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Thread 11940742

214 posts 126 images /vr/
Anonymous No.11940742 >>11941049 >>11943363 >>11946603 >>11947832 >>11948572 >>11960393 >>11971216 >>11971504 >>11973152
/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: >>11899187
Anonymous No.11940769 >>11940880 >>11940931 >>11945974 >>11948820 >>11950860 >>11951993 >>11953904 >>11954008 >>11954095 >>11965029 >>11965036 >>11968719 >>11968757 >>11970943 >>11971175
what is your dream game /vr/ ?
Anonymous No.11940880
>>11940769
Mario 128 the original one, or the SM64 sequel we never got
Anonymous No.11940931 >>11941364
>>11940769
A hack of SMB1 with enhancements from the Deluxe version. It'd make the challenge mode far less frustrating with far more screen real estate.
Anonymous No.11941049 >>11955628
>>11940742 (OP)
subversion was better
Anonymous No.11941338 >>11941476 >>11941896 >>11945753
https://github.com/erodola/bigram-nes/blob/main/ff1
>This ROM hack adds a tiny AI-powered name generator to the Final Fantasy I (NES) character naming screen.
>The model produces fantasy-style names of 3–4 letters (matching the original game's naming constraints) while compressing a name space of nearly half a million possibilities into a form small enough to run on NES hardware.
Cool shit.
Anonymous No.11941364 >>11942530
>>11940931
Remastered is still coming
Anonymous No.11941476 >>11941504
>>11941338
I could take a massive dump onto a keyboard and it would still make a better name than whatever this crap is.
Anonymous No.11941504
>>11941476
kekh
Anonymous No.11941896
>>11941338
I guess that's nifty as a tech demo but for a name space of four characters, capitals only, you could hand-code every combination that's actually pronounceable.
Anonymous No.11942526
This threads just come and go.....
Anonymous No.11942530
>>11941364
I don't care if it turns out to be a PC game, as long as they adjust the Koopa physics in "Super Players" mode. My biggest pet peeve with Deluxe was that it didn't have many of SMB2J's mechanics carried over.
Anonymous No.11942618 >>11942621
It'd be nice if they somehow ported either Mario or Sonic to Neogeo.
Anonymous No.11942621
>>11942618
A Neogeo Sonic port sounds like a no-brainer, that machine also used an M68K and Z80.
Anonymous No.11943283
kino is on the menu
https://www.youtube.com/watch?v=QTExnSahoqY
Anonymous No.11943362
Favorite Metroid hack so far

Junkoid, it's SM with a Yume Nikki like mod, but I wish they actually changed the sound effects and the way the snake stick is displayed in a way that makes sense.

Beat Hyper Super but missed to rescue the animals and missed 10 items, a bit too big for my taste, why they never add a Fast Travel system to Metroid hacks.
Anonymous No.11943363 >>11943630
>>11940742 (OP)
I am onto X-Fusion now (v1.1 of course)
Anonymous No.11943630 >>11943696
>>11943363
Why not 1.2
Anonymous No.11943696
>>11943630
Wanna be fair
Anonymous No.11944167
Has anyone made a 60fps code for Pikmin Squared? All the regular Pikmin 2 codes don't work for it.
Anonymous No.11944649
Anyone have the Dreamcast MK64 port?
Anonymous No.11945229 >>11945748 >>11945808 >>11946206 >>11946601 >>11946807 >>11946809 >>11948829
I love learning assembly language. It's a shame there's no real use for it anymore
Anonymous No.11945748
>>11945229
make a ROMhack
Anonymous No.11945753
>>11941338
>AI-powered
is that what people call the rand() function nowadays?
Anonymous No.11945808 >>11948829
>>11945229
same. there are jobs in device drivers and embedded chips but i don't know how to get one of those jobs because i'm a retard on 4chan
Anonymous No.11945974
>>11940769
cyberteam in akihabara beat em up for SNES
Anonymous No.11946206
>>11945229
>I love learning assembly language.
Same, feels like im becoming a wizard who's able to take apart stuff and make it into something grand.
Anonymous No.11946601 >>11948813 >>11948870
I needed a picture to put in my demo so I wanted to see what Phantasy Star might look like on nes. Mostly done with makechr but also edited a few tiles, I think the pallete can be optimized a lot more.

