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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
retrohackers.net
smwcentral.net
metroidconstruction.com
romhacking.net
romhack.ing
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
https://www.hack64.net/tools/patcher.php

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
atari-forum.com
atarimania.com
atariarea.krap.pl

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

Previous thread: >>12463490
>>
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>>12491710
Haven't seen anyone mention it in the previous thread, but, as part of SMSPower's annual coding competition, LackOfTrack (same dev as Pac-Man Master Museum) released a Proof of Concept port of Super Mario Bros. to the SMS.

https://www.smspower.org/Homebrew/SuperMarioBrosSmsPort-SMS
https://www.youtube.com/watch?v=CF_Gm9jJ0oU (video is from v1.00. v1.01 fixes the long loading times)

While you can only play World 1-1 in this demo, LackOfTrack mentions in the forums that he plans to port the full game.
He also mentions that next demo will have: World 1 fully playable, a FM sound option and an original graphics option (for those who hate the Super Mario All-Stars graphics).
>>
>>12491910
Just tried it. Very solid. Some of the physics need to be tuned a bit more, but it's very promising
>>
>>12491910
*saves the master system*
>>
>>12491710
Random Tomato Adventure cheats (because I can't find any anywhere else):
0300094A:63 Inf. Life Plr. 1
030009CE:3A Inf. Life Plr. 2
03001AB0:0001869F Inf. Money
03001A10:63 Inf. Binkies
0200EF08:10 Inf. Gear-Yo
0200EF24:07 Inf. Mag Mitts
0200EF3C:05 Inf. Erupter
0200EF5C:07 Inf. Pop Horn
0200EF44:07 Inf. Puffer
0200EF14:05 Inf. RabiShoes
0200EF40:07 Inf. SneaKars
0200EF46:05 Inf. UFO-Cast
0200EF0C:07 Inf. Chomper
0200EF2C:05 Inf. Fumigator
0200EF28:0A Inf. Tail Wag
0200EF60:07 Inf. Love Song
0200EF54:07 Inf. NanaBoard
0200EF0E:05 Inf. Origami
0200EF56:07 Inf. BowlingRice
0200EF3E:05 Inf. Pyramet
0200EF0A:07 Inf. Kendama
0200EF10:0A Inf. Shell Fist
0200AF48:07 Inf. Spider Gun
0200EF18:05 Inf. Cupid Bow
0200EF4A:07 Inf. Rocket Pak
0200EF2E:05 Inf. Bee Gatling
0200EF5E:05 Inf. Fart Horn
0200EF30:05 Inf. Super Fan
0200EF4C:07 Inf. Sun Beam
0200EF1C:06 Inf. Electric Eel
0200EF34:07 Inf. Zap Drum
0200EF64:06 Inf. Hotafant
0200EF32:05 Inf. Cyclooka
0200EF4E:05 Inf. Bouncer
0200EF36:05 Inf. Popocan
0200EF68:0A Inf. ShuriGun
0200EF50:06 Inf. Firehog
0200EF20:07 Inf. Seed Bomb
0200EF38:06 Inf. Yokozuna
0200EF62:05 Inf. StarScope
0200EF42:05 Inf. Choo-Choo
>>
it's a long shot but anyone here ever poked around in the code of Bad News Baseball on the NES? I never liked how when you are playing a girl team the victory cutscenes reuse the boys' cutscenes, I wanna try redrawing them to match the girl gameplay sprites.
>>
>>12491910
Nice
>>
>>12491910
>>12491954
I hope they finish the Castlevania one and changes Simons walk cycle.
>>
>>12492896
Well get moving and try this.

https://www.romhacking.net/utilities/1871/

If you just want to replace the graphics that's fine, if you wanna add separate girls CHR banks, you need to hack and change the mapper to MMC3.
>>
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>>12491710
>Are you working on anything?
I'm working on disassembling NES ROM using Github Copilot
>>
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https://www.youtube.com/watch?v=Q0mN9xm4oq4
>>
i swallowed my pride and tried playing with GB studio after wrestling Game Boy Assembly for about a year. I regret writing it off so easily, it's actually a lot more versatile than the slop that usually gets made with it would have you believe. solid tool if you're trying to make a Game Boy game from scratch.
>>
>>12493143
What make you get that heel turn?which version you are using?
>>
>>12493182
current version which appears to be 4.2.2.
i basically wrongly assumed that it's a limited toy like tool. it's actually a GBDK distribution packaged with a highly modular engine and very intuitive editor with bunch of templates that you can build on and do pretty much anything you want with that you could do in C. I got pretty far in Assembly but memory management was a nightmare for me.
The only thing I really managed to get a good handle on with ASM is sound programming. Everything else was painful for me, especially timing of things like background and sprite updates, and using interrupts for things like displaying the window in a portion of the screen. GBDK abstracts away all of that complexity with no sacrifice in control, and I was able to do in minutes what took me months to try and fail to do in Assembly. That combined with the convenience of managing graphics and the flow of game loops in GBS convinced me to stick with it.
>>
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I finished my short Castlevania 3 ROM hack if anyone wants to give it a try.

