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File: umkt.jpg (51 KB, 480x360)
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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/urs2AUgv (embed) (embed)

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

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

PREVIOUS THREAD:

>>3744351 (Cross-thread)
>>
>>3884525
>(embed) (embed)

If it's not one thing it's another

least i tried
>>
>>3884527
It's all good OP. What's the hack in your image?
>>
>>3884553
Ultimate Mortal Kombat Trilogy

It's weird, buggy and Russian as hell but it's still worth a look
>>
>>3884553
Looks like MK1 versions and others hacked into UMK3
>>
>>3884525
>Our ROM hack recommendation list can be found below:

Can you guys add my Mega Man V hack on there ? or maybe it's just not to be recommended..

http://www.romhacking.net/hacks/3343/
>>
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I just found this thing on a dead site. Seems like it was entered for a contest once, but never actually released.
>>
>>3885548
I legit can't tell if it is a SMW2 hack or a sonic hack. Link?
>>
>>3885603
Fuck it, no mention since 2010 so I'll assume it's abandoned.
It's an S2 hack.
https://a.desu.sh/vevmok.7z
>>
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So I was trying to Make a FF6 'hack' if you will, and am having tons of issues.

the color palette's are a bit strange as half the characters share a palette with each other, and I was hoping I could change Setzer into Richter from Castlevania,

Like I have a sprite sheet, but when I upload it, it's a garbled mess. and If i try to edit it in the sprite editor program, and not something like paint.net it turns out great but everyone else is fucked up

>pic related Sprite sheet
and yes, I made sure each color is supported by the SNES, as I took all the colors used from other characters.
>>
>>3885548
I'm feeling so weird watching this
>>
>>3885726
You're not giving enough information.
What tools are you using?
>>
>>3885548
that's pretty cool
>>
>>3885726
I don't know anything about the SNES or FF6, but are you trying to edit the colours themselves which are used by the character?
You should try to see if you can locate which data dictates which character uses which palette, and/or the data which dictates which colour from that palette your character uses.

Try to see if any FF6 specific document or utility mentions that.

If that fails, and if the SNES works anything like the NES (I really don't know) maybe you can find where the palette data is stored in the ram, and from where they get the data and how, and maybe you could assign other colours.

All I can say is that when I changed Mega Man's palette in MM5 I was surprised to realize I didn't have to change one palette, but 5 or 6 (default one, one after he gets shot, one after he does a charge shot, one after defeating a boss, 2 during the "weapon get", and I haven't looked at the cutscenes and the stage select menu yet, all had the same colours set but were different palette pieces). All I'm saying is that it under certain circumstances it is possible that the game uses a different palette, even if the colours are the same.
>>
Hey /rhg/

Anyone of you have this translation:

http://www.romhacking.net/translations/2569/

I'm trying to download but i get 500 error.
>>
>>3887369

Never mind, the server game back.
>>
this is nice
http://www.romhacking.net/translations/2927/
>>
>>3887463
Where do you think you are?
>>
>>3888114
Welcome to 4chan, newfriend. Try to lurk a little more before posting, so you avoid embarrassing yourself.
>>
>>3885548
>>3885612
I can't believe there's no record of someone making this.

It's a fairly well done addition of Yoshi's Island mechanics to Sonic 2, and while it's missing some things like proper animations for the corkscrew bridges in the first world, there's polish in areas I wasn't expecting.

You get different colored Yoshis per level. Level ending text adjusts depending on whether you're playing sonic and yoshi, tails and yoshi, or sonic + tails on yoshi. The fact that you can even switch the babies or have both is a small touch that I really wasn't expecting. Metal Sonic (admittedly the one from Sonic 3 & Knuckles) flies in to carry the babies away when they get knocked off and you run out of rings. The rings fly out from the "baby bubble" when you get hit, acting as the timer in Yoshi's Island, and there seems to be some balancing in that rings drain faster the more you have. There's also custom monitors that add eggs to you.

It is more difficult than I expected, largely because jumping on enemies damages you unless you do a ground pound, and the control for that is a little off (press and hold jump again while in air and tap down). This makes at least the first boss much harder, because you can't carry enough eggs in to kill him with them. I'd imagine that it makes later bosses like Chem Plant's nearly impossible. Also, there's some small glitches like the flutter jump giving you ridiculous air if it dips into water (this at least happens in Chemical Plant Zone).
>>
>>3889770
http://www.sonicretro.org/2010/12/2010-sonic-the-hedgehog-hacking-contest-results/
This is the only mention I could find, seems like the guy Xenowhirl was pretty secretive about it.
I hope he's not dead or something.
>>
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A must have for all patriots.
>>
>>3889884
There will be a time where 90% of all hacks on romhacking.net will be shitty streets of rage hacks that replace one character with one character from some other game.
>>
>>3889884
A must have for all channers
https://www.youtube.com/watch?v=bAfycffbKys
>>
>>3889889
Full of (Improvement)s, you mean.
>>
>>3889915
There really needs to be a different category for that shit.
>>
can anyone help me or at least point me in the right direction most websites only have a 'hard mode' or something.

Been looking for a Castlevania SotN hack to have the Saturn Sprites of him, instead of the Rondo of Blood ones that were used in the PSx.

Is there a sprite editor I could use of some kind? or even a general Editor if it doesn't exist?
>>
I'm trying to set a decreasing variable to create a "time based" projectile, but the thing goes at the speed of light even if I set it to FF.

Looking at how the game does it, I don't understand how they make it slower, using the same variable ram addresses. What's the trick?
>>
>>3890491
are u decreasing during the nmi frame? that lasts 1/60 of second
u can wait until that counter reaches zero and then do a BEQ test , then increment the slow counter
>>
>>3890624
NVM got it to work. I still don't clearly see how they achieve it in the game, but here is what I did: I set my variable to a seperate routine and I give it a value just before that 'variable routine' is called.

