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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?
>>
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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.
>>
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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.
>>
>>12587070
>hacking it into a preexisting game is almost never feasible
It's not that bad if the mapper has IRQ, you can swap out the pattern table multiple times to fit more text.
>>
>>12586512
Wow that overworld palette in the NES version is shockingly accurate. The only thing that's different is how the overalls of Fire Mario have a more yellowish tint.
>>
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>>12583641
TrackerTD recently released Sonic Advance 3 SP, a Sonic Advance 3 hack which tries to improve the game's most criticized aspects.
>Sonic Advance 3 SP is an overhaul hack of the thrilling conclusion to the Sonic Advance saga. Revised level designs, reworked character movesets, streamlined hub worlds - Sonic Advance 3 as you've never played it before!

Release trailer + download link of patch in the description:
https://www.youtube.com/watch?v=k815jVyYAeg

TrackerTD also released a similar hack for Sonic Advance 2 called Sonic Advance 2 SP three years ago:
https://www.youtube.com/watch?v=548JeUEAOCo
>>
>>12588253
Nintendo of America and Iomega could partner to make durable cartridge cases with 100 MB of memory.
>>
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https://www.youtube.com/watch?v=RlOive6N67w
>>
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>>12583651
>the same shitty GBA retard uses his dogshit game as the OP image to shill his pile of sludge
OP pic is an edit, newfag. Picrel is the original from the actual game.
>>
>>12583650
Metal Gear 2 on the Super Nintendo
>>12589983
>>
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>>12590867
>Metal Gear 2 on the Super Nintendo
It doesn't say "Metal Gear 2 on the Super Nintendo"
>>
>>12590867
>>12590979
See this is what i mean with tranny smith shitposting, it just derails these treads with stupid crap because tranny smith rules all over /vr/ and hates the fact that he is not a woman and will bully you by banning your ass if you mention that something is wrong.
>>
>>12591028
I am man, schizo?
>>
>>12591028
Why are you obsessed with tranny smith? Do you fancy it or something?
>>
>>12588973
does sp 2 change level layouts?
>>
I need some cool recent SMW romhack recommendations.
>>
>>12591390
Super Mario Essex
>>
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>>12591028
Fiiine, I'll try to avoid those guys you call "tranny jungle de smith for snes (game maker)" as much as I can.

...Now to rerail the thread, I recently saw this hack of TMNT: Tournament Fighters called "Grandmasters Edition", which recently reached it's final version (3.8).

This extensive hack gives the game the "Street Fighter 2: Champion Edition" treatement by making the bosses (Rat King & Karai) playable from the start, along with heavily readjusting their moveset for human players + giving them their own endings. There's also gameplay changes, bug fixes, other characters getting slightly readjusted and QOL improvements.

Link to the patch + changelog:
https://www.romhacking.net/hacks/8894/
There's also a video from a previous version showcasing most of the hack's changes:
https://www.youtube.com/watch?v=5ba7jv9ASCs


>>12591243
Yes. According to the video description and the release trailer:
>Adjusted enemy placements to prevent many 'cheap shots', such as item boxes bouncing you into enemies.
>Many bottomless pit areas replaced with new routes, or made harder to fall into at a moment's notice.
>More plentiful Special Ring placement, allowing a more freeform approach to entering Special Stages.
>Special Stage entry requirement reduced to 5 SP Rings.
>>
>>12591475
Why you believe that retards? SNES port is real deal.
>>
Tomb Rider N64 port progression?
>>
>>12583650
Three games based on retro anime series
https://www.youtube.com/watch?v=MQi3nUfPTVE
>>
>>12583641
>Are you working on anything?
>>
>>12593354
Good to hear you're working on that, but this board is for the discussion of classic, or "retro" games, not your mental heath problems.
>>
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Reviving conker twelve tales?
>>
>>12593354
This seems like a good idea.
I respect it.
>>
>>12593354
that sounds awesome. But can you provide a link?
>>
>>12593354
What platform?
>>
>>12594412
Super Nintendo Switch
>>
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>>12593354
>classic, or "retro" games
I don't understand. Ghosts 'n Goblins from 1985 (c) Capcom is not retro?
>>
>>12594412
I'm not sure exactly what you mean. I will assume you mean what platform is the game for. That would be arcade. In retrospect, the infographic should have made that more clear. In terms of the toolset, I am using Ghidra (free), asm6809 (also free) and Codex (not free). For Codex to help with coding you would need an IDE like VS. Code. If you have a paid subscription to ChatGPT then you already have access to use Codex for coding.
>>
>>12594389
I can't actually. I don't have this published yet to a public repository but that is certainly the goal. However, the entire work product so far is within the infographic itself. There is only 7 bytes fully decoded. These are reproducible results. Progress is at a snail's pace but that's ok. I'd rather have slow progress that is accurate then rush forward with wrong data. So basically, this is just getting started but I am trying to design the framework so that the AI agents will be able to continue this work autonomously, with the same discipline but not as much supervision by me.
>>
>>12590867
Pizzagate
https://www.youtube.com/watch?v=K59JQ9KWFrM
>>
>>12583650
A version of Azure Dreams that keeps the graphics, music and gameplay of the PS1 version with all of the extras of the Gameboy version.
>>
>>12591496
Almost as real as those LEAK POST ZOMGTURD of the NES Romdump of Ultimate Journey on the NES

