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/vr/ - Retro Games


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File: 396 KB, 1060x930, goldeneye_SM64.png [View same] [iqdb] [saucenao] [google]
7373559 No.7373559 [Reply] [Original]

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.

Communities:
romhacking.net
smwcentral.net
metroidconstruction.com
sonichacking.org
pouet.net

IPS Patcher:
romhacking.net/utilities/240

Archives:
archive.org/details/rom-hack-patch-archive
mediafire.com/folder/50m95vbbuyf25/vr's_ROM_>Hack_Recommendations
mega.nz/folder/jpMxlQyZ#oCwbRyPFaMcZl3gOF5mvSg

NESdev:
wiki.nesdev.com
forums.nesdev.com

SNESdev:
wiki.superfamicom.org
github.com/alekmaul/pvsneslib

N64dev:
n64dev.org

GB Dev:
gbdev.gg8.se/wiki/
github.com/pret

Genesis Dev:
gendev.spritesmind.net/page-doc.html
github.com/Stephane-D/SGDK

Saturn Dev:
antime.kapsi.fi/sega/docs.html
segaxtreme.net
www.jo-engine.org

Previous:
>>7311797
>>7262583
>>7205614
>>7155960

Want something here? Post it for the next thread.

>> No.7373564
File: 17 KB, 420x350, nesdev.png [View same] [iqdb] [saucenao] [google]
7373564

NESdev contest is up. Entries are due March 1st:
https://forums.nesdev.com/viewtopic.php?f=36&t=21635

You can download / play last years entries on a multicart ROM:
https://action53.itch.io/compocart19

>> No.7373574
File: 24 KB, 640x448, columns-listen-here-dipshit.png [View same] [iqdb] [saucenao] [google]
7373574

Go play Crazy Columns

https://www.youtube.com/watch?v=8VyZqV_QCqc

>> No.7373635

God damn why does /vr/ still have a time limit on threads anyway

>> No.7373645

>>7373635
it's 2 weeks. keeps it less cluttered. i don't mind it.

>> No.7373652

>>7373645
Maybe, but the reason it was implemented in the first place doesn't even happen anymore so I don't see much point in still having it.

>> No.7374780

>The only translations of the Tokimeki Memorial games are the DS games (which are all otomes) and the SNES version (which is unfinished)

Why

>> No.7375773

>>7373559
https://www.youtube.com/watch?v=tmDXs_voRTA

>> No.7376119

Could someone please give me a link to download Ocarina of Time v1.0?

I'm looking for it everywhere but every link i've found already been deleted

>> No.7376156

>>7376119
english or japanese?

>> No.7376161

>>7376119
argh. here.
https://mega.nz/file/b6xmQCIa#JXJt8FzfCXhuVYjH4Ke_1SJJt1_UoDTfnRrW6A325FA

>> No.7376275

>>7376161
YES this is the one. God bless you Anon thank you

>>7376156
it's already been taken care of but thanks anyway

>> No.7378826

bamp

>> No.7379364
File: 9 KB, 1026x897, hoc.png [View same] [iqdb] [saucenao] [google]
7379364

pleb here; what do I do to actually move stuff around in the game? What I'm trying to do is change the flags for the teams but I don't really know how to do anything besides change the colors, sprites, and text.

>> No.7379384

Potential Romhack goldmine
>>7307659
>>7308864
>>7308976
>>7309014
>>7309295

>> No.7379402

What software should I use to convert my images to 256 color 8-bit bitmaps

When I open them in MS paint and save-as 256 bitmap, the color loss is so great that it doesn't even look like the same image anymore.

>> No.7379409

>>7379402

>> No.7379416

>>7379402
You're going to need to use something smarter. Imagemagick can do this from the command line, if you're into that.

You should probably try Paint.net/pirating photoshop instead if you want better 256 color saving. They should have a dithering option or some other way to compact your colors.

More information about what you're trying to do could also help.

>> No.7379442

>>7379416
Thanks, I'll look into the photoshop thing. I tried Imagemagick but couldn't figure it out which commands to type lol
>More information about what you're trying to do could also help
This is for the GBA. I am learning the system right now, but I would like to be able to print my already-existing images on the screen instead of having to draw up new ones with the proper color depth.

>> No.7379531
File: 48 KB, 767x716, bobl.png [View same] [iqdb] [saucenao] [google]
7379531

>>7379364
is that NES? if so, could:
- Write new flag icons to the nametable and write blank tiles over the old ones
- Write all of the flags to the nametable initially but have an all-gray palette that you set for the attribute table for non-selected flags
- There are probably more ways

>> No.7379558

>>7379531
or you can just use a sprite for the flag and set the X coordinate...

>> No.7380031

>>7373559
Is hacking OoT viable for the layman at this point, or will it take until the source code is reconstructed before that happens?

>> No.7380043

>>7373559
are there any dreamcast homebrew games that are simply not cringeworthy or atomiswave ports?

>> No.7380458

Anyone got some good MSU1 suggestions? Got a nice Earthbound as well as a LttP hack and I'm looking for others that faithfully remaster the soundtrack rather than try to put a different spin on it or just use official remixes from later games.

>> No.7380489

>>7380458
Do this just for the meme
https://youtu.be/CxKTbcs1t7M

>> No.7380851
File: 2.51 MB, 624x454, portal_flat_color_render.webm [View same] [iqdb] [saucenao] [google]
7380851

made some progress on my genesis 3d engine

left the doom intro in because it's still the coolest looking part

needs tons of work and optimization still

>> No.7380861
File: 19 KB, 353x302, starfox_corneria.jpg [View same] [iqdb] [saucenao] [google]
7380861

>>7380851
noice. triangles. excited to see where this goes!
now is time to set the 68000 heart on fire!

>> No.7380867

>>7380861
quads actually :^)

>> No.7380873

>>7380851
Very nice. How easily would it be to make this run on the X68K also?

>> No.7380891

>>7380873
i have very little knowledge about the x68k except for that it uses a 68k. Looks like it has bitmap framebuffers, that would help immensely. The slowest part of the engine is copying the framebuffer (in 68k RAM) to VRAM. Anyway this is just a tech demo.

>> No.7381123

https://www.youtube.com/watch?v=sgPQhG91Wrk

>> No.7381358
File: 3 KB, 113x87, rocksteadycompare.png [View same] [iqdb] [saucenao] [google]
7381358

Any sprite artist around here?

What do you think of the weapon/hand tiles I made here? Left is original (missing tiles), right is what I did

>> No.7381363
File: 3 KB, 105x133, rocksteadycompare2.png [View same] [iqdb] [saucenao] [google]
7381363

>>7381358
and for comparison here is:

>at the top
Another frame I reconstructed, but I didn't have to draw anything new, only put together two different tiles (hand+weapon in the same position)

>at the bottom
idle frame which is the best look at the weapon and hand we got

>> No.7381682
File: 12 KB, 402x654, TMNT2.png [View same] [iqdb] [saucenao] [google]
7381682

>>7373042
Okay so, if I want to do this, first I need to know exactly which frames uses which definitions so I know which ones I have to seperate (could be more than 2 several enemies using the same def for their frames etc)

so, I'd have to list everything.... do pic related for every single footsoldier in the game.

All this just to fix a couple of pixels and a couple of fucked up legs? Yeah, fuck it I'm done. Maybe in a future update.

>> No.7381885

>>7381682
Wait, doing this made me realize I don't have to do this.

Turns out the issue isn't in the definition but in the tiles. Some of tiles are wrong. My guess is they didn't have time to update them all.

>> No.7383719
File: 5 KB, 385x145, smb_clouds_bushes.png [View same] [iqdb] [saucenao] [google]
7383719

>>7381885
You might run into 2 issues:
- Sometimes tiles are reused in unexpected ways
- There are only so many slots available, there may not be room for more artwork

>> No.7383996

>>7383719
Gotta love early space saving techniques

>> No.7384013

>>7383719
FUUUUUUUUUU-
So that's how SMB had so few tiles overall

>> No.7384027

>>7384013
Guess what, anon?
The flower of a fire flower is a sideways coin.Though to be honest I don't think that's a case of saving space re-using tiles.

>> No.7384071

>>7384027
NES can't do 90 degree rotations with sprites. That is not accurate.

