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Previous Thread: >>11393328

Gameplay and development discussion:
What homebrew / hacks are you playing /vr/? Are you working on anything? Would you like to learn? Projects and questions welcome.

Active Communities:
romhackplaza.org
romhackheaven.com
smwcentral.net
metroidconstruction.com
retrohackers.net
neoromhacking.net
romhack.ing
romhacking.net
gbatemp.net
sonicretro.org
mariopartylegacy.com
pokecommunity.com
baddesthacks.net
pouet.net

Huge Community List:
pastebin.com/edWKBJqn

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

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

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

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

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

AtariDev:
forums.atariage.com

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

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

N64Dev:
n64dev.org
n64vault.com

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

SegaDev:
smspower.org

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

SaturnDev:
antime.kapsi.fi/sega/docs.html
segaxtreme.net
jo-engine.org

DCDev
dreamsdk.org

PSXDev:
psxdev.net
problemkaputt.de/psx-spx.htm

PS2Dev:
github.com/ps2dev

XboxDev:
xboxdevwiki.net/Main_Page

GBDev:
gbdev.gg8.se/wiki

GBADev:
forum.gbadev.org
github.com/pret
forums.serenesforest.net/index.php?/topic/26913-nintenlords-hacking-utilities

VBDev: virtual-boy.com/development/

Amigadev: eab.abime.net

PC98Dev:
hackipedia.org/browse.cgi/Computer/Platform/PC,%20NEC%20PC-98
target-earth.net/wiki/doku.php?id=blog:pc98_devtools
>>
I've got a question for the thread:
Have you ever intentionally pointed a random pointer to some other place in RAM/ROM with absolutely 0 regard to the contents of that location, to see how the code would react?
>>
>>11422642
Yeah, corrupting random values used to be standard procedure before there were debuggers and docs for everything. It's usually not that interesting. Even when it lands somewhere cool, it's hard to tell what happened.

The best ones are where you have a vague idea what you're changing, but you're not sure. Like unraveling a knot, nothing makes sense until you pull just the right part and turn everything into a simple straight line. Taking a great game and making it your bitch is an amazing feeling
>>
What are some must play PS1/GBA/GBC/SNES games?

Trying to avoid downloading an archive and having to sift through 1000+ titles
>>
>>11423095
You might want to make a separate thread for original release recs. You'll probably get some hack or homebrew suggestions here if you mention what sort of thing you like.
>>
>>11423308
too late I saw the time difference between posts and just downloaded archives
>>
>>11423318
Good choice. Just go through each game and put them in a folder for games you like and delete the ones you hate. Save the rest. I often go back through libraries and discover games I really like that I didn’t care for at first. Gb has a good library for that. As you grow and gain appreciation for different genres, games that may have been off if your radar may become a new favorite. My anecdote would be shmups. I only ever played aerofighters at a pizza parlor as a kid, but a few years ago I started playing it and beat it for the first time, then I decided to try out more shmups. One thing led to another and now I love them in a way I never perceived . I was absolutely captivated with donpachi/dodonpachi.
>>
>>11422862
I was thinking more your homebrew rather than hacks but that too.
With the homebrew, you know what everything is, so you know exactly where to create a chaotic event with minimal effort.
>>
https://x.com/stivisromhacks2/status/1863966406166925722
>>
I've just discovered Lockjaw: The Overdose, a homebrew Tetris clone for GBA from 2006. You have to play Tetris while the game pulls all sorts of wacky effects with the playfield trying to distract you. Pretty fun, impressive for its time.
>>
SNESDEV 2025

How will judging work ?

- Gameplay: if your game has a correct gameplay, no or few bugs and fun to play
- Hardware: if you use the SNES hardware correctly (the 3 BGs of mode 1, or mode 7, the number of sprites, colors etc.)
- Sound: if there is music and sound effects
- Graphics: if the game is rather pretty, and the background and sprites are well done

The notes will be awarded by judges (who will not participate in the game jam)

Here are the constraints that your SNES games must respect :
- 256 KB (LOROM + HIROM)
- No expansion chips (SA-1, Super FX etc), no expansion SRAM.
- Runs on real hardware
- Games must be for NTSC/PAL region
- Team projects are allowed, please state every member that contributed and how they contributed (graphics, code, sound etc.)

