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File: 1728309190393.png (10 KB, 320x288)
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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:
>>12698610
>>
>>12724798
Based. Glitchy Sonic will save the Saturn from tranny clown!
>>
New pre-patched games:

>Artelius.nes
(v. 1.0 - incomplete, see included readme) https://files.catbox.moe/ssm8h4.zip
https://www.romhacking.net/translations/7647/

>Dragon Ball Z - Goku's Soaring Adventure.gb
(v. 1.1) https://files.catbox.moe/2rw2mf.gb
https://www.romhacking.net/translations/7664/

>Surging Aura.md
(v. 0.90) https://files.catbox.moe/goggmw.md
https://www.romhacking.net/translations/7660/

Sorry for being gone for over a year. My productivity has been extremely terrible, lately. I know this isn't much, but at least it's something (hopefully more from my backlog plans soon).

>>12647542
I haven't looked into this one too much, yet, but here's my version of Xdelta. https://files.catbox.moe/ng90jf.zip
Mind uploading here what you patched? I'm interested.))
>>
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Trying to make a disassembly, but even this tiny 32 KB ROM feels like it will never end. No wonder most projects never get past the "raw disassembler output" stage.
>>
How hard would be to go in and do little romhacks where I just reduce the flashing from effects in certain games? Like it would be neat to play Hagane without having a seizure.
>>
>another glitchy Sonic thread
BRAAAAAAAAAAAP
>>
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>>12724904
Very easy. It's likely a one byte change. Is this the effect you're talking about (flashing light warning on the gif, obviously)
>>
>>12724798
GBATemp user Bazooka_Face released a brand new homebrew port of Wolfenstein 3D for the GBA.
Like with the official port from 2002, this homebrew is based on the MS-DOS version. However, unlike the official port, this version runs very smoothly, has actual background music and the option to save anywhere.
Download here (the homebrew is still a work in progress, though)
https://gbatemp.net/threads/gba-doom-wad-conversions-open-for-suggestions.586037/post-10889947

Showcase of the homebrew's first release:
https://youtu.be/8r7reuIDdEw?si=K6b67IiWxxje_0Yj
>>
A new PSX emulator for PS2 called Ember has just released. No memory cards, analog, or sound support is currently implemented, however they claim the CPU code executes at roughly the PS1's real-time speed:
https://github.com/Gageformer/Ember/tree/main
>>
>>12724973
not interested. a playstation 1 xstation mod is 150-200€. at the end of the day its just emulation. everyone who is serious about this will skip this.
>>
>>12725002
Buy an ad.
>>
>>12725009
dont tell me what to do
>>
>>12723696
>>12724391
(1/2)
If you're serious about wanting to make a translation hack, you need some requisite skills:

You need to be able to write programs in at least one programming language. Most hackers use Python. Some people use C++. I use Java. Back in the day, QBasic used to be common. The language doesn't matter, and you don't have to be great at programming. You just need to be able to write your own programs in some capacity. The reason why is that, inevitably, something you need to edit will be encoded in a bespoke data format, and you need to be able to write your own utilities for converting to and fro that format.

You need to be able to read and analyze whatever assembly language the system you're hacking for uses. In the case of the PlayStation, this is MIPS. You also need to be able to write and edit code in this assembly language.

You need to understand the principles of reverse engineering. Basically, how to find code and data using a debugger and memory viewer.

You need to understand at least a little about the architecture of the system you are hacking: how memory is mapped in CPU address space, how VRAM is laid out and how that affects what gets rendered on screen, common registers and what they do - that type of thing.

For PlayStation hacking, here are some programs you are going to want to familiarize yourself with:
no$psx: PlayStation emulator with powerful debugging capabilities.
armips: MIPS assembler. Let's you apply assembly patches to a game's binary.
mkpsxiso: Allows you to extract files from a PlayStation ISO and rebuild the ISO later.
Ghidra (or IDA Pro if you have access to it): General purpose reverse engineering tool capable of disassembling and (kinda) decompiling an executable. Useful for static analysis.
Any hex editor. I use HxD. Which one you use doesn't matter.
>>
>>12725127
I took a look at Perfect Golf 2. All of it's files are stored in a bespoke archive format (.DRV), so before you can really do anything, your first step would be to write an extractor and rebuilder for this format. The format seems pretty straightforward. The beginning of each DRV file is the list of files and directories within the archive. Each file / directory is represented by a 32 byte block formatted as follows (integers are little endian):
00: Indicates whether element is a file or a directory. 01 if it is a file. 80 if it is a directory.
01-03: File extension (in ASCII). Zeros if element is a directory.
04-07: Offset into archive of start of file, divided by 0x800. Multiply this value by 0x800 to get the offset of the start of the file.
08-0B: Length of file, in bytes.
0C-0F: I can't tell what this is.
10-1F: File name (in ASCII).

Once you have the file system squared away, your next goal will be to figure out which files have text and how it's encoded. Shift-JIS is a common text encoding scheme in PSX games, but it's not uncommon for games to have a bespoke encoding you'll have to figure out yourself. You also need to locate the font graphics. It's possible these files will be compressed, in which case it may be easier to look for them within the game's memory from an emulator rather than directly through the file system.

