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File: mario if he sega.png (145 KB, 256x192)
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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 (embed) (embed)

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 (embed) (embed)

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:
>>12787575
>>
Harmony of Dissonance Color Correction + Better Sprites patched got updated

https://romhackplaza.org/romhacks/castlevania-harmony-of-dissonance-visual-improvement-game-boy-advance-romhack
>>
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>Yu-Gi-Oh! Duel Monsters 4 Translation & Delocalization (GBC)

https://www.romhacking.net/translations/7700/

>Dragon Ball Z: Goku Gekitouden Translation (GB)

https://www.romhacking.net/translations/7723/

>Captain Tsubasa III (SFC) Spanish Translation

https://www.romhacking.net/translations/7678/

>Street Fighter 2010 - Faithful English Retranslation

https://www.romhacking.net/translations/7724/

>Fray CD - Xak Gaiden English Translation

https://www.romhacking.net/translations/7689/

>Momotaro Katsugeki Spanish translation

https://www.romhacking.net/translations/7713/
>>
>>12811423
*saves the sega system*
>>
https://www.youtube.com/watch?v=tu_jPGT1ofw
>>
Final Fight MD got updated to 0.95b and its free.

https://mxretrodev.itch.io/final-fight-md
>>
>>12811462
>>12811532
NO CANCER POSTING MR. SMITH
>>
>>12811539
Take your own advice.
>>
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resharing the NES homebrew port of Taiko

https://github.com/Deniiguess/taiko-nes/releases#release-Ver-1.1

At least i bother to share real content!
>>
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>>12811248
Use the latest version (Super Mario Star Road (Classic N64 Port) (v1.02)) on a good modern emulator like Gopher64 or Ares
>>
Is there a way to start playing MSU-1 audio tracks from a specific sample, or do they always start from the beginning? I need a track to be able to start at different points and don't want to make a hundred duplicates of it for each possible starting point.
>>
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>>12811539
>MR. SMITH
>>
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>>12811423
Sonic R Dreamcast port got updated.
Most graphical effects from the Saturn should be working now + brand new OpenGL PC port.
https://github.com/jnmartin84/sonic-r

Monkey Ball port also got an hotfix.
Some of the physics got fucked up
https://monkeyball.online/
>>
>>12811442
>Fray CD - Xak Gaiden English Translation
Nice, I like this one a lot
>>
>>12811442
>>Dragon Ball Z: Goku Gekitouden Translation (GB)
>https://www.romhacking.net/translations/7723/

Is that a full translation or not? it still says v0.2 on the page
>>
>>12811462
BIRDBRAIN
>>
Is there a Aroma forwarder fo USB GX Loader where you can use the Wii U Gamepad? USB loader gets the best out of the GC compared to Nintendont but unlike Nintendont I can't get find a forwarder that allows you to use the gamepad
>>
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Any premium tier Mega Man hacks along the lines of Minus Infinity or the Burst Chaser games from the last year or two? Seems like it's been awhile since I've seen one, and no, I don't mean absolute slop like A New Age. At least No Constancy tier or better. MM in particular, but other high tier transformative stuff like Mario Adventure 3, 3mix, or CV The Holy Relics.
>>
>>12812225
Anybody has managed to get this chink one to work? The patch here seems broken.

https://romhackplaza.org/romhacks/rockman-4-eternal-nintendo-entertainment-system-romhack

Plus nobody has uploaded video of this latest release, I dunno if it was a hoax or the dude uploaded a broken patch and never fixed it.
>>
I am trying to get my softmodded xbawks 360 to have one of those better backwards xefus but for some reason I cant get the Auora spoofer to see/use them, any help?
>>
>>12812241
I've found the old and busted GoodNES set handier for NES romhacks these days. Its always seems like whatever No-Intro ROM they *claim* they want, it's not from the set that's commonly out there.
https://www.arcade-museum.com/tech-center/rom-identifier this site's useful for making sure you're patching the right one first. Anyways here ya go friendo.
https://files.catbox.moe/cdp57o.nes
>>
>>12812285
well, this doesnt load on FCEUX, lemme try on others.
>>
>>12812285
DUDE, its a 0 byte file!

did catbox fuck things up or are you pulling our legs?
>>
>>12812285
>broken rom
ok great thanks
>>
>>12809224
Couldn't find it there, but thank you. Gues I'll have to do it myself.

>>12809921
The requested sprites were for making a top-down shooter. But maybe I'll go for a Zelda clone.
I don't know which are the limits of this thing but I think I'm beign fairly modest. Those are just ideas to learn how to use it.
>>
>>12812285
Put the ROM in a zip folder.
>>
>>12812408
>>12812285
oh yeah, sharing regular roms unzipped break files on catbox, there's been lots of bullshit lately with that site, i dunno maybe it got taken over by jeets.
>>
>>12812434
>>12812408
>>12812334
>>12812330
>>12812327
Oh, fuck my face. Sorry, guys:
https://files.catbox.moe/5kc8i7.7z
Downloaded it after uploading, should work this time.