And there will be no themes, any game is accepted as long as it is playable and made during the game jam (be fair play please).
>>
Till & Hat demo: https://woodfrogofficial.itch.io/till-hat-demo-a
>>
>>11425141
>Till is a girl
hawt
>>
>>11425149
Could've fooled me
>>
>>11422642
procedural glitch #3, iykyk
>>
>>11425149
Confirmed super krion conquest
>>
>>11425149
How do you know?
Have you seen her snatch or it could be an XY girl?
>>
>>11426041
I saw her get tentacle raped.
>>
>>11426041
All girls are girls if you are brave enough.
>>
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>>11426123
Nice.
>>
>>11425141
Looks, plays, and sounds just as shitty and underwhelming as I would expect from SNES homebrew. What a waste of talent.
>>
>>11425149
>>11425141
>Till is a GURL
>Doesnt look like it
>Ugligied MM7 sprites

Yuck
>>
Actually good game for a change:
Kirito the Game for SEGA GENESIS
https://youtu.be/V0SIfWp5dZY
>>
>>11426409
Sorry Kirito dev, but your game, especially compared with Till & Hat, is a piece of shit.
>>
>>11426409
>Actually good game for a change
vid unrelated of course
>>
>>11425141
GET LOST
>>
What makes a good boss to you in a Super Mario World romhack?
>>
>>11427118
>>11426316
>>11426041
He can use Hat in Time style?
>>
>>11427262
One that's fair, doesn't waste the player's time, has a variety of attacks/obstacles to dodge, and is stylish.
>>
>>11426153
Has no one noticed that the pic is an edit?
Fuck you.
>>
>>11426316
>>11426140
Alisha have nice leg
>>
>>11427721
i noticed
>>
How hard is it to deal with compressed text or an NES or SNES game? How do I learn?

I've done some hacking and some low level assembly but I've never written an external program or anything
>>
VRAM
https://www.youtube.com/watch?v=voLeH2KaHjs
>>
>>11428137
It entirely depends on what the game itself did. You just need to start looking into the game in question and see what it's doing. Some use common compression schemes, others use completely made up nonsensical schemes, others a combination of both.

>>11428173
Stop spamming these threads with videos that are years old.
>>
>>11428137
https://www.nesdev.org/wiki/Text_compression
>>
>>11428237
Who spamming?
>>
>>11428264
You.
>>
>>11427262
Fair patterns, style, cool music, and most importantly... ACTUALLY FUN TO FIGHT!!!
>>
>>11428137
If you can read the assembly and have a basic command of programming, then you should be able to pull it off. Old games tend to use very simple compression algorithms.
>>
>>11428426
what is an example of a fight you actually liked from a Mario hack? personally, I find fights like Jump 1/2 Bowser with bullet hell fights to be the most fun but im looking for other ideas too
>>
>>11428272
Med.
>>
lol
https://tononyto.itch.io/sl8
>>
>>11428638
Call me a basic bitch but I pretty much like the bosses in Super Boss Collection.
>>
>>11428638
None. They're always badly coded in that fireballs phase right through them (instead of inflicting damage or at least colliding harmlessly), making the already bad power-up feel even worse to use.
>>
>>11427262
A vengeful Luigi on steroids
>>
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>>11428638
I like the skeleton from /v/orld 3. IDK who he is, but it's cool for a gimmick boss to be relatively freeform, letting you fight him with whichever spell you want. He also laughs when you die.
>>
>>11428173
https://www.youtube.com/watch?v=9EgnstyACKA
Same energy.
>>
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I wrote a program to transfer saves from a Dreamcast unit with no adapters and no Dreamshell: https://files.catbox.moe/kmi44w.7z
Steps:
1) Uncompress.
2) Burn SAVE_PEEPER.cdi on a CD-R.
3) Install https://f-droid.org/en/packages/com.example.barcodescanner/ on your phone.
4) Boot the CD-R on your Dreamcast.
5) Navigate to the desired save.
6) Scan the QR code for every block with your phone with the application above and save them as .csv text files.
7) Copy every .csv file into the folder with merger.exe.
8) Run merger.exe.
9) You'll get a complete raw save if you've done everything correctly.
You can test this on an emulator after making a backup of vmu_save_A1.bin file if you don't trust it. It opens everything on VMU in read-only mode so it shouldn't be possible for it to overwrite anything, but I waive my liability in case of any mishaps. I've successfully used it on real hardware to transfer 3 saves to my PC. I'm only sharing this because it might be useful to someone in a similar situation, it's unlikely to receive any further development or support.
>>
>>11430916
Oh yeah, I used this library for the QR encoding part and I wanted to give credit but forgot about it: https://github.com/nayuki/QR-Code-generator
>>
>>11430875
This one only weird gaming while andy did excellent job.
>>
>>11428137
Its fairly straightforward. The Famicom and Super Famicom have very powerful reverse engineering tools created for them. For a task like reverse engineering a text compression scheme, I would recommend using Mesen2 and its debugging tools.