>> No.7384108
File: 450 B, 176x64, Image1.png [View same] [iqdb] [saucenao] [google]
7384108

>>7384071
He did mention that he didn't think it was a space saving thing. But either way it's wrong. I hear people say this far more often than I should. I dunno who started it, but I wish people had the brains to fact check a little before spreading it all over the internet as fact.

>> No.7384118

>>7384108
It doesn't really match up. Probably more of a consequence the dude doing the sprite work having to draw ellipses on graph paper and retracing some of his work, but sideways.

>> No.7384125

>>7380851
>3D on Genesis without 32X
>still runs smoother than Doom 32X port

>> No.7384171

>>7384071
SMB coins aren't sprites anyway, they are background tiles

>> No.7384212

>>7384125
not even close. 32X doom runs quite well, it just has shitty music and missing levels.

my engine isn't even close to doom, actual doom levels would drop it down to probably <1 fps, even without texturing. with full optimization I might get a few more fps, but if I want it to be playable, the maps will have to be much simpler.

>> No.7385257

https://www.youtube.com/watch?v=ypy4GWrC0wY

>> No.7385338

>>7380851
Amazing

>> No.7385354

>>7384212
could the engine run faster with a smaller "window" like zero tolerance?

>> No.7385567

>>7385354
yes, but i wont do that until i implement all other optimizations first

>> No.7385573

>>7385354
>>7385567
also, the performance hit from high geometric complexity (consider doom levels, vs wolf 3d levels) is mostly unrelated from screen size.

screen size just gives you a flat performance increase mostly.

>> No.7385896
File: 11 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google]
7385896

>>7373559
I had no idea there were so many goldeneye mods until I went to https://www.vintex64.com/goldeneye-007---mods.html where they make custom high quality n64 repro carts from canada!

>> No.7385965

>>7383719
Actually I think I'm good, I figured how the game works with its tiles and what was wrong exactly.

Each different type of footsoldier uses two sprite banks for its tiles.
One of them contains things which all footsoldiers have in common:
>feet
>defeated frame
>etc

The other bank is different for each footsoldier type and contains tiles which are unique to each footsoldier type... but also quite often tiles which are the same, and that's exactly the issue, which aren't quite the same. For this particular group of tiles which is the same for everyone but located in different banks, most banks have an earlier version of those tiles, basically every enemy type that appears in stage 01 has the polished version, and every enemy type that doesn't has a beta version.

But remember, the feet are the same for everyone and are supposed to go with the polished version; thus any enemy that uses the earlier non polished version have a top part that don't fit with their feet, and that's how you end up with legs that look cut and other issues.

Once you understand the issue all it take is to copy-paste the polished version of those tiles everywhere it's the non polished version (although a couple of enemy types STILL needed some small adjustements on their non shared tiles). The funny thing is that this is literally a 1 min job, but this game is FULL of gtliches (especially graphical ones) that could have been fixed in less than a minute.

>> No.7385995
File: 30 KB, 1605x455, katana.png [View same] [iqdb] [saucenao] [google]
7385995

>>7385965
Now here is where it goes really fun, check out this guy from TCRF

US version
>has the polished arm but missing blade
Jap version (came out later)
>has the earlier version arm but no missing blade

I'm fairly confident I know exactly wtf happened here.
The polished tiles were done on the first, basic footsoldier.
Then, someone copy pasted the polished styles to all the enemies that appear in level1, which includes this Katana guy; and didn't realize he was deleting a tiny part of the blade (which is hardly visible in the tiles list) in the process.

Then, for the Jap version, someone wanted to fix the missing blade, so he reverted to an earlier version of this guy, which in the process
also reverted the rest of his body to an earlier version.
I'm fairly confident that in the short time span after the US version was done but before the Jap version was done, the graphic artists weren't working on the game anymore and these extra "fixes" were done by a programmer, because there is another similar "graphical fix that isn't quite a fix". That, or there was poor organization for the graphic guy(s).

>> No.7386042
File: 10 KB, 250x226, gumpei.jpg [View same] [iqdb] [saucenao] [google]
7386042

>>7385995
HA! great reverse engineering =)
> could have been fixed in less than a minute.
well, you have to consider that we have all of these fancy emulators and debug tools now. the machines used to develop these games were ancient and archaic. it may not have been so obvious back then =)

>> No.7386059
File: 4 KB, 144x72, pal1.png [View same] [iqdb] [saucenao] [google]
7386059

>>7386042
I really wish I knew what happened with this game and what's with all the graphical issues and other issues. Most devs in the credits weren't noobs and then went on to do great things.

I think the best explanation is that dev time was cut short unexpectedly.
There is another thing, which just like the footsoldier art, they started fixing but only fixed for half the enemies, and that's the palette flickering when you hit bosses and when they're low on health.
For half of the bosses, this PAL flicker cycles between PAL slot 2 and PAL slot 3, which is how it should be, so it goes 3->2->3->2
but for the other half of the bosses it cycles 3->2->3->1

The problem is that PAL slot 1 is used for the 2nd player, so not only it looks disgusting (pic related on the left, right is how it should be), but obviously the colours differ depending on which turtle is selected.

It's also worth noting that some bosses do not have the same kind of routine at all for this PAL flicker. So again, I think they started fixing that, but only had time to do it for half of what was concerned.

>> No.7386179

>>7359791
That is a good point. In a way I find it appealing that you could do games for systems you were late for. It sounds like a fun hobby.

>> No.7387503
File: 55 KB, 777x781, NESblast_21_2_6.png [View same] [iqdb] [saucenao] [google]
7387503

>>7386179
> In a way I find it appealing that you could do games for systems you were late for.
it's a fairly approachable set of limitations. the art / music requirements wouldn't take the rest of your life. the main barrier to NES development is programming: i'm hoping to simplify that greatly.
anyway i hope i'm making this fancy shmancy game maker for someone else besides myself =)

>> No.7389141

https://www.youtube.com/watch?v=G7aCAy1-70c

>> No.7389718

>>7386059
> so it goes 3->2->3->2 but for the other half of the bosses it cycles 3->2->3->1
heh i always wondered why some of the bosses damage flashing looked all screwy

>> No.7389748
File: 14 KB, 256x232, ezgif-7-59a3c0626d4c.gif [View same] [iqdb] [saucenao] [google]
7389748

>>7389718
Can I have your opinion on the turrets?

I added sprites at the top so it doesn't look like they're floating in mid air.
And I also mirrored the end of their canons, I think it looks better this way but it's hard to tell if it's supposed to be mirrored or not

>the lack of outline at the end of the canon on the original sprite makes it look like it's not supposed to be like this
>the round parts that don't end up next to each other if I mirror the sprite make it look like it's not supposed to be mirrored

it's also worth noting that
>lot's of enemies frames are missing some pixels for the outlines so that may not mean anything
>I did find at least one sprite which didn't have the proper orientation, and the turrets are made half of each orientation so a mistake would be easy

>> No.7389765
File: 5 KB, 256x232, titlegrin.gif [View same] [iqdb] [saucenao] [google]
7389765

>>7389748
Also you might be interested in what I found, pic related

That grin was there, has its frame number, definition and everything; but was never used, not even in the Jap version; so I added it when you select something on the title screen or when you select a continue on the game over screen

I found this totally by accident I was messing with the continue screen to add the missing sound when you select something, so I wanted to verify the face was indeed a sprite, saw there was frame number 74 in the ram, changed that to 75 to see if it would change the face, and the face was suddenly grinning at me

>> No.7389807

>>7385896
not clicking that shit does anyone know what this posts fucking angle is?

>> No.7390254

>>7311797
fat peach hack be way better than it had any right to be.

>> No.7390273

>>7385896
Fuck off shill. Your repros are scaring away romhackers from actually making console-compatible hacks these days.

>> No.7390529

>>7390273
I found out that there isn't really anything to be scared of. One time I found a guy selling a repro of a romhack I made, I emailed him gently asking him not to sell it and it was taken down a few hours later.

Maybe I just got lucky though.

>> No.7390942

Weird question, but if I wanted to make a hack of a SNES game where it jumps immediately into a certain part of a game (rather than to the title screen), how would I go about doing something like that? I’m not even sure what I’d need to learn to figure something like this out.