However, I can't figure out this one to save my goddamn life:
https://romhackplaza.org/romhacks/rockman3-rock-battle-cool-nintendo-entertainment-system-romhack
Where in the FUCK are either of these? I don't have that CRC32 in No-Intro or GoodNES.
>>
>>12811536
https://x.com/valdirsalgueiro/status/2078980409803571708
>>
>>12812484
https://xcancel.com/valdirsalgueiro/status/2078980409803571708
>>
>>12812480
The wording on that page implies you apply it on top of another ROM hack,
>Rockman 3 (Improved version).nes
>>
>>12812489
I waited nitter
>>
>>12812484
>No account for over scanning nor sprite stretching

Yep, this is shit, even MD is better
>>
Master Linkuei is porting arcade Genesis games on the console and it's working on both Arcade Shadow Dancer and a port of Karnovz also this

https://youtu.be/BEgMDfrU4WY?si=8dOSMmQHQquSbQNN
>>
>>12812480
>https://files.catbox.moe/5kc8i7.7z

now it works! thank u.
>>
>>12812484
Wow, dude doesnt know what he is doing, there's a reason sprites needed to be remade for 16-bit consoles, this feels more like a goof-up type of deal, but ill give it credit, at least this guy published a ROM that plays on an SNES and its not some GameMaker schizo mock-up like the SOTN one cough cough cough
>>
>>12812589
How is it better? SfC development is just starting.
>>
>>12812671
>some GameMaker schizo mock-up like the SOTN
>t. reverse retards
>>
>>12812514
Tried that. I applied the improvement hack to the right CRC32 Rockman 3 ROM to make it Improved, but the improved wrong comes up with a different hash than the chink romhack expects and it launches into this Wily stage immediately. I imagine they want a very particular version of the Improvement hack. This is the shitty state of NES romhacks for the end user atm
>>
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Sometimes I think about how its been 4,5 years since /v/orld 3 came out, how v1.1 never got released despite being close to completion and that some anon might be organizing /v/orld 4 in his own SMB3 level editor later this year if things work out for us. Crazy how the first and second hacks were released 7 and 6 years ago respectively.
Please let another collab happen...
>>
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>>12812963
6 long years since I asked the masses their pantsu preference...
>>
>>12812963
>>12812997
>mfw there will never be version 1.1 with playable characters.
at least there's still over 30 playable characters finished. its better than none. I found these from archives at /trash/ and 8moe

>complete sprites
https://files.catbox.moe/b4qqx9.zip
>unfinished shit
https://files.catbox.moe/79c431.zip
>the boofag one
https://files.catbox.moe/mh2j2i.zip
>>
>>12812963
I'd like to see /v/orld 4 as much as you do, anon. As someone who messed around with LM a lot as a teen, it would be nice to have a reason to actually sit down and make some levels for once.
>>
>>12813223
There's nothing really stopping you from doing it anyway.
>>
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>>12813225
True, but I've never had the motivation to make a full hack. I'd just make whatever on a whim, most of it being incomplete. I remember trying to port music, which ended up being a hassle. The only good port I made was one of the X-Hunter cutscene theme from MMX2, which wasn't too hard considering the song's only a couple seconds long.
I had a little more luck with ASM. I managed to take one of Iceguy's tutorial sprites on SMWC and make it into a cloud that would follow Mario's X position and drop Piranha Plant fireballs on him. I also edited some conveyor belt blocks to move sprites, which I struggled with until I realized I was only updating the low bytes of the sprite X table, which caused them to loop across screen boundaries.
>>
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>>12812963
I really enjoyed making levels for them. I have some funny ideas if there's ever another one, and I'd like to compose an original piece of music for it, which I think the old organizer wanted at some point. Fatanon and DOSE made pretty good spinoff hacks and I'm curious if they'd participate as well. Also, does anyone here have all the unused music ports for /v/orld 3? I still have creffanon's ports (somewhere). I kinda wish the hack used his version of Seeking Truth. It sounds nice and it would've been more soulful to use the version that was made for the hack.
>>
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>>12813276
I don't, but here's something I thought would be worth sharing:
https://www.dropbox.com/sh/25ejtov3iu2tbp9/AADicMK5EFMIVBY4CLeVAgIAa?dl=0
There's a ton of ultra-rare stuff in here, like SNN's earliest ports and the Rock Mario X soundtrack.
>>
>>12813246
>The only good port I made was one of the X-Hunter cutscene theme from MMX2
Can you post it?
>>
>>12813384
Unfortunately, everything I mentioned is on my old PC which I haven't touched in years. You're not missing out on much anyway.
>>
https://www.youtube.com/watch?v=wirrXEImlsQ
>>
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>>12812963
/v/4 may be sooner than you think. Stay tuned.
>>
>>12813494
Holy shit you're alive
>>
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>>12813494
HOLY SHIT
>>
>>12813494
>SMAS hack
based
>>
>>12813494
Groovy. Hopefully it works on Linux.
>>
i kind of want to make an arcade-accurate port of Frogger for NES, but i cannot into 6502 assembly
i did make this unfinished demo in game maker though just to figure out how it might look and feel: https://files.catbox.moe/wd2n10.mp4
i feel like it should use MMC3 because it has the IRQ interrupt thing so i could scroll the cars and stuff in different directions
then again the older frogger homebrew seems to be able to do it with CNROM? idk
>>
>>12811667
I see some conflicting info. From what I see of the specs, it supports play, pause, and resuming from where you paused. But I also see some code so you can force it to seek to a specific point, so I dunno. Take a look at the info here and see if you can make sense of it.
https://github.com/Sunlitspace542/MSU-1-Docs/blob/main/MSU-1.MD