The first thing you want to do is find one of the following in the memory map:
1) Compressed text
2) The code that decompresses text
3) The code that renders text to the screen
4) Scratch RAM that's used by either of the aforementioned pieces of code.

Once you've found one of the above, finding the other three is easy since all four either read or are read by the others. There are a plethora of different methods for finding one of the above four. I find that 3 and 4 tend to be the easiest to find first, so I'll go over some of my strategies for finding them.

When looking for 4, I use the heuristic of "make an assumption about how the code works, and do RAM searches that correspond to that assumption. If all searches come up blank, try again while operating on a different assumption." This type of strategy has the capacity to find what you are looking for very quickly, but there is also a chance it fails and you need to rely on a more surefire approach.

When looking for RAM used by a text decompression algorithm, I typically start by assuming the current string of text displayed on screen is stored in its decompressed state somewhere in memory, and that by setting a write breakpoint somewhere on this memory, I will find the decompression code. Working on this assumption, I take a snapshot of the entire memory map and use the conventional methods of finding texts strings on this snapshot. "Conventional methods" refers to what basic romhacking guides suggest you do to find non-compressed text in a ROM, so stuff like relative search and searching in common encoding schemes like Shift-JIS.
>>
>>11428137
(cont.) If that fails, I try looking for RAM used by the code that renders text to the screen. Most games display text character by character, so its a fairly safe assumption that somewhere in memory there are counters that keep track of:
a) The current pointer (or offset from a pointer) to the next character to be rendered
b) The current position within the textbox to draw the next character
Both these variables typically involve a number incrementing every time a character is drawn to the screen, so I use Mesen's "memory search" function to look for memory addresses with incrementing values. Note that the memory address don't usually increment by 1, they just increment. While this is not a steadfast rule, RAM address that are used for similar tasks (i.e. rending text to the screen) tend to be right next to each other in memory, so once you find one useful address, its a good bet that you will be able to find others just by observing the region of memory you found the first one.

If the heuristics methods of searching RAM fail, you can count on more tedious but consistent method of starting with VRAM and tracing your way backwards. Everything on screen is rendered by SOME code (obviously), so it follows that if you set a breakpoint at a relevant portion of VRAM (in most games this is the location on the pattern table where text is displayed), you will break at code which can be traced back to eventually find the parts of code that prepare text to be drawn to the screen. The reason this is tedious is that you almost always have to do a ton of back tracing to find anything actually useful. The only-write-to-VRAM-during-VBLANK design of the Famicom architecture encouraged devs to make the code that writes to the pattern table several layers divorced from the code that prepares the tiles to be drawn.
>>
(cont.) Once you've located the code that handles decompression, the next step is to actually try and understand what it does. In my opinion, this is the hardest part of the process. There really isn't a correct way to do this, but my strategy usually goes something like this:
1) Trace through a few full loops of the algorithm to try and get a "feel" for it (i.e. what parts of code are initialization, what loops have the most time spent in them, ect.).
2) Identify and label the most important variables. These include pointers to data being decompressed, iterators of loops (assuming they aren't just the X and Y registers), and what I will refer to as "control variables" which dictate the control flow of the algorithm.
3) Create a flowchart that maps the algorithm's control flow.
4) Write how the algorithm works in plain English.
5) Reimplement the algorithm in a higher level programming language like C++, Python, or Java. The purpose of this step is twofold. Having the decompression algorithm exist in a separate program makes extracting the compressed data much easier, and reimplementing the decompression algorithm will make it easier to write a corresponding compression algorithm.