brought to you by tranny smith
>>
>>12591475
You know, wouldnt be nice if someone uses SGDK to port the SNES TF into the Genesis and actually add more characters?

Also these ULTIMATE snes hack is still uses the horrible american release as a baseline when he should use the japanese Mutant Warriors version that has fixed and non-broken enemy AI (up until the bosses) and better Aska sprites and voice clips.
>>
>>12594931
Its the schizo samefagging
>>
>>12594604
>I will assume you mean what platform is the game for. That would be arcade.
That was it, yeah. Thanks.
>>
File: 2026-05-26 03-57-18.webm (970 KB, 372x290)
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>see that /v/orld 2 got a set on retardachievements
>read that someone got cucked by the blue balls switch palace glitch, where it won't get pressed if you've beaten Bowser's Castle first
Wow, I thought that was supposed to be fixed like the patch note said. If anyone still cares, I have "fixed" it by adding a message box to the side, since switch palaces clear when message 1 is shown. I thought about adding some lore reason saying that the switch was too intimidated to be pressed, but I don't want to risk breaking more things. Haven't tested the other levels, so maybe something else broke, but whatever. OP and longc.at anon may not be here, but I sure am. Here's my rom.
https://files.catbox.moe/a8qz8f.zip
>>
>>12594620
>I can't actually lie and cope but when I do I shitpost AI
>>
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>>12594931
Yes, and?
>>
>>12595906
I'm not understanding what you mean. See picrel so you can understand what I mean.
>>
>>12596061
No guarantees but the problems you are likely
to run into is that AI hallucinates behaviour for some routines, even small ones,
I am doing a similar project but with an 8-bit Z80 game and I am finding I need to taken snapshots of the actual gameplay and check that it’s right by looking at what’s happening with the code during certain actions (like jumping or firing) with a disassembler. Maybe you don’t have this issue or have a solution already.
>>
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>>12595723
Based. cThis should go on the RA page for easy access until the mods decide to take down the hacks for being spooky 4chan.
>>
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>>12594389
>But can you provide a link?
>>
https://youtube.com/watch?v=pV2NdYr8W0Y
>>
https://www.youtube.com/watch?v=I5y14Y3O_AE

https://www.youtube.com/watch?v=ua6EUEoyMDA
>>
>>12596812
>I AM NOT SHARING MY HAAAAAACKS
>GIVE ME YOUR SUBSCRIIIIIIIIIIIBEEEE
>>
>>12595723
>moot not fat
i sleep
but good work on the fix
>>
>>12583650
Cave Story snes. The one who programmed the Genesis port said the SNES doesn't have a good enough CPU but what if it had some assistance like say the SA-1?
>>
https://github.com/hamltoe/DOOM-N64/releases/tag/v1.0
>>
>>12597758
Got any video?
>>
>>12597785
Not him, but:
https://files.catbox.moe/hd7co8.mp4
I can't be bothered to find the right webm settings and you'd want to hear the audio anyway.
>>
>>12596697
>>12596812
Don't spam YouTube links without any explanation of why I'm supposed to click it
>>12595723
thanks
>>
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>>12597475
Is it the controller you want?
https://www.raphnet-tech.com/products/snes_to_megadrive/index.php
>>
>>12596234
>AI hallucinates behaviour for some routines, even small ones,
Yes, good advice boss.

>I need to taken snapshots of the actual gameplay and check that it’s right by looking at what’s happening with the code during certain actions
This is what I expect will happen, yes

>Maybe you don’t have this issue or have a solution already.
I wish I could say that I have a solution but I am not that far along yet. Curious which game are you reconstructing the source code for?
>>
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3.99 MB
3.99 MB WEBM
>>12597825
>webm
posting in case anyone does want a webm
>>
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>>12583641
I posted this patch in another thread, but I figured this would also fit in /hbg/.