>>12812480
>page says Dude, just use the JP Rockman 3 rom!
>it's hash doesn't match any rip of the JP Rockman 3 rom
>the literal only place claiming a Rockman 3 rom exists with that hash is some random French website that says "030 Rockman 3.nes" has that hash
>says that version of Rockman 3 is 896KBs(seriously)
>Rockman 3 is 384KB
The fucking retard is using a hacked rom as a base rom for the JP version too, not just the enhanced rom. You'll need to hunt around your MM3/Rockman 3 romhacks to find one that is 896 fucking KBs. That's not even MMC3 anymore. This romhacker needs to be beaten with a stick.
>>
>>12812963
I first got my hands on the updated base(d)rom last year, after the fags sat on it awhile. I started doing alot of work on it, implementing cool ideas, fixing stuff, reinstating content, reversing some of their dumber changes. Then I got burned out, took a break and started working on other things, and now it's been a freaking year! I didn't want to release it with the gay ass censorship, and removing that is kind of involved. I really should've published my edits to v/3 back then anyway, but hopefully anon-sama will forgive. I'll see about finally wrapping things up rn, and then putting out a base(d)rom with or without the censorship.
>>
>>12814165
it's better than nothing™
>>
>>12813972
Been playing through the demo and I have mixed feelings about it, for a Chinese hack, could have been worse but it ain't bad, tough some stages are just plain annoying like Skull Man stages.

I like that has Playable Roll and that she has double jump tough no charged shot, it helps A LOT in platforming sections, but he needs to change her color palette.

Doc Robots appear but they don't do anything cause they still haven't implemented the old robot masters behavior, so far only the intro stage has a custom boss fight with an actual custom pattern of behavior.

I like that he implemented enemies from all the NES games including their patterns and behavior and even some new original ones, MM4’w Robot Masters remain mostly unchanged and Drill Man sprites break.

Worst aspect is the lack of password. And some levels are just annoying and had the doc Robots in bad spots, like one before the RM.
>>
Anyone have Sword of the Apocalypse for Gameboy?
https://www.youtube.com/watch?v=FVcYYHFFHBM
>>
>>12814732
>GBStudio Slop

Nigga, forget about it, i pirated one game done by the same guy and its fucking shit, badly programmed, bad enemy patterns, AWFUL SCROLLING, (no really, there's even an auto scroll level that cant even scroll right)

Forget it.
>>
sovl
https://nitter.kareem.one/iNCEPTIONALNEWS/status/2099238936631492847
>>
>>12815950
Look like iNCEPTIONAL prove AtariAge wrong
>>
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https://www.youtube.com/watch?v=rDuTZM8dj4U

This was made on NESMaker and the douche abandoned and the only demo online is a 2019 alpha build, for an NESMaker it doesnt look bad, has 8 way scrolling, not asingle screen game, it tried Shatterhand/Batman NES style graphics

not mine, guy abandoned the project.

https://files.catbox.moe/r4n3j5.zip
>>
Comfy gameplay
https://www.youtube.com/watch?v=JJaj9qS6fqE
>>
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Here's the cloud sprite I was talking about recreated from memory
>>
>>12816695
Kino. It's like a tsundere cloud.
>>
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>>12815950
>https://nitter.kareem.one/iNCEPTIONALNEWS/status/2099238936631492847


>Four fully overlapping background layers, plus a fifth layer of semi-transparent shafts of light, with everything moving in lovely parallax. Beautiful visuals, all achieved in the SNES’s “NES” mode.

>I forgot to say "Zero sprites used".