Then, in the routine with the decreasing variable, I set the enemy handler addresses so that its remains "stuck" in this routine until the variable hits 0.

Probably not orthodox but it seems to work just fine.
>>
so I applied the zeldas birthday ppf to my debug copy of oot, but now I get zeldas birthday even if I use a regular version of the debug rom. Its like it applied the patch to every version of the rom. even when i get a fresh copy of the rom, its still zeldas birthday. the only thing that worked was using a .n64 version of the rom instead of a .z64
TL;DR my shits fucked boss
>>
Has someone tried the "Unworked Design" patches currently posted on the RHDN message board? They revert the difficulty of games localized by Working Designs back to their japanese originals, so no more balls-to-the-wall hard Popful Mail.

Do I need specific ISOs to apply these patches to? According to the readme it works on bin/cue and iso/wav when using the autopatcher and it only gives you a md5 hash for the manual patching procedure.
>>
How hard/different is it to hack Saturn games? Anybody ever tried it?

Is there something similar to the 6502 debugger for NES, how would it work?

The PAL Saturn version of Powerslave/Exhumed has a couple of glitches and I'm wondering how hard it'd be to try and fix them.
>>
>>3892318
why even bother with PAL over NTSC?
>>
>>3892372
Because the PAL Saturn version of Powerslave/Exhumed (unlike the PAL PS1 version of the game) was actually optimized to play at the intended speed. The only difference is that the fire rate of a couple of weapons and the speed of a couple of projectiles are different (slower and faster, making the game harder).

On top of this the PAL Saturn version has some changes and improvements, which make it harder, and for instance of the stages has an entirely new area (albeit small) connecting two areas of the level. I've played every version of the game, every region, and it's the best one honestly.

I actually used the PAL Saturn version of the game for my speedrun because due to it being optimized, and due to one of the glitches I mentionned, it's actually the fastest version.
>>
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Is anyone else getting 404 errors on RHDN when downloading?
>>
Has anyone ever done some sort of improvement hack for Mega Man Xtreme 2?
Zero's ridiculously short sword could use a buff, cut scenes are always a pain whenever I replay (unless there's an instant skip in-game that I don't know about, all I can do is mash the A button).
>>
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>>3885612
>Knuckles just flies through outta nowhere at the start of Mystic Cave Zone
>>
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SO, here i am. I'm trying to make a sprite hack of Shantae.

Can anyone redpill me on how to CORRECTLY use the Block Size function in Tile Molester? The math behind it? I'm trying to make the sprite tiles "line up" to look normal, since it's hell doing one a at time randomly

NES games look so much easier to edit than GB

pic related, got a little progress but not perfect
>>
>>3893820
Looks to me like there's non-graphics data interspersed with the graphics data, maybe headers or something
>>
>>3894714
Am I fucked then, or is there a chance to save this?

I'm kind of too stupid to translate the tile positions from BGB/debuggers into hex/decimal offset for a tile editor, and can't find any tutorials that actually do this
>>
>>3893178
Shit, for me the game freezes after the 4th boss, I think I'll try with another emulator.
>>
>>3894714
no, it's just other sprites. Hard to see with a random palette like that.

>>3893820
>>3894757
iirc this is normal in how the data is stored in roms, and the games use a tile table to access the correct tile per animation.

Other tile editors have a sort of virtual canvas (a "tile arranger"), to which you can drag each tile, to see the full sprite, and edit it that way. Tile Layer Pro has it. I have no idea if tile molester can do that.
>>
>they're hacking ROMs now

FUCKING RUSSIANS
>>
>>3895256
Yeah I saw that one, the thing is that they appeared so randomly in TLP that I couldn't even arrange a sprite if I wanted to. The tutorials I looked up were using easy-mode roms like mario NES or super mario where everything's all straightforward
>>
>>3895290
Please return to your containment board, /pol/ scum
>>
>>3885548
>>3885612
Funny, it got posted here and now there are like 4 youtube playthroughs of it posted in the last three days.

>>3889770
Bosses were edited to drop custom enemies. Aquatic zone boss spawns a housefly whenever Robotnik slams the totem pole. Chemical boss drops those octopi things that belch up bullets. Mystic Cave allows you to eat the boulders falling out of the sky. The final final boss can be beaten by eating its bombs that it shoots if you go behind it (when it flies up) - which is a pattern that most people don't even know about.

The only bug is that corkscrew animation, the glitched ending, and it looks like it glitches the special zones if you enter them while you are fuzzy dizzy.
>>
>>3889889
still better than dick nazis, faggot
>>
>>3895781
Marginally. Almost inconsequentially so.
>>
>>3885612
This is the first place it was ever publicly posted. The place I got it from was Heran Bago's site. If you affix a ! to the URL it'll display a list of files he was hosting. I assume he had something to do with the 2010 Sonic Hacking Contest. I actually kept s2yoshiwip.bin on my desktop for over a week before bothering to try it in an emulator, because the file name sounded too good to be true.
>>
I want to see someone top this.

