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File: 1719618435638.png (60 KB, 480x320)
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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: >>12552165
>>
What is your dream for homebrew?
>>
File: 1761487948045506.png (298 KB, 622x348)
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>>12583641
>another iteration of this thread
>the same shitty GBA retard uses his dogshit game as the OP image to shill his pile of sludge
C'mon man.
>>
>>12583651
someone else even suggested a pic in the previous thread >>12582578 but nooooo better to make the same shitty spinball and train threads over and over
>>
>>12583651
He should use Alisha's Adventure
>>
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>>12583650
GameCube homebrew of Castlevania: Sonia and Victor
>>
>>12583651
No kidding. These threads are shit.
>>
I just don’t understand why these threads keep getting reposted when they never hit the post limit, they always die from not being posted in enough. This really does not need to be a perpetual general.
>>
File: 1779268447139276.gif (3.46 MB, 500x281)
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>>12583951
You mean the good shit?
>>
>>12583650
>>12583878
>>12583651
>The same tranny smith spambot
>>
>>12583951
>>12583962
it's fucking sad /v/ has actual romhackers and homebrew devs posting their progress while /vr/ is just a bunch of talentless larpers
>>
>>12583878
VGgghhh!
>>
>>12584028
>>12583951
>Another/v/ tranny spambot
>>
>>12583962
OP's autism is why.
>>
>>12583650
Castlevania port
https://www.youtube.com/watch?v=jbmvAUpARrY
>>
https://www.youtube.com/watch?v=-ozXj0wLe7I
>>
>>12584206
Suck it, Spyro
>>
>>12584028
Where?
>>
>>12581282
There's a series of FDS translations that take this approach.
https://github.com/sudgy/nintendo_translations
It's also what is done for most official translations of retro games (Official Fire Emblem 1 translation, recent Tenshi no Uta translation, both exclusive to the Switch).

I'd recommend against doing this. People like playing translation on original hardware. This type of thing hasn't caught on for a reason. It's lame. By taking shortcuts, you are making more work for someone else down the line when the goal becomes making a real patch.
>>
>>12584206
>bloodlines gets ported to the snes
>cv4 gets ported to the genesis
Equilibrium.
>>
>>12583969
Japanese humor.
>>
What if Castlevania 64 made in soul-like?

https://www.youtube.com/watch?v=7kUiiwOJH8Y
>>
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Does Mesen just not support ExLoROM? It's in the source code (Picrel is from Core\SNES\BaseCartridge.cpp), but no matter what I try with the header, it refuses to map any memory past 4 MB.
>>
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>>12585137
I looked around further, and I guess it doesn't. It checks for if a ROM is ExLoROM, and then proceeds to do nothing with that information (I think?). Strange.
>>
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>>12585137
>>12585227
>my version of MesenCE is 2 weeks out of date
fml
>>
>>12584042
>>12583979
Talking to yourself? Seek help.
>>
If anyone here is registered at scummvm's forums, could they please tell them they fucked up their download package for Windows? Win11 complains it's W32 and not 64-bit and refuses to run the installer. The Installer specifically marked as being for 32-bit and 64-bit Windows. Version 2026.2.0, downloaded today.
>>
>>12585676
Oh, and you can let them know Police Quest 1's VGA remake now has a fatal glitch that didn't exist in the original game that causes scummvm to crash out when you get the no-release warrant for Hoffman. Dunno why it's listed as working when you can't even finish the game.
>>
>>12583641
https://www.youtube.com/watch?v=slW2vipGUGo

New update of the Super Mario Bros. SMS port.
No new demo released yet, though. FM sound also has yet to be implemented.
>>
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>>12583651
>cancer is as cancer does
>i am surprised by this
>>
>>12586512
>>12584531
Even alex kidd enchanted castle for SNES too!??
>>
>>12586512
Finally, a real thing
>>
>>12584521
Wait, FE1 is just an emulator hack? I had no idea.
>>
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>>12586963
The dead giveaway is that it adds variable width font to a Famicom game. That's why there's no ROM dump. The ROM is just the Japanese one. All the English text comes from the emulator.
>>
>>12587046
i have seen VWF hacks before so that's why it tripped me up. not even western devs bothered with VWF back in the day, iirc.
>>
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>>12587049
I have seen VWF hacked into exactly one NES game: Dragon Slayer Jr. - Romancia.
To get VWF working in an NES game, the game must use CHR RAM, and there needs to be an enormous amount of blank space in the pattern table since every nametable tile text can be rendered into (every tile in the textbox) needs a unique corresponding pattern table tile. Also, the NES CPU is pretty slow, so it takes a sizeable chunk of a frame to do the bit plane logic for drawing a single character. Also also, uploading tiles to the pattern table in VRAM takes up a huge chunk of vblank. Basically, it's complicated enough that you have to plan the entire game around it, and hacking it into a preexisting game is almost never feasible. If you ever see dynamic width text in an NES game, 99 times out of 100 it's just baked into the graphics like that and not rendered in real time.
>>
Why didn't Nintendo not use 100-250mb Zip disk?
https://nitter.net/HomebrewFactory/status/2039281694130266215
>>
>>12588152
>why didn't a JP company decide to depend on a US company to supply them with drives and disks they would have had to pay the US company for instead of just keeping everything in-house?
It's a mystery anon.



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