There's a lot that goes into hacking a game. Most of the text in this game seems to be in menus, and most of it doesn't seem required for actually playing the game. For a game like this, you might be better off making a translation guide in an external document. If you make substantial progress in translating the text, you might be able to find someone to do the hacking for you. Most projects usually have at least one hacker and one translator. People who can do both are rare. Though this is golf game, so I don't know how many people would be interested in hacking it tbqh.
>>
In case anyone missed it, Half-Life N64 progress: https://youtube.com/watch?v=E-UXsDJIr4o
>>
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https://www.youtube.com/watch?v=RlOive6N67w
>>
kino
https://github.com/SpookyIluha/rdpqadditive
>>
>>12724913
I think you killed him Anon
>>
>>12724880
Good work soldier.
>>
>>12725328
They called me a madman: https://desuarchive.org/vr/thread/11141963
>>
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>>12724891
Some progress:
- The last few unexplored regions in the ROM have been mapped and accounted for. All code has been disassembled, and all data has been marked.
- Most of WRAM has been mapped, though it still looks like swiss cheese with little holes everywhere.
- Around 60% of functions have been named (poorly, in some cases)
It might sound further along than it is. I'd estimate that it's really only about 10% done. The main thing left is to go through the rest of the code and figure out what it does. Doing that will take ages.
>>
>>12726671
what game anon?
>>
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>>12726709
The smallest RPG on the system and an all-around shitty game: Dragon Slayer
>>
>>12724798
New update of the Super Mario Bros. SMS port.
This one showcases World 3, along with new backgrounds for the underground, water and snow stages.
https://youtu.be/fWUr7IRUafY?si=qba8puKXu7J4CD-Z

LackOfTrack also says a completed build may get released by the end of August.
>>
>>12725446
>sotn snes
>sotn md
>sotn unity
>sotn decomp
>sciv md
>rob md
no end in sight
>>
>>12725328
KEK, I remember when some guy applied a vasoline texture filter to the PC game. Can't believe this is getting a real port.
>>
Looks like romhacking.net is accepting homebrew games again.
>>
>>12725328
Pitch idea.
- Shamanic Princess 64
- Jungle de Ikou 64
- Birdy the Mighty 64
- Devil Lady 64DD
>>
>>12725446
Sweet!
https://www.youtube.com/watch?v=JJaj9qS6fqE
>>
>>12727957
A bit surprising considering that homebrews were what led to the RHDN shutdown drama from 2024.
I guess this reinforces the theory that Nightcrawler gave RHDN's ownership to someone else.
>>
>>12726983
>>12728526
>>12728528
>>12725446

>Same eternal spambot

No end in sight
>>
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Instead of just posting garbage, shitpost, AI mod spambots and infighting......

Did you realized there is an emulator for Wii now that runs Princess Crown rather well now?
>>
>>12728906
So?
>>
>>12728908
so,, that maybe we should kept the original porpusse of this thread (before the shittening) intact and not fill it with schizo garbage and power fart clouds.
>>
>>12728906
even sega rally?
>>
>>12728896
>same response
No end in copium.
>>
>>12728896
What would you like to see?
>>
Ocariner of Toime on the Dreamcast. The Dreamcast is saved!
https://www.youtube.com/watch?v=yTAbi0ycKm8
>>
People keep saying the Dreamcast is saved but it never seems to actually get saved.
Why is that?
>>
>>12731002
Maybe it needs a port of Halo 2
>>
>>12731053
Maybe Gamecube needs a port of Diablo II and Xbox for Warcraft 3
>>
>>12729679
It barely works at 49fps on Wii with glitchy graphics and no skyboxes, on the plus side, Princess Crown its fully playable and they added 240p

https://gbatemp.net/threads/seta-gx-fork.683400/
>>
>>12729953
>>12730145
>We are not the bots!
>You are the bots!
>Beep Beep Boop Beep!

>>12730879
>its a proos
>>
>>12724798
Auster is awake
>>
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>>12731175
>>We are not the bots!
>>You are the bots!
>>Beep Beep Boop Beep!

>>its a proos
>>
>>12728906
This emulator gives me a stack dump on my vertical Wii, but not on my horizontal Wii.
>>
>>12731474
huh.................what?
>>
>>12728953
So?
>>
https://www.youtube.com/watch?v=f6fujP_Kbm8
>>
>>12731902
>>12728526
Excellent ideas.
>>
Project cancelled, it's AI slop now https://www.timeextension.com/news/2026/08/id-rather-disappoint-some-people-dev-behind-tool-that-ports-game-boy-games-to-gba-pivots-to-ai
>>
>>12732608
good. as long as it works, getting a port faster is superior
>>
>>12732657
Yeah optimisation is a thing of the past. Getting a port faster is superior to superior code.
>>
>>12732738
In this case the project moved from hybrid emulation to a native port. Even a very unoptimized port would always have far less overhead than emulation
>>
>>12732752
>Even a very unoptimized port would always have far less overhead than emulation
There are countless examples of this not being the case, lmao.
>>
>>12732738
you can use ai for development assistance and still create an optimized game at the end
>>
>>12732608
based
>>
>>12732464
FMV on cart
https://www.youtube.com/watch?v=d1gmKgYbCq0
>>
I managed to extract the maps from the game I'm disassembling. There's a lot of hidden Easter eggs in there if you know where to look. But most surprising of all, they don't tile seamlessly like they do in-game. The reason for this is a little strange.

Apparently, the way the game handles wrap-around is kind of broken. If you walk off the right side of the map, it doesn't bother doing any pointer fix-ups (object positions are represented as pointers into the tilemap). As a result, you actually end up getting teleported down by one tile. Likewise, if you walk off the left side of the map, you get teleported up by one tile. This means that if you keep walking left or right long enough, you'll eventually end up at the top or bottom of the map, respectively.