Yeah, that's legit.
>>
>>3885612
Holy fuck! When you beat a badnik and the little animal pops out, you can eat them!
>>
>>3895989
And the Egg Capsules too.
>>
>>3895329
>I couldn't even arrange a sprite if I wanted to

Maybe because some sprites often use the same tile several times?
I mean, let's say a sprite has several tiles which are just "full of one colour". Usually that's just one tile used several times rather than having the same tile several times.
>>
>>3896248
that's kind of genius

yknow I wish creators were less insecure and just opened up the dev/debug files to the public. Gex 2 actually have a cheat to open it, and gameshark or cheat engine with an emulator can be used to play with the games files, but I mean theres no harm in opening it up to the public.
>>
>>3896370
which creators do you mean? The original game devs or the romhackers? Either way i don't think it's "insecurity" that keeps either from release the dev files
>>
>>3896391
i guess im just speculating. I just want the dev files.
>>
>>3896391
and I meant the original creators.
>>
I'm still working on my Protoman hack, learning a lot regarding ASM.
I had no idea projectile deflection with the shield would take so much. I keep discovering all kinds of new glitches/issues and my stuff is the definition of hacky: I made big changes to some of the main code, which brings all kinds of new issues which I have to stitch up by branching out to the other side of the PRG bank where there is free space, only to do some checks and branch back accordingly.
I know some of my code will only make laggy situations more laggy but that's something I'm gonna have to live with, because even if I was enough to optimize the game and reduce lag, I'm not sure I'd bother...

>>3896370
>that's kind of genius

It's just optimization in the sense of saving ressources and space. It's the same with code, in MM5 when you fire a weapon, several weapons uses the same for their positioning, and then it branches out depending on which is your 'current weapon' to spawn the correct one. No need to have that code 5 times if 5 weapons will be spawning at the same point.

Probably a kind of mentality that was lost with newer generations but I'm not just talking out of my ass here.
>>
I don't know how to romhack worth beans, but I have a super neat idea that requires me to learn. Where can I start doing so?

>>3885548
My version of this hack says 'unfinished.' I'm assuming this is because the flowers and red rings do nothing. Also, the chaos emeralds seem to do nothing, too. Or am I missing something? Is there a finished version somewhereabouts?
>>
>>3897430
It's abandoned. It's pretty polished for an unfinished hack, but you can see there was more planned for it.
>got all the chaos emeralds
>sonic can now become super sonic
>getting 50 rings does nothing
>mfw
>>
>>3897430
>I have a super neat idea that requires me to learn. Where can I start doing so?

What platform/game?
Look for info on said platform hacking. See if anyone has done documentations, tools, etc that you can use for that platform or game.
>>
>>3898286
Figured.

>>3898518
Either Super Mario Allstars + World or SMW on its own. Without giving away too much, I wanna know how possible it is to remove SMB 1, 2 and LL and put SMW mechanics into SMB3. Or add SMB3's powerups and map-screen inventory options to SMW. Whichever's easier.
>>
>>3898667
have i got good news for you...LOLE
>>
>>3898850
I don't understand what you mean.
>>
>>3898667
You'd have an easier time just remaking each and every SMB3 level in SMW via Lunar Magic.
>>
>>3899191the post ain't say jack motheruckin balls about wanting to put levels from one game into the other
the post asked about getting smw mechanics with smb3 powerups and item inventory in one game

lrn2read plz
>>
>>3899545
I'm pretty sure everything from smb3 can be put in smw with a couple of clicks. Have you even looked at Lunar Magic?
>>
>>3884525

Any known romhacks or mods for the final fantasy legend games on game boy? I'm itching to play but have beaten them all several times
>>
>>3899545
Hey buddy. You said "Put SMW mechanics into SMB3."
The easiest way to do that is to remake SMB3's levels in Lunar Magic. Instant SMW mechanics in SMB3.

Don't be such a condescending little shit.
>>
>>3899191
Thanks, but not even close to what I'm trying to get done.

>>3899554
It can't.

>>3899605
There was also the part about the inventory and the powerups. Remember SMB3? You can, on the map screen, pull up an inventory of collected items. Having that ability in SMW would help my idea lots.
>>
>>3899609
>>3899605
Also, having the wider range of power ups in SMB3. Both that and the inventory. Wanna have them both. Along with the various mechanics of SMW. If it's not, to /vr/'s knowledge, possible to pull this off easily, that'd suck, but I'm hoping that's not the case.
>>
>>3899616
You'd probably have more success asking over at smwcentral, honestly.
>>
>>3885548
>Yoshi's Island gameplay in Sonic
Dear fucking god no.
>>
>>3900390
It was surprisingly fun to play, except that I kept hitting my SNES keybinds instead of my Genesis ones because I was controlling Yoshi
>>
>>3899616
>>3898667
>SMW mechanics into SMB3. Or add SMB3's powerups and map-screen inventory options to SMW.

You're in luck, in the sense that you probably couldn't have picked a lot of games which have had more hacks, docs, tools, and active hackers as SMB3 and SMW.

However what you're asking requires to learn programming. I don't believe adding the art (of the power ups etc) will be hard, there are probably lots of tools of that, but adding new abilities requires some good knowledge on how the programming language they used works, and on how the game works.

I'm not saying it's impossible or too hard. I didn't know anything about programming a couple of months ago and I'm starting to do some pretty cool ASM tricks in MM5 on NES. But if you don't know anything about programming it won't be easy, will take time, but at least the games you picked should have tons of docs, tools and help available.

In any case some power ups require to alter the character's movement. That's not easy stuff. Granted there is even enough free space to add art and code for new power ups.
>>
Why are there so few playstation hacks?
>>
Progress.

Adding the whistling at stage start/checkpoints.

https://www.youtube.com/watch?v=uwNDOd79xEk

Programming of the shield and deflected bullets is pretty much done now.

Next step is the sprite hacking. I know it looks like shit atm in the video don't mind it.
>>
>>3899609
>You can, on the map screen, pull up an inventory of collected items
https://www.smwcentral.net/?p=section&a=details&id=10629
>>
>>3900849
Wunderbar! Just the sorta starting point I'm lookin' for.