>>11945229
I knew of people in the 90's who were experts in the old tech stuff but had to leave the tech industry as it just moved on.
Anonymous No.11946603 >>11946619
>>11940742 (OP)
I played a bit of xfusion last night
It's very weird, the game is clearly built with edge hanging in mind but I guess you just can't?
Anonymous No.11946619 >>11946621 >>11946718
>>11946603
I've been playing it too and the game is this bizarre mixture of super high effort and complete dogshit. The boss and even enemy difficulty spikes randomly, and it's full of obnoxious room design. It's weird because it's a super polished and technically advanced hack, but I'm just not really having that much fun with it. It's enough to stick with it so far but just barely.
Anonymous No.11946621
>>11946619
I get exactly what you mean anon, it's almost jarring that the gameplay doesn't match the visuals
Anonymous No.11946718 >>11964417
>>11946619
He didn't put the climb mechanics from the original but also he deleted the X-Ray?
Anonymous No.11946789
lol >>11946138 lol
Anonymous No.11946807
>>11945229
Cheat Engine and game modding
I make cheats for DS and PSP myself, half of the fun is figuring out how to cram what you want to do in what little space you have
On the up side, this pretty much requires learning Ghidra and/or IDA, which in turn opens up more possibilities (of how not to get paid)
Anonymous No.11946809
>>11945229
>It's a shame there's no real use for it anymore
You could make a killing making games for old systems if they're good
Anonymous No.11946834
Speaking of CE, see the filename on how to avoid online authorization for the paywalled installers as long as the timestamp is within last 15 days
Anonymous No.11947832 >>11947857 >>11949796
>>11940742 (OP)
X-Fusion is so sequence breakable it's ridiculous
The two bosses that are most tied into the games scripting are Nightmare and Ridley, most of the other bosses are completely optional
Anonymous No.11947857 >>11949796
>>11947832
>When all the FULL WALKTROUGH playtroughd on YouTube are all TAS even if they didn't said so because of how broken v1.0
>One retard sequence brakes and skips the spider boss and only uses TAS to proceed.

Why are people like this?
Anonymous No.11948185 >>11948565
1st version of Monster Party GBC is out.

https://files.catbox.moe/pr4w4w.gbc
Anonymous No.11948368 >>11948792 >>11950495
I was curious how a Mega Man Battle Network style game would work on the GBC, so I threw together a rough mockup.

A few notes:
- Reloads sprites and palettes mid-frame (several times)
- Uses smaller sprites to minimize sprite flicker
- The chip menu was altered to be horizontal. That way, it can use its own palettes and it doesn't obscure the battlefield.
- Uses sprite overlays for more colors in some places (portrait, chip illustration). Note that the mockup isn't strictly to spec in these areas (it's just to get the point across).

Overall, I think it's possible with some caveats (mainly sprite flicker).
Anonymous No.11948565
>>11948185
>GBStudio

Pass.
Anonymous No.11948572
>>11940742 (OP)
FYI
>>11948295
Anonymous No.11948792 >>11948845 >>11948862
>>11948368
> sprite flicker
a game like battle network could absolutely use animated background tiles for enemies / megaman, considering they are mostly stationary
Anonymous No.11948813 >>11948898
>>11946601
Tengen, hire this man!
QKN No.11948820 >>11949782
>>11940769
Not yet allowed here (DS still out of reach for /vr/) but it's the possibility to have randomly generated scenarios for this game.
It's truly unique in its style. I've never played any other game where the blame-yourself-factor is a high as this one. You lose and there really was something you could've done but you were too stupid to deal with it.

There are versions for PS1 which I'm told are very similar, so I guess this post sholud be fine.
QKN No.11948829
>>11945808
>>11945229
Hey anon, go to school and take a program in Embedded Systems. You'll be quite content. You just need a bit of electronics, but that's fine. You might even get by without even having to learn too much about AC (alternating current).
Anonymous No.11948845
>>11948792
I think the background would be made out of background tiles though.
Anonymous No.11948862
>>11948792
>a game like battle network could absolutely use animated background tiles for enemies / megaman, considering they are mostly stationary
Sure, if you want it to look like a speccy game. There'd be so much attribute clash it would steal your trousers and report your mum to the BBC.
Anonymous No.11948870 >>11948912
>>11946601
I can't help but feel like the trees and bushes need more contrast. As is, you can barely see them. Otherwise, looks pretty good.
Anonymous No.11948898
>>11948813
I don't know how they managed that, I change the pallete of one thing and it messes up another. Seems like they have to micro manage the palletes. With blue you can see how much 1 color is shared. With 4 palletes its almost like you can only have 4 objects.
Anonymous No.11948901 >>11948915 >>11949009 >>11951364
Been working on a Sonic-on-Game Boy novelty project. Probably won't ever finish it, but it's fun to tinker with.
Anonymous No.11948912 >>11948925
>>11948870
I just tweaked them on the messen emulator and fixed up the values a bit. Might just use sprites for the tree trunks, its a whole pallete for them but I think a trick GB games use is having the same tile but the pixels use a different value in the pallete.
Anonymous No.11948915
>>11948901
Anything is better than that horrid Sonic 3D Blast 5.
Anonymous No.11948925
>>11948912
>the same tile but the pixels use a different value in the pallete
To be fair, the SMS version is doing exactly this. Turns out, you can't do much palette swapping when you only have two palettes.
Anonymous No.11949009 >>11949170 >>11949554 >>11951364
>>11948901
We could take the route of Sonic 1 SMS in terms of shoes. the one on the right is from https://www.spriters-resource.com/custom_edited/sonicthehedgehogcustoms/sheet/129651/ but given the same palette as the one of the left.
Anonymous No.11949170 >>11949554 >>11951364
>>11949009
I like that sprite a lot! I'm sacrificing available video memory in order to do the Shantae method of layering sprites for more colors.
Anonymous No.11949554
>>11949170
Just stick to this >>11949009 to save on video memory and maybe make the sprites a butt smaller, but not full mini.
Anonymous No.11949782 >>11950237 >>11950586
>>11948820
I don't know what this game is, but making randomizers is actually fairly easy if you know the basics of ROM hacking and programming. This is not an unrealistic first project.
Anonymous No.11949796 >>11951215
>>11947832
>>11947857
ok so im not the only one extremely confused by this hack
i seem to have accidentally skipped several bosses already