Recently, version 1.0 of an English translation for Ys V: Lost Kefin (PS2) got released, and some anons in another thread started complaining about this translation because the generic messages that show up when you open empty chests got replaced by new messages submitted by fans (see pic).

Since the English translation's source code was available on GitHub, I decided to take a crack on making an edit of the translation that replaces these new empty chest messages with the original generic ones. And after three days of figuring out how to compile the source code without a Google client to properly fetch the english translation's data from Google Sheets for me, I finally completed this translation edit and released it as a Xdelta patch (use it on the Japanese version of Ys V):
https://files.catbox.moe/7ljbc9.rar

In case you don't really have a problem with these new chest messages, here's also a link to Ys V: Lost Kefin English translation's release page on GitHub:
https://github.com/Kaisaan/lostkefin/releases/tag/v1.0
>>
>>12599163
nice
>>
>>12593354
people use ghidra for games written in asm for 80s computers?
>>
>>12599578
I don't see why not. I've used it for old Game Boy games and it worked fine.
>>
>>12598956
You playing super with power.
>>
>>12589026
Also nice
>>
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>>12599578
>>
>>12599024
https://www.youtube.com/watch?v=rGp1TAnzSzY
https://www.youtube.com/watch?v=ftP_EbGJQxE
it's super niche compared to Ghosts and Goblins but I wanted to do it.
I am not using Ghidra, z80dasm for this.
>>
What is the password for the Manall's FF1 romhack Mystery Box?
>>
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blender monke
https://github.com/Dragorn421/n64-cylaby
>>
>>12600503
>I wanted to do it
that's all that matters boss.

>I am not using Ghidra, z80dasm for this
I am curious which tools are you using to progress your project?
>>
>>12583659
>spinball
Probably Auster
>>
A crazy idea I had for homebrew:

Mega CD BIOS reads sectors 0–15 of the CD to check for copyright, then hands off to the game. Game assets are accessed via an ISO 9660 filesystem.

Neo Geo CD
The BIOS ignores sectors 0–15. Instead, it starts at sector 16. It also uses ISO 9960.

This means you could hypothetically create a game that works on both Sega Mega CD & Neo Geo CD. They would mostly occupy their own area on the disc because graphics are formatted differently, though you could potentially share audio files which is the biggest part of 16 bit cd games.

Another possibility that works:

Dreamcast and Saturn initialize from sector 0, but dreamcast supports multi session discs. On a multi-session disc, each session has its own independent sector 0. Session 1 gets the Saturn header; session 2 gets the Dreamcast header. They never overlap. The only issue is that you can't play homebrew discs on a saturn without an action replay. Still, would be really cool for any homebrew game that is able to fit two copies in the size of a single disc, like the Nintendo 64 ports.
>>
File: Copilot_20260529_003631.png (1.8 MB, 1024x1024)
1.8 MB PNG
Another possibility:

Session 1 gets the Mega cd & Neo cd header; session 2 gets the Dreamcast header. They never overlap. It might be possible to create a triple boot game.
>>
>>12597758
Got updated with 4-player multiplayer support:
https://github.com/hamltoe/DOOM-N64/releases
ROM with several WAD files included:
https://files.catbox.moe/qu91rv.zip
>>
>>12601296
Neat
>>
>>12601054
>A crazy idea I had for homebrew:
>Mega CD BIOS reads sectors 0–15 of the CD to check for copyright, then hands off to the game. Game assets are accessed via an ISO 9660 filesystem.
>Neo Geo CD
>The BIOS ignores sectors 0–15. Instead, it starts at sector 16. It also uses ISO 9960.
>This means you could hypothetically create a game that works on both Sega Mega CD & Neo Geo CD. They would mostly occupy their own area on the disc because graphics are formatted differently, though you could potentially share audio files which is the biggest part of 16 bit cd games.

AI seems to agree the idea is plausible.
>>
Because everyone knows AI is completely infallible.
>>
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>>12602919
facts are facts. it's your fault if you get butt-hurt when you don't like the facts or how they were derived
>>
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>>12602836
>Tranny Smith now finds another way to Rape these threads

J.....just fuke nuke this board already........I'll miss the good old days of 2013 and 2014, I still have my Zelda 2 and Pokemon Silver carts I bought from some dude on the Buy/Sell/Trade threads, but that's about it.