>>3899625
I forgot SMWCentral existed. I checked there and found a few hacks that do some of what I want to implement. Still looking to see if I can find any hacks that /add/ powerups and not just /replace/ them. For example, I've found a few hacks that replace the Cape Feather with the Super Leaf from SMB3. Even changes the way the powerup works, allowing it to function much like the leaf does altogether, which is pretty great. This puts me a bit nearer where I wanna be before I get started.

>>3900596
I'm not as familiar with programming now as I once was. Hadn't done any at all since high school which, to partially give away my age, was well over a decade ago. All the same, I'm sure I'll be able to pick it up again with just a little practise.

Okay, enough putzing about now. Time to get back to work.
>>
>>3889889
>>3889915
So, I confused... I mean, what is the problem with the "streets of rage 2 hacks"?
>>
>>3900598
I haven't really seen anything that's not a translation or some sort of difficulty/gameplay tweak for a Square RPG
>>
>>3900598
It's more difficult to hack a ISO than a rom
>>
>>3900598
No tools to unfuck the TOC
There's one program but it doesn't work with all games
>>
>>3900426
>It was surprisingly fun to play
I highly doubt that.
>>
>>3901369
Believe what you will, I was legitimately entertained.
>>
>>3901467
I don't find the original Yoshi's Island to be fun, so I don't see how putting the mechanics into a Sonic game would be fun.

If anything, you're making a Sonic game less fun, IMO.
>>
Don't worry, I'm still working on For the Frog the Bell Tolls DX:
https://www.youtube.com/watch?v=xqH13Nh61Uo
>>
>>3902054
That's pretty nice, anon.
>>
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>>3902054

Looking good
>>
>>3901206
>>3901216

Why is that?

I was looking into the Mega Man X4-6 games and I discovered Capcom employs some kind of compression scheme on top of that stuff... Has anyone cracked it?
>>
>>3902054
Looks great. Not sure about a grey sky, though.
>>
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It's common for PSX romhacks to break the ECC data, which real hardware and accurate emulators don't like. This means that these romhacks won't work in these. So many PSX romhacks do this. It's insane they allow this. They're only testing the games on shitty emulators.

Making this romhack patch the ECC as well will make this a non-issue.

But all is not lost. If you use ECCregen to repair the game after patching, you can make the games work. But it's just annoying busywork for the user to have to do.

ie why are psx romhackers so sloppy and lazy?
>>
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I made a thread almost a week ago about it but I'll post it here to add to warosu.

Arabic Pepsiman Romhack (not mine btw)
https://mega.nz/#!dEUwgJqT!O6k5BLEvsESRL2QH0zsdrtblmBhx6fb7RXlyr-7R0RY

https://www.youtube.com/watch?v=QXOP-hbR3z8

Also I burnt it to a disc and tested it out on a PS2 and it does indeed work on hardware.
>>
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>>3901128
>some guy created a program that lets you change the sprites in SOR2
>now that it requires no skill the majority of the hacks are quick copy & paste jobs
>Hulk Hogan sprite in SOR2
>Sketch Turner in SOR2
>Cody in SOR2
>Guy in SOR2
>M.Bison in SOR2
>Terry Bogard in SOR2
>Sonic in SOR2
>Knuckles in SOR2
>Tails in SOR2
>Johnny Cage in SOR2
>Mario in SOR2
>Kirby in SOR2
>Robocop in SOR2
>Ristar in SOR2
>Guile in SOR2
>Chun-Li in SOR2
>Yoshi in SOR2
>ED-209 in SOR2
>Pikachu in SOR2
>Alex Kid in SOR2
>Puggsy in SOR2
>The Punisher in SOR2
>Vectorman in SOR2
>My totally original character Alex the Hedgehog in SOR2 (green palette)
>And this best friend John the Echidna (purple palette) (he loves linkin park)

If this doesn't seem like a problem to you I don't know what will.
that sprite editor was a mistake.
>>
>>3903531
>Sketch Turner in SOR2

Now that could work. He has the movelist.

Vectorman would be interesting too, but too much work to do it properly.
>>
>>3903531
Some of these hacks look interesting hosently, I think I've seen one that lets you play pretty much as any enemy in the game.

Also, aren't some of these hacks more than mere sprite edits and also change the moves of the characters?

Honestly I find it crazy to say that the creation of a tool made to help romhacking is "a mistake" just because "bad stuff" comes out of it even though it also greatly helps the "good stuff".
By this logic the NES and PS1 are "mistakes" because they have hundreds of sholvelware games.
>>
>>3903543
Yes, a lot of this hacks change moves of the characters, voices, sound effect and even and some cases the physics. I think people are complainant just because they need something to complain
>>
Anyone else having problems applying asm patches? I've tried

ASAR
XKAS
SNEStuff
asmpatch
asm6

Each to no avail.
Well, maybe ASAR would work, but my antivirus flagged it as a trojan.
>>
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>MFW an extra tile is required

Fuck.

Gonna have to move it to another slot next to where there is unsused sprites so that if I add one more tile, the longer pattern definition resulting from it won't step over another used sprite.
>>
>>3903946
If only it were as easy as inserting Roll-Chan, eh?
>>
>>3903985
Huh, I don't really know how hard Roll Chan hacks were.
It doesn't LOOK like Roll needs extra tiles, however I think a lot of frames that were most likely nonexistant and had to be made from scratch, which is infintely harder.