That all seems like a lot, but its made considerably easier when you consider that very few compression algorithms in retro games are in any way novel. Text compression in retro games tends to be an implementation of one of a few simple algorithms. If you are able to figure out what the decompressor is an implementation of, every step of the process becomes much simpler. The link posted by >>11428249 contains some of the more common ones. From experience, I find that fixed-bit encoding and dictionary compression are by far the most common text compression schemes, and that Huffman coding is extremely rare (to my knowledge, the only Famicom game that uses it is Battletoads, which is ironic considering it barely has any text).
>>
>>11428137
(cont.) I try to avoid doing this, but I've seen some romhacks forego understanding compression entirely and instead hijack the decompression code to just pass through raw, uncompressed data. The drawback of this is that your reinserted uncompressed data will take up considerably more space in ROM than the compressed original. If your romhack requires you to expand the ROM anyway, the difference in space may not matter and this may be a viable, easier to implement alternative.

One final note is that pretty much all of what I wrote can be applied to every form of compressed data, not just text. I've used the same strategies to write decompression/compression algorithms for graphics and tile-map data.

At some point in the future I'd like to write some intermediate and advanced level romhacking guides since everything out there right now seems to be tailored to beginners. Writing detailed guides with specific examples and fancy visual takes a long time though, so these 4chan posts will have to do for now.
>>
>>11431565
Okay thanks, part 5 is the problem for since as of now I only know assembly. But maybe I can find a program that already does something similar I can base myself on to learn

also bypassing the compression routine did cross my mind but it's not going to work out in this case considering it's about finishing an old prototype that is 85% done
>>
>>11431590
Technically there is nothing stopping you from writing a compression routine in assembly, but that seems like a much worse use of time than just learning a higher level language. All you really need to know to write a utility like this is basic file IO, primitive data types, and control flow stuff like if-else statements and for/while-loops. If you understand basic CS principles (which is a reasonable assumption if you can read assembly), then you can get to the point where you can write a basic decompression/compression algorithm after only a few hours of studying.

If you absolutely must rely on pre-written code, people usually post stuff to GitHub. This is for graphic and not text, but there are plenty of repos like this one: https://github.com/hansbonini/rle_konami

