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Can we PLEASE have a proper ROMHACKING thread also for HomeBrewing and Emulators that doesnt get ruined by the usual derange derail shitpost and usual faggotry since the last month and a half? PLEASE? including the bots from the country of Ganesha? that keep posting about fake animu n64 games, or that derange Game Maker shitposter and its fake SotN SNES port or bitching and moaning about the latter system specs?

I will start with this, the Monster Party GBC port has been updated (inb4 DERRRR GBStudio!, this is one of the 4 good ones!)

https://msriacayde.itch.io/monster-party-gbc

PLEASE DO NOT SHIT THIS!
>>
monkey paw of the internet
>>
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Also new version of Wiistation, hosted here for some dang reason

https://mundoihack.com/2025/12/01/wiistation-1-0-wisxrx-2022/

(Yes, its current 4.5 from 2 months ago, wasnt made available on the gbatemp forums tough)
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>>12239206
While I'm interested in romhacking (and usually get filtered hard by pointers), you sound like a real bitch OP.
>>
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>>12239206
What.
Oh, goddammit! Goddammit! GBC Monster Party? Goddammit! Goddammit!! Monster Party?! GOD DAMN IT!!
Y'know, I called dibs on that one, too. Fucking ASS...
>>
https://www.youtube.com/watch?v=Ad_gafBRM_s
>>
>>12239206
>that keep posting about based animu n64 games, or that kino. SotN SNES demo
Fixed
>>
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>>12239206
>"Monster Party GBC" aims to be a near-faithful remake/port to the original NES release with a few changes. Mostly, there was a Japanese prototype version with (arguably) better dialogue and referential cut-content from the US version, which was removed to avoid royalties and copyright issues.
lol the arrangement is weirdly picky and choosy. Let's play a game, /vr/.
https://tcrf.net/Proto:Monster_Party ("Boss Monsters and Rooms" & "Boss Translations" sections)
>Man-Eating Plant
US-ADDS a Little Shop of Horrors (80's) reference
>Torigaran
US-removing "already" makes it funnier
>Pumpkin-Ghost
US-sold me on this game, ghost is better since he hovers
>Medusa
US-no one knows what a tsuchinoko is
>Shrimp Attack
JP-don't repeat the plant schtick
>Haunted Well
JP-other is too generic
>Giant Bull Man
US-of course
>Guardian of the Giant Sphinx
US-makes sense if you're undead
>Giant Spider
US-classic horror-movie line
>Giant Samurai
US-funnier!
>Giant Cat
US-cute!
>Punk Rocker
US-literally!
>Living Dead
US-direct instructions, other made it seem like you DON'T want them to dance
>Mad Javelin Man
US-gameplay hint for hitting things back
>Chameleon Man
US-by default
>Giant Caterpillar
US-a rolling legend second only to barrel roll
>Giant Spider (II)
JP (Totem Pole)-this boss sucks
>Grim Reaper
US-HELL in an NES game? Wow don't tell mom
>Giant Dragon
JP-I'm starting to think "baby" was a bad translation rather than an intentional reference
>Hand Creature
JP-has Well's problem of being too generic
>Snake Man
US-iconic! Why does he sound like an excited puppy? Who cares!
>Dark World Master
US-In one sentence he's telling you he'll let you leave if you can beat him but then immediately says he's going to kill you. Is this a fight to the death between two bitter enemies or is it a battle of honor between two worthy adversaries?
BONUS: US graphics are better almost across the board due to being more polished, the only details we miss are the plant's equipment.
Weebs lost...
>>
>>12239213
Yeah not sketchy at all
>>
>>12239752
The real solution is to have Monster Party (English Final) / Parody World (Japanese Protobuild) customization options instead of trying to do a one-size-fits-all solution. If you really want, you can have hacker-suggested defaults (like other fangames do) or a randomization feature, but giving players the choice to handcraft their own experience is always a plus. Heck, down the line, after this is all implemented, have fun and make up a THIRD set of options if you're confident enough!
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Does someone has the font improvement hacks for the goemon fan-translations?
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>>12239752
I don't know why people are so obsessed with the prototype that leaked. It wasn't the final Japanese build. If you look closely, they were even in the process of editing the giant spider sprite before the release version dropped the face entirely. The leaked dump is a nice little anecdote, but it's still missing several neat final touches and the coolest shit like the (were?)wolf racer.
>>12239810
>you can have hacker-suggested defaults (like other fangames do)
I've always disliked this because most let's-players are lazy asses that leave the defaults on. If there must be toggles, keep it all on one setting.
>>
>>12239624
Fuck off! You ain't gonna shit this thread like the SplatterWorld one.
>>
>>12239730
>Shitbot is here