>Four real layers, with a bit of main/sub priority tricking it to look like a fifth, and then the fixed colour window brute forcing around 4-5 shafts of light that act as another layer (and actually more like two fake layers of light shafts in the latest build). :D
>>
>ROM hack disccusion
No one awnsers my homebrew questions yet again, Why is it do fucking hard to get a few goddamn questions
>>
>>12817008
what did you ask?
>>
>>12817004
>oh boy, bunch of goofin around that will amount to nothin.
>>
>>12817041
What do you expect?
A full (free) game for your enjoyment?
>>
https://x.com/toruzz/status/2099607581123604635
>>
>>12817037
>>12812209
And
>>12812283
>>
>>12817008
>>12817268
I'm afraid you're mistaken about the meaning of "homebrew" in this context
>>
>>12812283
IDK, works on my machine.
>>
>>12817507
In fairness to that anon, we really don't have our repair/techsupport general anymore. But he would probably get better results in the emugen on /vg/, since they tend to focus more on post 5th-gen stuff than we do.
>>
>>12817518
Really funny

>>12817521
I tried / HBG/ but they, like every general, just circeljerk around new crap
>>
Play the right ver.
https://www.youtube.com/watch?v=yaYO67cvIPQ
>>
>>12817518
Shut the fuck up
>>
>>12813919
>but i cannot into 6502 assembly
How come? The 6502 has a very clean design. In any case, you can look for inspiration in 6502 versions fo Frogger on Github.
>>
>>12817838
idk people say assembly is hard and i feel like i wouldnt be good at it
>>
How hard is it to add msu-1 functionality to an existing hack? Is it something I can do with tools or do I need real programming skills?
>>
>>12818121
Yes.
>>
>>12818121
The hardest part is being brain-damaged enough to use a homebrew mapper.
>>
>>12817838
Modern assembly languages are obnoxious since they were designed to be written by a compiler. 6502 assembly was designed to be written by humans, so it is easy to learn.

>>12818121
It requires you to edit the code of the game, but you don't have to be a programmer. It's about as simple as code editing gets. Using a debugger, you locate the subroutine that handles changing music tracks. Then, using an assembler, you hijack the subroutine to redirect to your own (copied from the internet) subroutine that handles MSU-1 playback. Use MesenCE as your emulator-debugger (there are other SNES debuggers but they suck comparatively) and one of Asar, xkas, or bass as your assembler.

I'm not going to write an essay on how to use either type of program, but the gist of locating the music changing subroutine is to set a write breakpoint on CPU registers $2140-$2143 (APU IO registers; what the CPU uses to communicate to the sound processor) and use it to find code that is run every time a new track starts playing. The code your breakpoint pauses on will probably be nested a few calls deep into the target subroutine, so trace outward until you find the initial call to the music changing subroutine. What you're looking for is usually a constant preceding a subroutine call. Something like:
>LDA #$0004
>JSL $80A566
If changing the constant and re-executing the code causes a different track to play, you'll know you've found what you're looking for.

The assembly patch you apply with the assembler should look something like (Asar syntax):
>org $80A566 ;Replace $80A566 with the address of the subroutine you are hijacking.
>JSL MsuSubroutine
>RTL ;Or RTS, use whatever the original subroutine used.

>freespace
>MsuSubroutine:
><code snippet that reads / writes to MSU-1 registers, there's boilerplate code for this online>
>RTL

It's good practice to make a copy of the original music subroutine to fall back on if MSU-1 files are detected, but this isn't strictly necessary.
>>
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More sprite shenanigans, this time I made a thing for [s4s]
>>
>>12813972
Can you point me to that ROM, bro?
>>
>>12818305
he cute
>>
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Somebody made a Rainbow Brite game on GBStudio, and it's not too bad if I am honest, yes it has some of the GBS quirks like framerate and scrolling coughs when enemies show up or you shoot or grab certain items, and the default text box of the engine app, but to tell you the truth, for being a game made by a newbie, it's not unworthy to play.

https://nukeotron.itch.io/rainbow-gameboy

The game would probably need a better polished build tough so it can be at least an 8/10

As it is now it's more like a 6.5/10, above average.
>>
TG-16 music
https://www.youtube.com/watch?v=VVpOL67iwk8
>>
sovl https://www.thedreamcastjunkyard.co.uk/2026/09/star-wars-trilogy-arcade-model-3-port.html
>>
>>12818650
Seems to be made on an older version of GBS which explains the framerate issues
>>
>>12818480
Nope, the biggest romhacks I have for Rockman/MegaMan 3 is 768KBs, not 896KBs. Besides, if the retard couldn't be bothered to use the standard ROM everyone else uses, then you should intentionally ignore anything he creates. Dumbfucks who create problems for the end user with piss poor documentation don't deserve attention. If they can't handle something this simple, you can expect the hack to be a buggy mess.
>250 downloads total
>no comments since last year, no reviews
You're dodging a bullet here.
>>
>>12819746
Oh, and this is also a great example of why those 'improved base ROM' hacks designed for other hackers to use are a really retarded idea.
>wanna play romhack
>download romhack
>patch standard ROM that hasn't changed since it was dumped
>play
VS
>download romhack
>U NEED PROJECT BASE FIRST!
>download project base, patch, go to install romhack
>doesn't work
>apparently it only worked with one specific version of Project Base
>can only download most recent release of Project Base because WHY WOULD YOU EVER WANT SOMETHING ELSE?!
>gotta spend ages on the forums begging around for people to dig through their HDDs and dig out the specific revision you need and upload it somewhere
>still can't play the fucking romhack
Just creates another potential fail point on the chain, and one that is GOING to fail since romhacking communities are allergic to keeping old revisions of hacks around.
>>
>>12819768
I never seen anybody archiving old versions of ROM hacks ever.

