/hbg/ - Homebrew & Romhacking General - /vr/ (#11828931) [Archived: 418 hours ago]

Anonymous
6/27/2025, 4:28:31 PM No.11828931
1728309190393972
1728309190393972
md5: fce9abf99cb6a9f72b218db4c412eb19๐Ÿ”
Gameplay and development discussion:
What homebrew / hacks are you playing /vr/? Are you working on anything? Would you like to learn? Projects and questions welcome.

Active Communities:
romhackplaza.org
retrohackers.net
smwcentral.net
metroidconstruction.com
romhacking.net
romhack.ing
gbatemp.net
sonicretro.org
mariopartylegacy.com
pokecommunity.com
baddesthacks.net
pouet.net

Huge Community List:
pastebin.com/edWKBJqn

IPS/BPS Patcher:
romhacking.net/utilities/1040

Huge Archive:
archive.org/download/En-ROMs/En-ROMs/

Other Archives:
archive.org/details/rom-hack-patch-archive
mediafire.com/folder/50m95vbbuyf25/vr's_ROM_>Hack_Recommendations
archive.org/details/hbmame_0244_roms

Quality of Life Improvements:
https://pastebin.com/4gmM7wc6

Desplash Patches:
mega.nz/folder/FZtzjZJa#qtrGXSbVNjiXUrnGUGSVMw

AtariDev:
forums.atariage.com
atari-forum.com
atarimania.com
atariarea.krap.pl

NESDev:
wiki.nesdev.org
forums.nesdev.org

SNESDev:
snes.nesdev.org/wiki/Main_Page
github.com/alekmaul/pvsneslib
wiki.superfamicom.org

N64Dev:
n64dev.org
n64vault.com

GC/WiiDev:
devkitpro.org
github.com/devkitPro/gamecube-examples

SegaDev:
smspower.org

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

SaturnDev:
antime.kapsi.fi/sega/docs.html
segaxtreme.net
jo-engine.org

DCDev
dreamsdk.org

PSXDev:
psxdev.net
problemkaputt.de/psx-spx.htm

PS2Dev: github.com/ps2dev

XboxDev: xboxdevwiki.net/Main_Page

GBDev: gbdev.gg8.se/wiki

GBADev:
forum.gbadev.org
github.com/pret
forums.serenesforest.net/index.php?/topic/26913-nintenlords-hacking-utilities

VBDev: virtual-boy.com/development/

Amigadev: eab.abime.net

PC98Dev:
hackipedia.org/browse.cgi/Computer/Platform/PC,%20NEC%20PC-98
target-earth.net/wiki/doku.php?id=blog:pc98_devtools

Previous Thread: >>11793937
Anonymous
6/27/2025, 5:16:07 PM No.11829041
https://youtu.be/Crzrd4AH7mA
Replies: >>11830051
Anonymous
6/27/2025, 11:56:10 PM No.11829932
How hard is it to mess with gameboy color games for someone with no programming knowledge? There's an obscure game with so much potential I dream of tweaking more to my liking
Replies: >>11833503
Anonymous
6/28/2025, 1:17:07 AM No.11830051
Bombers, this is your mindset
Bombers, this is your mindset
md5: 79c651ed1baad481e453c07e949dd715๐Ÿ”
>>11829041
>2:18:11
I genuinely hope you die.
Anonymous
6/28/2025, 5:35:46 AM No.11830467
Anyone else playing ZPF? Just got my copy, it's great.
Replies: >>11832251
Anonymous
6/28/2025, 6:09:54 AM No.11830515
1648149647898
1648149647898
md5: f84fc1e0fa784fb03fa1dd8a9207c905๐Ÿ”
New Smash Remix update
https://smash64.online/remix/
Replies: >>11835489 >>11840829
Anonymous
6/28/2025, 6:29:18 AM No.11830541
halo_64
halo_64
md5: 0ab07fe6934c3c2bf51ea1e068675e86๐Ÿ”
What is your dream game /vr/ ?

Also, what are you working on?
Replies: >>11830665 >>11831012 >>11831529 >>11833090 >>11833503 >>11834090 >>11834136 >>11836940 >>11861868
Anonymous
6/28/2025, 7:43:36 AM No.11830665
>>11830541
GTA 3 would work well on GC
Replies: >>11831538 >>11831894
Anonymous
6/28/2025, 12:57:58 PM No.11831012
smb3_autobomb_thumb.jpg
smb3_autobomb_thumb.jpg
md5: ade5f9902a188d1e12d978dfd4ab3554๐Ÿ”
>>11830541
Working on the SMB3 editor. I've worked on too many side aspects of the editor like music and sprite editing just because it was more fun to do assembly for (see webm for example of a custom sprite), now I'm focusing back on refining the level editor so that it can be usable for a release (polish up menus, thoroughly fix tiny bugs, etc.).

