christ. I thought it was a porn hack.
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>>3727780
And why the fuck did they have to do it just when it was about to be released?! Fucking Nintendo.
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>>3727791
Best of both worlds, that way it gets "quietly" finished
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>>3727813
You mean they're gonna "leak" the ASM source and whatnot?
>>
Anyone knows if there is a version of Megafle X (megaman editor) more recent than v.701 ?

According to the author's site that's the final version, but since some forum posts mention v0.7 being 'old', I'm wondering if someone else didn't use the sourcecode to improve it.
Probably those forum posts mean difference between 0.7 and 0.701 though.

thanks
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>>3727530
I don't think so, there are few hacks where you play as Bass but they just simple sprite swaps. Would be nice, though.
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>>3729315
Yeah it's a change. The couple of sprite hacks seem to be just sprite hacks, also they were made before MM10. Would be fun to have a hack with his abilities from MM10, the slide-jumping is fun as fuck and has tons of potential for speedrunning (you perform faster, longer leaps, after a slide, like in Tiny Toons Adventure) and the jetpack is fun to use as well.

Come to think of it, I also wish there was a more jetpack oriented hack of MM6.
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>>3729445
How do you even slide in Tiny Toons?
I used to have a controller with L and R buttons for direction which I held down at the same time, it made the character slide real fast and got some unique stuff to happen, like Plucky splatting against the wall. Never figured how you could do it in an average controller.
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>>3729573
I'm talking about Tiny Toons Adventure on NES. Only Buster has the slide jump: perform a jump, then press down as you come down the ground to slide, press jump again to perform a 'slide-jump' (longer & faster jump).
I played the game for years before realizing Buster had this ability. I thought he was supposed to be the middle ground character, turns out he's the best.
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>>3729580
Yeah, I meant the NES one as well. I'd hold R and L (those were just another left and right buttons on that controller), and the characters would just rush like crazy. Except for Roy I think, I don't think he could really run.

I used this mostly to splat Plucky's face on the wall though, it was a neat touch they added to the game.
>>
just to let you know Prism got a fan update

https://gofile.io/?c=QGGt4S

use carl.isp on the prism in the mediafire link

this updates it to 0.92
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What are some of the best functionality hacks?

Y'know, things that enhance the game in a way that makes sense to the point that you wonder why it wasn't this way to start, but doesn't alter the game that dramatically?

Examples I would give are the Legend of Zelda Automap hack that adds an illustrated map to the useless grey rectangle in the upper left corner, or Metal Gear, Personal Area Network, which just opens doors if you have the right card key in your possession instead of you having to equip them.
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Anybody tried this one yet?

http://www.romhacking.net/reviews/2607

Just tried to apply on a redump rom but didn't on mGBA.
>>
Should I use any rebalncing hack s for my first playthrough of ff1?
>>
pastebin is down
>>
Rogue Dawn release date set Saturday 1/14/2017
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>>3730975
Reminder that GBA is 6th gen, /vr/ is for 5th gen and down.
I would like to find some good non-Pokemon GBA hacks though.
>>
>>3730635
Metroid Save and Map hacks.
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>>3725832
That was an unnecessarily hurtful thing to say
>>
I've been meaning to ask, did any of you happen to play Super Mario World 3 - Islands of Mystery?

I wanted to find the ROM again, but it seems to have disappeared. The game itself can be played on certain websites, but I want the damn file.

https://www.youtube.com/watch?v=iZxjvG5BNl0
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>>3731796
>The game itself can be played on certain websites, but I want the damn file.
Gimme a link, I'll see if I can rip it.
>>
>>3731796
is it this one?
https://www.4shared.com/file/tg5qxnhu/Super_Mario_World_3_-_Islands_.htm
>>
>>3731796
>>3731962
Nevermind, just looked up a place to find it myself, looked through the source for a .zip-file and downloaded it. https://mega.nz/#!IdIxTIRS!p0P9dCXMAk0kyoyZ8z58DI4kgs_dnUFwVUj9BM2ov7w
>>
I'm playing VLDC 9 atm. Just finish ruin of cupidity.
I loved it I'm surprised there was no shell jumping in it.
>>
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>>3709974
>play Panic in the Mushroom Kingdom 2
>it plays like another legacy hack
>progress through the hack
>discover another hentai level similar to the hentai palace
>more hentai
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>>3731968
holy shit, u da man, anon
Thanks
>>
>>3734103
No problem dude. I ripped those Trumptendo hacks the same way, discovered that there was even some that wasn't posted on the site.
https://mega.nz/#F!QNQwiIiZ!k-7wDsuXytmUHXNjxBSNKQ
>>
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Resumed work on my MM5 levelhack.
I'm having this visual glitch in Wave Man stage, the lower part of the background changes colour after the mid boss fight in the jetski part and I'm totally clueless about it.

I checked the palettes in the level and made sure they were similar to the original game.

When the player reaches the screen of the mini boss, the bg turns to black; and then turns back on the next screen. Looks like this behaviour is hardcoded because even after deleting the mid boss it still happens.