It’s lame, but I want to make a hack of Super Mario All-Stars where it immediately jumps just to the start screen of SMB.

>> No.7391235
File: 130 KB, 1845x833, mesenS_debugger.png [View same] [iqdb] [saucenao] [google]
7391235

>>7390942
Well, you can download an emulator with a step through debugger, like Mesen-S here. Try and figure out what routine(s) are called to initialize the game. If you can call those routine(s) when the ROM boots instead of going to the menu, in theory, you can get it to go right into SMB. I wish i could help further, but, i mostly do NES hacking. Good luck!

>> No.7391243

>>7389748
> the guns
i like how the guns look backwards, seems like the lighting matches up better?
> the grins
LUL. Looks awesome. Keep it in!

>> No.7391250

>>7391235
Not him but what's a good debugger/editor for SNES hacking? How much can you do with Mesen-S compared to NES hacking?

I wanted to get into SNES hacking, but after trying Snes9k and seeing how limited it seemed, I quickly gave up.

>> No.7391306
File: 135 KB, 1723x748, mesen_sprite_data.png [View same] [iqdb] [saucenao] [google]
7391306

>>7391250
Mesen-S seems less featured than Mesen (NES), but, i don't know much about SNES hacking honestly or what is the preferred toolchain. Lots of NES dudes still use FCEUX... and i'm all like Bruh.....
I know Sour, the author, basically quit emulator development too sadly =(

>> No.7391471

>>7379402
I would use GIMP's indexing feature with dithering. You can set it to a specific pallette, and try out several types of dithering for what works best on your graphic.

>> No.7391479

>>7384118
>the dude doing the sprite work having to draw ellipses on graph paper and retracing some of his work
So this is why a lot of Famicom games have way worse graphics than they needed to have. In the way where you can just replace them with better graphics and change the palettes a bit without any need to do any special technical tricks.

>> No.7391516
File: 11 KB, 256x240, indiana_jones_last_crusade.png [View same] [iqdb] [saucenao] [google]
7391516

>>7391479
> So this is why a lot of Famicom games have way worse graphics than they needed to have.
It is all about art direction. Every game is limited to 8x8 squares of 3 colors (out of 50 usable ones) and a transparent background color. Later games could swap in more graphics, but, the technical limitations remain constant. besides a few tricks, but, they weren't used often....

>> No.7391525

>>7391516
I'm talking about graphics being worse than they really had to. Just check out these two hacks of the first Zelda game. No tricks, just graphics swaps.
https://www.romhacking.net/hacks/117/
https://www.romhacking.net/hacks/2236/

>> No.7391541

>>7391525
yep. all art direction. outlining does wonders =)

>> No.7391789

>>7391235
That’s very helpful, actually. Thank you.

>> No.7391938

>>7391306
>Lots of NES dudes still use FCEUX... and i'm all like Bruh.....
I've only "recently" found out about Mesen. Blew my mind how much easier it is to edit character sprites.

Maybe a lot of people just follow the same NES hacking tutorial I found on youtube years ago.
Also, Mesen requires some extra Windows plugin that FCEUX doesn't.

>> No.7391943

>>7391938
>extra Windows plugin
wuh? probably some visual studio runtime i already had

>> No.7392551

>>7391943
I think it was .NET something, I remember I had to clear up some space to install it.

>> No.7392726

Has super jetpak DX been dumped yet?

>> No.7393107

>>7390529
Did you start selling it?

>> No.7393449

Fun but mostly worthless SEGA Genesis facts:

>the SEGA Genesis VDP has registers dedicated to using a second bank of 64K of VRAM
>there was never a revision of the Genesis that had 128K of VRAM
The VDP actually has pins for the second bank of 64K if you actually wanted to install it, but no games ever used it since no Genesis ever came with it. As far as I know, no emulators support having 128K VRAM or using those VDP registers.

>the VDP has a register that is not included in the documentation(actually listed as "ACCESS PROHIBITED" in the official manual from SEGA, one of many areas of the memory map designated as such)
>this register acts as a debug register for toggling parts of the VDP on or off, was never used in any games, and is not supported by any emulator
A homebrew dev who really hates emulation could potentially use this to create a game that doesn't work on any emulator, but it would make testing such a game a real pain in the ass.

>the VDP has the same graphical abilities as the graphical setup in the SMS, this is a backwards compatibility feature
>since the Genesis has the same generic controller port as the SMS, you can use the SMS controller with compatible games
>the SMS controller, 3-button Genesis, and 6-button Genesis controllers all have different ways of being read for input
You can actually use this feature to detect what sort of controller the player is using. At least on real hardware.

>> No.7393546

>>7393107
No?
I put a "not for sale" message at the start of the hack.

>> No.7393598
File: 756 KB, 690x690, sonichu.png [View same] [iqdb] [saucenao] [google]
7393598

>>7393449
> genesis controller port
DB9 was a fairly standard port. you can use a genesis controller in a 2600.
> backward compatibility
for some reason, the game gear has 512 colors, as opposed to the genesis' 256. Games are completely playable if you hack the game gear games to correct for the palette.

>> No.7393646

>>7393546
Then what does it matter to you if someone else sell it?

>> No.7393649

>>7390273
Why?

>> No.7393668
File: 1.96 MB, 638x509, subpixel_raster_with_more_colors.webm [View same] [iqdb] [saucenao] [google]
7393668

>>7380851
did a little optimization, added subpixel rasterization, and tweaked some colors

>> No.7393669

>>7393449
>>this register acts as a debug register for toggling parts of the VDP on or off, was never used in any games, and is not supported by any emulator
I think blastem supports this now, and probably others, since overdrive 2 relies on at least some of the features of the vdp debug register.

>> No.7393981

>>7393449
> 128K of VRAM
Given SEGA's general way of moving their arcade hardware into the home, it doesn't strike me as impossible that they had plans to use that VDP for later arcade hardware with the extra vram.

But I could be wrong.

>> No.7394093

>>7393981
Wasn't the Megadrive a gimped version of their arcade version from the late 80s? Couldn't this be a remnant of that?

>> No.7394506

I just realize that on NES, there are a few rows of pixels on the left side of the screen where sprites don't render.

A lot of games "remedy" that by having a black bar there, which I can hardly believe I had never noticed before.

Anyway why is that?

>> No.7394652

>>7393981
>>7394093
If you mean the System C/C2, then the pins on the VDP for the extra 64K of VRAM were actually connected to 16K of color RAM and a DAC, allowing the VDP to display more colors on screen at once. The C/C2 didn't have a Z80 to handle sound and just used a faster CPU instead.

>>7393669
This makes me happy to hear. Based demo devs pushing emu devs to better accuracy.

>> No.7395000

>>7394506
It's actually a toggle-able option. It helps reduce "mistakes" in horizontal mirroring mode. To put it bluntly, if you want 4 directional scrolling and a status bar, this is the "best option".
https://www.youtube.com/watch?v=wfrNnwJrujw

>> No.7395009
File: 293 KB, 1920x1920, SJPDX_Box.jpg [View same] [iqdb] [saucenao] [google]
7395009

>>7392726
seconding this question

>> No.7395083
File: 32 KB, 738x584, paperboy_paper.png [View same] [iqdb] [saucenao] [google]
7395083

>>7392726
>>7395009
it has been dumped! here's a link:
support indie devs ya fuckin freeloaders

>> No.7395121

What's is your top 3 Smb1 hacks?

>> No.7395131
File: 4 KB, 768x672, 1609668933961.png [View same] [iqdb] [saucenao] [google]
7395131

>>7395083

>> No.7395178

>>7393449
Any speculation as to why they didn't add in the extra bank of VRAM, other than cost? Two additional 64kx4 chips of dual-port RAM probably wasn't cheap I suppose, but would have afforded twice the bandwidth, twice the layers and sprites, and twice the amount of tiles. The benefits would have outweighed the additional manufacturing cost, unless they truly thought it would have pushed them beyond a price point the mass market was comfortable with.

>> No.7395256

>>7395178
I think they might have considered making the arcade version of the hardware have more VRAM, but decided to use the pins for more color RAM instead. More unique sprites, layers, and tiles are good, but more colors looks better in the arcade.