The difference here though, is that gameplay is affected as well.
>>
>>3904000
I just meant on the basis of all the trouble you're having implementing a working shield. Roll-chan didn't have to deal with that.
I still wish you luck however.
>>
>>3903176

Nice. If it hasn't already been, send it to romhacking.net
>>
>>3903531
I don't care.
>>
>>3904193
Here is some progress

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

I finished the jump frame and also did the idle anim (with the scarf moving) + the frame used when doing small steps and landing.

The issue is that, most frames having more tiles, the definitions are longer and the sprite bank has very limited free or useable space to work with.

So here is what I did for one of the frames: I set its def into the main PRG bank instead, which has tons of free space and which, AFAIK, is on at all times.

So for that frame instead of going to read to ram 9A8C (from the sprite bank) it reads from F9CA (main PRG bank), which like I said and AFAIK is on at all times.

Does this method sound okay to you guys or do you think it can cause trouble?
>>
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There's a very big ALTTP randomizer tournament going on atm. If anyone happens to be interested check out SpeedGaming on twitch.
>>
>>3905753
what program? I'd like to try it
>>
>>3905991
Pancake 2, you can download at romhacking.net.

Here is a tutorial to create a character in Streets of Rage 2: http://candra.forumotion.com/t2-tutorial-how-to-create-a-character-in-streets-of-rage-2-3
>>
>>3906005
Man, there's something creepy about that DA level avatar and the emptiness of that forum.
>>
>>3885548
This is fucking me up.
>>
https://www.youtube.com/watch?v=TcsFyYFVAaU
>>
>>3901467
I think you were illegitimately entertained. Maybe the Russians did the hack.
>>
>>3908905
>>>/pol/ is over that way.
>>
>>3900598
I'd like to do one, but I don't know where to start.
>>
>>3903868
banpu
>>
>tfw i'm not sure if i actually discovered how a game stores the characters or not
it's pretty weird, it's like this weird shift-jis thing where some letters match and others don't

i was able to change every instance of TOKYO in SMT2 for PS1 to SOKYO

anyway, does anyone know of a good tool to deal with shift-jis?
>>
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To anyone familiar to Mega Man or just NES sprite editing, I have two questions.

1) Obviously the sprites are divided into several tile banks, which go from 00 to 3F. For instance for the MC, the idle, running and shooting frames use tile bank 0, but the jumping and ladder frames use tile bank 1.
My character hack requiring more tiles, I've already started moving some frames to other banks to save space.
The question is: is there any limit to this? any reason why I should stick to as little tile bank change as possible? As far as I understand, for every new frame the game loads the corresponding tile bank, and reloads it if it's the same as the previous one anyway, is that correct?

2) Tile flicker. Sometimes, a few tiles will flicker even in the original game.
Is there any way to control it? The game seems to be designed so that the 'least important' frames tends to be the one which will flicker for MM, but maybe it's a coincidence?
And what causes tile flicker to begin with? I understand there is a tile count limit but this seems to have nothing to do with it. In MM5, in some situation where you're just facing ONE Metool there will be some slight flicker, and in the same situation a few steps later there'll be no flicker. What the hell?

Pic related, on the left: tile flicker for a couple tiles, on the right: no flicker. This happens in the original game too.

Thanks
>>
>>3912904
i'm not sure but i think i read the flicker is manually programmed into each rom (and is not a feature of the nes) ; the nes stops drawing sprites if there is too many sprites on a scanline, so people program into the rom a routine which flickers sprites so they remain visible
>>
>>3912904
i'm confused here, you say there is 40 tile banks? just how big in bytes are each tile banks?
>>
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>>3913037
Oh, so the reason why it doesn't flicker on the 2nd screenshot is because they're not on the same Y axis level? That actually makes sense.

>so people program into the rom a routine which flickers sprites so they remain visible
Any idea if it'd be possible to track that down and change which tiles flicker? For instance, for MM that tile is the left shoulder so it doesn't matter much, but for Protoman the same placement is the scarf, so I'd rather have something less obvious flicker instead if possible.

>>3913039
Ah no, I meant that each "tile bank" goes from 00 to 3F, as in, that's the number of tiles per what I call "tile bank". I'm not sure if "tile bank" is the correct name exactly,

This being said there are a fuckton of those.

Pic related is what I mean, what I circled in red is the part dedicated to MM in the PPU. Currently it's what I'd call "tile bank 00", and certain frames like jumping etc use "tile bank 01", so it loads another tile bank when needed.
I'm wondering if I can go wild with those tile bank changes or if there is any reason why I should stick to as little tile bank switches as possible. As far as I understand if two adjacent frames use tile bank 00, it's going to reload tile bank 00 for the 2nd frame anyway, is that correct?
>>
>>3913053
i think the tile banks are loaded manually , the game is probably programed to reload bank00 in that situation

i think the cost of switching tile banks is only increased time and potential game slowdown
>>
>>3913186
Yeah, the first hex of each sprite pattern def is telling which tile bank number to load.

Which is why I was assuming that if frame 1 uses tile bank 00 and frame 2 uses tile bank 00, it'd actually reload tile bank 00 but I guess it makes sense if it doesn't (re)load anything if it's the same bank. That's what I was wondering really, if it made any difference at all.

Anyway - considering that Protoman requires many more tiles than Megaman (he is less symmetrical AND he has the scarf and shield), I have no choice but to move some frames/tiles to another bank. I guess I'll try to be smart about it.
>>
ded
>>
>>3913037
Yes, the NES can only draw 8 sprites on a single scanline. Games have to do the flickering themselves, for instance, switching up which hardware sprite slot gets used to draw the sprites. However you'd have to figure out how the game handles it and go from there.
Maybe you could find out which OAM address is being used for a sprite that flickers and see what writes to that address to find the sprite drawing function.
>>
>>3915641
I see. Honestly, on one hand it's driving me nuts, on the other hand not only it's already present in both the original MM4 and MM5 and I don't know if it's a good idea to mess with this yet considering I may not be skilled enough yet.