I hate recommending this since I think its valuable to learn things, but if all you care about is results, you might have success writing an algorithm in pseudo code and asking ChatGPT to convert it to a proper-language for you. Whatever you do, do not give ChatGPT assembly — it is utterly incapable of understanding it and it will give you garbage.
>>
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>>11422585
Does anyone know where I can got to get some help with setting up Knulli on this? Been encountering some issues and would like to get a couple of these setup as gifts for my coworkers boys. They're about that age they should be getting their first handhelds and these with all the classics and more should be life changing.
>>
>>11425141
https://www.youtube.com/watch?v=gukHv2ysV00
>>
>>11432294
You'd likely get an answer if you asked this in a handheld thread.
>>
Has anybody started to make something on BBStudio?
>>
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>>11400615
Tried putting together a trailer for the fatmoot hack, but don't know where to go with it. It's more funny on paper than it is when you put it together.
https://files.catbox.moe/oq5506.mp4
>>
>>11434016
I kneel...
>>
>>11434016
The only thing funny about your disgusting fat fetish is your life.
>>
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What homebrew platform is the best for making 3D OpenGL1-based games in?
GC/Wii? 3DS? N64? PSP? PS2? PSVita?
>>
https://github.com/freeglut/freeglut
TIL freeglut now has a libogc (aka gamecube and wii) port
>>
anyone familiar with amiga emulation and amiga core for retroarch? cant get this to boot
whd is supposed to repack amiga roms in one file for faster load times?
https://gamesnostalgia.com/whdownload/file/CroisierePourUnCadavre_v2.3_Fr_1827.lha
>>
does anyone actually play those football/hockey hacks that just update the roster
>>
>>11434881
I'm sure sportsfags do. Maybe not normoids who buy yearly garbage every time.
>>
>>11434504
I’m not the maker of the hack. The idea of the trailer popped in my head as soon as I saw the webm. If I had a fat fetish I would have done something differently, you don’t need to be uptight and take things the wrong way, Mr. No-fun-allowed.
>>
>>11434810
.lha is an archive format popular in Amiga community. You are probably supposed to unpack it from Workbench and launch it from there.
>>
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>>11427118
The kid inherit his trait.
>>
>>11434571
Libdragon preview branch has a nice OpenGL 1.1/1.2 port: https://github.com/DragonMinded/libdragon/wiki/OpenGL-on-N64
>>
>>11436056
Good devkit to make jungle de Ikou 64, shamanic princess 64 or devil lady 64 games
>>
>>11434810
p-uae libretro core can run lha compressed WHDLoads directly just like a ROM file
>>
bump
>>
on my ps2 whenever I plug in a usb to transfer something (like art for opl)(not very often) it always copies the +opl folder structure onto my usb, anyway to stop it? like it's just the whole structure but the folders are all empty lol everytime it does it
>>
>>11430916
Huh. Very interesting work even if I have no use case for it.
>>
>>11438063
bumper
>>
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>>11436473
Even if it's a 3D collectathon in the vein of Mario 64 or Banjo-Kazooie?
>Classic 90s RareWare presents: Becca 64
>Collect Bounties across 12 expansive maps, including Green Bit, SAD factory and Corrida Colosseum, and a vast overworld spanning all of Dressrosa!
>Save the captured Tontattas sprinkles all over the game while looking for their Princess, captured by the evil Doflamingo Family!
>Find and defeat all Donquixote Family's officers to challenge Doflamingo himself!
>Find Kyros in every map to learn and use a variety of moves like Blade Spin, Shield Bash and Evasive Roll to solve puzzles and defeat bad guys!
>Becca 64, coming on Nintendo 64 in summer 1998!
>>
>>11442256
Is it strange that I want to have sex with this creature?
>>
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Fat Moot /v/orld is officially RELEASED!
DOWNLOAD - https://catbox.moe/c/oufkqr
>>
>>11434016
ahhh i hadn't noticed this before i posted, made me smile thanks anon
>>
>>11443695
Disgusting fat fetish faggot.
>>
>>11443695
Is the collision data adjusted to account for the obesity?
>>
>>11443793
it IS adjusted for sprite collision - I wanted to adjust it for tile collision too, but any edit I made broke it completely
>>
>>11443695
Based, soul, kino, keyed, redpilled, gem.
>>
>>11443695
>>11443848
Meanwhile in European countries https://x.com/MisterDigifox/status/1856301948116291841
>>
>>11443695
Nice virus.
>>
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>>11443695
Patrician fat fetish chad.
>>
>>11443695
Nice. Do you have a patched rom at hand?
>>
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>trying to replay that kuromi smw hack i missed out on around halloween
>added to my homebrewed 3ds
>try to play it normally
>it crashes everytime i activated the switch palace switch
I don't understand
>>
>>11444427
Bunny boo?
>>
>>11442394
Polish girl are creature?
>>
>>11444818
Sa-1, those don't tend to work well on 3DS
>>
>>11445252
Living creation = creature. The word doesn't necessarily mean something bad. For example, the Bible refers to the children of God as new creatures, which is therefore an honor and beauty.
>>
>>11445562
am I just fucked then? do i have to play it on pc then?
>>
>>11445734
PC or basically any system where SNES emulators are actually kept up to date, like a Vita.
>>
>>11445246
bunny and kitty
>>
>>11444683
Not him, but I have the latest version.
https://files.catbox.moe/t4ata6.sfc
>>
>>11445734
Have you tried via RetroArch or "Snes9x fork" from the Universal Updater?
>>
>check out the Golden Sun hacking scene just to see if anything progressed since im desperate to hack this shit
>they're actually taking a look at the super-compressed text data
>learn that all those cool SFX and certain cinematics were mapped on a fucking wireframe.
Holy shit, never knew this.
>>
Also lol, someone pointed out a certain family of female monsters were directly referencing a Yu-Gi-Oh card.
>>
>>11447241
the GBA's 3D capabilities is severely underlooked
>>
>>11447241
how many trises is that?
>>
>>11447248
482
>>
>>11447241
The GBA can produce mind-boggling effects.
>>
Is there any way to play/emulate this short of buying the system?