If I can get things ready either by this December (or next December), I would lead and organize a SMB3 collab on /v/. I want to select the SNES as the console of choice because:
>People will regard it as a feat in the SMB3 hacking scene, making it the first full hack edited with a dedicated tool (SMAS hacks have been done in the past with manual hex editing)
>More variety of colour choices for people wanting custom palettes/graphics in their levels
>For people who dislike the SNES's appearance and are used to the NES's colour palette and overall atmosphere, the graphics can easily be replaced to a NES-inspired style and palette choice if they want it. I have been writing patches that slowly bring back features from the NES that were removed from the SNES version, e.g. background clouds, fades and pausing.
There is also a patch which isolates SMB3 in the SMAS ROM, so there will be no issue with having to keep the other games there.

If there's any interest or suggestions with this, let me know.
Replies: >>11831730 >>11831743 >>11831890 >>11832513 >>11833102 >>11841943
Anonymous
6/28/2025, 2:20:47 PM No.11831130
metaquarius please hurry up
Anonymous
6/28/2025, 6:24:25 PM No.11831529
>>11830541
Super Castlevania (Bloodline & SotN)
https://www.youtube.com/watch?v=QmMrbfyJ0vE
https://www.youtube.com/watch?v=VxnjMUI_4BA
Replies: >>11831805
Anonymous
6/28/2025, 6:27:59 PM No.11831538
file
file
md5: f445d861300c51bbf50c805b809596c9๐Ÿ”
>>11830665
or vampires masquerade bloodlines
Replies: >>11832626
Anonymous
6/28/2025, 8:03:57 PM No.11831730
>>11831012
>If there's any interest or suggestions with this, let me know.
Give us ability to edit characters, sprites, and palettes without resorting to outdated YY-CHR
Replies: >>11832261
Anonymous
6/28/2025, 8:08:40 PM No.11831743
>>11831012
My biggest gripe with SMAS SMB3 is how the battle mode (from the main menu) is cheesable with infinite stunlocks by bumping the other player from a platform below over and over. If your editor could do something about that, either by allowing editing of battle levels or by having a section to change physics of the battle mode, that it would be great.
Also simultaneous co-op in normal levels, but I'd imagine that's a pipedream.
Replies: >>11832261
Anonymous
6/28/2025, 8:36:10 PM No.11831805
>>11831529
You are the new Famicom from /co/.
Replies: >>11838530
Anonymous
6/28/2025, 9:09:49 PM No.11831890
>>11831012
would be interesting to have a rom that has both SM/v/ 3 if/when it actually gets completed and SM/v/
Anonymous
6/28/2025, 9:10:49 PM No.11831894
>>11830665
re3 is a thing, if you have the skill to port it
Anonymous
6/28/2025, 9:23:02 PM No.11831920
this is a thing https://filebin.net/n8p8vdk0v10614xf
Replies: >>11835065
Anonymous
6/29/2025, 1:29:47 AM No.11832251
>>11830467
Got my 'copy'. A certain lol suite is hot off the press with these, though I hear Daemonclaw released too and not finding it anywhere.
Anonymous
6/29/2025, 1:36:48 AM No.11832261
smb3_gfx
smb3_gfx
md5: faf571eacf3d8e355aabe0da175c5edd๐Ÿ”
>>11831730
Graphics editor can do necessary things like select and view blocks, export graphics and import ExGFX; as you can see, it still needs a lot of basic work. I'll focus on it more at a later time after the level editor. If I wanted to add more stand-out features to it, I'd add GFX block "stacking", so you can edit multiple blocks at once; savestate palette importing (older versions of YY-CHR used to do this with zst's); and pasting images from the clipboard, doing the necessary BPP conversions. If I get around to this, these will already be some improvements over YY-CHR.