So instead of fixing it, they changed the actual levels to compensate. Walls on the left edge of the map are purposefully one tile higher than walls on the right edge. This cancels out the bug and makes the walls appear to line up (even if they really don't).

The map format itself is pretty basic. It's just an 80 x 100 tilemap with simplistic bitstream compression. It goes something like this:
tileTypeWidth (1 bit)
...0: 5 bits
...1: 1 bit
tileType (variable-width)
controlBit (1 bit)
...0: Repeat the tile type that was most recently read
...1: Read a new tile type
>>
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>>12733582
LOL
>>
>>12733590
Glorious Nippon
>>
>>12733590
Maiji you newfags
>>
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>>12733637
A manji is generally counterclockwise. That map is clockwise, just like a Nazi swastika.
>>
>>12733740
It would make sense, considering Japan was one of the axis powers.
>>
Does /vr/ own any homebrew retro?
>>
>>12733590
>>12733740
>>12733741
Swastikas were ubiquitous on every part of the globe, even both orientations. The nazis didn't invent shit. Also Japan had basically nothing to do with the axis during WW2 (other than using Germany as a meat shield) and these symbols were not nazi related.
>>
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>>12733740
Manji is the Japanese word for Swastika, which is the English word for the symbol. The word applies to both the right and left-facing symbols, although the left-facing symbol is sometimes called sauvastika.
The Nazi version is specifically rotated the right-facing symbol by 45 degrees.
>>
>>12733590
aren't you a little young for this board
>>
>>12733742
Can I play this on my 3DO? What’s the donut for?
>>
>>12728712
>I guess this reinforces the theory that Nightcrawler gave RHDN's ownership to someone else.
Maybe, but I suspect that after two years he just finally recovered from his melty and allowed homebrew back on the site because people still wanted to publish there.
>>
>>12732738
>Yeah optimisation is a thing of the past.
Bro just throw more CPU and RAM at it. That's how the AAA pros do it right?
>>
>>12733590
Lolocaust
>>
He did the math.
https://www.youtube.com/watch?v=OyK_yzxLoXk
>>
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SMW hacks be like
>>
>>12736138
Would this work in real life?
>>
How do I make a field-rendered Hello World for the PS1, running at 320x448?
>>
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>>12736526
Press the Doug button.
>>
>>12736570
After all this time...
I finally know what it does...
>>
>>12736628
It dougs
>>
>>12736526
I grabbed the PSn00bSDK Hello World template and made it 320x480i with the help of Gemini. Works great on Duckstation. However, both the 240p and 480i versions crash on WiiStation and POPStarter, so I dunno how this thing will actually look on a CRT. Must be an issue with PSn00bSDK.
>>
>>12736632
What. No. That's not what he just said. You can't take this away from me. YOU CAN'T
>>
https://www.youtube.com/watch?v=7aiomIl4Zuo
After all that time, all that shilling, it turned out to be a pretty short game.
>>
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SMW hacks be like
>NO YOU CAN'T JUST FLY OVER THE LEVEL WITH THE CAPE
>OR USE YOSHI
>OR TAKE ALTERNATIVE PATHS THROUGH THE LEVEL
>YOU MUST COMPLETE THE LEVEL EXACTLY AND PRECISELY AS I DESIGNED IT AND NO OTHER WAY
>*SPAMS MUNCHERS EVERYWHERE*
>>
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>>12736663
Based. More hacks should do it the old-fashioned way.
>>
>>12736674
but the old fashioned way *is* flying over the entire level with the cape.
>>
>>12736760
No, I mean the old way they filtered power ups. It's more soulful to drop you on spikes at the start.
>>
>>12736138
LMFAO
>>
>>12736663
literally every jump team hack to da-*presses restart*
>>
SHAKE SHAKE!
https://x.com/MaxwelOlinda1/status/2085481548145459689
>>
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>>12736674
I love this SJIS motherfucker like you wouldn't believe
>>
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>>12736663
>>NO YOU CAN'T JUST FLY OVER THE LEVEL WITH THE CAPE
>>OR USE YOSHI
>>OR TAKE ALTERNATIVE PATHS THROUGH THE LEVEL
>>YOU MUST COMPLETE THE LEVEL EXACTLY AND PRECISELY AS I DESIGNED IT AND NO OTHER WAY
>>*SPAMS MUNCHERS EVERYWHERE*
>>
>>12738151
Godspeed.
>>
>>12738283
That's why I liked the /v/orld hacks. You had freedom.
>>
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>>12738439
Most of the time, at least.
>>
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>>12738439
Speaking of /v/orld, is 1.1 still being worked on?
>>
>>12738541
I've always been more of a Sonic Github Madness person myself.
>>
>>12738541
It's dead, Jim.
>>
>>12738564
figures
>>
>>12738541
Be the change you want the world to see. You can even use AI to make the version 1.1 happen. I'm fucking tired of waiting...
>>
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>>12738773
At this point I'd honestly prefer /v/orld 4 but chances are there's no one here right now who'd be willing to organize it, myself included.
>>
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>>12738793
>>
>>12738815
kek
>>
First game with a dedicated ass-scratching button? https://x.com/tinto_gamedev/status/2070963664601985219
>>
>>12738793
There's Fat Moot /v/orld, and FMv2 is being worked on
>>
>>12739013
IT'S NOT THE SAAAAAAAAAAME
>>
File: Spoiler Image (2.28 MB, 512x448)
2.28 MB
2.28 MB WEBM
i actually wanted to show something for fat moot /v/orld 2, this time for susie______'s level
the intro will probably be different, but this is a test room i have for now
susie herself has an animation, not sure if it's final yet but it's "good enough" for now: https://files.catbox.moe/du5k4m.gif
>>
>>12726716
As someone who has no idea about romhacking - isn't there a quicker way of doing this? Looking at the amount of already existing romhacks for various games and systems, it makes me think it might only be difficult and slow to do when you're dealing with hacking a game for a system you never did before. Otherwise, when you know which function does what, it appears simple. The mere existence of so many different hacks, some even completely remaking the game, tells me there MUST be a quicker way. Aren't there tools available for that very reason? Aren't there devkits leaked for some systems?
>>
>>12739069
You don't need a full annotated disassembly to make a ROM hack. Very few games get that treatment. You can make hacks with assembly patches that hijack existing machine code and work without having to reassemble the entire game.
>>
>>12739063
Speak of the devil...
Anon from a few threads ago here, fun little level you got there, the ending part reminds me of the gravity suit from Jetpack Joyride. Also, that wip animation is pretty hot.
>>
>>12739085
thanks anon, i have an idea for a room that sort of works like that, so you can look forward to that too. glad you like the animation too!
>>
File deleted.
>>12739063
Interesting gravity flipping. I've also been liking how the levels look graphically. If you're taking suggestions for a /vr/-era Kirby girl to fatten, I suggest the Fairy Queen.
>>
>>12739142
thank you! and yes, ripple queen would be a great addition now that you mention it. i'll put her in somewhere.
>>
>>12739069
Like that other anon said, you don't need to fully understand the code to make a ROM hack. You only need to know about the parts that are relevant.