https://fcpic.nesbbs.com/GamePic.asp?gameid=5925

It's a plug'n play system by Konami which includes unreleased NES games by them. I doubt they'd have made new games just for the purpose of this system so I suspect it's stuff they had in their archives they had never released.
However it seems to use a custom mapper and no emulator/Everdrive support it
>>
>>11447247
>>11447432
Especially if you tank the frame rate enough. Some Golden Sun 2 summons are below 10FPS.
>>
>>11447446
seems much more likely to me that they gave some random chinese dev the frogger license and told them to shit out a plug n play
>>
>>11447447
It was worth it desu. Though, imagine if someone overclocked it.
>>
>>11447446
NintendulatorNRS or MAME
https://symphoniae.com/nrs/NintendulatorNRS/
>>
Is True Rebirth the go-to romhack if I'm playing RE1 PS1 on a CFW PS3 for the first time?
>>
>>11448604
Guess you mean True Director's Cut (can't find anything on a "True Rebirth" & REbirth itself is PC-only).
No as it's abandoned, doesn't really add anything other than a few cosmetics and itself introduces bugs as the forums say. It was once promising but it's dead.
I'd really advise not using romhacks via PS3's PS1 emulation anyway because it's absolutely awful and is less likely to work well with them than the retail games, Director's Cut got a PSone Classic release on PS3 so I'd say to play that. But even Duckstation on an old Android phone would emulate it better.
>>
>>11448612
Meh I'll go with that classics version
Probably play it on Vita now that I think about it
>>
>>11434016
That's funny. Needs more wacky game footage to really sell the 90s commercial look. I'm playing the hack right now since I missed the /v/ thread and it's pretty fun, the new moveset feels great.
>>
>>11449434
yeah PSVita's PS1 emulation is better so do that. I wasn't being a dick when I said PS3's emulation is bad, it just is truly bad.
>>
Hi anons! I have a silly request. I need the DASM symbol dump and list file standards, but the official documentation doesn't seem to have it. Furthermore, the assembler doesn't actually work on my machine because of some sort of fall through condition.
Can someone please supply me with their DASM symbol dump and list files so that I can study them? I'm writing a system to convert between it and WLA-DX.
>>
>>11445609
Kirby too?
>>
>>11450387
yes
>>
>>11430916
Any linux version for this?
Nice work btw.
Should put it on github.
>>
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Mega Man World 4 DX is finally here.
https://youtu.be/3YxewMywSAY
https://www.marcrobledo.com/game-boy/mega-man-world-4-dx/

The full MM GB series has been colorized now.
>>
>>11451081
>Super Buu and King Boo do fusion dance
Cool.
>>
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>>11443695
Based weight gain straightie.
>>
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>>11451485
Kino colorized
>>
TECHNOLOGY!!!!!!!!!
https://www.youtube.com/watch?v=tvgv3LzjlKQ
>>
https://www.youtube.com/watch?v=hGlRleXEQ1w
>>
>>11450209
List: https://files.catbox.moe/bmlann.txt
Symbol: https://files.catbox.moe/to6hb7.txt
Managed to finally get it.
>>
>>11451748
based
>>11452046
cringe
>>
https://www.dreamcast-talk.com/forum/viewtopic.php?t=17901
>>
>>11446383
Thanks, you saved my playthrough. The unpatched Off Rails level was going to filter me for good.

>>11443695
I beat it now. The final couple levels were really fucking funny and the gimmicks were all very interesting, end segment was absolute cinema. I ended up cheating really badly past world 2, but that's mostly because I suck at mario. Here's some footage of me trying to cheese the final boss and then dying to a pit.
>>
>>11451485
Nice.
>>
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>>11452563
>>
>>11422585
Trying my hand at GB Studio. What am I in for and what common mistakes should I avoid?
>>
>>11452563
Thanks for playing anon, I'm glad you enjoyed it
>>
Goodnight, sweet thread.
>>
>barely over a hundred posts
give it a rest, whoever's making these threads
>>
>>11453987
>Slow board has slow topics.
Wow



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