I actually have a custom NES cart of Rollchan hacks, and one of em it's literally a sprite changed based of an old version of this.

https://www.romhacking.net/hacks/4773/

Tried to apply the Rollchan latest patch of mm3 but doesn't work neither on current KujaKiller mm3 patch nor revamped.

But I have that one version in an NES custom multicart that has it, does anyone know how to extract the separate ROM games from. A multicart?
>>
>>12819813
Someone shared their personal collection of hack revisions here once, a few years back. Probably the only time I saw such a thing.
I don't have the link anymore, but it was on archive.org.
>>
>>12819864
It's not there anymore?
>>
>>12819813
There is a discord group that was working on that, dunno if they still are, one of the no-intro dumpers was involved with it, so I had high hopes. Lost access to my discord account over a year ago and didn't care enough to get back into it, so I dunno what it's called. Try asking in the no-intro or romdepot discord.
>>
>>12819813
If you have a dump of your cartridge, I can take a look at it. Extracting ROMs from a multicart is usually pretty simple.
>>
>>12817847
>idk people say assembly is hard and i feel like i wouldnt be good at it
6502 is easy to get started with and super comfy. No need to be intimidated.
>>
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>>12812963
Is there an archive of all the /v/orlds + versions?
>>
>>12820021
i dont have a rom dumper sadly.
>>
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>>12820098
A bunch of them are in the ROM hack patch archive link in OP. It has all the baseroms for 3 I think, and the last ones for 1 and 2. I used to have all the baseroms for 1 and 2 as well, but my hard drive died.
>>
>>12803993
https://ia801904.us.archive.org/view_archive.php?archive=/0/items/rom-hack-patch-archive/SNES-SFC%20Hacks%201.7z
It's been in the OP the whole time.
>>
>>12820201
Are data discs good value with regards to longevity storage of these things? How long have they lasted for you on average?
>>
>>12818932
This cover severely lacks turbografx sovl, it sounds like amigaslop. You can't just verbatim transcribe a musical score onto inferior audio hardware and mimic the original genesis instruments as close as possible (especially when 5 whole audio channels are gonna be cut out.) Most composers porting their music from arcade games to, for example, the NES, understood this.
>>
>>12820280
Like, for example, look at NES Ghostbusters. Its adaptation of the GB theme is much closer to the original tune than the sega power base hocus pocus squiggly whatever the fuck system version, but it sounds like complete dogshit. Even if its composer was more competent, it still wouldn't live up to the Sega version's rendition, thanks to the liberties Compile took. Such liberties are what makes 8-bit music worth listening to.
https://youtube.com/watch?v=LBObJhcy8Wg (NES)
https://youtube.com/watch?v=dlZf1HBHWu4 (SMS)
>>
>>12818650
is there a way to extract the rom from the html5 player?
>>
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>>12820098
>>12820098
https://longc.at/vhacks.html
>>
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>>12820380
I'd do Niguigi.
>>
>>12820380
>>12820403
>He cute.
>>
>>12820369
Yes, F12, look at all files, reload the page and you'll see the gb file.
>>
>>12820369
>>12820369
>>12820753
nevermind, here

https://files.catbox.moe/bgvopb.rar
>>
https://www.youtube.com/watch?v=yBQcb5c4tq0
>>
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>>12820753
it worked. very nice. thanks. on the network tab on the embedded player specifically.
>>
>>12822193
your wercume
>>
>>12821826
Now Miku and her gangs
>>
Any recent update on the SM64 psx port
>>
Any recent update on the King of Fighters and CV: SotN snes port
>>
frogposting https://www.youtube.com/watch?v=giD0mlbfaPU
>>
>>12811423
what happened to the master system castlevania port, there was only a tech demo with all playable levels but no enemies
>>
>>12823976
Just play the Intellivision port
>>
>>12811423
Duke in F-Zero universe
https://www.youtube.com/watch?v=nrKOYgcccOg
>>
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So someone was working on a cool romhack of Dragon Ball Advance Adventure with Mega Man X characters, but the person who shared the TAS video of the WIP characters decided to be a complete douche and just delist the videos and denounce the work, because his "friend" used Claude Fable to decomp the game so he can hack in the characters by hand.
https://youtu.be/wLAWgbKqUNc
https://x.com/Oersted20/status/2100736454247010445