>> No.7395432
File: 1.55 MB, 1250x670, zelda-the-master-of-time-romhack-n64-oot.png [View same] [iqdb] [saucenao] [google]
7395432

Why did everyone shit on this hack when it came out? Sure the writing is cringe more often than not but the game itself is really fun. I'm on the third dungeon now and I'm amazed at how well everything has been put together so far. So many new models, textures, and music tracks. All new areas and dungeons. It's quite impressive.

>> No.7395456

>>7395432
Because for every neat thing it does it has ten bad decisions following it. Like for example putting hookshot targets that are so far away that you can only just barely get in range of them at the very edge of a cliff.
So many new models, textures, and music tracks, but shit like the medallions and even master sword itself are just lazily re-used.
And let's not even mention the bullshit that is the Temple of Strength.
The hack has decent ideas, but it is overall executed poorly.

>> No.7395463

>>7395432
They've only seen the noose screenshot and never played the game.
I really enjoyed my time playing it.

>> No.7395465
File: 29 KB, 720x492, legend-of-zelda-missing-link-n64-title-screen.jpg [View same] [iqdb] [saucenao] [google]
7395465

>>7395456
>>7395432
Any Majora's Mask hacks worth mentioning? My brother loves MM and we just finished Missing Link. Zelda's Birthday, Starfox Survival, and Masked Quest are next on the list, but I hadn't heard of Master of Time and am wondering what else I missed. A OoT is fine too.

>> No.7395472

>>7395463
>>7395456 here.
I should mention that I also enjoyed playing it, but fucking hell there was some goddamn bullshit in there.

>> No.7395481

>>7395465
MM has surprisingly few hacks. As far as OoT, there's also Nimpize Adventure which is a great full length hack, and Fate of the Bombiwa and Dawn and Dusk which are both short like Missing Link.

>> No.7395565
File: 13 KB, 256x224, 5722screenshot2.gif [View same] [iqdb] [saucenao] [google]
7395565

I finally decided I was done (for now), so here they are!

TMNT2 bugfix:
http://www.romhacking.net/hacks/5722/

TMNT2 Turtle swap:
http://www.romhacking.net/hacks/5723/

TMNT3 Turtle swap:
http://www.romhacking.net/hacks/5725/

Thanks for the help guys!

>> No.7395618

>>7395481
Raaad, thank ya kindly!

>> No.7395621
File: 1 KB, 128x128, turtlePizza.png [View same] [iqdb] [saucenao] [google]
7395621

>>7395565
it's been a fun adventure my dude. awesome learning about the quirks of these games. i'll be sure to fire these up on the 'ever any thoughts about a next project?

>> No.7396537

>>7395178
https://en.wikipedia.org/wiki/Chip_famine

there was a RAM shortage in 1988 so it was prohibitively expensive.

>> No.7397883

https://www.youtube.com/watch?v=FzPTK91EJY8

>> No.7398434

>>7395565
Thank you

>> No.7398570

>>7390273
Best case scenario is that making "offensive" hacks means almost no one will have the balls to put it on a cart, so it's a win/win.

>> No.7398573

>>7398570
I've really wanted that homebrew loli janken Gameboy game on a real cartridge but I can't find any seller on AliExpress that takes custom orders of Gameboy cartridges, but there's tons of sellers that make custom cartridges for every other console.

>> No.7398579
File: 11 KB, 256x232, intro.gif [View same] [iqdb] [saucenao] [google]
7398579

>>7395621
>any thoughts about a next project?

Actually, I'm already working on an update.... there were at least two things I hadn't looked at, and I just can't seem to let it go.

One of those things is pic related: I used your tip about being able to load bg tiles for sprites with the 8*16 system and drew Donatello's missing arm in the backgrounds bank, it was the only solution so thanks for that!
It's funny they placed that left bubble JUST so the arrow of the bubble stands into a "black background", but there were many unused bg tiles so they could have made a 2nd arrow with the building bit behind like I did...

I really wish I could fix the palettes of the weapons being wrong in the next scene, but considering that all 4 sprite palette slots are taken, it's not happening; unless there is a way to make sprites use bg palettes somehow? But even that would be very painful considering those are the same frames used during gameplay.

>> No.7398582

>>7393646
This. I'd be elated if someone actually liked my hack enough to make physical copies, and for people to actually buy them. Piracy (lol at the idea of pirating rom hacks) is an inherent part of the system, there is no way you will ever stop it, so may as well look at the bright side of it.

>> No.7398593

>>7398582
For the record, I'm not against selling romhacks, but I think they should be sold at a price where the manufacturing cost and nothing more.

Although, even that would still be questionnable to some extent because a romhack is two things, the hacker's work, and the original devs/publishers work; and in my case said publisher was still going and is still selling that game (in rom collections).

I just don't trust repro makers and I have good reason. There was this guy making repros of romhacks with custom made boxes and manuals. He was selling a Zelda hack, except the manual he made for the hack was just the original game's manual, describing all the items in the game and their uses.
Turns out that the hack in question had pretty much none of these items and made new ones instead.

In other words the repro maker was just taking whatever popular hack, put that in a cart/box, without ever knowing what the hack is about or really playing it.

>> No.7398605
File: 59 KB, 467x1024, 1583868578159.jpg [View same] [iqdb] [saucenao] [google]
7398605

>>7398593
>said publisher was still going and is still selling that game (in rom collections).

>> No.7398721

>>7398593
The way I look at it is that you aren't purchasing the rom hack itself. You're paying for the service of having a custom cartridge made for you. I don't have a problem with people profiting off of other peoples' hacks for this reason, or with people making subpar products like you described; there will always be a wide range of quality and the price and reputation tend to reflect the quality.

>> No.7399105

>>7395256
>>7396537
>there was a RAM shortage in 1988 so it was prohibitively expensive.
Very interesting. A weird thought, but did the unpopulated bank need to be the exact same as the primary bank? That is, if two 64kx4 VRAMs were in short supply and expensive, could they have used two cheaper 16kx4 chips (like the Fujitsu MB81416) on the second bank? That way they'd still reap the benefits of the increased bandwidth and layers, but would have had less new tiles to store. But really, not too many new tiles would have been needed as the point would primarily be with generating more parallax scroll layers. And 16kb of extra tiles would also hopefully reduce the amount of ROM access a bit as well, I'd think.

>> No.7399349

>>7398721
>subpar products
you should have a problem with that. they can damage or destroy your console. many cheap chinese carts use 3.3v parts for 5v consoles without proper conversion, or any conversion for that matter.

>> No.7399412

>>7399349
This is a myth propagated to help push $80 repros for maximum profit.

>> No.7399454

>>7399412
Prove it.

>> No.7399469

>>7399454
You prove that cheap repros can damage consoles first.

>> No.7399471

>>7399469
Ah, so you're just a troll.

>> No.7399480

>>7399471
>>7399469
The burden of proof is on whomever alleged the myth.
3.3v bro, where is your proof?

>> No.7399496

>>7399480
>The burden of proof is on whomever alleged the myth.
Which would be you, when you called it a myth. So where's your proof?

>> No.7399514

>>7399496
But you have to prove that they use the wrong voltage and that this can damage the consoles first.

>> No.7399524

>>7399514
Not according to your own rules.

>> No.7399535

>>7399496
I'm not the other guy. He said it was a myth in >>7399412 but that doesn't mean he stated THE myth. And as of now, it will continue to be a myth until you PROVE otherwise.

For you to prove your statements, you'd need evidence of 3.3v components damaging a system. For the other guy, he just has to say "not true."

>> No.7399537

>>7399535
That's some bullshit.

>> No.7399542

>>7399537
https://en.wikipedia.org/wiki/Burden_of_proof_(philosophy)

>> No.7399552

>>7399542
I'm not disagreeing, just stating that it's bullshit.
I'll just let the original two anons continue their disagreement.

>> No.7399574

is majora's mask randomizer online out yet?

>> No.7399581
File: 1.12 MB, 1600x1167, carmack.jpg [View same] [iqdb] [saucenao] [google]
7399581

>>7399480
you're undervolting 40 year old electronic components and running them way out of spec. it's not a good idea.

>> No.7399636

>>7399581
>Laughs in emufag who doesn't actually own a single flashcart.