>>11831743
Since it has a custom build of asar as a library, you can write/import patches that fixes whatever you need to; co-op wouldn't be infeasible because of that, but it won't be in the scope for the editor. Editing the battle levels is also possible.
Anonymous
6/29/2025, 2:15:42 AM No.11832319
I can confirm that the $30 Fenrir Duo clones on Aliexpress work, at least in my Saturn.
Anonymous
6/29/2025, 3:45:43 AM No.11832513
>>11831012
Nice, I think you showed this off last year. I'm looking forward to the potential collab hack since /v/ hasn't done such a thing in three years.
Anonymous
6/29/2025, 4:32:56 AM No.11832626
>>11831538
Also the skin.
https://www.moddb.com/games/vampire-the-masquerade-bloodlines/addons/jeanette-skin-for-pc
Anonymous
6/29/2025, 8:24:29 AM No.11833090
>>11830541
I'm working on a level editor for my favorite GBC game. I hope people make me lots of levels.
Anonymous
6/29/2025, 8:36:38 AM No.11833102
>>11831012
What language are you using for you editor? Is it going to be cross platform, or is it some dotnet monstrosity?
Replies: >>11833420
Anonymous
6/29/2025, 1:05:49 PM No.11833420
>>11833102
Both. Since the editor is written in C#, as well as all of its associated libraries, it can run on Linux/Mac with Mono.
Replies: >>11837483
Anonymous
6/29/2025, 2:13:50 PM No.11833503
>>11830541
Spent the last month or so learning nes. Previously I had learnt the basics of the master system. Couple of days ago finally got a scrolling image displayed without having to copy and paste too much. Got stuck for a while on PPU mask, you have to turn off the PPU during blank but I was not turning it back on right, the sms handles that in a more simple way. Cool thing about NES is sprite DMA while on sms you have to use the out port of the cpu, Nes you have to update the sprites all of the time or the DRAM could become corrupt OOF, on sms you can just put a sprite on the screen and it stays there. NES you have to put a starting address and NMI location in ram or else your program will crash, on sms the BIOS sets up the ram and all that for you so its more forgiving of mistakes. Nes has 2 screen so it can preload graphics to save on cpu. Being forced to put an iNES header in your code is annoying because a lot of assemblers with give an error if its over 64k, similar issue with CHR rom so I just went back to 16k rom and 8k chr. Either console can be easier depending on how you feel with NES having a more memory mapped feel but easier to crash. My objective is to make a game that can link up 2 or more consoles, on sms you can use the controller ports as an output but on nes I think I might have to use the expansion port.

>>11829932
don't know about GB but on sms I used a debugger and put a watch on the colour ram so when it changed you could step back and see what changed it, often this would be a value in rom
Anonymous
6/29/2025, 4:21:03 PM No.11833637
https://youtu.be/WP_dFzy95Kc
Anonymous
6/29/2025, 9:17:32 PM No.11834090
>>11830541
https://www.youtube.com/watch?v=4djUVGtj47M
Anonymous
6/29/2025, 9:34:05 PM No.11834136
>>11830541
Bright light
https://www.youtube.com/watch?v=_ayKuYEkBnU
Anonymous
6/29/2025, 11:36:18 PM No.11834413
1750890077150825
1750890077150825
md5: 6ab6d6c79d76c70f98d1c15550c718bd๐Ÿ”
since reddit and other forums insist in being unhelpful faggots (per usual).
could some kinda anon tell me what romset to use for the current FBneo core on retroarch ?
I'm presented with a 1.0.0.2 or 1.0.0.3 ROMset but have been told it needs to be the specific romset for whatever core version is currently being used.
please and thank you.
Replies: >>11834430
Anonymous
6/29/2025, 11:43:10 PM No.11834430
>>11834413
There is a dedicated emulation general on this very board yet you decided to come here instead
Replies: >>11834443
Anonymous
6/29/2025, 11:50:25 PM No.11834443
>>11834430
shit sorry, i thought this was the emu gen lol
Anonymous
6/30/2025, 12:40:50 AM No.11834539
a Hailing for testers for the translations of the Sword World games for PC-98 and SNES has gone out.

https://twinngames.com/announce.txt

I know, weird link, but it's something the main coder made to try and get the message out. (Discord server is the Sword World server)
Replies: >>11834561
Anonymous
6/30/2025, 1:01:31 AM No.11834561
>>11834539
why did they announce it like it's 1996
Replies: >>11834582
Anonymous
6/30/2025, 1:16:26 AM No.11834582
>>11834561
It's not a bad thing, is it?
Replies: >>11834592
Anonymous
6/30/2025, 1:21:24 AM No.11834592
>>11834582
it is weird
Anonymous
6/30/2025, 5:48:18 AM No.11835065
>>11831920
That's some extra weird dolphin porn.
Replies: >>11835848
Anonymous
6/30/2025, 12:36:43 PM No.11835489
>>11830515
Here's the NTSC version. https://files.catbox.moe/icrmll.z64

Maybe I'll patch the PAL 60 version later, but don't get your hopes up (I'm on a cross-country bus trip with low sleep right now).
Anonymous
6/30/2025, 4:55:14 PM No.11835848
>>11835065
catbox wasn't working at the time
Anonymous
7/1/2025, 2:33:19 AM No.11836940
>>11830541
Doom 2 update?
https://www.youtube.com/watch?v=HtXu5cRXjNI
Replies: >>11846207
Anonymous
7/1/2025, 9:37:52 AM No.11837483
>>11833420
>Since the editor is written in C#
why do editorfags always do this shit?
Replies: >>11839523
Anonymous
7/1/2025, 11:25:35 PM No.11838530
Castlevania 64 is superior games
Castlevania 64 is superior games
md5: 62fc2e90dddfc1652ec4155e86a4b898๐Ÿ”
>>11831805
https://www.youtube.com/watch?v=_H7fxePf54A