It's futile man, this board is ruled by Tloonies and their Bots on the Loo
>>
>>12239954
>don't know why people are so obsessed with the prototype that leaked
A Japanese proto of Monster Party was, for lack of a better term, a "holy grail" among the retrogaming community for quite a while before one was actually dumped, not to mention that MP itself was once a cornerstone of online retrogaming humor. It's a cool proto regardless imo (seeing an explicit The Thing parody boss in an 80s NES game is pretty crazy), but it really was more meaningful to those who were involved in the online retrogaming scene back in the day.
>>
>>12240119
This was one shitheels would make hoaxes around these, including destroying fake prototypes just to cause chaos But at least those were fake, nowadays hipsters and millennial coomlector speculators would do that for real when no one would pay their fake extortion prices on Shitbay or others
>>
>>12240119
>(seeing an explicit The Thing parody boss in an 80s NES game is pretty crazy

Is that in the regular cart?
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>>12240151
I meant to say, "this was When"
>>
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>>12239752
I wonder what the thought process was for replacing the totem pole with a second spider (that, due to a programming oversight, softlocks you until you game over). It must've been a perceived time-constraint issue, but they already had the boss partially implemented, so did it really save that much time?
>>12239954
It may not have been the final Jap build, but it was probably the last Parody World one. It's always interesting to see what the devs intended, and how carryovers like the "X" projectiles made more sense.
My crackpot theory is that the cover art is an edit of the one that was intended for the Parody World version. The plant boss, Medusa, and the vampire-bat enemy are accounted for, with a closer resemblance to their proto selves. The ape in the middle is probably the deleted ape enemy rather than the helmeted Planet of the Apes boss. The skeletonseems at a glance to be the skeleton enemy, actually seems to be a skeletal "Grim Reaper" version of what's supposed to be the Xenomorph alien, which you can tell from the elongated head that the logo (even on the back) obscures. The only lingering mystery is the gill-man / swamp monster parody at the bottom who takes up a lot of space at the bottom of the cover art. My guess is that this was the original version of either the crocodile or fish-man enemy. If so, it could mean the leaked build is when they just started to remove the "Parody" branding.
>>12240082
Anon's being facetious, it's a reference to this: https://www.youtube.com/watch?v=-E5iUry5EjQ
>>
does anyone remember that Pokemon game maker that someone here was making years ago? It could do 3D gen 4 style games, but was also planned to make gen 1-3 style. I assume it died long ago but still trying to remember what it was called
>>
>>12240276
oops, meant to post this on /vp/
>>
>>12239730
Unless your SNES SOTN is a .sfc or .smc file that can be played via emulation or then go fuck yourself.

"W-what do you possibly mean???"
I mean show us the emulator window, The actual fucking rom file, the SPC files for your sound.