Video related, check at 20secs.

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

Like I said you get flickering with this charge art in MM4 too, and MM5 has tons of tile flicker too in some places, but here it's made a little worse due to most Protoman frames having 1-2 more tiles.

Worth noting is that I haven't changed the Y/X relative spawn placement of Protoman's shots which is supposed to be lower than MM's, so perhaps the flickering will happen to other tiles instead once I've done that.
>>
>>3915694
Ooops, I deleted the video by mistake, so here it is again.

https://www.youtube.com/watch?v=i782RMHTa2Q

Showing the charge shot at the start of the video.

Then I'm showing the P. Coil and P. Jet I just did.

For P.Coil, which works differently from MM5's R. Coil, the best I could do is have it only if you press the jump button and as long as you hold it.
What do you think? In the original MM9/10 it works like in MM4: it works no matter if you press the jump button, but doing that is more trouble than it looks.
>>
>>3917001
/mmg/ poster here. I wish you luck.
>>
>>3917001
Good stuff. I like the way you can not jump off rush and use it as a platform. Can you make it stay around longer and use it to slide through a gap that's off the ground?

The sprites per scanline is just something you'll have to accept, use fewer sprites, or make flicker in a more acceptable way.
>>
>>3920492
>Can you make it stay around longer and use it to slide through a gap that's off the ground?

An interesting thought so I just gave it a try but the default height of the P Coil doesn't match.

Obviously I could make it so but it's not like it'd have any use in OG MM5 so it's not worth bothering for at the present time. Perhaps in a romhack.
>>
>>3884564
Is basically what it is. UMK3 + MK1 characters and stages + MK2 characters and stages + Sheeva
>>
>>3920841
why is everyone suddenly using the "OG" meme to describe the original rom of a romhack?

what meme distribution channel am i missing?
>>
>>3921079
"original game"
although it does sound weird to say "original game mega man 5"
>>
So, has anyone ever seen a hack of mega man 1 or 2 that added the slide ability to those games?
>>
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>>3921851
I don't know of any but I don't know them all.

In any case I'd love to transpose by WIP Protoman hack to MM1/2/3, because that's where it'd make the most difference by adding the slide and charge.

But honeslty I wouldn't know where to start to add those things. For instance is there even enough free (and useable) ram addresses to add a slide and charge counter? Or maybe that's the least of the worries...
>>
>>3902226
>Why is that?
https://www.romhacking.net/forum/index.php?topic=18204.msg262145
>>
Bump
>>
I'm trying to edit the charge sound in MegaMan 5 so that the loop isn't infinite and so that its gradually fades out.

Wish me luck. Sound is really not easy to worth with, anyone experienced with sound using Capcom's 6C80's editor ?
Matrixz's documentation is very helpfult hough.
>>
>>3926684
>I'm trying to edit the charge sound in MegaMan 5 so that the loop isn't infinite and so that its gradually fades out.

WIP

https://www.youtube.com/watch?v=MUT5TBMPnDg

What do you guys think?
>>
Why are romhacking communities so prone to drama?
>>
>>3926895
Drama is fun.
>>
So... I'd like to get into romhack, specifically a PS1 game. Nothing fancy though, just want to show hitboxes and damage values in a fighting game.

Where do I start?
>>
>>3927765
i don't know anything about ps1 but typically i would start by 1. mapping out ram to determine where values like damage are stored 2. finding text, using that to find text pointers, then using that to find the text engine, and figure out how to print ram variables to screen
>>
>>3926895
>why do a bunch of autists freak out if you leave them in a box together

you tell me anon
>>
>>3926895
don't know, don't care
>>
>>3927765
It looks like an emulator called Psxjin has lua script support and ram search functions.
If you can find the ram address of the data you are wanting, then maybe the lua functions would let you draw over the screen and display the data how you want to view it.
>>
>>3929071
>>3928765
Alright, I just found something interesting: http://forums.shoryuken.com/discussion/172161/finding-damage-values-in-old-school-games-a-tutorial

I tried the method described with PSXjin, I see those same windows with all the digits and shit. But I can't find the right addresses, because I always narrow it down to a bunch and they're never the same. Plus the values always change.

What am I doing wrong?
>>
>>3926753
Sounds legit to me
>>
>>3930361
Cool. I've been dealing with "sound priority" dilemas though.
You know how sounds can cancel each others? It's based on a priority system.
By default enemy sounds cancel the charge sound. So I'm wondering if, considering that it's shorter and fades out, it should have priority over enemy sounds (although higher priority sounds like explosions and picking up hp would still cancel it), or if I should leave it like that.

I've also been trying to mess with other sounds, trying to give more punch to the "hit an enemy" sound which is a sound that gradually got worse in the series imo, but sound is really no easy to work with.
I think MM2 has the best "hit an enemy" sound but since it uses another sound engine I don't think I can "copy paste" it.
>>
>>3930354
I wouldn't know what your doing wrong. It's possible that the game loads the data dynamically and you may need to find a pointer after you find the value. Are you even finding the value? What game are you working on?
>>
>>3930585
Advanced V.G. 2
>>
>>3932057
From the looks of it, there are two lifebars and a red segment for damage taken. This could be handled in different ways, it could be a single health stat that is drawn in two passes, or maybe two separate variables or however. I suggest working with one bar at a time, finding possible address and altering or freezing (with a cheat) it to see what it effects. Just try and figure out how it works. Be aware you may have an official health but multiple values that deal with rendering it to the screen or other ways the game might deal with it.
>>
>>3926753
Nice but it fades too soon if you ask me.
>>
>>3932123
As in the fade out starts too early or the length of the entire sound is too short?