Spooky, scary skeletons send shivers down your spine~
Shrieking skulls will shock your soul
Seal your doom tonight
Spooky, scary skeletons speak with such a screech
You'll shake and shudder in surprise
When you hear these zombies shriek~
Replies: >>11839368 >>11845719
Anonymous
7/2/2025, 8:11:01 AM No.11839368
sotn16bit
sotn16bit
md5: c94f4644e27608f44d7d835fb65ebc88๐Ÿ”
>>11838530
people might try to turn it into a system war but whatever, colors are different, just the way it is, maybe they can make it darker on Genesis or not
Replies: >>11851737 >>11861464 >>11861541
Anonymous
7/2/2025, 10:40:58 AM No.11839523
>>11837483
What's wrong?
Anonymous
7/2/2025, 11:51:54 PM No.11840829
>>11830515
Coconut mix!
Anonymous
7/2/2025, 11:58:49 PM No.11840848
What are my options for compiling C for m68k?
Replies: >>11840998 >>11841004
Anonymous
7/3/2025, 1:09:13 AM No.11840998
>>11840848
Clownacy from Sonic Retro made a toolchain for that:
https://forums.sonicretro.org/threads/clownmdsdk-a-modern-c-c-toolchain-for-the-mega-drive-and-mega-cd.42953/

His post also mentions SGDK as an option:
https://github.com/Stephane-D/SGDK
Replies: >>11841059
Anonymous
7/3/2025, 1:10:48 AM No.11841004
>>11840848
LLVM, but you have to compile from source with experimental targets enabled.
Anonymous
7/3/2025, 1:50:36 AM No.11841059
>>11840998
>C++ compiler for M68K
yikes, I guess it'd be fine as a C compiler but as soon as you start using C++ features you're just throwing performance away, the architecture really doesn't perform well with multiple levels of indirection
Replies: >>11842225
Anonymous
7/3/2025, 12:17:59 PM No.11841943
>>11831012
>For people who dislike the SNES's appearance and are used to the NES's colour palette and overall atmosphere, the graphics can easily be replaced to a NES-inspired style and palette choice if they want it. I have been writing patches that slowly bring back features from the NES that were removed from the SNES version, e.g. background clouds, fades and pausing.
Shoot, I was actually contemplating how feasible it would be to make a hack like this myself, big if true. Also maybe learn to backport further (major and minor) tweaks from SMA4, but might be getting too ambitious as an amateur, though.