Just give us proof that it's not some fakeass game maker shit that we can finally take our accusations back and apologize. Until then it's just shit thrown together in game maker because "I just HAVE to try doing my own SOTN because of the WIP Mega Drive version to show snes players 'two can play that game.' or else we'll be left to our small community for a system that's a bitch to program for."
>>
>>12240161
No, just the Japanese proto. Given that there's a promo screenshot of a Japanese title screen which lacks the "Parody World" part of the title, it's possible that, if said screen were indeed from a later build, that the Japanese release might have been in the process of parody removal prior to cancelation.
>>
>>12240082
Retard.
>>
>>12240085
What? Is your bobblehead okay?
>>
>>12240471
See>>12240547
>>
>>12240471
He won't bulge, I doubt because of tone deafness tough.
>>
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>>12240579
>he won't bulge
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>>12240275
>I wonder what the thought process was for replacing the totem pole with a second spider (that, due to a programming oversight, softlocks you until you game over). It must've been a perceived time-constraint issue, but they already had the boss partially implemented, so did it really save that much time?
I'm not sure if it were the original team who made the changes or if some other group took over to spitshine things for NOA approval. If the latter, they probably didn't have the technical skill or ambition to finish an unfinished boss with unique programming, so they just recycled. If the former, I wouldn't be surprised if the team were bitter that they were having to significantly alter their original vision, and even then were only having their game released overseas, so they put in as little effort as possible to have something which would meet NOA QA standards.
And I do think the original game was a labor of love, even if the finished thing is a bit rough around the edges. There's a lot of enemy and stage variety, not to mention the cutscenes, an interesting gameplay mechanic with the bat (which could have been implemented better), plus the variety of horror parodies (and even the team using silly pseudonyms which themselves had horror references) in a game which probably wouldn't have seen boosted sales regardless of the parodies, so it definitely comes across as people wanting to make a good game that they themselves thought was amusing as opposed to just crapping out another random mid-life Famicom platformer.
I'd still like to hear from somebody who worked on it and how the project came to be in the first place.
>>
>>12240471
>>12240579
How in fuck hell you would be able to fit anyways, all the unique extensive tilesets of SotN areas, let alone the duplicates for the inverse castle? On an SNES rom file, SotN for the PS1 without the XA music and voice acting or compressed samples and the FMV videos, is STILL way bigger then the biggest Genesis ROM so far (Astebros)
>>
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>>12239752
The game in its final form is undoubtedly quirkier than its on-the-nose-"Parody" form. Even the stilted translation has an earnestness to it. Stuff like the obviously Japanese well ghost going "awright we're doin' damage" or whatever gives the game more of a memorable identity that sticks with you and helped give the game its cult following. The only serious loss imo is that the joke with the empty rooms was mangled far too much.
>>
>>12240549
How am I a retard for asking for some proof that it's not some game maker exe file posing as a snes/sfc game?
>>12240590
I mean the Mega Drive version is taking the route of turning it into a classic castlevania style game rather than it being a metroidvania.
>>12240579
>He wont budge.
I mean it's the thought that counts.
>>
>>12240590
>XA music
>currently use msu-1
The dev kaffeeware asked NintendoComplete for assisting
>>
>>12240589
Quite honestly, I think it was the original devs, or if it was a separate team, at least another one in Japan with an in-house English translator staffer. The manual with "Dark World" as part of the name of every location? "Round 8: Dark World Heaven's Castle"? Gives me non-native translator vibes (the latter's probably supposed to be "in the sky" or something.)
>>
Question, how long would it take to make a ROM conversion of an NES game, not just a sprite swap? I meet a guy who could decompile NES games quick on Twitter because he used Mesen's tool, would that help?
>>
>>12241140
What do you mean by ROM conversion? Change the mapper?
>>
>>12239752
>US-no one knows what a tsuchinoko is
Nobody knows what a Medusa is either. It's a weird foreign monster that hasn't been relevant for thousands of years.
>>
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>>12241169
What does Medusa have to do with a Japanese snake/leech-like cryptid?
>>
Contra Gender Swap is fun and well put together. It uses the Japanese Gryzor ROM. Is has a bit of humor too.
>>
>>12241169
>Nobody knows what a Medusa is either
The state of zoomer education. I knew what Medusa was even as an elementary school student.
>>
>>12241180
This. Plus I watched Clash of the Titans (1981) in a theater.
>>
>>12241154
Nah, I mean making a brand new game around it that doesn't feel like just asset and sprite swap, including modifying game mechanics and enemy behavior?