I actually think there's plenty of reason to believe 3.3v bro, I just also hate when people make claims without evidence. Would it really be that hard to find if that's the case? Usually if someone's making a claim like that, there's dat or stories to back it up.

Anyway, I'm gonna keep playing romhacks on my Pi4 like a loser.

>> No.7399649

>>7399636
Why does one need evidence for something that should be common sense?

>> No.7399707

>>7399636
> evidence
enjoy
https://web.archive.org/web/20180212011259/https://db-electronics.ca/2017/07/05/the-dangers-of-3-3v-flash-in-retro-consoles/

>> No.7399752

>>7395432
Its one of the best romhacks for OoT, does it have some cringe moments and iffy things? Sure its a romhack...

>> No.7399782

>>7399105
>A weird thought, but did the unpopulated bank need to be the exact same as the primary bank? That is, if two 64kx4 VRAMs were in short supply and expensive, could they have used two cheaper 16kx4 chips (like the Fujitsu MB81416) on the second bank?
They could have used smaller chips, but in 128k VRAM mode, the VRAM is interleaved by byte. If they had, the first 32k would be a solid bank, but the rest of the 48k would only have one byte of each 16-bit chunk of memory sent to it since the other byte would be sent to VRAM that doesn't exist.

>> No.7399795

>>7399707
Boom, and there it is.
This is the Pi4 loser, thank you for delivering anon!
>>7399412
Not a myth.

>> No.7399813

>>7399707
Based evidenceposter

>> No.7399839

I'm still laughing there are adults that think pushing 5V to a 3.3V flash chip will somehow cause harm to the console when the cartridge is connected to ground by design. You folks will believe anything as long as it sounds technical and has a lot of graphs added to it.

>> No.7399885

>>7399839
>>>/v/

>> No.7399903

>>7399885
You first zoomie.

>> No.7399927

>>7399839
To me it sounds like one of those things insecure collectors tell themselves to reassure themselves about the kind of money they put on their legit collections. If you listen to them the only way to emulate games is to do it windowed on a 13" laptop, playing on a keyboard while abusing savestates and fast-forward. Anything to prove how superior the real thing is.

>> No.7399947

>>7399903
Why would I willingly surround myself with people who act just like you?

>> No.7399953

>>7399947
Telling facts? Feel free to point out cartridge slots without a ground connection. I'll wait.

>> No.7400031
File: 39 KB, 250x280, alex.jpg [View same] [iqdb] [saucenao] [google]
7400031

>>7399839
> pushing 5V to a 3.3V flash chip will somehow cause harm
it does. besides generating a ton more heat to the chips on the cartridge, undervolting memory chips inside the console can damage and weaken them.
> well then uh why does it work in my console??????
smoking one cigarette probably wont kill you. smoking 10,000 packs over a lifetime probably will. you are slowly burning your cartridge ROM and damaging the memory chips in the console that interact with them.
it's a fucking terrible idea. just don't buy and use cheap shit. ugh

>> No.7400070

>>7400031
>undervolting memory chips inside the console
THEY ARE ON DIFFERENT BUSSES YOU RETARD. The fucking console RAM doesn't get supplied power from the cartridge. Do you know how this shit even works? It's not a magic box dumb fuck. The chips in the console were BUILT for 5V, how is feeding them 5V gonna hurt them? The only extra heat would be on the cartridge itself at the resistor packs, and that's above the console, moving away from it. Using an officially made multi-tap will put your console through more stress than a flash-cart will, and it's still within spec.

Go be a mouth breather elsewhere.

>> No.7400078

>>7400070
I'm not even sure you realize what the conversation is about

>> No.7400115

>>7400070
are you some shitty reseller of chink shit? why would you defend this?

>> No.7400148

>>7400078
It's about that article from that retarded leaf who got laughed off the internet for claiming that running 5V into 3.3V flash chips would somehow reverse the laws of electricity and hurt the console and not the flash chips. Bunch of click-bait journalists got wind of it in 2017, wrote a bunch of articles saying it was fact while quoting the original article only. Then electrical engineers descended on it and tore it apart for not understanding simple things like electrical tolerances. In the end, he redacted the article to the point it was just saying "Those chinese repros with a mystery chip under a glob of goo? Yeah, they might be untrustworthy." It's since been reposted in flash cart threads since then by people looking to start an argument. Always using the original form of the article, where the retarded leaf is claiming ALL flash carts are bad(except the ones he'll be making soon, stay tuned!).

The fact is using resistor packs like many flash carts and repro's do just means you'll have a slightly higher power bill, too small to notice probably. And that cartridge will run a bit warmer than a regular game. This is not a concern, since this is common electronics shit. Look at old ISA and PCI cards sometime. Notice all the resistors between the card connector edge and the rest of the card. It's a cheap way of doing things, but it's safe and nearly every major company has used or is using that method for getting components the proper voltage.

The retarded leaf was literally claiming a standard method was awkshually super dangerous because he doesn't understand how shit works.

>> No.7400158

>>7400115
Is BennVenn?
https://www.youtube.com/watch?v=vv4TeyLcSSw

Again, stop believing shit just because it sounds technical and has a lot of graphs. Retard.

>> No.7400178

>>7400148
>leaf
Do Americans really?

>> No.7400184

>>7400178
We're burger-claps asshole.

>> No.7400201

>>7400158
yes actually he is trying to defend his own shitty improperly designed equipment

>> No.7400217
File: 43 KB, 524x499, q_goalpost2.jpg [View same] [iqdb] [saucenao] [google]
7400217

>>7400148
>leaf
omfg go back to >>>/pol/ and stop defending your fuckin lunacy and mental illness. don't use 3.3v components with a unconverted 5v power rail. jesus fuckin christ

>> No.7400324

>>7400148
https://forums.nesdev.com/viewtopic.php?t=17696
here have some datasheets for christ sake

>> No.7400508

>>7400148
ah, makes sense, and by leaf i suppose he likes s.0.ylatte and is left leaning.

>> No.7400520

>>7400217
Dont listen to this guy he sucks badonks

>> No.7400524

>>7400508
leaf is code for canadian, like burger is code for american

>> No.7400618

>>7399782
I see, so you only get the higher memory throughput equal to the smaller of the two banks. 16kb of bank two interacting with 16kb of bank one. If you don't mind humoring me just a bit longer, I have two more questions.

1. Would a scenario with one 64kb bank and one 16kb still have produced a more visually appealing image than the original Genesis/MD? Even if only minor?

2. I believe the SNES used SRAM while Sega chose dual ported RAM. Is there any scenario where Sega would have chosen a similar route as Nintendo or did their VDP require VRAM specifically? Could the unpopulated bank have used SRAM instead of VRAM to any benefit or would it have been incongruent with the system's design?

>> No.7400697

>>7373652
Why was it initially implemented?

>> No.7400729

>>7400697
There was something of an organized attack on /vr/ a while back. A bunch of shitpost threads would go up, and then subsequently be ignored by everyone. Right when the threads were to drop off page 10, they would all get bumped at once, and usually a few more new threads were posted for good measure. This would usually be enough to suddenly archive a few legitimate threads.
So the mods put a time limit on threads. They can only exist for a certain amount of time before autosaging. And it actually worked. The attack stopped.

>> No.7401853

If you want to learn ASM, this channel is a goldmine
https://www.youtube.com/watch?v=Tn1rFUutkdo&list=PLp_QNRIYljFrNLNhKgIZQjMM9eaZd166O

>> No.7401926

>>7400178
Newfag.

>> No.7402413

https://www.youtube.com/watch?v=29wdNWRi9tY

>> No.7402817

I have Tobal 2 with its english patch but they're in a bin/cue. Whenever I use psxvcd it doesn't recognize the cue. What can I do?

>> No.7403405

>>7402817
I was able to use opl manager to convert the patched bin/cue to an iso and then convert that iso to a vmc with psxvmc. However when I access that game it doesn't play.

>> No.7403736
File: 25 KB, 320x311, mm_legends_ps1.jpg [View same] [iqdb] [saucenao] [google]
7403736

>>7403405
hmm, are there additional steps to defeat the region lock? try booting an unpatched rom. also if you're using POPS, check compatibility. it may just not work at all...