The fade out starts a bit after the charge is fully charged
>>
>>3932123
>>3932229
I think the length of the fade is probably good, but the fade starts too early.
>>
Can someone rec me some good SMW hacks?
I want to play something with good level design, I don't care about new graphics or sound.
>>
>>3933352
The Second Reality Project Reloaded 1 and 2
VLDC 9
Brutal Mario (Japanese, translation available. Was never finished by still has lots of levels)
Mario Gives Up 1, 2, and 3
Super Demo World - The Legend Continues
The VIP Mario series (Japanese, translations available for the first three)
>>
Because Nightcrawler is an autist.
>>
>teleports behind you
>>
>>3884525
Is there a list somewhere that explains terminology?
Like what does all these things mean?
etc I cant find them anywhere

!
b1
b2
h1
h2
c
>>
>>3934427
Hey I finally found something after looking for like half an hour.
https://64bitorless.wordpress.com/rom-suffix-explanations/
>>
>>3926753
Holy shit

I never knew I needed this until you posted it. Will agree with the other guy though, in that it fades out a hair too soon.

On a somewhat related note, I've been trying to find a Megaman 3 romhack I used to have on my PSP some years ago at this point. I couldn't tell you the name other than it might've been something Japanese? It very well could've been a Rockman 3 hack, but I do remember two big things about the gameplay:
>1. The Gemini Man revisit level was just an open pit, with many small floating platforms, and a good amount of the Hard Man floor muncher traps floating around.
>2. There was a Wily level that dropped you into an area with an Air Man Doc Robot, and you had to basically stay with the wind throughout the whole level in order to make the jumps and slides needed.

For the life of me, I cannot find any information on this. Would anyone happen to know what the hell I'm talking about?
>>
>>3935880
>>3932735
>it fades out a hair too soon

Okay, I just changed it a little (I also changed the palettes during charging so it looks more like in 9/10)

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

Don't mind the glitch with the buster shot not spawning at the end of the video, i'll fix this. It's a consequence of my code to change the relative bullet placement (compared to MM, shots from Protoman are lower and closer to the body)
>>
>>3936709
lol
>>
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>>3936780
>responding
>>
>>3935880

Holy shit
Is this the one?
https://www.romhacking.net/hacks/552/
I found a video on qzecwx's channel, said it was made by pantheonsasuke on romhacking.
>>
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Bump
>>
>>3885548
work of art
>>
>>3921851
yeah, rockman gensokyo, but it's so buggy.
>>
What are the best "it feels like a whole new Mario game that could have been released by Nintendo" SMW hacks? Preferably harder than SMW without being stupidly hard.
>>
>>3943872
Doesn't exist.
>>
>>3944138
Dammit!

I just want my "Super Mario World: Lost Levels" game.
>>
>>3943872
Let's go with the obvious:
The second reality project reloaded is pretty good.
Super Demo World 2: TLC looks ok, but haven't really played it.
Also try some of the Brutal Mario demos, since Carol never actually came around to merge them.
Or if you feel like having a experience close home try Super Mario Bros Deluxe, for the SNES. It's a remake of super mario bros in SMW.
Or just visit the best hacks on smwcentral and pick one yourself
>>
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I just implemented green Mario :^)
>>
>>3945280
is this...

a proper Mario Land 2 DX?

please be real
>>
>>3945405
Yep, I posted it a few days ago https://youtu.be/xqH13Nh61Uo
>>
>>3945280
>>3945421
Get back to work on For the Frog DX mister
>>
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6502 ASM.
Can anyone explains to me what EOR and ORA do in terms I'm likely to understand? I've been googling for it but all I find are explanations on what the terms "mean" and the different addressing modes for them.
Anyone knows of a good "6502 ASM for retards" guide?

I finally understood the cause of a glitch that's been bothering me since I made the shield for Protoman.

What I did is take the player's X-Y coordinates low, add a sum to it to create a "zone" and check if the projectiles are in that zone.

The issue being that, if the player's original X coordinate is equal or more ot F1 (which can happen in the middle of the screen during scrolls), and that I add +0F, it will go over and back to 00+ and therefore break my system.

I'd like to understand how the game originally works around this issue, I believe it uses the X-Y coordinate high which represent room number, but I don't understand the relation they're making.
Pic related. ram addresses 330 and 378 are X and Y coordinate low respectively, and 348 and 390 are X and Y coordinate high (room numbers).

Thanks
>>
>>3945802
Both work on the accumulator so A is always one of the parameters so EOR is EORA really. You probably know that but just to get the daft mnemonic problem out of way.
ORA is a bitwise OR so for every bit in A and the given parameter: 0~0=0, 0~1=1, 1~0=1, 1~1=1.
EOR is an exclusive OR so for every bit in A and the given parameter: 0~0=1, 0~1=1, 1~0=1, 1~1=0.

Game programers most often are using OR to combine flags or join nybbles together. EOR does the inverse.

e.g. if you have some flags for sprite parameters:
FLIP_HOR, FLIP_VER, SCALE_HOR, SCALE_VER
you would in hex assign the numbers: $01, $02, $04, $08 to the flags respectively. Then if you wanted to set the FLIP_VER flag for the sprite pointed to by the label PLAYER1:
LDA $PLAYER1
ORA #FLIP_VER
STA $PLAYER1

To unset do the same but EOR.
>>
>>3946036
Sorry, EOR 0~0=0. Trying to type this rapidly at work not smart move.
>>
ora sets bits
eor flips bits
>>
>>3945442
I'll finish this one in a couple of months and then I'll get back to For the Frog the Bell Tolls. At least that's my goal.
>>
>>3946895
Oh no I wasn't being serious at all.
Go do what you want, man.
>>
>>3947820
He's not even using a tripcode.
>>
>>3946036
>>3946285
Okay thanks, I get it now.
So, if we take this example >>3945802

If I'm getting this correctly, the lines between EFB7 up to EFC4 are only read if the result of the substraction goes under zero, that is to say if the enemy object's room number is higher than that of the player.