I had this idea on making an NES style beatemup with NES graphics based on an obscure anime OVA that I like.
>>
>>12241180
Same.
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>>12241180
It's satire anon, you can't just say "NOBODY KNOWS WHAT IS!!"
>>
>>12241180
Don't be fucking stupid, two of the three major console companies are Japanese, several big names like Konami, Capcom, and Square are all Japanese, when's the last time the greeks contributed ANYTHING to pop culture? Fucking retard.
>>
>>12241252
Nta, but are you ok? You may be ODing on something because you're not making sense.
Medusa is not just a noun it's an adjective and a verb at this point in time. If you really didn't know that, your parents failed you.
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>>12241252
You never heard of Vangelis?
>>
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>>12241252
>>12241261
>>12241249
>Has hopes for the Tloonies to NOT shit up discussion
>They do

At the risk of being banned due to "off topic" (even when it's clearly just scare bullying tatctic), it's the jannies or mods behind these thread derailings don't they? People were banned before for pointing out the Sega System and MK schizo before

BACK ON TOPIC! Has anybody figure out a way to solve SplatterWorld not saving in FCEUX and GX?
>>
>>12241279
>Has anybody figure out a way to solve SplatterWorld not saving in FCEUX and GX?

This is a high quality question, ngl.
>>
>>12241279
I have no clue how to figure it out.
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>>12240275
>The skeleton seems at a glance to be the skeleton enemy, actually seems to be a skeletal "Grim Reaper" version of what's supposed to be the Xenomorph alien, which you can tell from the elongated head that the logo (even on the back) obscures.
I can kind of see it, but in the proto, the "Grim Reaper" is some kind of tall mecha thing that vaguely resembles a Xenomorph, despite the facehugger-looking projectiles. (In retrospect, this probably leads credence to the theory that the proto was starting to remove the parodies - the robot may have been what initially replaced the Alien reference before they went with something further off)
>>
>>12239206
>>12239752
Stopped here.
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>>12241196
It depends entirely upon the scope of the project. There are ROM hacks that have had tens of thousands of hours of work put into them. There are other that were made over the course of an afternoon. Your question is like asking "how long does it take to make a video game?" Do you mean to ask "how do I make a full game overhaul ROM hack?" Because that's a much more practically answerable question.
>>
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>>12239752
>>12240671
Every single thing in the final EN release down to the period overwrap is gold, except for the BABY and EMPTY repeats.
>>12240275
I imagine the JP cover art would've looked something like this.
>>
I don't wanna shit on this thread so sorry if I do. I'm hoping since it has to do with emulation then it's relevant.

Have any of you guys bought an Anberic console? I was thinking of buying one for Christmas. Any recs? Really, my only hang up is that it plays n64 and ps1 games. If it plays gamecube games that'd be a plus too but I know that might not be possible.

Anyways, if playing n64 and ps1 games is too much of a hassle, I'm fine with having the rest of the retro library. Right now I'm between:

>RG Cube XX
>RG 40XX H
>RGB 30

Please help a nigga out. I'm an absolute pleb at emulation
>>
Man I'm learning NES homebrew right now and the more I learn the less I feel like I understand it all. Feels like I'm learning programming for my very first time again.
>>
>>12242097
>Do you mean to ask "how do I make a full game overhaul ROM hack?"

Yeah that what i meant.

>>12241736
The dev said he/she wanted to have a more accurate script.
>>
>>12242471
You're better off here mang >>12236212
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>>12239206
A new demo of Sonic Robo Blast 32X came out yesterday.
Besides adding a new stage (Techno Hill Zone), it also a few improvements over the last demo, such as slightly improved game perfomance and more responsive controls.

Do note, however, that certain game features may not work in some emulators like Kega Fusion.