Perhaps any expert ITT would have a clue?

In the worst case scenario I can get rid of that part of the bg, entirely, and make it sky, but that'd kinda suck.
>>
>>3735195
The behavior is almost certainly a trigger in the level the fires off after you reach a certain point in the stage, be it location, or event (prolly location since you said no mid-boss doesn't help).

If you have a debugging emulator, set a break point at $3F00 in VRAM when it is written to. The emulator should stop when the palette is updated inside the function responsible for doing the update. Comment out said code with 0xEA (NOP, no operations) except the last RTS (Return from subroutine), and you should be able to disable the behavior.
>>
So I'm playing pokemon prism and I encountered an Aggron on the map that was concerned or something and now joined my team. What do I have to do with this lv40 Aggron? Cant put him in a box so he gotta be important
>>
>>3730465
Venusaur has flash fire, where do I report bugs?
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>>3735816
The Aggron is the friend the old man needs in the caverns
>>
Anyone in here ever done shit on the Saturn?
>>
>>3735868
Probably not, the Saturn is a fucking mess.
>>
So, I've been playing that Super Mario World 3 hack

>level select screen has no music after I beat Castle of Woods

spooky
>>
>>3735901

That's exactly why I'm interested. I'm curious about how programming it actually looks like.
>>
>>3735819

https://docs.google.com/forms/d/e/1FAIpQLSfApyD3r3vW7r3lny-P4hfdo9bTrVAlfFdF2rijhH5n6YP2SA/viewform
>>
>>3736143
Think two CPUs running independent code which can independently interrupt each other. The difficulty of unlocking the system is keeping both processors busy, while avoiding any race-conditions that such an architecture entails.
>>
>>3737586

Yes, I get the idea of parallel computing. I'd just like to know how a game running on the Saturn can be effectively parallelised. How can you divide tasks up?

For example, I hear that Virtua Fighter uses each CPU for each fighter. What does the logic look like for that? I imagine that they each receive controller inputs and update the state of the game, interrupting each other whenever the characters need to interact e.g. when one character gets hit. And then they both send draw commands to the VDPs, I guess?
>>
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http://www.romhacking.net/hacks/3280/

It's up.
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>>3737768
oh baby
I'm not crazy about the retarded story, but the rest of it sounds interesting
>>
>>3737768
I love the graphics. A lot of first-party NES-games have pretty sucky graphics and could use this type of upgrade.
>>
>>3737768

Here is a pre-patch rom

http://www.mediafire.com/file/xdopqj8b82g2ds9/Metroid_-_Rogue_Dawn.nes
>>
>>3738187
Is that v1.0 or v1.1?
>>
>>3737768
holy fuck this is unforgiving
>>
WHOA!
http://www.romhacking.net/hacks/3275/
>>
>>3738539
I'm getting sick of that guy and his worthless Streets of Rage hacks.
>>
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Oh, now I know why I had originally deleted the SMW3 Islands of Mystery ROM years ago

It was never completed
>>
>>3670320
Really makes you wonder why they downgraded the graphics so hard in the first place.
>>
>>3738187

1.1 pre-patched rom

http://www.mediafire.com/file/dpih92hu9386p92/Metroid_-_Rogue_Dawn_1.1.nes
>>
>>3738550
Maybe he is building up to an ultimate SoR patch that replaces all of the characters I know I was a little disappointed when I saw why were so many SoR hacks, but hey, at least he's contributing something. It might be shit, but it could be worse.
>>
I just made a Megan Man 6 style multipath in MM5. I'm excited as fuck, been dreaming about this since I started this level hack and I thought it impossible.
Has anyone done this before in MM5?

>>3735406
Huh thanks, like I said I don't know shit, I'm using a level editor, and never used a debugger, but I'll try.
>>
Has anyone heard from the Project 3Q devs? They went blackout.
>>
>>3738539
I wish there was a way to combine his hacks together, so that you could a version of SoR2 where Bubsy, Homer Simpson, Hatsune Miku and Steven Seagal kick Mr.X's ass together.
>>
>>3739159
No Pepe and Dolan?
https://www.youtube.com/watch?v=usNNvKx3DqA
>>
>>3737768
>you continue a saved game with 30 energy
ONE FUCKING JOB
>>
>>3739732
>There's energy restoring machines near every continue spot.

Oh gno
>>
>>3739741
oh yes, that's super convenient to go out of your way every time you die or continue and restore your health like that instead of just being on your way from the getgo
>>
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SR388 is a strange place...
>>
DK '94 have any good hacks?
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>>3740682
I don't think it has any hacks at all.
>>
>>3730465
Is this legit?
>>
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I'm still working on this.
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>>3742760
I'm still looking forward to it.
>>
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I'm supposedly getting my GBA Supercart in a week and I want to get rom files downloaded now.

Is there a recommended list of Pokemon rom hacks for Emerald or FR/LG?

Also, are romhacks for games other than Pokemon any kind of popular?




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