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Thread 11828931

117 posts 62 images /vr/
Anonymous No.11828931 [Report]
/hbg/ - Homebrew & Romhacking General
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 No.11829041 [Report] >>11830051
https://youtu.be/Crzrd4AH7mA
Anonymous No.11829932 [Report] >>11833503
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
Anonymous No.11830051 [Report]
>>11829041
>2:18:11
I genuinely hope you die.
Anonymous No.11830467 [Report] >>11832251
Anyone else playing ZPF? Just got my copy, it's great.
Anonymous No.11830515 [Report] >>11835489 >>11840829
New Smash Remix update
https://smash64.online/remix/
Anonymous No.11830541 [Report] >>11830665 >>11831012 >>11831529 >>11833090 >>11833503 >>11834090 >>11834136 >>11836940 >>11861868
What is your dream game /vr/ ?

Also, what are you working on?
Anonymous No.11830665 [Report] >>11831538 >>11831894
>>11830541
GTA 3 would work well on GC
Anonymous No.11831012 [Report] >>11831730 >>11831743 >>11831890 >>11832513 >>11833102 >>11841943
>>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.
Anonymous No.11831130 [Report]
metaquarius please hurry up
Anonymous No.11831529 [Report] >>11831805
>>11830541
Super Castlevania (Bloodline & SotN)
https://www.youtube.com/watch?v=QmMrbfyJ0vE
https://www.youtube.com/watch?v=VxnjMUI_4BA
Anonymous No.11831538 [Report] >>11832626
>>11830665
or vampires masquerade bloodlines
Anonymous No.11831730 [Report] >>11832261
>>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
Anonymous No.11831743 [Report] >>11832261
>>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.
Anonymous No.11831805 [Report] >>11838530
>>11831529
You are the new Famicom from /co/.
Anonymous No.11831890 [Report]
>>11831012
would be interesting to have a rom that has both SM/v/ 3 if/when it actually gets completed and SM/v/
Anonymous No.11831894 [Report]
>>11830665
re3 is a thing, if you have the skill to port it
Anonymous No.11831920 [Report] >>11835065
this is a thing https://filebin.net/n8p8vdk0v10614xf
Anonymous No.11832251 [Report]
>>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 No.11832261 [Report]
>>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 No.11832319 [Report]
I can confirm that the $30 Fenrir Duo clones on Aliexpress work, at least in my Saturn.
Anonymous No.11832513 [Report]
>>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 No.11832626 [Report]
>>11831538
Also the skin.
https://www.moddb.com/games/vampire-the-masquerade-bloodlines/addons/jeanette-skin-for-pc
Anonymous No.11833090 [Report]
>>11830541
I'm working on a level editor for my favorite GBC game. I hope people make me lots of levels.
Anonymous No.11833102 [Report] >>11833420
>>11831012
What language are you using for you editor? Is it going to be cross platform, or is it some dotnet monstrosity?
Anonymous No.11833420 [Report] >>11837483
>>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.
Anonymous No.11833503 [Report]
>>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 No.11833637 [Report]
https://youtu.be/WP_dFzy95Kc
Anonymous No.11834090 [Report]
>>11830541
https://www.youtube.com/watch?v=4djUVGtj47M
Anonymous No.11834136 [Report]
>>11830541
Bright light
https://www.youtube.com/watch?v=_ayKuYEkBnU
Anonymous No.11834413 [Report] >>11834430
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.
Anonymous No.11834430 [Report] >>11834443
>>11834413
There is a dedicated emulation general on this very board yet you decided to come here instead
Anonymous No.11834443 [Report]
>>11834430
shit sorry, i thought this was the emu gen lol
Anonymous No.11834539 [Report] >>11834561
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)
Anonymous No.11834561 [Report] >>11834582
>>11834539
why did they announce it like it's 1996
Anonymous No.11834582 [Report] >>11834592
>>11834561
It's not a bad thing, is it?
Anonymous No.11834592 [Report]
>>11834582
it is weird
Anonymous No.11835065 [Report] >>11835848
>>11831920
That's some extra weird dolphin porn.
Anonymous No.11835489 [Report]
>>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 No.11835848 [Report]
>>11835065
catbox wasn't working at the time
Anonymous No.11836940 [Report] >>11846207
>>11830541
Doom 2 update?
https://www.youtube.com/watch?v=HtXu5cRXjNI
Anonymous No.11837483 [Report] >>11839523
>>11833420
>Since the editor is written in C#
why do editorfags always do this shit?
Anonymous No.11838530 [Report] >>11839368 >>11845719
>>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~
Anonymous No.11839368 [Report] >>11851737 >>11861464 >>11861541
>>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
Anonymous No.11839523 [Report]
>>11837483
What's wrong?
Anonymous No.11840829 [Report]
>>11830515
Coconut mix!
Anonymous No.11840848 [Report] >>11840998 >>11841004
What are my options for compiling C for m68k?
Anonymous No.11840998 [Report] >>11841059
>>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
Anonymous No.11841004 [Report]
>>11840848
LLVM, but you have to compile from source with experimental targets enabled.
Anonymous No.11841059 [Report] >>11842225
>>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
Anonymous No.11841943 [Report] >>11843307
>>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?
Anonymous No.11842225 [Report] >>11843365
>>11841059
Pvsneslib also support c language
Anonymous No.11843307 [Report]
>>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 No.11843365 [Report] >>11843414
>>11842225
>snes
sorry, I don't dev for flyover consoles
Anonymous No.11843414 [Report] >>11844768
>>11843365
You don't dev for any consoles, retard
Anonymous No.11844768 [Report] >>11846950 >>11846952
>>11843414
I develop for your mother's asshole, homosexual
Anonymous No.11845082 [Report] >>11845719 >>11846817
Bowsacula!
https://x.com/anonimzwx/status/1941137898197397986
Anonymous No.11845719 [Report]
>>11845082