Get the demo here:
https://ssntails.srb2.org/srb32x/
>>
>>12239752
>>12241736
I just realized--was the name "Hiroshi" part of the parodies?
>"Star of the Giants" quote is a reference to the baseball-themed anime Kyojin no Hoshi
Hiroshi sounds like a play on the Hoshi family. This game is deadass someone's "lmao what if my favorite manga protagonist was in a horror story" tribute. Final Japanese Monster Party might've changed the name anyway. Mark = 'hit the mark'? There's a similar expression in Japanese, no?
Was Bert/Varyu a reference to any pop culture?
>>12242786
>The dev said he/she wanted to have a more accurate script.
The EN 'M'ark symbol is erroneously used instead of JP 'Hi'roshi. Maybe it will change as it develops, but the Proto/Final selectivity doesn't make a lot of sense.
>>
>>12243089
ひ has no style
ひ has no grace
>>
The two Sweet Home fan-translations suck, someone get me a hacker so that I can fix that shit.
>>
>>12242471
can't you just use an old phone or something? shit works fine on my old LG phone.
>>
>>12243378
how do they both suck?

I would say i like the custom text font on the first one.
>>
>>12243510
>how do they both suck?
Because I personally don't like them, and I say so, ok? That's all the reason you need.
>>
>>12243343
owned
>>
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>>12243510
>how do they both suck?
Both are heavy-handed, inaccurate rewrites. Gaijin's provides a hollow, summarized experience that strips away the horror atmosphere by removing lore, using generic dialogue and renaming characters (like Taguchi to Taro). Siege's is even worse somehow and a complete tonal failure that reads more like a fanfic, missing key events and inventing nonsensical lines. It includes character assassination, spoiled puzzles, and unfitting meta-jokes, even attempting to shoehorn the movie into the game even if it makes no sense.

>>12243518
Shut up, pajeet.
>>
>>12243564
>Siege's is even worse somehow and a complete tonal failure that reads more like a fanfic, missing key events and inventing nonsensical lines. It includes character assassination, spoiled puzzles, and unfitting meta-jokes, even attempting to shoehorn the movie into the game even if it makes no sense.

Oh dear lord, really? his description made it sound like he TRIED to be accurate, only to turn out he was one of those ''Woolsey style romhackers'' that make insecure translations that dont want to commit to TRANLSATE the original work because they get triggered or think they can do better, those people are what i call, Infiltrators.
>>
>>12243564
Who is J?
>>
>>12243645
nobody knows. he roams dracula's castle searching for his lost memories
>>
>>12243645
It's my version; "Direct" is someone else's and not necessarily 100% literal. I was just asked to help out/take a look at their translation and was surprised by how bad the two fan-TLs were.

>>12243610
Yeah no, that's complete bull. It rewrites dialogue based on what they thought should happen, ignoring what was actually written because, guess what, they can't check that nor actually cared. At least with Gaijin you could kinda argue it's because of the character limit, but that too has big issues.
>>
>>12243687
I figured "someone get me a hacker" was rhetorical. Do you actually need someone who can hack Famicom games?
>>
>>12243694
>Do you actually need someone who can hack Famicom games?
Basically, yeah. I don't know jack about hacking, but I can handle translating. I wasn't planning to translate this game at all and I didn't even really know of it until a friend who likes the game asked for help. But the two fan-TLs are so poor that it genuinely annoys me, and I would like to see the game done more properly if possible.
>>
>>12243747
>I would like to see the game done more properly if possible.
end result: there are now 3 crappy fan TLs, each with their own brand of fan fiction.
>>
>>12239206
What's the better version of Timesplitters to Emulate?
>>
>>12243828
How is a third one bad if it's more accurate to the original script?
>>
>>12243687
>>12243564
>Both are heavy-handed, inaccurate rewrites. Gaijin's provides a hollow, summarized experience that strips away the horror atmosphere by removing lore, using generic dialogue and renaming characters (like Taguchi to Taro). Siege's is even worse somehow and a complete tonal failure that reads more like a fanfic, missing key events and inventing nonsensical lines. It includes character assassination, spoiled puzzles, and unfitting meta-jokes, even attempting to shoehorn the movie into the game even if it makes no sense.

>Yeah no, that's complete bull. It rewrites dialogue based on what they thought should happen, ignoring what was actually written because, guess what, they can't check that nor actually cared. At least with Gaijin you could kinda argue it's because of the character limit, but that too has big issues.