>when you know which function does what, it appears simple
Figuring out what a function does can be difficult. Figuring out how it works is usually much harder.

Take, for example, a function that updates a game's sound engine. You can probably figure out what it does without much trouble (writing to a bunch of audio registers? check. music stops if you disable it? check). But even if you know a function's purpose, there's still a fuckload of code inside and you have no idea how any of it works.

Disassembling an entire game is a lot of work. Even if you're experienced with the platform, that is true. There's a reason most disassembly projects (even popular ones) have huge sections of undocumented code.
>>
>>12739171
How's development so far? Going smoothly?
>>
>>12739209
slower, but steady. for a quick timeline, i started it around february 2025 before announcing it, and at the beginning of 2026 the hack was at 30 exits. if i were to stop adding new levels and finish up the WIPs, the game would be at 42 exits.
i still have about 6 more levels planned, and i need to rework 2 levels that were already done: mini princess's level feels tedious, and the red switch palace is a puzzle level, which i think can work but right now might be a pace killer
there's a few extras that i want to keep as a surprise until release, but that's for the end, if it's delaying it too much i can just drop them.
my main focus is getting this last wave of levels done, it's just that some of them happen to be the craziest ones. they're probably going to overshadow some of the actual special world levels, regretfully. the special world will be more like "final challenge" levels.
though i would like it to be faster, smooth is a good word for it, yes!
>>
>>12733582
>HORIELDA
what does it mean?
>>
>>12733590
GRORIOUS NIPPON NAZI LEVEL: MAXIMUM
>>
>>12739390
Link is dead and Zelda's a whore.
>>
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>>12739171
Thank you. I look forward to looking at that fairy.
>>
>>12738815
If it was fat fetish shit, they were right to tell him to fuck off.
>>
>>12739142
>>12740671
Disgusting coomer
>>
N64 dungeon crawler https://smartis.itch.io/relictum-n64
>>
>>12740789
>Rectum 64
lmao
>>
>>12740789
>Even this project doesn't contain any output of generative AI, I used some in the beginning as placeholder art, which should be now completely removed. I also used my local LLMs to verify my code and teach me concepts during developmentm
>>
>>12740919
So?
>>
Been screwing around with a walk anywhere code in Zelda 2. Apparently Spectacle Rock and the island maze palace are right next to each other in-game, they are just spaced far enough apart that you can't see the other one. There's also a rock out in the middle of the ocean just to the NE of the island maze for no apparent reason. Here's a pic showing those two locations on the same map. The bridge to nowhere on the right is the bridge going back to the mainland from the island palace.
>>
>>12740957
And the rock in the ocean that a player can't possibly see without a walk anywhere cheat.
>>
>>12739171
okay but what if
moar fairies
moar FAT fairies, in fact
>>
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I'm building an AI model that will produce 32 new levels for Super Mario Bros. trained off the original and SMB2J in a few minutes. Use a seed num or go for random.
>>
>>12740979
This. Betilla is another good candidate. Maybe the fairies from Breath of Fire as well or an adjacent character like Nina.
>>
>>12741115
looks like it needs a bit more training
>>
>>12741130
As AI tech improves and I improve the training procedure, we will get better results. This is just the beginning.
>>
>>12740979
>>12741124
i'd like to! i had an idea for a "fairy friday" level floating around for a while, but i blanked on ideas for how to make it work as a level so i haven't gotten to it. but i'll add it to the to-do list if there's interest for it! the few ideas i did have floating around were:
>betilla for an inflation-themed room (she'll deflate and just be fat too)
>cirno as the boss, of course