Let it go now, kill the carcase now.
>>
what's with all the ai spam lately
>>
>>12602836
AI is a sycophant that tells you what you want to hear. You are shitting up the thread. Your generated posters are not projects.
>>
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I seemed to have caused some controversy. You guys keep complaining and I'll keep building.
>>
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>>12603096
>I'll miss the good old days of 2013 and 2014
the moaning and bitching in this thread. Jesus get with the times. Yes this is retro but we are in 2026 now. AI is here to stay.
>>
>>12602923
>entire post is based around untested hypothesis
>"facts are facts"
Those aren't facts, you braindead retard. Not until you do the work and see if it actually is possible or not.
>>
>>12602836
>ideas ideas ideas
get to coding and show your progress or fuck off
>>
>>12583651
shalom
>>
>>12601160
https://x.com/veinsofiron/status/2047656965858353570
>>
Saves the Dreamcast!
https://nitter.net/falco_girgis/status/2060695948343325096
>>
>>12603096
>tranny smith
Stay with the 41%
>>
>>12602836
What the fuck is this bullshit.
>>
>>12604473
SLOP, worthless derailposting.
>>
>>12604473
looks like an attempt an an infographic
>>
Is there a controller test program but for Saturn?
>>
>>12603401
here's my work boss. It pleases me that infographics make you so upset. Sure the Mega CD graphic was a hypothesis. This is a discussion board. I was exploring anon's idea. If you don't like it you and your jewish hands can go fuck off.
>>
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>>12606670
>The current state of homebrew/romhacking generals
>First tranny smith "favorite ANIMU 64 spambot"
>Now this.
>Lol you schizoid for pointing it out Lol

Please just die already.
>>
>>12606670
All I see is another AI generated poster.
Show me ACTUAL PROGRESS.
>>
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>>12606956
>he doesn't understand the work product (source code) is literally displayed in the infographic itself.
>>
>>12606670
Are you sure you can really work with variable names like ",X++" or ",Y+"?
>>
>>12606670
Well you're right about one thing: This is a discussion board.
Too bad you're not bringing any to the table.
>>
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>>12607104
>you're right about one thing
what I am right about is that you are massively butthurt over some infographics.
>>
>Reverse engineer Ghosts and Goblins
This is cool and the infographic is ok.
>sticking two retro systems games on the same CD
Peak AI stupidity.
Two very different things there.
>>
>Peak AI stupidity.
maybe you don't realize that the infographic you are complaining about was a response to an idea posted by anon
>>
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>>12607095
>he thinks an addressing mode is a variable name
>>
>>12607985
Peak anon stupidity exceeds AI.
This is fine too.
>>
So the reverse ghost and goblins project is just a schizo posting random code snippets from a disassembled rom? i was initially curious because of the alleged test suite results, but now I don't think he knows what these even are, it's just AI told him they should be included in the picture.
>>
>>12608235
It's full on AI schizo shit. You can literally take the GnG arcade roms, run them through a M6809 disassembler, and have the disassembled GnG code. Bro is burning through tokens by throwing the rom file at the AI and saying "I need this thing disassembled!"
For anyone who actually wants to do a serious job, m-01.2e, m-02.14k, mmt03d.8n, mmt04d.10n, and mmt05d.13n have the program code, mm02.14h is the z80 code for the audio CPU, and everything else is graphical data.
>>
>>12597475

https://github.com/tilderain/cave-story-snes

Progress has stagnated though.
>>
>>12606956
He wont, he is just a shitter
>>
>>12608235
On my own AI reverse engineering project it does indeed throw tests in for everything and it’s very hard to stop it. I’m mostly using the AI now to do a first pass as converting the assembly to modern C++ and it just won’t stop generating tests no matter how often I tell it.
>>
New GBSloop

https://www.youtube.com/watch?v=rPgFGjFVSek
>>
>>12608859
>western garbage
>movement looks like absolute molasses
>probably plays about as well as Dragon's Lair (NES)
>>
Is animal crossing deluxe good? I’ve been itching to play the GameCube version again
>>
>>12608271
>You can literally take the GnG arcade roms, run them through a M6809 disassembler, and have the disassembled GnG code
Let's see it then. Resume what I started and post the rest of the code. If you can do that, I will acknowledge you are right otherwise you were just a kike.
>>
>>12608368
This is where prompt discipline comes in. You have to be very strict and articulate and then you won't get the results you are reporting.
>>
>>12608959
Only if you agree to stop posting your AI slop crap on /vr/. Deal?
>>
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>>12609096
>You can literally take the GnG arcade roms, run them through a M6809 disassembler, and have the disassembled GnG code.
Show the command that turns the rom into source that re-assembles byte-for-byte and I'll think about it. A listing is not the same
>>
What a goddamn shitshow
>>
>>12609127
No, you don't get shit out of me until you agree to the deal. No moving the goalposts, no weaseling out. I'll post source code from the disassembler when you agree to stop posting AI slop.
>>
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>>12609141
>>
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>>12609141
>you don't get shit out of me
then stop talking out of your ass. talk is cheap
>>
>talk is cheap
The fucking irony of this post, holy shit.
>>
>>12609148
>>12609150
Knew you were going to find an excuse to back out. At least people now know to report you for spamming AI shit.
>>
N64 if it screensaver.
https://files.catbox.moe/mk6c6z.zip
>>
>>12609174
>At least people now know to report you for spamming AI shit.
That's... not a thing, is it? It would be awesome if we got an AI ban across some boards, but I doubt it will ever happen since Hiromoot has used ai bots for a long time now.
>>
>>12609297
You must have seen the MGS2 source code leak thread. Some retard started spamming a hundred AI generated covers, spam, off-topic and trolling all at once. Then a mod came in and deleted a bunch of posts but not the spam. At this point if you told me the spammer was a mod I'd believe it.
>>
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Bump