How about the sound, though? Is there any way to get the SNES to come close to replicating how the NES sounds?
Replies: >>11843307
Anonymous
7/3/2025, 3:40:49 PM No.11842225
>>11841059
Pvsneslib also support c language
Replies: >>11843365
Anonymous
7/4/2025, 1:08:49 AM No.11843307
smb3_restoreprogress
smb3_restoreprogress
md5: 26f08d7f96a4b64998ff27ec955a1942๐Ÿ”
>>11841943
Yes, the new music code is designed to swap new sound engines into the SPC, which will leave it open for future support and coding in new music engines. It just means there can be engines such as Project-Nested's/infidelity/Memblers' 2A03 emulator, or snesmod, instead of the default N-SPC (Kankichi-kun).
See this for an example of accuracy:
https://www.youtube.com/watch?v=P_ZmQFp12HQ
Anonymous
7/4/2025, 1:31:59 AM No.11843365
1745318093665742
1745318093665742
md5: 320a86ed258440f7f47d580b362b42b5๐Ÿ”
>>11842225
>snes
sorry, I don't dev for flyover consoles
Replies: >>11843414
Anonymous
7/4/2025, 2:07:21 AM No.11843414
tumblr_inline_nt0vm22PRG1spsojg_400
tumblr_inline_nt0vm22PRG1spsojg_400
md5: 3412560a8df67cdb33497a19056aba46๐Ÿ”
>>11843365
You don't dev for any consoles, retard
Replies: >>11844768
Anonymous
7/4/2025, 6:12:23 PM No.11844768
cartoon_frog
cartoon_frog
md5: a4ec40c508d4c6d67b7ccc3969d71a52๐Ÿ”
>>11843414
I develop for your mother's asshole, homosexual
Replies: >>11846950 >>11846952
Anonymous
7/4/2025, 9:31:26 PM No.11845082
Bowsacula!
https://x.com/anonimzwx/status/1941137898197397986
Replies: >>11845719 >>11846817
Anonymous
7/5/2025, 5:34:13 AM No.11845719
>>11845082
Faithfully have Dracula final form.
>>11838530
Holy based!
Anonymous
7/5/2025, 9:16:27 AM No.11846043
found this
https://github.com/Zizin13/Roller
Anonymous
7/5/2025, 9:33:33 AM No.11846070
sega_thumb.jpg
sega_thumb.jpg
md5: 3e36dc153a6ab9c28bccd5c5cc69f802๐Ÿ”
oh no
Replies: >>11846341 >>11847096 >>11847621
Anonymous
7/5/2025, 11:20:48 AM No.11846207
>>11836940
Good to see something being done with the SNES doom source release. Hopefully someday someone will use it to make a full fledged "SNES FPS Maker" program for us code illiterate plebs to use or something.
Anonymous
7/5/2025, 1:39:15 PM No.11846341
spooky
spooky
md5: 61f3861024fc76b662957bf245289c4b๐Ÿ”
>>11846070
Anonymous
7/5/2025, 6:58:28 PM No.11846817
>>11845082
Draculina is cute m-fighters
Anonymous
7/5/2025, 8:29:47 PM No.11846950
Poison is hot
Poison is hot
md5: 4e435b100876f27b913992b1ab3c6227๐Ÿ”
>>11844768
>think about shemale milf
Are you certain?
Anonymous
7/5/2025, 8:31:48 PM No.11846952
Zamn, Poison just hot
Zamn, Poison just hot
md5: 4e435b100876f27b913992b1ab3c6227๐Ÿ”
>>11844768
>think about shemale milf
Are you certain?
Anonymous
7/5/2025, 9:34:53 PM No.11847072
Is there a full ROM dump of DaemonClaw for the Mega Drive/Genesis floating around anywhere?
Anonymous
7/5/2025, 9:54:40 PM No.11847096
>>11846070
Looks like you tried to DMA across a memory boundary and ended up reading garbage into VRAM. I'm sorry this is happening to you, but perhaps you should try reading the documentation next time!
Anonymous
7/6/2025, 2:40:48 AM No.11847621
>>11846070
Are you porting FF6 to SEGA?
Replies: >>11847630
Anonymous
7/6/2025, 2:44:17 AM No.11847630
>>11847621
I would play it
Replies: >>11847640
Anonymous
7/6/2025, 2:50:09 AM No.11847640
>>11847630
I do play Phantasy Star I remake for SNES
Anonymous
7/6/2025, 9:04:52 PM No.11849103
2661818-sword-world-pc-pc-98-front-cover
2661818-sword-world-pc-pc-98-front-cover
md5: 5d6c83661b59efe23f2c0639c2f36889๐Ÿ”
Well, the translation is done for Sword World PC, all that's left is fixing up bugs and stuff. Sword World SFC will be soon to follow.
Anonymous
7/6/2025, 9:17:31 PM No.11849125
Is there any Chris chan/ sonichu rom hacks out there you guys could point me to?
Replies: >>11851428
Anonymous
7/6/2025, 11:30:11 PM No.11849382
Paprium can now be emulated
https://www.comunidademegadrive.com.br/2025/07/paprium-agora-roda-no-retroarch/
Replies: >>11852274
Anonymous
7/7/2025, 7:56:36 PM No.11851428
>>11849125
Well, the Super Mario /v/orld series features Sonichu as an enemy
Anonymous
7/7/2025, 8:53:22 PM No.11851540
Monster Castle
Monster Castle
md5: 67ef4346197cb16eecc16937dac4d7ec๐Ÿ”
I started toying with the idea of a game like Master of the Monster Lair (AKA Dungeon Maker), but for the Game Boy. Not something I'd actually try to make, but it's interesting to think about how it might work on more limited hardware.