>> No.7403754

>>7402817
also i would try the patch in an emulator to make sure it patched right

>> No.7404226
File: 1.26 MB, 638x480, portal_double_buffering_movep.webm [View same] [iqdb] [saucenao] [google]
7404226

Ok, I got double buffering working. It was very tricky to get right, but worth it.
Now I can copy a framebuffer and render to the next one in (nearly) parallel.

I also added in a movep trick I came up with to make the polygon filling about twice as fast.

Couple more optimizations to do left.

>> No.7404305
File: 157 KB, 1328x1028, money_for_nothing.jpg [View same] [iqdb] [saucenao] [google]
7404305

>>7404226
framerate looking a bit better =)
excited to see this progress...

>> No.7404402
File: 3.24 MB, 2000x1370, dea18d650ceb7f01ed81ea7aa0f54d516d757451e95d0adaab1a6568de8e13da.jpg [View same] [iqdb] [saucenao] [google]
7404402

>>7404393
>>7404393
>>7404393

Let me know if anyone wants to do the hacking for these games. I'll translate.

>> No.7404423

>>7404305
I don't know if the framerate is going to get much better, but I'm going to try to improve the geometry pipeline so it can scale to more complex maps without losing as much fps.

>> No.7404532

>>7404226
This is really cool, anon. Keep us updated! Is it all written is ASM? I don't know anything about what sort of Genesis dev tools are available.

>> No.7404584

>>7404532
It's all C, except for the code which fills the pixel columns making up each wall/floor/ceiling.

That's basically just a giant table of movep instructions.

>> No.7404795

>>7398582


>>7398593
Or heres an idea, how about working out a deal with the repro sellers and getting a cut of the profit s they made.

>> No.7404868

REM: https://m.youtube.com/watch?v=Pk1UkmigkMs

>> No.7404887

>>7404868
REM is looking awesome. excited about this one. was discussed last thread too:
>>7332243

>> No.7404931

Please someone gib link for the recent Golden eye leak.

>> No.7404942

>>7404931
it's on archive dot org

>> No.7404953

>>7404887
Alisha Adventure too.

>> No.7404956

>>7404942
Not anymore.

>> No.7405040
File: 184 KB, 435x298, goldeneye_face.png [View same] [iqdb] [saucenao] [google]
7405040

>>7404931
> Golden eye leak
Not homebrew. Not a romhack. Not even retro. Ugh. Here
https://pastebin.com/0FZTZhYF

>> No.7406346

>>7400618
1. Possibly, since there would be a smidgen more RAM to work with. But given how it would have increased complexity of code using that half-word RAM bank, it wouldn't have been used often or at all. Instead we probably would have had worse graphics since most programmers would have stayed within the 32K of full-word RAM and ignored the rest.

2. They are two different types of RAM. SRAM the SNES used doesn't need a refresh cycle, DRAM the Genesis used does. You really don't mix and match them. If SEGA had gone with SRAM it would have been faster RAM, but the Genesis's DRAM already can be filled by the VDP before the screen is refreshed, so it wouldn't matter. Having more RAM or color RAM would make a difference, faster RAM wouldn't have.

Faster RAM in the Genesis is such a non-starter, the speed of the RAM and VRAM in the console varied from revision to revision with no one noticing. Some later models used faster, some later models used even SLOWER RAM and VRAM, and there is no difference in the end.

>> No.7406441

>>7406346
> SRAM
> DRAM
> You really don't mix and match them

I'm pretty sure the NES did. The CPU's WRAM is SRAM and the PPU uses DRAM for OAM. And a mapper could use any type of ram internally as long as you could meet timing.

Why they did this is still a matter of speculation.

>> No.7406508

>>7406441
The question was asking about putting them on the same bank, not just on the same machine. A fucking PC mixes and matches RAM types by your definition, since your ram is DDR4, your VRAM is GDDR5, and there's various bits of flash DRAM and SRAM all over the system for caching and BIOS and firmware.

>> No.7406560
File: 64 KB, 300x276, mario_isScrewed.png [View same] [iqdb] [saucenao] [google]
7406560

>>7406441
>Why they did this is still a matter of speculation.
Well, probably because they could, and it was cheaper. DRAM needs to be accessed constantly so it doesn't decay and lose it's contents. This would have been a huge design problem for WRAM, but, sprite memory is always being accessed so, DRAM it is.
The NES allows for a fast DMA copy of an entire page of WRAM that mirrors OAM. You can't access VRAM or OAM RAM while the screen is drawing, so, it actually works quite nicely.

>> No.7406841

>>7405040
God thanks! I love that you can go back to original graphics at any time.

>> No.7407302

>>7406346
Cool, thanks for answering.

>> No.7407528

I'm reading through the n64dev link in the OP. Just wondering if anyone who has personal experience creating a romhack for the 64 has a personal reccomendation on tutorials/order/what to start with?
FYI, I want to do something pretty ambitious based on OOT with a good number of new assets, characters, enemies, and control/interface tweaks. Should I start by romhacking NES or something first to get used to the process? I know a bit of assembly and I've used modern gamedev tools (Unity, C&SDL, C++&SFML, very little OpenGL) before

>> No.7407669

I can't log-in on Datacrystal. Accounts are supposed to be shared with RHDN but it won't accept anything. Googling tells me it's a recurent issue.

I can't register on TCRF because the "registerkey" captcha doesn't want to work no matter what.

They sure are making it hard for people to contribute

>> No.7407680

>>7407669
That's because it's a relic they don't want to deal with. It's a damn shame, since Datacrystal could be the ultimate source for RAM and ROM maps for old games. Instead they would rather just let it die off and quietly take it down one day. I was told as such by one of the rhdn admins when I pressured them to let me add stuff to datacrystal. All the data on that site needs to be backed up and added to a wiki or wikia somewhere.

Don't know the deal with TCRF, never tried to join.

>> No.7407686

>>7407680
Okay good to know, although that sucks. I'll post my RAM map as a txt document on RHDN then.

>> No.7408108
File: 1.15 MB, 700x700, john_cleese2.png [View same] [iqdb] [saucenao] [google]
7408108

>>7407686
> I can't log-in on Datacrystal.
> That's because it's a relic they don't want to deal with.
god damnit. they found an elegant solution to an endless sea of txt files and then abandoned it with no replacement?!?!? omfg. romhackers....

>> No.7408280

>>7404887
Nice

>> No.7408379

>>7407669
I know it's not related to romhacking but maybe it can help someone... I figured out what's wrong with registering on TCRF.

A message is supposed to appear to tell you what you have to do in order to complete the registration, but it only appears if the site is set to american english.

>> No.7408392

>>7408379
>it only appears if the site is set to american english.
lul tweet @xkeepah

>> No.7408395

>>7408108
>antisocial devs
>don't want to make better ways of data presentation

>> No.7408512

>>7408395
programming is terribly designed because it was designed by programmers =)

>> No.7409971
File: 27 KB, 480x360, mah_boi.jpg [View same] [iqdb] [saucenao] [google]
7409971

Raw uncompiled source code exists in Dragon's Lair releases in Japan and Europe. Fascinating:
https://www.youtube.com/watch?v=OoW6ydYMc8E

>> No.7410893

https://www.youtube.com/watch?v=MBT1OK6VAIU

>> No.7411117

sprite + coke = sproke

>> No.7411627

I want to disable the copy protection in Batman Returns (NES) simply because that thing fucked me over when playing it on Nesticle as a kid and I want my revenge.

But I can't locate the damn thing despite the clues given on the game's TCRF page. It's starting to piss me off

>> No.7411701 [DELETED] 
File: 218 KB, 543x472, dropped.png [View same] [iqdb] [saucenao] [google]
7411701

>Create the only available translation for the first devil summoner
>Remove one of the "interesting" features of the game

>> No.7411708

>>7373559
Native music making software is interesting, but only Gameboy got decent attention regarding it.
Anything on SNES? MD? NES?
GBA?