>>12583641
Frantik, the guy who made hacks like Super Mario Unlimited or SMB Special: 35th Anniversary Edition, is working on "the ultimate SMB editor", looking to replace SMBUtil as the default SMB1 level editor.
This new editor comes with features like:
>Support for all games that are variations of the SMB1 engine (The Lost Levels, Vs. SMB, All Night Nippon).
>Support for working with files from Super Mario Bros. disassemblies, instead of just being able to work with a NES ROM.
>Support for displaying your custom graphics and palettes instead of the default SMB ones.

In the RHDN forums, he mentioned that a beta release may be coming out soon.
https://www.romhacking.net/forum/index.php?topic=41030.40
>>
>>12610308
Holy shit an actual real worth post! looks neato, but why not make it an universal editor for NES games?
>>
>>12610735
>looks neato, but why not make it an universal editor for NES games?
I'm guessing because most games have their own way of storing their level data, and supporting them all in one editor would probably be difficult.

However, there's at least one program which claims to be an universal level editor. It's called "CadEditor", and it has support for multiple NES (and even some Genesis) games.
https://www.romhacking.net/utilities/967/

Supposedly, you can also write simple C# script files to add support for more games. Here's a list of all games currently supported by CadEditor:
https://github.com/spiiin/CadEditor/blob/master/CadEditor/cad_editor_supported_games.txt
>>
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>>12609174
He still doesn't get it. He has a small brainlet. Pic is a listing, not source-green proof. Continue from $6068 and show it reassembles byte-for-byte. If you can't then you're just another kike.
>>
Oh great the retard is back
>>
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>>12611002
curious why you are so butthurt?
>>
>>12610960
this is nice, thanks.

i am sorry that these threads now get filled with shitposters and retards posting pointless garbage
>>
>>12611032
>>12611002
I don't see it unless aussie
>>
>>12611032
It doesn't help that the OP pic keeps alternating between the train and the glitchy Sonic.
>>
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>>12609198
>>12606736
So where is retro animu homebrew game?

- Shamanic Princess 64
- Jungle de Ikou 64
- Birdy the Mighty 64
>>
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>>12611072
Why don't you play on traffic Tranny Smith, you and your ANIMU 64 and AI charts CANCERPOSTS
>>
>>12611081
>redditbob
>CANCERPOSTS
Zoom zoom
>>
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>>12611089
*4chanbob
>>
https://youtube.com/watch?v=_r4BzoPcpAs
>>
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Is anyone here working on an SMW hack? Here's a little donut cloud BG I made with vanilla tiles
>>
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>>12610308
Very nice. Still waiting for that one anon to finish his own SMB3 editor which would work with both the original and All-Stars version. He told us he might get something going by the end of the year, so I'm eagerly waiting for his return. This editor will suffice for the time being.
>>
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I'm out of the loop on Super Metroid rom hacks for about a decade, but I loved the shit out of SM Arcade when that was new. What cool/interesting ones have come out (somewhat) recently?
>>
>>12613228
X-Fusion
>>
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Let's see...
Fucked up Sonic?
Or another dick train?
Decisions...
>>
>>12613228
Here's a list in no particular order of some of the better ones:
VITALITY
Super Metroid: Subversion
Super Metroid: Ascent
Super Junkoid
Super Duper Metroid
X-Fusion
>>
>>12613253
>>12613320
Thanks anons
>>
>>12612861
give the clouds seductive eyes
>>
All that bitching about the OP image, and nobody bothers to make the thread? Well then. I hope you like fucked up Sonic.

NEW THREAD
>>12613619
>>12613619
>>12613619



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