Faithfully have Dracula final form.
>>11838530
Holy based!
Anonymous No.11846043 [Report]
found this
https://github.com/Zizin13/Roller
Anonymous No.11846070 [Report] >>11846341 >>11847096 >>11847621
oh no
Anonymous No.11846207 [Report]
>>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 No.11846341 [Report]
>>11846070
Anonymous No.11846817 [Report]
>>11845082
Draculina is cute m-fighters
Anonymous No.11846950 [Report]
>>11844768
>think about shemale milf
Are you certain?
Anonymous No.11846952 [Report]
>>11844768
>think about shemale milf
Are you certain?
Anonymous No.11847072 [Report]
Is there a full ROM dump of DaemonClaw for the Mega Drive/Genesis floating around anywhere?
Anonymous No.11847096 [Report]
>>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 No.11847621 [Report] >>11847630
>>11846070
Are you porting FF6 to SEGA?
Anonymous No.11847630 [Report] >>11847640
>>11847621
I would play it
Anonymous No.11847640 [Report]
>>11847630
I do play Phantasy Star I remake for SNES
Anonymous No.11849103 [Report]
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 No.11849125 [Report] >>11851428
Is there any Chris chan/ sonichu rom hacks out there you guys could point me to?
Anonymous No.11849382 [Report] >>11852274
Paprium can now be emulated
https://www.comunidademegadrive.com.br/2025/07/paprium-agora-roda-no-retroarch/
Anonymous No.11851428 [Report]
>>11849125
Well, the Super Mario /v/orld series features Sonichu as an enemy
Anonymous No.11851540 [Report] >>11851546
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.
Anonymous No.11851546 [Report]
>>11851540
"Thing, Japan" version
Anonymous No.11851737 [Report]
>>11839368
TG-16 color palette be nice touch
Anonymous No.11852274 [Report] >>11852479 >>11859036
>>11849382
So how Street Fighter port for NES?
Anonymous No.11852479 [Report] >>11859036
>>11852274
not finished
https://www.youtube.com/watch?v=F71YBl_ewKI
Anonymous No.11853709 [Report] >>11853723
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.
Anonymous No.11853723 [Report]
>>11853709
Good catch
Anonymous No.11853815 [Report] >>11856057
Anyone have the baserom for this SMW hack called BARN?
https://www.youtube.com/watch?v=ABq9FUBsrgA
Anonymous No.11855238 [Report] >>11855687 >>11855924 >>11859005
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.
Anonymous No.11855687 [Report]
>>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 No.11855924 [Report] >>11857836
>>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.
Anonymous No.11856057 [Report]
>>11853815
holy bitrate
Anonymous No.11857836 [Report] >>11858952
>>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.
Anonymous No.11858952 [Report]
>>11857836
Yes, but the visual bug would've gone unnoticed before launch.
Anonymous No.11859005 [Report]
>>11855238
In 10 more years.......
Anonymous No.11859036 [Report] >>11859461 >>11860263
>>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?
Anonymous No.11859461 [Report] >>11860627 >>11862082
>>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
Anonymous No.11859603 [Report] >>11859648 >>11859664 >>11859742
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
Anonymous No.11859648 [Report] >>11859665
>>11859603
https://en.wikipedia.org/wiki/List_of_monochrome_and_RGB_color_formats#15-bit_RGB
Don't worry about it
Anonymous No.11859664 [Report] >>11859665
>>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.
Anonymous No.11859665 [Report]
>>11859648
>>11859664
got it thanks buds
Anonymous No.11859674 [Report] >>11859746 >>11860263
>gameboy homebrew scene is filled with infinite amounts of slop now because of 0 effort "gameboy studio" type projects
Anonymous No.11859742 [Report] >>11859774
>>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
Anonymous No.11859746 [Report] >>11860263
>>11859674
Are you trying to say that you don’t like jrpg style walking simulators about depression?
Anonymous No.11859774 [Report]
>>11859742
>https://bgb.bircd.org/gbccolorlut.html
exactly what i was looking for, thanks anon
Anonymous No.11860263 [Report] >>11860270 >>11860364 >>11861171
>>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.
Anonymous No.11860270 [Report]
>>11860263
Sorry but no GBS is pure slop that stigmatizes GB dev and lowers interest in producing quality homebrew for the console overall.
Anonymous No.11860364 [Report] >>11860431 >>11860446
>>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.
Anonymous No.11860419 [Report] >>11860446
anyone who thinks 6502 assembly is complex is literally retarded and should not be in this thread
Anonymous No.11860431 [Report] >>11860460
>>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
Anonymous No.11860446 [Report]
>>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 No.11860460 [Report]
>>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 No.11860627 [Report] >>11861992
>>11859461
This is so forced and fake it hurts.

Justifying mediocrity is why we don't get any good stuff anymore.
Anonymous No.11861171 [Report]
>>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 No.11861464 [Report]
>>11839368
Gen look moist and too clear
Anonymous No.11861541 [Report]
>>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 No.11861868 [Report] >>11862481
>>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.
Anonymous No.11861992 [Report] >>11862082
>>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
Anonymous No.11862082 [Report] >>11862781
>>11859461
>>11861992
You've got the right idea, but the wrong attitude.
Anonymous No.11862481 [Report]
>>11861868
The thumbnail makes it look like a Zelda 1 map.
Anonymous No.11862781 [Report]
>>11862082
And you've got the right wrong, but the attitude idea.
Anonymous No.11862918 [Report] >>11863434
>mega man x for genesis will never be finished
its not fair
Anonymous No.11863434 [Report]
>>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.