So in this case they pull A, which AFAIU is the result of the substraction between the player's and the enemy object X low coordinates, flip all the bits, add 01, push it back to A for the next operation... and that's how they solve the issue of non matching coordinates due to different room numbers?

I swear I thought this was going to help, because I have no idea why "flipping all the bits and adding 1 to the result of the substraction" should help.

>>3947820
What do it even matter for this thread, you'd already guess who I am even without the name because I've already released something and will release this
>>
>>3947854
>>3948073
He's shitposting, don't encourage him.
>>
Nevermind all this, I think I found a fix that doesn't even involve EOR or ORA, but at least now I know what they do.
>>
>>3948073
Read up on "two's complement".
Basically it's how computers do negative integers.
>>
https://youtu.be/rgeh-VGl8ls
>>
Post hacks that improve on otherwise mediocre games.
>>
>>3948334
Super Pitfall 30th Anniversary Edition
>>
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>>3948073
thats how to turn negative number to positive

http://wiki.nesdev.com/w/index.php/6502_assembly_optimisations#Negating_a_value_without_temporaries
>>
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>>3948334
>>
>>3948469

Absolutley epic one
>>
>>3948334
For sure. Holy shit does that game suck otherwise.
>>
>>3948549
More casual nudity hacks are needed to be honest.
>>
Anybody who liked Giana Sisters on the C64, should try these two ROMhacks (or hacks, I don't know if C64 files classify as "ROM"):

1. Great Giana Sisters II by the 7A3

It has a misleading title, not an official game by any means. It's also not the same project as the other GGS2 by the New Wave, which is bad. It has new enemies, features, like swimming, bosses etc.

2. Furry Knibble Girls

It's a vanilla hack with no new features, but has supercool leveldesign and atmosphere. Sometimes it's mean, you can stuck in places, so save state often. Furry is a misleading title btw., the game has no connection to the furry community. Probably the word meant something else in 1989.

Giana Sisters II:
http://www.gamebase64.com/game.php?id=17805&d=18&h=0

Furry Knibble Girls: http://www.gamebase64.com/game.php?id=25817&d=42
>>
>>3945280
No fucking way
Tell me if you need help. I'll do everything I can to get this baby out
>>
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>>3948752
what are the advantages of your assembler over cc65 or xa65
>>
why don't you stop fucking babyraging and actually talk about your work rather than dedicating half your post to "muh board culture"

oh, wait.
>>
>>3948207
>legitimately asking for help with his project
>has been basically keeping the thread alive
>is completely on topic for the thread
>because he uses a name that means he's shitposting
You've got some funny logic.
>>
anyone know what happened with the earthbound romhack threads from october/november
>>
>>3948827
These ones
https://warosu.org/vr/thread/S3523817#p3544970
https://warosu.org/vr/thread/S3562524#p3562524

Anyone know anything?
>>
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>I used to contribute to this thread a great deal, but have been too busy with school and work. With summer around the corner I should be able to complete a new 65816/6502/SPC700 assembler that is about half done. It's got a powerful macro system, and a set of directives suitable for managing assembly and how it gets mapped to output files, perfect for developing custom hardware. With the grammar hammered out, it will be possible to write a disassembler to target the assembler. One day I hope it will be much easier to do hacking jams on games with threads like these.

>>3948760
It's an assembler, so a comparison with cc65 is apples to oranges. Besides, I mostly trust compiler output to be better than manual coded assembly, except for something as simple as the 65xx family. The key point is that there are too few registers, such that register filling and spilling is more about algorithm design than resource allocation. In contrasted to xa65, there is no linker (I've considered it), it's 1-pass, labels may be directional, math uses polish notation for grammar simplicity, memory mapping and allocation directives are included, it's extensible to other processors, and can output debug annotated source.

Let me reiterate, the merits of an anonymous board are in the posts, not in who posts them. It's the culture of the website. Names and tripcodes are intended for posters who need continuity in a thread that couldn't work otherwise, not for login handles. If a user in a thread can be identified by their posts alone, that is sufficient to form opinions and carry on a conversation with them. By using a name, not only do you instantly provoke the ire of other users by violating the norms of the community (whether the usage intentional or not, and whether the reaction is conscious or not), you also carry that ire where ever you go with the name. For /vr/ being such a small community, everyone in this thread knows who is working on what. It serves no purpose but to annoy.
>>
>>3944403
>Super Mario Bros Deluxe

Been trying to play that one but my rom doesn't work after the patch, and I got my rom from archive. Got a download?
>>
>>3949664
>My post got deleted
>Hmm... let me think
>Oh, I know, lets repost the reason why it got deleted!

never change, nambona.
>>
>the entire fucking argument gets deleted
>hey let's bring it back up
>>
So does anyone have any requests for small tutorials or primers like the ones I made for the debugger and cheat search? I was thinking doing one on corruption or NES hardware, but there are certainly better tutorials out there than what I could put together.
>>
>>3949665
Oh, I didn't notice the hack was from 2005, no wonder it didn't work. Found an updated version here, in case anyone's interested
https://www.smwcentral.net/?p=section&a=details&id=10223
>>
>>3949938
how about: how to set up and use assembler and linker for nes




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