The main issue I found was that it's hard to differentiate between different room types. With so little space to work with, I ended up just putting a small symbol in the corner of each room and leaving it at that. It's functional, but just barely.
Replies: >>11851546
Anonymous
7/7/2025, 8:54:24 PM No.11851546
Monster Castle (J)
Monster Castle (J)
md5: 99aa011b1cda13dd273abd14ccb6fbc5๐Ÿ”
>>11851540
"Thing, Japan" version
Anonymous
7/7/2025, 10:55:54 PM No.11851737
>>11839368
TG-16 color palette be nice touch
Anonymous
7/8/2025, 4:09:10 AM No.11852274
>>11849382
So how Street Fighter port for NES?
Replies: >>11852479 >>11859036
Anonymous
7/8/2025, 6:34:40 AM No.11852479
>>11852274
not finished
https://www.youtube.com/watch?v=F71YBl_ewKI
Replies: >>11859036
Anonymous
7/8/2025, 8:06:09 PM No.11853709
dmg readability
dmg readability
md5: 5198ea1678e17844e84018d76c0eb115๐Ÿ”
Switching to a DMG palette revealed that there were some readability issues. Mainly, the sprites didn't stand out enough from the background. Should be much better now.
Replies: >>11853723
Anonymous
7/8/2025, 8:10:11 PM No.11853723
>>11853709
Good catch
Anonymous
7/8/2025, 8:57:08 PM No.11853815
Anyone have the baserom for this SMW hack called BARN?
https://www.youtube.com/watch?v=ABq9FUBsrgA
Replies: >>11856057
Anonymous
7/9/2025, 12:38:05 PM No.11855238
quickmet_00062[2]
quickmet_00062[2]
md5: de194ad1893774e26b8dd8e2afda2612๐Ÿ”
Looks like Metroid X-Fusion is finally, nearly done.
https://metaquarium.wordpress.com/2025/07/07/almost-there/
Been waiting on this one for ages.
Replies: >>11855687 >>11855924 >>11859005
Anonymous
7/9/2025, 5:20:21 PM No.11855687
>>11855238
For the time being, I shall take a small break before doing some more playtesting with a fresh mind. And when the time is right, I may post a teaser trailer. Will see ^^

sounds bearish. he might come up with something new and retarded.
Anonymous
7/9/2025, 7:53:18 PM No.11855924
>>11855238
>actually bothered to test on ZSNES
>actually found a bug because of it
Incredible. Even after all these years, ZSNES KING OF EMULATORS still has it's uses.
Replies: >>11857836
Anonymous
7/9/2025, 8:34:52 PM No.11856057
>>11853815
holy bitrate
Anonymous
7/10/2025, 1:37:43 PM No.11857836
>>11855924
>https://metaquarium.wordpress.com/2025/07/07/almost-there/
>Who knows how that would have been handled by real hardware or other emus unaccounted for.
That's the thing: in real hardware the game probably wouldn't have crashed.
Replies: >>11858952
Anonymous
7/10/2025, 9:30:36 PM No.11858952
>>11857836
Yes, but the visual bug would've gone unnoticed before launch.
Anonymous
7/10/2025, 9:45:02 PM No.11859005
>>11855238
In 10 more years.......
Anonymous
7/10/2025, 9:51:20 PM No.11859036
1751210264299400
1751210264299400
md5: f082c29c509f742d325b38b0f2f4ff0e๐Ÿ”
>>11852479
>>11852274
>3 years ago
>Literally abandoned
>Faggot developer literally got himself into chronic lazyness and whinnery and MUH REAL LIFE.

Every Single time, and so is this shit.

https://youtu.be/H7lCWzoPItk?feature=shared

And this shit.

https://lukaszkur.itch.io/mm9


>I never intended to finish this game guyss, it was only a test for funsies
>Soooorry

WHY?
Replies: >>11859461 >>11860263
Anonymous
7/11/2025, 12:37:30 AM No.11859461
mailman
mailman
md5: 4d964c9f247f9636b8fe9b79cb66a34e๐Ÿ”
>>11859036
Wow, it's almost as if these are free games that were made entirely for fun and the developers have absolutely zero obligation to finish them if they don't want to?
Where's YOUR game you retarded nigger? Oh wait it doesn't exist because you're a talentless loser who doesn't do anything with their life other than complain on anonymous imageboards
Replies: >>11860627 >>11862082
Anonymous
7/11/2025, 1:31:17 AM No.11859603
Does anyone know where I can find a color palette that matches the range of colors on a GBC? I want to make a tile editor but I'm not even sure how to display an exact range of colors that matches the system's capabilities
Replies: >>11859648 >>11859664 >>11859742
Anonymous
7/11/2025, 1:45:14 AM No.11859648
>>11859603
https://en.wikipedia.org/wiki/List_of_monochrome_and_RGB_color_formats#15-bit_RGB
Don't worry about it
Replies: >>11859665
Anonymous
7/11/2025, 1:50:16 AM No.11859664
>>11859603
GBC is apparently 15 bit color, with 5 bits each channel. (according to Wikipedia)