Hey man, would you actually (this is NOT a shitpost or trying to start shit btw) like to make your own romhack of Sweet Home and fix the translations? that would be super sweet!, i remmeber loving that game, and also, where did you get the image you took?
>>
>>12243828
>Derail-Tloonie is back

NO, go back to your stiny cave.

>>12243564
Please dont listen to this shitbag >>12243828
>>
>>12243747
A "proper" translation would need a disassembly done so you can add or shift data without breaking the game. There would also need to be some under-the-hood changes like widening text windows, accommodating longer names, and possibly expanding the ROM size. At least there are better development and debugging tools now compared to the early 2000s.
>>
Sweet Home's text is uncompressed at 0x30457 or so. I whipped up a quick .tbl file for the existing English translation's characters to read, familiarize yourself, and make quick edits. Probably missing a few special characters. The Siege "translation" uses the exact same character ordering so they just took the old translation and pasted over it
https://www.mediafire.com/file/zi67db8agqa313v
>>
>>12243894
Hey thanks, and wow really? Siege really cheapen out.
>>
>>12241736
To break it down:「バリュー」(Baryū) seems to be「バ」(ba) +「リュー」(ryū), which means "dragon". I don't know what caused the TCRF editors to swap B for a V, maybe a mythological reference I'm missing. Some fan translation hack I played rendered it as "Birgon" which seems right on the surface, a portmanteau of "Bird" (in English) + "Dragon" (in Japanese). That may be why he's an eagle-headed gargoyle thing.
"Bert" is probably mainly a play on "Bird", dropping the "dragon" part to humorously look more like a human name and instead evoking "bat" (interpreting Bert as a bird-bat monster). That's what I think is going on here anyway.
>>
>>12244256
to >>12243089
>>
>>12243894
There is a review on RHDN that warns about game breaking glitches in that version and 2 weapons having no names, I hope someone can fix those. Idk if it's the same in the other translation or original game.
>>
>>12243873
disassemblies are for pussies. they definitely make things less of a headache, especially when it comes to moving around code, but you can do it all without them.
>>
>>12239206
SOTN is legit, schizo-kun
>>
>>12239206
lmao what a bitch
>>
>>12244259
I played trough the Gemini Translation once but didn't finished it.

I did beat up the original japanese with me translating terms as I was goin on a paper book.
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>>12244436
>I want things to be painfully complicated cause IAMMA TOUGH GUY.


why?
>>
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Hi everyone,
I'm doing Kickstarter or whatever for my homebrew Gameboy game next year. It's my first time doing something like this, so I'd like to hear what kind of campaigns really draw your interest. I need to present my pitch in the best way possible.
It's a metroidvania/collecathon hybrid (though I'm lenient on how much shit you need to collect to continue). Hopefully it satisfies people who like collecting everything vs. people who just want to proceed as fast as possible.
Thank you.
>>
>>12245291
I'm gonna need to see a trailer where a Bishōnen anime version of the main character does a VN style convo with a corpulent, pimpled teen female where he confesses his undying love to her but yet he must go do something that will keep them apart for a while longer. Then he leaves despite the calls of "My Poopikins!!!" from the girl and jumps into a monster truck, speeds towards a huge ramp, leaps over a mountain and just before crashing into an evil castle, fires off a group of missiles. The scene freeze frames on this dynamic entrance and a warning appears on screen stating that the previous scene has nothing to do with the game.
>>
https://www.romhacking.net/translations/7455/

>No censorships are applied, with the exception of ones already done by the official localization, such as translating “Chichi wo Moge” as “Hey Hey Let’s Dance All Day” and calling the “Big Boing” character “Lady Susan.”