I don't care if you're a slop superhater, or whatever, but it's fucking heartbreaking to see cool tool-like usage of AI to just go poof because "muh hecking morals" and some shit like that.
don't complain about media going lost when you pull shit like this btw
>>
>>12820380
Super Nigga?
>>
>>12824501
Shit is getting ridiculous. Just look at the people frothing at the mouth after learning the Harbour Masters consulted AI in coding their decomps. Consulted, not Do the Work for Them.
Something I'm pretty sure was disclosed from the start.
>>
>>12817041
I think Super Mario Bros CD does this kind of thing too
>>
Dman zombie gonna pay.
https://www.youtube.com/watch?v=_sKdtggz310
>>
>>12814732
Aryan, I'll play your game.
>>
Dead thread?
>>
>>12826132
The bots and the ''You know who'' will spam alot of the same cancerous posts anyways, because thats the reality of this website.
>>
>>12824501
Can anyone confirm if the guy is still working on this? Will this get a GitHub page?
>>
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More GameMaker BS

https://www.youtube.com/watch?v=PeVCdDc-GT8
>>
>>12827117
This was made on Game maker??
>>
>>12827503
No, it was made with the Pie in the Sky game engine.
>>
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made another thing
>>
Any news on FMV2?
>>
>>12827597
slime
>>
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Announcing...Zalyria: Lady of the Blade for SNES!

https://www.patreon.com/cw/Biospark88
>>
>>12828859
>looks like ai graphics
>patreon
>can't even read the post without logging in
at least he posts the files.
>>
>>12828910
>>12828859
TOTALLY NOT SUSPICIOUS AT ALL
>>
>>12828859
>iNCEPTIONAL?
Atariage sniff?
>>
>>12813434
it's up https://heavyironmodding.org/wiki/Battle_for_Bikini_Bottom_DELUXE
>>
>>12829062
>>12813434
>Redditbob
>>
someone finally figured out how to completely decensor snes mortal kombat
https://www.romhacking.net/forum/index.php?topic=41766.0
>>
https://img.heyuri.net/b/koko.php?res=194250&page=1
>>
>>12829138
Lemme guess, another "just color the sweat red" or that garbage Nitro edition nonsense that add some minor graphics to Kano's and Cage fatalities?

How about fixing the sluggish laggy gameplay that literally has fucked up coding?
>>
>>12829138
>Not a single screenshot or video in motion

Yep, this is another vibe coding hoax hack like that grotesque TMNT SF2 hack that just came out.

https://youtu.be/b9IeOKlWdng?si=9vBWBLrGVUKBDjWg
>>
>>12829721
oh god.................
>>
>>12818305
>>12820389
>>12827597
cool slime things anon i like them
>>
Megaman X Level Editor and stuff

https://romhackplaza.org/utilities/teheman-x-editor-utility
>>
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>>12829819
much appreciated
>>
how do i achieve nirvana in playing video games once again
>>
>>12829838
Stop playing video games for a month
>>
>>12829848
hmm i'm due for a break, you're right
>>
>>12829138
For anyone curious, a video showcasing the hack
https://www.youtube.com/watch?v=H0FtwSjChE0

I mean, the idea sounds nice, but the newly added things (blood, uncensored fatalities) move weirdly, as if they were lagging (unoptimized AI code?).
>>
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>>12829941
oh my god!

>awful looking sprites
>awful looking converted sprites
>bad animations
>hallucinative sprite placement on the pit

YEAAAAAAAAAAAAP. VIBE CODED!
>>
>>12829823
Look perfect for Winx Club game
>>
>>12829640
I got stuck at the tree
>>
>>12830175
Shut up smith
>>
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>>12811423
Twitter user Ray Castello made a POC port of GoldenEye for the SNES, using the Super FX 2 chip and done mostly with AI (Opus and Astra)

https://www.youtube.com/watch?v=5jqlVGKipFA
https://goyimx.com/ray_castello/status/2101770262614044887
>>
>>12830969
Opus and Astra, what the fuck are those?
>>
>>12831073
Brands of AI products.
>>
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Episode Blue is cumming

https://x.com/MMSequelWars/status/2102162238777757700
>>
>>12831181
/Also MM7 mode is cancelled lol
Good. Scope creep dedicated to the ugliest mainline Mega Man game was seriously unnecessary.
>>
>>12831223
All three later games were supposed to be combined into one 4 MB game, in fact Episode Red and even some of the late demos had all 3 games weapons implemented, but due to the addition of Roll and Protoman and other options, such as screen shake and blinking light effects removal, it took a good chunk, hence why he just released Episode Red as standalone.
>>
>>12830650
Shut up schizo
>>
McBee made an NES style mockup of the Superman Arcade game with cutscenes and animations (but no gameplay LOL)