i'd probably add more characters in general, if i could just get over the mindset of "they NEED a level to go with them"
i'm mainly worried that an NPC standing around with no context would be disappointing, so i've been thinking to add a yoshi's house type of "level" where it's a cafe and miscellaneous characters are relaxing. this is where i would eventually put Riesz (since i know nothing about trials of mana), and other characters i don't know much about or what to do with
>>
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>>12741198
The cafe idea sounds interesting. I assume it'd play like a typical storehouse with powerups and message blocks. I think it'd be hilarious if the barista was the guy from Tapper.
>>
>>12741235
yeah, exactly! just with a bit more fanservice
and that's kino, i'll add him for sure!
>>
>>12741115
Even Little Timmy levels on Mario Maker look better than that.
>>
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>>12741235
Maybe you can have this guy and give him some funny dialogue about how he lost his old job because the VIPs are dead
>>
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>>12741115
Now that's messed up.
>>
>>12741587
You have to be 18 or older to post here.
>>
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Yoshi if church bad
>>
>>12741115
It will break on itself and be slow as shit and will evolve into seizures.
>>
>>12741579
i actually can do something with this bartender and his meme! i'll have to keep it a surprise but great idea. of course, the tapper guy will also be in
>>
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>>12740960
nice, 16 bit and especially later games didn't have that sort of thing much, it would just end into nothing but sometimes 8 bit games will start reading data outside the boundaries so it can look like secret level data. Phantasy Star 1 has some strange stuff outside the boundaries too, I have to finish the game normally first so I know what is normal.

>>12741115
Its unreal what they can do with Claude, some guy is making 32X game with their assistance. The main issue is it can be hard to read the sourecode.

>>12724798
gold mine of 32X homebrew demos
https://haroldo-ok.itch.io/

NFS Coastal on Jag
https://www.youtube.com/watch?v=OyK_yzxLoXk&t=82s
>>
The Saturn? Saved.
https://youtube.com/watch?v=Y7NKGCxIFAc
>>
>>12736570
DOUG FASTER
>>
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>>12736663
>NO YOU CAN'T JUST FLY OVER THE LEVEL WITH THE CAPE
>OR USE YOSHI
>OR TAKE ALTERNATIVE PATHS THROUGH THE LEVEL
>YOU MUST COMPLETE THE LEVEL EXACTLY AND PRECISELY AS I DESIGNED IT AND NO OTHER WAY
>*SPAMS MUNCHERS EVERYWHERE*
>>
>>12741138
Oh goodie Pocedgen levels, havent that one in a while, remember how well shit like CHASM turned out?
>>
>>12741803
Looks pretty neat
>inb4 this starts getting called "vibecoded slop" because Claude was used
>>
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>>12741198
>>12741235
i was sleeping on this but i'll throw in this rough concept i did in what, 15 minutes?

basically: they're eating from a giant popcorn bucket while sitting on some surface. could be spectating during a level or boss fight or chilling in the cafe
>>
>>12742080
the popcorn bucket looks like some kind of candy cane
>>
>>12742230
i can kinda see it but it's probably just how large the stripes are. if they were smaller it'd probably be clearer it's a popcorn bucket
>>
>>12742080
that's really cute anon! i could definitely do something with this concept.
i'll use this as a reference when i do the sprites for it!
>>
>>12741198
>deflate and just be fat too
That would be really fucking hot. How would she deflate? Would she fly around like a balloon while she deflates? Would there be a sound effect of a balloon deflating?
>>
>>12741783
For Zelda 2 specifically, if you travel far to the left or right, it will loop back around to the other side of the map you are on. You go up or down far enough and it will attempt to loop, but things get a bit glitched out. Funny enough, if you travel back to where you started you can go back to the normal map without the glitchyness. There is some graphical glitching going left or right off the map, but it resolves itself once you get to the other side of the map. So far I'm aware of two maps, the starting western half of the world map, and the 2nd map with the Spectacle Rock area and the maze island area. I imagine there's just one more covering the eastern half of the world, but I have to reach it first.
>>
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Something I've been working on...
I wanted to learn how to make a platform game on the SNES and I tested it with assets from Mischief Makers.

There's a game jam happening this year, I think I'll come up with something using that idea.

But who knows, maybe in the future I'll make a complete level out of it. hehe
>>
>>12742515
>>12738151
>>
>>12742515
>Mischief Makers gigachad is a /hbg/ user
HOLY BASED
>>
>>12741783
Claude really opens doors to amazing things we can do with old games.
What SMB1 or 2J hacks would people recommend for pooled training data? No Kaizo or gimmick hacks, only hacks where its just more SMB levels respecting the grammar of the original without asm changes.
>>
>>12743676
SMB Reborn is a bit on the innovative side with its level design, but it does not have ASM changes.
>>
>>12742515
>Anime: the games
Y e s
>>
>>12742515
Very based. I love Marina. Good luck with your project!
>>
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>>12742441
the idea is that it's an escort mission where you have to jump on her to get her to blow up and then guide her around. she'd slowly shrink and sink back down so you have to switch between inflating and deflating to get her through the level. definitely would give her balloon sounds!
>>
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>>12744047
That's pretty creative.
>>
>>12741649
That's not Yoshi, that's Detteiu. Completely different character.
>>
>>12744127
thanks anon!
>>
Is there a ROM download for Xibalba 64?
>>
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>>12744241
>>12744127
Soon?
>>
https://twitter.com/toruzz/status/2086478660186370549