WHY? why even bother then if you refuse to be accurate.
>>
>>12245829
It may be strange and hard for your autistic mind to comprehend, but some people like to be consistent with official works for the benefit of the majority. You may as well be angry that they used the Zatch Bell! name instead of Konjiki no Gash!!
>>
>>12245838
>Its okay because its official!
>NO dont care if its butchered, STOP BIENG SUCH WEABOOS
>>
>>12245956
So make an addendum that weebs it, weeb.
>>
>>12245960
And people like you is why we dont get really good things often, even stuff like the Sweet Home 2nd translation wasnt done well but the author trick everyone into believing otherwise.
>>
>>12246021
So stop being a lazy fuck and do it yourself. kwab.
>>
>>12246021
>the Sweet Home 2nd translation wasnt done well but the author trick everyone into believing otherwise.
How'd he do it? "Oh, I added a run buttonand other qol features"? (That's how you know his text edits are full of shit btw).
>>
>>12245291
gba, I'm guessing? Either way if you emphasize both the fun factor of it and the fact that it runs on real hardware enough that should handle a lot of it for you. Maybe even a devlog or two showing what you pulled off if you got more technical about things
>>
Who saged this thread to page 10?
>>
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>>12240275
Something I notice is that the alphanumeric font used for the password screen is evidently in the prototype but unimplemented. Could mean they were planning to switch to the alphanumeric password system used in other Famicom games, or they were planning ahead for the US release and might have already understood at that point in development that the Japanese release might not happen.
Anyone know if the Japanese characters are still in the US ROM?
>>
LIVE.
>>
https://www.youtube.com/watch?v=OLlBe2ujBBo
>>
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in need of a shader in retroarch that can recreate this look so I can open my images with it and get a similar effect
a lot of shaders are kinda shit and just add scanlines
>>
>>12243682
Underrated
>>
>>12248193
crt-guest-advanced.
>>
Maybe I'm not looking hard enough but I'm genuinely surprised there's no super autistic expanded mod for FF1, FF3, FF5 or DQ3. Something that completely rebalances and adds new classes and stuff.
>>
>>12243089
>>12241736
>replaced an innocuous baseball manga tribute to a Mario reference.
That's pretty ballsy.
>>
>>12248930
>FF1
Yeah, you're definitely not looking hard at all. But they're probably buried under piles of bugfix hacks.
https://www.jeffludwig.com/sitemap.php has some for the GBA version.
I've seen some similar ones for the nes version too.
>>
>>12248930
>DQ3
Look up the Japanese romhacking scene. There's all kinds over there.
>>
>>12249462
Japanese ROM hacks are usually more ambitious and creative than western ones.
Most western ones just try to ape whatever is popular without understanding what made it popular in the first place.
The mountain of SMW Kaizo "inspired" slop is huge. Theres a few good ones, but most try nothing new.
>>
>>12249470
It only seems like that because only the big attention-grabbing hacks get exposure. There's plenty of boring or unoriginal Japanese hacks.
>>
>>12249336
I hate how no work is being done on PR but yeah fair. Google has been kinda shit this year.
>>12249462
watashi wa gaijin desu wakata? ore no boku nippon
>>
>>12249470
SMW "kaizo" hacks are cancer
>>
>>12249981
you are bad at video games
>>
>>12250074
go away indian bot
>>
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>>12250074
You are bad at making fun levels worth playing.
>>
>>12250167
That screenshot is older than you are, so it is only natural you wouldn't get it.
>>
>>12250242
Wrong.
Post your completely original high quality kaizo level. 99% of them are pretty much the same, but sure, YOU out of all people know a thing or two.
>>
https://www.youtube.com/watch?v=D9BYmwTelUw
>>
>check out the SOTN decomp project
>Half of it its permafroze ''invalid'' or ''innacessible''

https://github.com/Xeeynamo/sotn-decomp

Well, fuck...
>>
>>12250456
Oh this is intrestin.
>>
>>12250532
once it's decomped how long until it can be recomped for dreamcast
>>
https://www.youtube.com/watch?v=90hF3-Q0uIw
>>
>>12251221
Cute
>>
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https://forums.sonicretro.org/threads/ptmzd.44441/
someone posted this last thread and no1curr.
Sonic 1 hack, a belated Halloween entry.

normally i don't care about creepypasta-style hacks, but this one has a cool gimmick. worth a quick playthrough. (or just find a video on YouTube, it's your life.)
>>
Play Mario 64 hacks
>>
>>12252059
Which ones
>>
>>12239206
test
>>
>>12252089
Failed.
>>
>>12252086
Not him but Decades Later and Monstrous Manor.
>>
>>12252086
Mario Adventure 2
>>
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https://www.romhacking.net/hacks/9269/

Lazy sprite hack here lel....
>>
>>12239206
Okay, I did an "investigation" into the dev of the supposed SOTN port for the SNES, which is called Kaffeeware.