https://mcbremakes.blogspot.com/
>>
>>12831456
Mr.Smith, behave yourself.
>>
>>12831223
The Power Fighter/Battle had the nicest version of the MM7 graphics though
>>
>>12831073
Claude and ChatGPT
>>
>>12831997
The arcade is from 87, I noticed the first level of the scrapped Sunsoft game feels inspired by it.
>>
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fat moot /v/orld 2 update:

i talked before about adding an easier way to mod reskins into the game, and now it's pretty much done! only need to do it for overworld sprites now which won't be as difficult
biggest thing is moot and may's sprite sheets are separated and laid out the same way now. you can now easily swap out player graphics (including special transformations), powerup sprites, player name text, and the palettes for all of them.
inserting a reskin is mostly done in lunar magic, because a character only requires graphics files and a level file for the palette. no other steps needed, other than drawing the sprites, i guess

i spent some time rebalancing a few levels. every few months i do a full run of what i have and take notes on all the parts that made me second guess things. this time it was rearranging some objects, less blind jumps, more powerups, some better enemy placement, unnecessary spikes removed
there were some vertical autoscrolling rooms in the hack which i thought might piss off some players because they scrolled a little slow, so in those sections i added the option to make it scroll faster by holding up.

i moved a level from the special world to the main game because i didn't think it felt that "special" other than being a skill check level. you can see some of it in this webm now, since i don't feel the need to save it as a surprise anymore. i made a new special world level to replace it, and i'll be keeping that one a surprise instead
i also finished a large part of a different high effort level that i ripped a tileset and drew a lot of graphics for. i'd like to keep this one a surprise too, but if someone asks i'll probably post a limited clip anyway. that said, i might show off some of the more chill levels in between updates so the gaps don't feel as long
>>
>>12832683
Looks fun! I'm guessing the red coins are meant to indicate which sections fall down.
>>
>>12833021
thanks anon! and yeah
>>
>>12831997
Apparently he did vibe coded this, but it does flow really good

https://x.com/MCBRemakes/status/2102026751853334862
>>
what do you reckon is the easiest console to write homebrew for? i think it'd be the nes. well documented, relatively simple hardware, loads of tutorials, and some entry-level development tools. genesis and gameboy seem to be easy, too. the genesis also has less hardware limitations than the nes. you could also say that 6th gen consoles are easy because they're very capable and have available tools, too. it's kind of subjective, but based on the number of hombrew, i'd guess nes.
>>
>>12833862
Definitely the GBA.
- Simple and well-documented
- Fast CPU with excellent compilers available
- Accurate emulators
>>
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>>12833862
NES is not one of those

>Only app software to make games it's NESmaker
>So limited it can mostly only do shitty single screen games and tiny sprites.
>BBstudio it's in who gives a fuck abandon pause and it's creator refuses to go back to it cause he hit the wall making that bullshit fake mapper cause he wanted to make a newer one a year and a half ago.
>GBDK is just blind coding and doesn't have graphic and sprite loader and editor like SGDK.
>There's a new upcoming "retrogameforge" app to make NES and SNES games but the guy leading it looks like an inbread Britfag with a Jeet and reeks of pure $ö¥, even it's name sounds like a scam!
>Only Japs know to assembly with MMC3 & 5 and take years to make a game
>Russians have good hacking coding and ASM augement but suck at building level design and don't like co-operating with americans.
>Nostalgic Assets Workshop it's halted for a year and only works to make NES screens and make chr sprites but not for anything else.

NESbros, why do we have to suffer the most?
>>
>>12833908
just learn asm you lazy retard, it's 56 instructions.
>>
>>12833950
>56 instructions
>To make a dot move on the screen
>YouTube tutorials
>Subscribe begging
>Support current left thing
>Kid friendly YouTube swearing
>Subscribe begging
>Gay inflection voice
>Only learn to goof it up

Fuck this life.
>>
>>12833950
This. The NES is the perfect platform to learn ASM. It's just 8-bit but also works in a more modern way than the atari.
>>
>>12834004
King of skill issues. Can't even find a proper tutorial.
>>
>>12834004
You don't need to watch any videos. Read nerdy nights or another tutorial, or even just open up the debugger in a game you like and step through it using a reference sheet. https://6502.org/users/obelisk/6502/reference.html
>>
>>12834004
Youtube tutorials are the worst for programing.
A well commented source code is better.
There are good tutorials, but finding them yourself is probably better for your learning anyways.
>>
Where do I start learning NES assembly as pure beginner to master without relying too much on "fuck it up to learn from mistakes"?
Hard mode: No Nerdy Nights.
>>
>>12834086
Open your favorite NES game in MesenCE, open the debugger, then pause the emulator. Stare at the code for long enough and eventually it will click.
>>
>>12834094
OK, so how about this?

How do you change the rom mapper's to something like MMC3 or MMC5?
>>
>>12834162
You just can't magically change a byte in the rom's header. You have to rewrite a decent chunk of the game's code to work with whatever mapper you want to convert it to.
>>
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>>12834178
Can you at least change mapper into MMC69?
>>
>>12834162
Sounds like a terrible idea.
RHDN has a document section that's worth a look.
For messing around I would suggest a smaller hack, like make a goomba go up and down instead of right to left. Or make an rpg take HP when a spell is used and make sure it properly kills the character if you use all hp. It doesn't have to make since or be useful.