> Moves to AI
> Immediately shows real progress
Why aren't you using AI for your projects yet, anon?
>>
>>12745361
maybe if it gets a decomp first
>>
>>12745465
The framerate certainly gives it away.
>>
>>12745642
Does it? Looks fine on raw footage: https://x.com/toruzz/status/2086478662614876322
>>
>>12744127
What’s wrong with you people?
>>
>>12745657
Yes, why are there weird stutters for a 2D game? Either his capture program sucks dick, or he's not doing any cleanup to the AI code.
>>
requesting a "Phantasy Star 2 Respects Your Time" romhack
>double EXP from battles
>double money from battles
>encounter rate reduced by 50%
>benched party members gain 50% EXP from all battles
>the game actually tells you what techniques do
>the game actually tells you what gear can be used in-battle (as techniques)
>the game actually explains what status effects do
>make buff/debuff effects visible
>fix the fucking freezing that randomly occurs randomly in-battle
>make doors and other important objects visually obvious (they blend into everything)
>add a proper “who can equip this?” indicator in shops
>let you see weapon/armor stat changes before buying
obviously I'm not serious but it would be a dream come true if someone did
>>
>>12745769
filtered.
>>
>>12745465
https://xcancel.com/toruzz/status/2086478660186370549
>>12745657
https://xcancel.com/toruzz/status/2086478662614876322
>>
>>12745769
Do it yourself, faggot.
>>
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I worked all weekend and got Claude to generate this level. Ill give people a package that lets AI generate levels for you locally.
It's being stubborn on 1-2 which is serviceable, but doesn't understand how to let player access the warp zone or account for pipe glitches. Going to the end leads to the bonus room sometimes because it doesn't understand how far the pipe needs to be away from the previous. It's a disaster handling moving platforms.
>>
>>12745903
Two more things: It makes a playable rom, and the enemies shown in the picture are one block lower than where theyre at in the game.
>>
>>12745795
>xc*ncel
dilate
>>
>>12741803
Mania on the platform it belongs to
Dreamcast should just have an expanded version of Sonic Advance
>>
>>12746025
When I tried the Twitter links the entire page was choking when I tried to scroll down. Only the xcancel links actually let me see anything.
>>
>>12742515
/hbg/ is saved, the auster menace can die
>>
>>12745661
/v/edditorism
>>
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>>12745769
Go play Babby Megami Tensei if Phantasy Star filtered you this hard.
>>
>>12746167
If belonging here means having a morbid obesity and inflation fetish then please exclude me.
>>
>>12746159
Don't respond to that /g/tard, straight up sucks Elon dick whenever he has a trigger warning fit
>>
>>12745661
It's funny.
>>
>>12724798
What do we think of FFVr?
>>
>>12724808
>>12724905
nigger
>>
>>12736523
no because the ball cannot sustain your weight
>>
I managed to finish disassembling the game's audio driver (probably the most complicated part of many 8-bit games). Here's what I found:
>Thread safety issues
There's no synchronization when accessing the audio engine from the main thread. This means that every time it triggers a sound effect or music track, there is a small chance of it causing undefined behavior and potentially crashing the game.
>Repetitive code
There's a lot of copied and pasted code with minor variations. Much of it could have easily been combined to save a bunch of ROM space.
>Inconsistent endianness
Unlike almost everything else in the game, the audio engine uses little endian.
>Unused code
One of the software volume envelope types is completely unused. Its purpose would have been to cut each note after a fixed delay. However, since the hardware already has this feature built in, there's not much point to doing it in software. There's also a small coding error that causes it to not work anyway.
>"Different endings" feature
It has this cool feature that lets you specify a different ending for each loop of a repeated section. It's implemented in a really bad way*, but it's an interesting idea nonetheless.
* Instead of using a simple jump table, it searches through the sequence one command at a time until it finds the ending it's looking for (wtf japan)
>>
>>12746365
>There's no synchronization when accessing the audio engine from the main thread. This means that every time it triggers a sound effect or music track, there is a small chance of it causing undefined behavior and potentially crashing the game.
That's a pretty horrible defect. I wonder how often it happened to players back then and what the response was.
>>
>>12744047
As the other anon said, that's pretty creative, but how does it work? Does she inflate when you jump on her and deflate when you screw jump on her?
>>
>>12746550
But it already explains how it works...
>>
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>>12745361
lmao

>>12746550
thanks! for your question, i spent some time since yesterday putting something together
lots of changes to make still, but functional enough to start experimenting with
instead of a 5 second deflation timer, i changed it to 3 seconds and it resets every time you nudge her
>>
>>12745361
I dont get the joke
>>
>>12746560
Where did you learn ASM? This is an interesting use for such a skill.
>>
>>12746635
a lot of my learning was from looking at other people's code and editing it to see what happens, which helped me understand how some of the basic instructions worked. i was working with custom blocks at that point, since those were the simplest to work with. but then when i became more serious about it, ersanio's tutorial and superfamicom.org were really good resources that helped me.
the learning doesn't really stop though, i still had to do a lot of experimenting with fm/v/ 1 and 2 to get some things working! it does make things interesting though, i really enjoy it
>>
>>12745769
Futanari hack.
>>
4chan 64?
https://web64.ca/
https://github.com/Boxingbruin/web64-tools
>>
>>12745465
>former /hbg/ peasant is now an AI supporter
oh how the tables have turned
>>
https://www.youtube.com/watch?v=XEmrzvQHvuU
>>
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>>12746635
do you want to learn asm too...
>>
>>12746869
That makes sense. Reading others' code and making blocks is how I learned enough to do what I needed for /v/orld 3. It was funny reading the comments. It helps I already had some Game Maker experience.
>>12747821
Maybe if I wasn't lazy, but I've been thinking recently of recreating a GM game I made many, many years ago.
>>
I know the sd2snes has RTC support for Satellaview games. Is there a way to read from this in a normal, non-Satellaview ROM?
>>
>>12747985
Like for a game that uses a real-time clock?
>>
>>12747691
Shut the fuck up 64!?
>>
>>12747993
For adding RTC support to a hack of a game that doesn't originally have it. My hack backports content from the game's Saturn version, and a small detail I was hoping to port is that the intro to the game changes slightly if you launch it on Christmas, New Years Day, or after having not launched it for several months.
>>
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>>12748058
It's one of the supported enhancement chips. I'm sure there's a way. Maybe reverse engineer the game that uses it (Daikaijuu Monogatari II)
>>
why is it so hard to get a ps2 to load games over the network
every solution is half baked and none of them work
>>
>>12748126
Just mechapwn it and play burned discs.
>>
>>12748126
of course all it took was complaining after months of fucking around for it to work
i finally found a reasonable guide
https://github.com/MegaBitmap/PS2-SNL