So that means 32 values for R, G, and B; 0-31.
What you'll want to do is math out the numbers on a per channel basis. Think of it as a percentage of a color with 0% is 0, and 100% is 31, then math out what the values are for each channel.
Replies: >>11859665
Anonymous
7/11/2025, 1:51:00 AM No.11859665
>>11859648
>>11859664
got it thanks buds
Anonymous
7/11/2025, 1:52:29 AM No.11859674
1744486831091600
1744486831091600
md5: ec5452f236e3ff4dd0cdc8114b1ad23e๐Ÿ”
>gameboy homebrew scene is filled with infinite amounts of slop now because of 0 effort "gameboy studio" type projects
Replies: >>11859746 >>11860263
Anonymous
7/11/2025, 2:18:08 AM No.11859742
lutrgb-gbc
lutrgb-gbc
md5: c8ff3d8075a16a181546e48356567b1a๐Ÿ”
>>11859603
Theres a thing called the "Game Boy Interface" (a replacement for the Game Boy player startup disc). It comes with a bunch of lookup tables that you might be able to use. I'm pretty sure BGB uses a similar approach for its color-accurate display mode.

Maybe-useful links:
https://www.gc-forever.com/wiki/index.php?title=Game_Boy_Interface/High-Fidelity_Edition
https://bgb.bircd.org/gbccolorlut.html
https://bgb.bircd.org/reality/index.html
Replies: >>11859774
Anonymous
7/11/2025, 2:19:03 AM No.11859746
>>11859674
Are you trying to say that you donโ€™t like jrpg style walking simulators about depression?
Replies: >>11860263
Anonymous
7/11/2025, 2:36:03 AM No.11859774
>>11859742
>https://bgb.bircd.org/gbccolorlut.html
exactly what i was looking for, thanks anon
Anonymous
7/11/2025, 6:13:37 AM No.11860263
>>11859036
Romhackers have 2 modes:
>I AM CREATIVLY ON FIRE, THIS IS EASY!
>After seeing how big the scope is... It's gonna take 10 years to complete.
Most 1st time dev zoomers are ADHD riddled and move onto the next project after realizing games take actual programing skills. 6502 ASM is an obscene language that make actually completing an already compiled game filled with pain. I've seen washed up hackers with 17 ongoing projects (none finished).

That or it becomes a cycle of:
>I'm finally done! But this section I made 8 years ago needs to be redone. Actually the entire projects needs to be redone because it's not perfect.

I worked with other devs on a project that was supposed to be an end of the Metroid timeline after Fusion that involved Samus going rouge from the federation and meeting the last Chozo. It started in 2017. Suffice to say Metroid: Dread killed any chances of it releasing it haha.

>t. A NES romhacker, my current projects 5 years old, about 80% done.

>>11859674
I'd say half yes half no. Like RPG Maker, Lowering the bar to entry means more similar and low quality games. However it does allow for the rare diamond in the rough to form. Hylics, Yume Nikki, One Shot, all really soulful games in their own right got made using the "garbage" babies first RPG engine. I'd argue making engines and tools more open can generate great work given a large enough community and people passionate enough to make homebrew.

>>11859746
I feel like it's a big trend in the homebrew scene. People seem to misattribute a "mature" and "meaningful" game to one that is dark and covers adult topics. However really simple and light characters like Klonoa and MaroRPG can still make some people cry.

I think the biggest thing young dev's are missing out on is contrast. If the entire game is dark and depressing, it becomes a nothing burger. The most popular games usually play with a range of emotions.
Replies: >>11860270 >>11860364 >>11861171
Anonymous
7/11/2025, 6:16:05 AM No.11860270
>>11860263
Sorry but no GBS is pure slop that stigmatizes GB dev and lowers interest in producing quality homebrew for the console overall.
Anonymous
7/11/2025, 7:13:23 AM No.11860364
>>11860263
I feel very called out by this post. This hits a little too close to home. I will say though, 6502 is easy since it was designed to be read and written by humans, unlike modern assembly.
Replies: >>11860431 >>11860446
Anonymous
7/11/2025, 8:08:52 AM No.11860419
anyone who thinks 6502 assembly is complex is literally retarded and should not be in this thread
Replies: >>11860446
Anonymous
7/11/2025, 8:22:46 AM No.11860431
>>11860364
>modern assembly
Is perfectly readable and writeable. The problem with writing x86-64 assembly isn't the language, it's
>1) you're probably writing programs for an OS like Windows so inevitably you're doing a lot of C interop which is tedious without extensive macros (and let's not even get started with COM interop from assembly) and requires converting C headers to includes that your assembler comprehends (masm64 sdk is hundreds of thousands if not millions of lines header conversion required just for effective win32 usage) and
>2) modern CPUs are massively more complex than 80s CPUs and taking advantage of that complexity is non-trivial (the intel programming manual is up to like 12,000 pages or something) and if you avoid those features your "handwritten assembly" will be slower than what GCC/MSVC/Clang/whatever shits out
Replies: >>11860460
Anonymous
7/11/2025, 8:31:18 AM No.11860446
>>11860364
>>11860419
I meant more of compression and formatting woes than the language itself. 6052 isn't the issue, it's how older games were compiled and compressed that's difficult. When compared to homebrew, you have to rediscover every section of the game to properly write to it and even then there are limits.
For instance, if you want to add some more sprite's in a new project?
>Simple, just expand the code to account for the new sprites no prob.
In romhacking?
>First you need to reverse engineer the sprite movement which is compressed, this is different for nearly every game. Then you need to outline a way to shift the games PRG and CHR data to move everything else in the game to allow for expanded graphics. After which you'd need to update the games 50-100 sprite pointers to account for the graphical shift so they don't scramble every graphic in the game. Which allows you to finally increase the sprites on screen.