Then try something more complex, like give Ninja Gaiden a refilling health bar.
>>
>>12834162
The NESdev Wiki has extensive documentation of just about every mapper: https://www.nesdev.org/wiki/Mapper
I'll go further and say the NESdev Wiki has extensive documentation of everything. This website is the holy bible of NES development.

The cartridge configuration of an NES ROM is determined by the header. If you are hacking an existing ROM, there are programs that let you view and edit the header (Mesen has a menu for this: Debug --> NES Header Editor) and from there you can change the mapper to whatever you want. 99% of the time this won't do anything but prevent the game from booting since each mapper has different functionality and games are programmed for a specific one. Editing a game's code to support a different mapper is fairly involved and a terrible first project. You have to locate and edit every instance of the game accessing registers that control the mapper, and depending on what mapper you are porting to and from these edits can be non-trivial.

If you are making your own game from the ground up, you can use this header template from the NESdev Wiki and easily create a header for any cartridge configuration with it.
https://www.nesdev.org/wiki/NES_2.0_header_for_ca65

Honestly though, for a very first project you shouldn't worry about mappers and just use NROM. You shouldn't get deep into system architecture concepts until you understands the fundamentals of 6502 assembly.
>>
Somewhat related but I'd like Mesen's debugger a lot better if it let me stay in one place instead of jumping to the program counter every time I pause.
>>
>>12834086
What's wrong with Nerdy Nights? People recommend it for a reason. It's a good guide.
>>
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>>12831181
Thank fuck. I was getting afraid of this project becoming a 'Mother 4' drama...
>>
Is there a way to configure mkpsxiso to make each track its own bin file in a bin/cue disc image? If not, what's the best way to edit mkpsxiso's output to that end? I'm working on a hack of a PlayStation game and I don't want my patch file to inadvertently include the game's entire soundtrack.
>>
>write c64 mouse driver
>works flawlessly on c64 maxi
>try to get driver to work in vice 3.10
>broken
>try >3.9
>broken
>try 2.4 which the maxi supposedly uses
>broken
what sorcery did they do to make mouse emulation work on the maxi when it doesn't appear to work in any version of vice?
>>
>>12832683
The falling grids are a cool gimmick.
I'd suggest you to use a different color palette or different sprites to show the player they're rusty and unreliable and will fall as soon as Fat moot clings onto them.
Also, put the first of the stage under a /v/ coin instead of over a pit so the player can understand how they work without instant punishment.
>>
>>12831181
>>12834285
Hope capcom cease and desist this slop
>>
>>12835483
Hope that you die after you Sneed, smith
>>
i guess the maxi actually uses some version of vice older than 2.4 but you can upgrade to 2.4 through an unofficial firmware upgrade. 2.4 can run the power c compiler flawlessly. i can't wait to code in c and not deal with weird shit like splat files and binaries that are 200 times larger than they should be on disk.

https://www.youtube.com/watch?v=bkiHU-VDgmI
>>
Someone is making a PCEngine fork of GBStudio!

https://alx5962.itch.io/alxpce-studio
>>
>>12836045
>Not released yet
>Likely to be based on an old busted version of GBS and vibe coded

There is no hope at all.
>>
>>12835432
thanks for the feedback, anon
a different palette's very doable, so i can do that. i didn't design this level with /v/ coins in mind but i agree with the first jump not being over a pit, was kind of a leftover from "special world" difficulty but doesn't feel as necessary now. if i think of enough spots for /v/ coins though i'll do the first one like that for sure
>>
*saves the playstation*
https://www.youtube.com/watch?v=9-TIFLxHwQw
>>
>>12835648
fuck off newfaggot retard
>>
>>12836953
Does this work on a real PS1?
>>
>>12837721
Hopefully, but I doubt it. I think most CTR mods don't.
>>
Wii Edition
https://www.youtube.com/watch?v=RpZ2fElgCV8
>>
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It's September 24th, you know what that means:
>This release of Lunar Magic adds the ability to have descriptive GFX file names, support for 16 bit music track IDs, a new custom block ASM hook for Yoshi's tongue, and some other smaller changes and fixes.
https://fusoya.eludevisibility.org/lm/program.html
>>
Quake Arena U
https://www.youtube.com/watch?v=NrFvnBAkCkY
>>
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Don't make me do it. I'll fucking do it.
>>
>>12839680
Sheesh, fine, I'll bake soon
>>
next threaderino:
>>12839734
>>12839734
>>12839734
>>
>>12833908
https://youtu.be/3-eMIFIbr5Y?t=1100
>>
>>12839975
what are you trying to proof mr smith?



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