I had some borked ISO conversions that broke it but after deleting those it just werks, somehow

I'm genuinely shocked that i got something to work
>>
>>12747724
Pretty based of him.
>>
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Jump 1/2 is pretty overrated. Not even a top 20 SMW hack imo.
>>
>>12748704
I played it a couple of years ago and I definitely agree. It's okay, but I didn't like how often the levels dragged the fuck on. I like the first one better.
>>
>>12745791
>>12746170
?
>>
>tfw filtered by the credits
it's so fucking over...
>>
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Found another odd one in Dragon Slayer I:
Due to sheer luck, the coin counter narrowly manages to avoid being drawn as 10x its actual amount. Smart move by the programmer to treat any value other than 1 as false.
>>
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Here's a mirror for Metroid Prime Origins, a new PC fangame remake of Prime 1 in 2D (by Lv.4 Games). The original Google Drive link isn't working right now (probably has something to do with Nintendo getting upset, as the release trailer also got taken off YouTube earlier).
(v. 1.0.1 - latest version) https://files.catbox.moe/u4cmxv.zip
https://www.reddit.com/r/Metroid/comments/1vhmcf8/metroid_prime_origins_new_fan_game_out_now/

Also, I've been meaning to upload this one for months: here's the latest version of AM2R: Return of Samus (v. 1.5.5). I had to split the upload into three separate zips, so just put the essential files and the both of the music files parts in the same folder (the additional zips download is optional and thus unnecessary to put in the same folder)
>Essential Files
https://files.catbox.moe/6axhsc.zip
>Music Files part 1
https://files.catbox.moe/mqthoz.zip
>Music Files part 2
https://files.catbox.moe/7aoku8.zip
https://www.reddit.com/r/AM2R/ https://metroid2remake.blogspot.com/

>Bonus zips (not AM2R v. 1.5.5)
https://files.catbox.moe/m31crk.zip
There are also apparently newer versions (v. 1.6 beta2 available on a launcher and 2.0 in development) but I'm not going to focus on those right now. Here's a link to 1.6 info, though: https://www.reddit.com/r/AM2R/comments/17c31ik/am2r_16_not_art_overhaul_beta2_is_out/

sorry for reddit links: I can't anything about that in this case

I'll work on getting more pre-patched games posted here, soon, too.
>>
>>12748898
>>12748912
>anon so booty blasted from getting filtered by Phantasy Star II, he posts random ass screenshots he found on various search engines to try and save face.
Heh.
>>
>>12749575
>coping so hard you have to lie to yourself with a fabricated scenario
lol
>>
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I got Claude to generate all levels for SMB. It's kind of repetitive and levels lack a unique identity and it doesn't make use of all blocks or sprites, and a bunch of other problems but it's a start.
What do you think? Ideas how to effectively train it better?
>>
>>12749979
Good luck completing CastleArea4.
>>
>>12749982
Another thing to fix!
>>
>>12749987
That's CastleArea3.
>>
https://www.youtube.com/watch?v=QLoxXnPOcSY
I wish CTR mods were console-compatible.
>>
Another situation where Dragon Slayer I barely manages to work:

To save memory, the game stores the loaded tilemap with 4 bits per tile. Because this only allows for 16 different tile types, there is a separate system it uses to go beyond that limit where it needs to. The only problem is: that system is partially broken and can cause the game to crash. It's only by pure chance that the maps are laid out in a way that avoids disaster.

Just to give you an idea of how lucky they were, consider this:

Imagine if every tile in the tilemap were lined up in rows of 256 tiles. You can have up to one "extended tile" per column with no problem. If you go over in some places, that's fine too. There is a secondary system for handling just those cases. The only problem is: that system is completely broken. Due to a small programming error, going near such a tile causes the game to immediately lock up.
>>
>>12750361
I wish they could be converted to work on the PSP
>>
>>12750984
It's possible the team knew about the bug and decided it was easier to change the maps than change fix the bug. Not an uncommon occurrence in that era.
>>
>>12747412
>>
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>>12751717
Given how bad the rest of the code is, I wouldn't be surprised.