It's why hacks take longer. That or just fit within the predetermined lines and don't try anything new. Imagine the process above when adding changes to level design, sprites, bosses, projectiles. It can be rough for first timers.
Anonymous
7/11/2025, 8:37:49 AM No.11860460
>>11860431
My original point still stands. Sure, its possible to read and write x86. But it wasn't designed for it. It was designed to be written by a compiler. 6502 was designed with the expectation that programmers would be writing it manually. Its much simpler in every way, and calling it "an obscene language" is ridiculous.

I think modifying games programmed in 6502 is fairly straightforward. Anyone can become proficient at it in only a few weeks. The problem with completing ROM hacks isn't that its difficult, its that its time consuming.
Anonymous
7/11/2025, 10:24:15 AM No.11860627
>>11859461
This is so forced and fake it hurts.

Justifying mediocrity is why we don't get any good stuff anymore.
Replies: >>11861992
Anonymous
7/11/2025, 4:32:08 PM No.11861171
>>11860263
>>I'm finally done! But this section I made 8 years ago needs to be redone. Actually the entire projects needs to be redone because it's not perfect.
that one's me
Anonymous
7/11/2025, 6:38:46 PM No.11861464
>>11839368
Gen look moist and too clear
Anonymous
7/11/2025, 7:08:06 PM No.11861541
>>11839368
They both look like shit.

And both look like "yeah you know dudes, I am really not gonna finish this after years, this was just a way to see what I could do by playing around with SGDK, but wouldn't be nice to see if it was possible to see if it could"? Type of deal
Anonymous
7/11/2025, 9:52:35 PM No.11861868
bee level
bee level
md5: dbcc8bb2d647f276bc8ce0b3845c51f5๐Ÿ”
>>11830541
>What are you working on?
I decided to actually work on my SMW hack a bit more in my spare time. I have 5 levels designed so far (aiming for 12) and I'll add aesthetics later. I'm mainly trying to make the levels less "rom hack difficulty" because people complained that my last hack was too hard.
Replies: >>11862481
Anonymous
7/11/2025, 10:45:54 PM No.11861992
7274824-92cb5ebfaca123278a3c492e4894b2745_thumb.jpg
7274824-92cb5ebfaca123278a3c492e4894b2745_thumb.jpg
md5: 27f64dc769b19216483a2d202f01f40a๐Ÿ”
>>11860627
NOWHERE in my post did I justify mediocrity you stupid strawmanning fuck, having a scope is not the same thing as being lazy
If you can't go a single post without a logical fallacy I'm not going to even bother arguing with you

You WILL NEVER know assembly
You WILL NEVER know pixel art
You WILL NEVER know chiptune
You WILL choke to death on semen
Replies: >>11862082
Anonymous
7/11/2025, 11:28:50 PM No.11862082
>>11859461
>>11861992
You've got the right idea, but the wrong attitude.
Replies: >>11862781
Anonymous
7/12/2025, 3:14:25 AM No.11862481
>>11861868
The thumbnail makes it look like a Zelda 1 map.
Anonymous
7/12/2025, 6:12:58 AM No.11862781
>>11862082
And you've got the right wrong, but the attitude idea.
Anonymous
7/12/2025, 7:42:34 AM No.11862918
1745634569532194
1745634569532194
md5: 9eeaa592e5d58491d1f4a05ca7392617๐Ÿ”
>mega man x for genesis will never be finished
its not fair
Replies: >>11863434
Anonymous
7/12/2025, 2:48:03 PM No.11863434
maxresdefault[1]
maxresdefault[1]
md5: 74ef07d631061fca7a5c021e1503150f๐Ÿ”
>>11862918
Just reminded me that Mega Man The Sequel Wars is still chugging along. It's great we at least got the full MM4 experience.
https://www.youtube.com/watch?v=4h9whpyhnrY
Putting in a MM7 optional mode seems like bloat, but neat.