https://files.catbox.moe/u1w4e9.zip
>>
>>12493230
The problem is that 99% of games built on GBS are just plain garbage, even the most "bearable" ones had issues, particularly in performance.
>>
>>12493281
That's why I avoided it at first. But I think that's a lack of skill on the part of those particular developers, not a fault of the tool itself. I think someone who knows what they're doing and has actual talent can make great things with it
>>
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>>12493281
GB Studio is the Game Maker of the retro homebrew dev world, so you are going to get a lot of rookies and ambitious teenagers pumping out crap they made with it, but every now and again you'll also get a Spelunky or Hotline Miami that makes it all worth it.
>>
>>12493308
The 'best" GBStudio games are Quiz Adventure MegaMan, Monster Party GBC and Super Mario Bros Mini.
>>
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>>12493271
pretty decent level
>>
>>12492906
rad, thanks
>>
Arrow lock-on
https://www.youtube.com/watch?v=aLSnS76W4k0
>>
>>12493581
LOCK-ON TECHNOLOGY
>>
>>12493364
thanks fren
>>
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>>12493360
>The "best" GBStudio games are Quiz Adventure MegaMan, Monster Party GBC, Super Mario Bros Mini, and Kero Kero Cowboy.
ftfy.
>>
>>12493759
holy shit that frog has a gun
>>
>>12493759
That and even the full first release version of Cosmo Knight Zion had scrolling and performance issues regarding enemy appearing, causing micro pauses, most of these GBS games had issues with the HUD flickering when you grab powerups, such a damn shame.

Zion to me is average, and even tough i enjoyed Grimace Birthday still is ridden with these issues, and the New Friday the 13th GBC port was supposedly made on current 4.2.2 but still feels like any game made on any of the 3.0 versions, even Nio107 said that he has issues with enemy states showing, that being said tough, i am really liked the little New Saint Seiya tech demo, runs alright.
>>
>>12493110
What part of the process is Copilot doing, and how good is it at it?
>>
>>12493660
Super GERMAN TECHNOLOGICAL
>>
Someone did a Mega Man 2 disassembly https://github.com/plasticsmoke/megaman2-disassembly-ca65
>>
>>12494421
good, what is the difference between this and a decomp?
>>
>>12495012
The code is in assembly language while decomps are written in higher-level languages like C.
>>
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>>12494070
Copilot is pretty much doing everything but it's only as good as the direction and steering that you provide. I needed to learn FCEUX debugging tools and Mesen which he helped me with step-by-step so my small brainlet can understand. I asked for an executive summary of what we have accomplished so far in this project and it's rather underwhelming. My initial goal before full disassembly is to be able to faithfully extract the portrait graphic for all 250+ characters. But I'm not there yet because:

> Romance of the Three Kingdoms is a SOROM/MMC1 board with 8 KB of CHR-RAM on the cartridge, not CHR-ROM, as noted in README.md and the MAME-backed hardware notes in chatlog.md. So there is a PRG-ROM dump, plus RAM areas, but no separate CHR file because the pattern-table graphics live in writable RAM at runtime rather than in a fixed ROM chip.

>In practical terms, that is why portrait extraction has been harder than a normal “just open the CHR file” job. The portrait graphics have to be reconstructed from PRG-side data and from the game’s runtime upload path into CHR-RAM, instead of being available as a standalone CHR blob.
>>
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>>12494421
This guy did it right
>>
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Anybody ITT extremely familiar with the PS2 hardware? I know this is slightly off topic but I plan to use the hardware to make homebrew games if I can get it to work…

I bought a Japanese PS2 (spch-30000) and the video output looks like this. I’m very afraid that it is a fucked up GS or one of the VUs. Anyone ever seen something like this before? This is on first boot with no disk inserted. I’m able to actually navigate the menus underneath the fucked visual which makes me fearful that this will not be a cheap fix.
>>
>>12495442
I’m using an aftermarket AV->HDMI dongle FYI, but it works on my US PS2 slim, I don’t think it’s that unless they changed encoding between those models
>>
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Did the /v/orld 3 update ever come out?
>>
>>12495839
hahaha no
>>
>>12495839
>>12495846
Fat Moot is its spiritual successor anyways.
>>
>>12494421
I could have sworn someone had already made one
>>
Holy fug, I didn't know there was an N64 port
https://github.com/marcioj/SpaceCadetPinball-n64
>>
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>>12491710
Are Game Boy Studio projects welcome here? I'm working on Game Boy Colour Adventure game called Mouseman: Point and Click RPG Adventure. I'm doing the godot port but also playtesting and helping with design and feedback. You can play a demo here:
https://ralphnemesis.itch.io/mouseman
We hope to release the full game in June
>>
>>12496229
Yes, they're welcome. I think this game was posted here some months ago. I thought it was pretty funny.
>>
>>12495442
Anybody? I’m a tourist here from /g/ so what is the customary offering? A scantily-dressed retro game waifu? Something else?
>>
>>12495442
You should make a thread about this. There's hardware repair threads once in a blue moon, so maybe someone will be useful.
>>
>>12496942
ah I see. In that case I’ll check the archives and make a proper thread so it’s not just a wasted slot on the catalog for my specific problem
>>
>>12496229
How long you been working on yours and are you at the least using the latest 4.2.2 version?

For Graphic Novels and Top view pokemon clones and shadow gate style games, yeah seems fine, plattformers on the other hand.
>>
>>12496229
This looks sick, can’t wait to try it out
>>
>>12496213
>N64 finally gets a pinball game
Is it a good port?
>>
>>12496213
Is the compiled ROM available?
>>
>>12497261
Looks like you gotta do some self compilation. If you’re not a software guy I might be able to do it later tonight or by EOW if I can break away from my wife for a bit to take a crack at making a catbox.
>>
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>>12497293
No rush Anon but I'll just wait for you or someone else to compile it, I'm not going to install libdragon just to compile this thing.
>pic not related



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