The bug itself I suspect is the result of an optimization fail. They may have been doing something like this:
>if (a ^ c == b ^ c)
Then realized it can be simplified to this:
>if (a == b)
Only they forgot to update both sides, so it ended up more like this:
>if (a == b ^ c)
Now the comparison is almost guaranteed to fail, resulting in a runaway loop / game crash.
>>
The 32X is saved
https://www.youtube.com/watch?v=eYhNAHqEFHw
>>
>>12742481
Reached 3rd map, found absolutely nothing you wouldn't see during normal gameplay. Only thing I discovered that I forgot to mention last time is the game treats water tiles like graveyard tiles if you step on land and then lure an enemy encounter back into the water.
I guess if I was bored I could do a cheat run where I get every heart and magic container and every spell plus the two attack techniques, then use invincibility to get past the force field at the Great Palace so I could take on Dark Link with all 6 crystals still in my possession, by using the Spectacle Rock/Island Maze connection to get to the eastern side of the world without the raft. I would still need to step into one palace to get the glove so I can break blocks to prevent getting stuck in the Great Palace, but I wouldn't need to actually finish it.
Welp, time to pick a new game to mess around in.
>>
https://xcancel.com/Flat2VR/status/2087725127030976925
Nice to see people starting to do things with Super ZSNES
>>
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>>12753401
>>
>>12753407
>https://x.com/Flat2VR/status/2087725127030976925
Great, now make Project RCL (Rockman Ciel) for the Super Famicom.
https://www.youtube.com/watch?v=bhax-6xr1hM
>>
>>12753831
Get to it, then.
>>
>>12750984
jun: it hasn't crashed after 10 minutes of playing
torajima: splendid
>>
>>12725446
>>12725328
>>12746567
He using it
https://x.com/MaxwelOlinda1/status/2085862913911210240
>>
New vibecoded port that runs at one second per frame
https://xcancel.com/yoshinokentarou/status/2088037846598963510
>>
>>12726983
You forgot one.

>sotn g.c
>>
>>12755007
>Blue checkmark
Every time.
>>
>>12749002
https://www.romhacking.net/hacks/9882/
>>
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Messing with dragons:
- The dragon's body has crazy high HP and defense. If you manage to kill it anyway, it counts as killing one of the dragon's heads. This can cause the game to think you've killed all three heads even though there's still one left. Killing the body and all three heads can cause a few odd effects, like loading the wrong graphics or music, but nothing too crazy.
- You need to find a sword to do any real damage. But if you somehow manage to kill part of the dragon with only your fists, it goes into a kind of "zombie" state. It can't attack you, but you can attack it. Each hit gives you free experience. The only way to truly kill it is by using a sword.
>>
>>12755007
>xc*ncel
go back to bluesky
>>
>>12755802
it's to view without an account
>>
>>12755834
use nitter.net instead
or any other nitter instance
>>
>>12756045
What's the fucking difference?
>>
>>12756068
>No browser integrity verifications
>>
>>12756074
I don't know what that means.
>>
>>12756083
This thing. Delays viewing the page by quite a bit, uses some of the machine's processing power (more than a regular webpage) and completely blocks some browsers from even entering. Similar thing to Cuckflare.
>>
>>12756104
>>12756068
>>12756056
Better than kikeipedia and fandom pedo
>>
>>12756056
>No browser integrity verifications and other instances are not made by Bluesky fans assblasted by Elon buying Xitter.
So, an excuse for you to shove politics into a thread for no reason? Fuck off, I don't care.
>>
>>12749002
>latest version of AM2R: Return of Samus (v. 1.5.5)
What's so good about this version?
>>
>>12756343
Not everyone knows who works on these sites and which sides of the political spectrum they're on. It's just a website someone posted to serve a purpose in this thread.
Get a fucking life, most people don't care about this shit.
>>
>>12756346
>most people don't care about this shit.
Source?
>>
>>12756354
The real world. You'd know if you had any sort of life.
>>
>>12756358
Did you know that we're in a general on an imageboard whose userbase is more technologically literate and acquainted with the internet than the average person, and not in a more normie part of the Internet, let alone the real world? Don't worry, I know you have difficulties with telling those apart, but you'll learn.
>>
>>12756364
Thanks for confirming most people don't care.
>>
>>12756371
Thanks for confirming you have zero awareness of /hbg/.
>>
>>12756104
I'll be sure to keep exclusively using xcancel links because your spergouts are funny.
>>
>>12756429
>I'll be sure to [not change my posting habits whatsoever]
You sure owned me with that one, xcancel dev.
>>
The Dreamcast will be saved in two more weeks
https://xcancel.com/EliasDaler/status/2087313476251226118
>>
>xc*ncel
go back
>>
>>12756389
No retard, it's never going to become /hbg/ "culture" just because you and maybe one other person wants to force politics in to derail the thread.
>>
>>12756693
You can't even follow the reply chain correctly. Sad!
>>
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>The demo for my SNES game "Till & Hat" is now available!
>It's a fact-paced 2D action game with platforming, melee and ranged combat.
Load it into an emulator or flashcart and you're good to go.
>Link is in the replies.
>Any feedback is welcome. Have fun!
>>
>>12756908
Why does the main character look like Mega Man
>>
>>12756908
https://woodfrogofficial.itch.io/till-hat-demo
>>
>>12756354
The fact that you're the only one responding and not literally anyone else in the thread.
>>
>>12755091
I'll get this one up with my next batch. Looks really cool.

>>12756342
It was hard to find and so I should share it with the people who value things like this the most (/vr/'s /hbg/). I can't remember what's significant updates it has, though, but that's why I always try to include links (because I ideally value exhaustive info but also to try to make it easy for everybody in respect to their time).
>>
Next thread:
>>12757775



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