>> No.7411861
File: 564 KB, 788x722, bo_burnham.png [View same] [iqdb] [saucenao] [google]
7411861

>>7411708
> NES
Famitracker is standard. Lots of attention in the indie gaming scene. There are some MIDI solutions into the controller port with software, but, most have been abandoned sadly...
http://www.famitracker.com/
In the professional music scene, the gameboy gets more attention because of it's "wave" channel which is a bit customizable and very unique sounding. NES is just two square waves, a triangle, noise channel, and terrible sounding PCM. Genesis is basically a worse yamaha OPL2. SNES uses ok samples and GBA uses terrible quality samples.

>> No.7411923

>>7373559
Here's a full collection of desplash patches
https://anonymousfiles.io/NLlxHJgp/

>> No.7412185

>>7411861
>http://www.famitracker.com/
I can't enter the webside

>> No.7412198

>>7412185
it works fine. it's not HTTPS though. if it's giving you some kind of warning just proceed anyway.

>> No.7412307

>>7411861
>Genesis is basically a worse yamaha OPL2
>YM2612
>worse than the fucking YM3812
you have to go back

>> No.7412321
File: 234 KB, 1600x921, dx7.jpg [View same] [iqdb] [saucenao] [google]
7412321

>>7412307
that's figuratively what it is. a stripped down cost reduced YM3812.

>> No.7413534

https://www.youtube.com/watch?v=AFjz1JhJAnY

Besides the lack of bots in team battle, I'm happy with how this turned out.

>> No.7413560

>>7412307
No, you complete fool.

>> No.7413702
File: 847 KB, 1000x700, von_neumann.png [View same] [iqdb] [saucenao] [google]
7413702

>>7413534
whoa! i've never seen a gamecube hack before besides melee of course

what is your toolchain like to accomplish this? did you just hex edit or somehow rebuild it back into C with ghidra or something? did you use debugging features in dolphin? very curious. nice job!

>> No.7414428

https://www.youtube.com/watch?v=YbEw8J4pbC4

>> No.7415263

>>7413534
based

>> No.7416476

don't you die on me

>> No.7416553
File: 337 KB, 367x413, james_mccloud.png [View same] [iqdb] [saucenao] [google]
7416553

>>7416476
never give up, trust your instincts

>> No.7416803

>>7416553
my instincts tell me to give up

>> No.7416863

>>7416803
one byte at a time

>> No.7418136
File: 86 KB, 618x719, Intense.jpg [View same] [iqdb] [saucenao] [google]
7418136

>>7416803
THEN GET ANOTHER INSTINCT!

>> No.7418261

>>7411861
>Famitracker is abandoned since last time i visited the website
>No piano GUI to write or test notes on the tracker.

>> No.7418276

>>7418261
>Famitracker is abandoned
The NES was abandoned 30 years ago? It supports every sound chip. What else do you need?
>No piano GUI
mmmm yeah that would be nice. the interface isn't the greatest. you can just test notes on your keyboard, spacebar (i think) toggles from test to place mode

>> No.7418945

>>7418276
I think what they meant is that Famitracker hasn't been updated in a long-ass time.
...and I argue that it doesn't need to be. It's pretty feature-complete. People still use it, me included.

>> No.7419847

>>7418945
> People still use it
yeah. it's the defacto standard. it can be annoying to work with at first, but, once you get the hotkeys down the workflow is pretty good. The GUI could be better, but, there is nothing that it can't do as far as NES sound.
i wouldn't hold being not updated since 2015 as a knock against it.

>> No.7420395

Newest Famitracker fork: https://github.com/Gumball2415/Dn-FamiTracker

>> No.7420650

>>7395432
So I finally got around to beating this game (both endings) and I have to say I'm very impressed with pretty much everything except for the story. While the dialogue is garbage and both endings are anticlimactic and cringey, I don't feel that this detracts enough from the gameplay to make me not want to recommend. Go play this game if you like Ocarina of Time.

That said, I feel like I missed some things and finding info about romhacks online is hard. Does anyone know where to get the Song of Storms? I know it's in the game and is used to open the locked door in the Path of Gods with the talking tree who says he's thirsty. It presumably also drains the well in the first town? Also, is there a sixth temple that's accessible at all? What about a sixth warp song? Seems weird that there would be a slot for the song in the menu but no song to fill it. Also, what is the prize for obtaining all the gold skulltulas? I only got a little over 70. Is it the same old infinite rupees? Also, how do you get the bigger wallet? I was capped at 250 and was never able to obtain the blue tunic, not that it ended up being necessary. I think those are the only mysteries left for me in the game.

>> No.7420676
File: 1.18 MB, 256x224, vxXXzVg.gif [View same] [iqdb] [saucenao] [google]
7420676

Zelda Mini Quest

This is a Mario Hack that a friend of mine did recently

https://youtu.be/stIOjaIeYpM

>> No.7420693

>>7420676
Looks comfy, and fun trailer. I will check it out.

>> No.7420938

>>7420650
Just found out there is a really cool PDF guide (almost looks like an official Nintendo Power guide!) on the Hylian Modding discord server that answered almost all of my questions. However, it claims that you get the biggest wallet as the reward for killing 30 skulltulas. I noticed that there were fewer cursed siblings than in vanilla OoT, are there some hidden somewhere? I know of the two on the upper level of the building. I got the reward from every brother I could see aside from the main guy who requires all 100 and never got the biggest wallet.

>> No.7420964

>>7420650
I'm gonna guess you missed the one on the middle level.

>> No.7420980
File: 498 KB, 1024x768, GLideN64_THE_MASTER_OF_TIME_000.png [View same] [iqdb] [saucenao] [google]
7420980

>>7420964
Holy shit you're right, I have no idea how I missed this. I can't tell you how many times I came back to the skulltula house looking for another brother. I knew I had to be missing one.

>> No.7421049

>>7420650
>where to get the Song of Storms?
You probably figured it out already but it's underneath the pirate ship.
I needed to look at a video walkthrough for that, and the area it unlocks is pretty cool.

>> No.7421089

>>7421049
>I needed to look at a video walkthrough for that
Same here, and also for that house in the lake area.

>> No.7421128

>>7421049
The PDF guide on the discord server mentioned it, thanks though. I'm trying to decide if I want to bother doing that or move on to another game. It seems the only two big things I missed (aside from some heart pieces and skulltulas I'm not interested in tracking down) are this and the well in Sagnol. I may check it out since you say it's pretty cool.

>>7421089
I thought the lake house was a really cool area, and I was proud of myself for figuring it out on my own. There's a prisoner in Abello Castle that gives you an oddly detailed account of how she was planning on murdering the person who lived there. You have to do everything she says she did to get into the basement and get the bottle.

>> No.7421621

>>7373559
Still waiting for Xenosaga DS. We got Blue Sphere translated, when Xenosaga

>> No.7422030

https://www.youtube.com/watch?v=MBT1OK6VAIU

>> No.7422131

>>7373559
can somebody help me here?
I've been trying to figure out if this is real or a romhack.
https://www.youtube.com/watch?v=3bs3U8xE72g

>> No.7422132
File: 82 KB, 1031x991, nesticle.png [View same] [iqdb] [saucenao] [google]
7422132

Are you ready to romhack like it's 1997?

>> No.7422173
File: 1 KB, 114x114, NESticle_hand.png [View same] [iqdb] [saucenao] [google]
7422173

>>7422132
OMG YES

>> No.7422403
File: 891 KB, 256x224, kbodpI3.gif [View same] [iqdb] [saucenao] [google]
7422403

>>7420693

Yeah he used various graphical modes, its almost a tech demo of the SNES capabilites either , he used high resolutions modes, many layers of scrolling , mode 7 effects like the one seen in Castlevania IV, etc

>> No.7422419

>>7422403
Oh, it the Xalabaias dude! Really gotta play this one.

>> No.7423006
File: 1002 B, 256x232, Batman_returns-0.png [View same] [iqdb] [saucenao] [google]
7423006

>>7411627
>>7422132
>>7422173
so I had to check if, playing Batman Returns in Nesticle as a kid, the copy protection getting triggered was due to the emu or a bad rom.

Apparently it had nothing to do with the emu, and after a quick google search I already found a rom of the game which had messed with the title screen (which is exactly what triggers the copy protection), pic related...

Anyway - I got the help for someone else who documented some shit and I was able to deactivate all six (!) anti-piracy checks this game pulls, and just to be safe; on top of this, the game hands out wrong passwords if it detects the copy protection flag being on so just to be safe I disabled that as well.