It can be fake, however, it does seem like they at least know how to develop games for older consoles.

They've made a Demo of Secret of Mana for the PC Engine:
https://kaffeeware.itch.io/secret-of-mana-pce

They are also making a SNES RPG called Rodas Cross, which has a link at NESDev and some unlisted videos:
https://forums.nesdev.org/viewtopic.php?t=17143

https://www.youtube.com/watch?v=8CSLIY_EkVg

https://www.youtube.com/watch?v=XEHw88WqrK4

I don't really have any stance on this matter though, I'm only providing info.
Hopefully this dev is not lying about the SOTN SNES port, but I guess we'll have to wait and see.
>>
>>12253704
Welp, at least someone actually did forensics, honest, the vagueposting from the creator didn't helped, but, at best this is just one of those "goof around to see what we can do but nothing serious' scenarios, plus again, how would you fit all that sprite and tile data on whatever the actual maximun ROM limit would be on an SNES.A
>>
>>12253704
It is probably just a tech demo running on hardware/emulators, the actual full game would be impossible. People should try porting/recreating actual feasible and obscure shit like X68000 to Mega Drive.
>>
>>12253710
Concessions would obviously have to be made here and there.
>>
>>12253704
>Rodas Cross
>2018

Yeah no, 7 years and fuck all
>>
>>12253720

At the very least they should make a FULLY polished demo of 2 areas, enemies and a boss to then release the engine to make games as a baseline.
>>
well im not sure if this is the right place to ask but I might as well. should I use nekoproject for pc 88 games or is there a better one dedicated to it? im a bit confused on which one to use from the options in the wiki
>>
>>12239209
>>12239767
Your brain is sketchy.
>>
>>12253727
>>12253720
Video game demo?
https://www.youtube.com/watch?v=8cng-x3-klk
>>
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>>12246213
GBC actually. I'm always developing tricks to push the limitations and keep the frame rate solid no matter what's going on screen.
You're right, maybe a few articles how I achieved some things could help garner attention and help others with their own projects.
>>12245540
Coincidentally, there's a side character who's attracted and obsessed with Ninjawing (the protagonist). Problem is, she knows absolutely nothing about him and makes ridiculous headcanons on what he's all about to fit her ideal of the perfect boyfriend. Ninjawing couldn't care less about romance and when they meet, he's oblivious to all of her advances.
If I do full-screen cutscenes, I'm thinking of keeping it comic book styled. Maybe there won't be a large amount of drawings, but dynamic poses for everything. Depends on what the budget ends up being.
>>
>>12254004
Ok
>>
>>12254249
>He doesn't know how to edit or capture
>>
>>12253620
>Gutsman stage has an error where platforms don't show up.
>>
Jap ludo is up.
https://x.com/Kitikuchan/status/2001601494668447814
http://smwx.s602.xrea.com/view.cgi/1766044552/
>>
>>12255941
This shit is fucking schizocore. Why are there so many parts where I have to land on one tile?
>>
>>12239213
Don't see the point of OpenGX, right now, 240p on it doesn't work well and games have graphical overlay glitches.
>>
>>12255941
Is this a kaizo thing
>>
>>12255941
This hacks makes me feel like shit (I can't even finish vanilla SMW btw).
>>
>>12256672
The point of OpenGX is to have hardware-accelerated graphics instead of relying on software, thereby achieving faster performance and squeezing as much power from the hardware as possible. It's just not properly implemented and not even using the latest version of it for some strange reason. Most ported emulators on Wii/GameCube consist of drawing to a software framebuffer, which is then converted to a hardware texture in an unoptimal manner and drawn as a quad on the screen. There's nothing wrong with this per se, but when you're working on lower-spec hardware, you really shouldn't waste 10-30% of performance on a basic display.



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