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.orgretrohackers.netsmwcentral.netmetroidconstruction.comromhacking.netromhack.inggbatemp.netsonicretro.orgmariopartylegacy.compokecommunity.combaddesthacks.netpouet.netHuge Community List:pastebin.com/edWKBJqnIPS/BPS Patcher:romhacking.net/utilities/1040https://www.hack64.net/tools/patcher.phpHuge Archive:archive.org/download/En-ROMs/En-ROMs/Other Archives:archive.org/details/rom-hack-patch-archivemediafire.com/folder/50m95vbbuyf25/vr's_ROM_>Hack_Recommendationsarchive.org/details/hbmame_0244_romsQuality of Life Improvements:https://pastebin.com/4gmM7wc6Desplash Patches:mega.nz/folder/FZtzjZJa#qtrGXSbVNjiXUrnGUGSVMwAtariDev:forums.atariage.comatari-forum.comatarimania.comatariarea.krap.plNESDev:wiki.nesdev.orgforums.nesdev.orgSNESDev:snes.nesdev.org/wiki/Main_Pagegithub.com/alekmaul/pvsneslibwiki.superfamicom.orgN64Dev:n64dev.orgn64vault.comGC/WiiDev:devkitpro.orggithub.com/devkitPro/gamecube-examples SegaDev: smspower.orgMegaDev:gendev.spritesmind.net/page-doc.html github.com/Stephane-D/SGDK SaturnDev: antime.kapsi.fi/sega/docs.html segaxtreme.net jo-engine.orgDCDev: dreamsdk.orgPSXDev:psxdev.net problemkaputt.de/psx-spx.htmPS2Dev: github.com/ps2devXboxDev: xboxdevwiki.net/Main_PageGBDev: gbdev.gg8.se/wikiGBADev: forum.gbadev.orggithub.com/pret forums.serenesforest.net/index.php?/topic/26913-nintenlords-hacking-utilitiesVBDev: virtual-boy.com/development/Amigadev: eab.abime.netPC98Dev: hackipedia.org/browse.cgi/Computer/Platform/PC,%20NEC%20PC-98 target-earth.net/wiki/doku.php?id=blog:pc98_devtoolsPrevious thread: >>12552165
What is your dream for homebrew?
>>12583641>another iteration of this thread>the same shitty GBA retard uses his dogshit game as the OP image to shill his pile of sludgeC'mon man.
>>12583651someone 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
>>12583651He should use Alisha's Adventure
>>12583650GameCube homebrew of Castlevania: Sonia and Victor
>>12583651No 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.
>>12583951You mean the good shit?
>>12583650>>12583878>>12583651>The same tranny smith spambot
>>12583951>>12583962it's fucking sad /v/ has actual romhackers and homebrew devs posting their progress while /vr/ is just a bunch of talentless larpers
>>12583878VGgghhh!
>>12584028>>12583951>Another/v/ tranny spambot
>>12583962OP's autism is why.
>>12583650Castlevania porthttps://www.youtube.com/watch?v=jbmvAUpARrY
https://www.youtube.com/watch?v=-ozXj0wLe7I
>>12584206Suck it, Spyro
>>12584028Where?
>>12581282There's a series of FDS translations that take this approach.https://github.com/sudgy/nintendo_translationsIt'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 genesisEquilibrium.
>>12583969Japanese humor.
What if Castlevania 64 made in soul-like?https://www.youtube.com/watch?v=7kUiiwOJH8Y
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.
>>12585137I 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.
>>12585137>>12585227>my version of MesenCE is 2 weeks out of datefml
>>12584042>>12583979Talking 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.
>>12585676Oh, 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.
>>12583641https://www.youtube.com/watch?v=slW2vipGUGoNew update of the Super Mario Bros. SMS port.No new demo released yet, though. FM sound also has yet to be implemented.
>>12583651>cancer is as cancer does>i am surprised by this
>>12586512>>12584531Even alex kidd enchanted castle for SNES too!??
>>12586512Finally, a real thing
>>12584521Wait, FE1 is just an emulator hack? I had no idea.
>>12586963The 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.
>>12587046i 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.
>>12587049I 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 feasibleIt's not that bad if the mapper has IRQ, you can swap out the pattern table multiple times to fit more text.