Now the question is, am I allowed to submit a hack like that on RHDN... I had to contact them to ask. It could be seen like the primary function of this hack would be to make chinese bootlegs (the real primary function is to satisfy
a personal grudge I've had for 20 years against this copy protection shit); but my hack could also help other hackers and let them modify the title screen of this game.

Also, among the anti piracy shit, there is a flag that doubles the amount of dmg dealt to the player. I wonder if I should make a hack that enables this by default, call it "hard mode", or if such a thing should belong in the gamegenie section of gamefaqs since that would have the same effect.

>> No.7423290

>>7421621
Why not just play PS2 version?

>> No.7423338

>>7423290
They're completely different games. The DS version has the original script, which was cut out of the PS2 games. Mostly episode 2. which got butchered on PS2

>> No.7424026
File: 1.75 MB, 1198x1080, IronSworn_GB.webm [View same] [iqdb] [saucenao] [google]
7424026

Got tile maps and randomization working finally. This is fun.

>> No.7424042
File: 87 KB, 194x228, nintendo_world_class_service.png [View same] [iqdb] [saucenao] [google]
7424042

>>7424026
awesome!

>> No.7424826
File: 61 KB, 750x350, 00-featured-kirby-bizarre-adventure-screenshot-preview.jpg [View same] [iqdb] [saucenao] [google]
7424826

I'm trying to get Puresabe Kirby’s Adventure (NES) running on my NES emulator on my PSP, but it's not working at all. I tried applying the Puresabe patch to Hoshi no Kirby Japanese ROM but the game still won't play. Maybe I'm retarded but nothing seems to work. Does anyone happen to have a patched ROM that I can use?

>> No.7424896
File: 471 KB, 677x570, carbq&#039;s_advefture.png [View same] [iqdb] [saucenao] [google]
7424896

>>7424826
> Puresabe Kirby’s Adventure (NES)
You're not going to get that to work =(
It's pretty much FCEUX only and doesn't even work on a real NES. I could be wrong, but, i remember fiddling with that thing for hours a few years ago.

>> No.7424930

>>7424896
>FCEUX
A bit unfortunate. I'm really sorry for the question but is that a PC only emulator? I'm trying to get a lot of emulators on my PSP so that's my preferred gaming platform as of recent.

>> No.7424934

>>7424930
> is that a PC only emulator?
i don't know. it's open source and there is a version that runs in WebAssembly of all things. i don't know about linux / mac / whatever console or raspberry pi etc
https://sourceforge.net/projects/fceultra/

>> No.7426006

https://www.youtube.com/watch?v=MREsJsRZqu0

>> No.7426873

>>7424896
>FCEUX only
Speaking of, I could only run Donkey Kong Original Edition on either Mesen or FCEUX, I think.
Is the ROM that fuxxored beyond fixing? I kinda wanted to tranfer some changes from a classic Donkey Kong hack, but it's like there's a bunch of repeated tiles.

>> No.7427257
File: 6 KB, 256x232, Batman Returns (USA)_improvedcontrols_bugfix-37.png [View same] [iqdb] [saucenao] [google]
7427257

>game uses a different definition for some of the frames when the character is facing the other direction

Have they never heard of mirroring? This is fucking stupid

>> No.7427379

>>7427257
>Have they never heard of mirroring?
You can only mirror 8x8 sections. You have to reposition each tile.

>> No.7427384

>>7427379
8x8 or 8x16 rather. This game probably uses 8x16.

>> No.7427404

>>7427384
>>7427379
huh, other games that I hacked mirrored the entire frame, including two which use the 8*16 system

as a matter of fact it looks like only some frames in Batman Returns use a different definition for the other direction (they are identical though, just mirrored in the def) while other are the same definition and the "mirror the entire frame" code, it's kind of a mess

>> No.7427773

Time for more mostly useless facts!

Solar Jetman on NES
>a unique 2D space physics simulation, where you control your ship by turning left or right and using thrusters or letting gravity pull you
>game was very detailed with varying gravity depending on the planet, your ship can be facing any of 32 directions, and any item you were towing with your grapple beam would influence your movement
>the game levels are FUCK huge, made possible by 256 128x128 metatiles that are copy+pasted, making all the level layouts only take up a few KB of data
>game actually re-uses the 128x128 metatiles to create 8x8 tiles for displaying in the in-game maps, meaning it's not a map file like ALttP, it's actually drawing the level as-is, so the larger planets have a bit of lag before the map appears
>never mentioned in the manual is a mechanic where you can spin the orange gems around your ship and get money in increasing amounts and finally an extra life on the 9th spin when the gem turns into a regular blue gem
>game uses three different RNGs for various events

Before Battletoads, Rare said "look what we can do on NES hardware!" and this was the result.

>> No.7428489
File: 1.94 MB, 641x512, portal_16_bit_math.webm [View same] [iqdb] [saucenao] [google]
7428489

Optimized the entire transformation pipeline, which is quite a bit faster now (using 68k mult and divide instructions, no more calls to gcc's multiplication and division routines which are very slow).

It's not tons faster overall since polygon filling is the ultimate bottleneck on this cpu.

>> No.7428515

>>7428489
hell yeah! anything you can do with opcodes or powers of 2 is a win. at least you have more overhead now to do more with the graphics that do appear, even if the draw pipeline is the main hurdle

>> No.7428592

>>7428515
Yep, I was mostly hoping to reduce the cost of extra geometry, since the polygon filling was already basically optimized as much as possible at this point.

Only thing that can be improved further without tons of effort* is probably the multiplies and divide in the rasterization routine, for clipping off-screen portions of walls. Those still call out to gcc routines, but I can probably remove those.

* - without going to crazy optimizations like using logarithm tables for fast division, etc.

>> No.7428645

>>7428592
Sounds like a plan. If you know you're multiplying or diving by a power of 2 just bit shift LSR or ASL =)

>> No.7428672

>>7428489
This is really cool. Is there any chance of using interlacing to help improve performance?

>> No.7428716

>>7428672
Interlacing would have some pretty heavy artifacting.

>>7428645
In this case it's multiplies and divides by arbitrary fixed point values.

>> No.7429215

>playing FF6 T-Edition
>finally get to World of Ruin, start getting costumes and shit
>notice a few enemies I'll be needing Life3(now called ReRaise) for
>no esper teaches ReRaise
>only one gives you access, by it being one of the three random buffs it gives you when you use it in battle
>it's not a spell you can learn
>it's not an enemy ability you can learn with Strago or Gau either
>many spells and enemy abilities will strip you of ReRaise status
Don't know why the hack lets you challenge the giant turtle in the cave to the world of espers during the WoB. You won't have ReRaise, and therefor you can't beat the bastard.

>> No.7429335

>>7429215
Dunno if it's accessible, but a well timed use the dragoon boots/palidor esper can be used to avoid some final attacks in the original game. Could work here.

>> No.7430897

https://www.youtube.com/watch?v=C2X5wrU6_KQ

New release lets you play Kiryu and regular Mechagodzilla

>> No.7432052
File: 416 KB, 264x240, Menus Working.webm [View same] [iqdb] [saucenao] [google]
7432052

Finally got menus working. Had some weird graphical glitches that I needed to fix, but it was worth the hassle.

>> No.7433052

I may have asked this once before but has anyone been able to play tobal 2 english patched on popstarter?

>> No.7433203

>>7433052
does the original J game run? popstarter does not have 100% compatibility, and some games that "work" are still a bit broken.

>> No.7433367

>>7433203
On popstarter it says Tobal NO.2 "runs" off HDD but whenever I load the .vcd to my hdd or off a thumb drive I never get to the ps logo.
I've gotten lsd emulator, mizzurna falls, and moon rpg all english patched running off a thumb drive so I'm not really sure what the issue is.

>> No.7433429

>>7433367
hmmm. make sure the original unpatched J game runs, and make sure it's the right file name. when you patch it, try naming it the original file name. popstarter and pretty much everything PS homebrew is jank AF. gl

>> No.7433639
File: 204 KB, 600x480, q_deliver.png [View same] [iqdb] [saucenao] [google]
7433639

thred = ded
>>7433626
>>7433626
>>7433626
>>7433626