also
does anyone know how the reserve tanks are supposed to work? are they supposed to just recharge after 5 seconds of doing nothing? on one hand, its basically the only way ive been able to stay alive, but on the other hand it seems like its not working correctly
Anonymous No.11950084 >>11971606
are there any good zelda alttp romhacks? I know about parallel worlds and I have already played it. its nice in terms of overall overhaul but some of the tricks required and the overall puzzles were borderline stupid.
QKN No.11950237 >>11950326 >>11950438 >>11950586 >>11950636
>>11949782
Here, if you watch between minute 9 and 11 you should get what it's about
https://www.youtube.com/watch?v=PK4qFZIn4TI
An invisible rule is that you never want to land with the wind in your back. Actually you can't, the planes will go back up to circulation if you try.

I've used ndstool to disassemble the ROM and have found (I think) the source script which runs all of the stages. A certain plane with a certain name (like "JNL 803") always enter the stage at a certain time (in this case 17:20).

But to hook it all in properly I will need to have the game disassembled. So now I'm at the stage of despair, where writing a disassembler is my next step. There are all these conditions which I need to look at to know what's doable and not.

>but making randomizers is actually fairly easy
Tell me a bit about randomizers in general. I know that for Super Metroid they compute the game on a PC and then create a ROM out of that. But I want to create it all in the DS memory. Preferably on the fly (like an "infinite shift").
Anonymous No.11950326 >>11950426
>>11950237
idk about DS, but on 3DS i used to have a randomizer that was made for OoT3D. it was a standalone program you could run from the 3DS home menu. you could go through and adjust settings however you liked, and then it would create a randomized patch, then run the game through that patch (either just from internal memory, or even via the actual cartridge)
it was pretty cool

maybe go see if that guy knows anything about what youd need
again that was 3DS, but at the very least it shows it should be possible
QKN No.11950426
>>11950326
That's some good advice. I'm gonna look into it. Thanks anon :)
Anonymous No.11950438 >>11950560
>>11950237
Randomizers are generally separate programs that generate random data in the format used by the game and insert that data into the ROM file over the original data. The kind of built-in randomizer you're describing is also possible and exists for some games, but it's more difficult to implement since you have to get your code to run inside the game and you can't just overwrite the data in the ROM. The latter is less of an issue on the DS because data is copied from the cart to RAM and accessed from there. So it might be enough to just replace the code that reads the level file into RAM with code that generates a random level.

>So now I'm at the stage of despair, where writing a disassembler is my next step.
Why do you need your own disassembler? Ghidra with NTRGhidra works pretty well.
Anonymous No.11950495
>>11948368
Oops. Forgot to add enemy HP. That's an extra 2 sprites per scanline.

It's not all bad, though. Since HP is drawn on top and isn't be affected by flicker, it serves as a good reference point. Even if the whole enemy disappeared due to the sprite limit, you'd still be able to tell where it is from the HP alone.
QKN No.11950560 >>11950895
>>11950438
NTRGhidra looks pretty cool. I've been doing some manual poking around with Ghidra in the arm9.bin file a bit. Now the problem comes when you want something compileable;

If I instead create assembly code for the binary I can verify that I'm correct before getting my hands dirty.
If I can disassemble and then run my assembler and I get back the original binary, then I know I have it correct. It's a pretty big cost to create your own disassembler (but there are plenty online to gleam from) but it's a surmountable task.

The other option would be to find the matching NDS devkit version and then by trial and error, tediously try to find the exact correct C or C++ implementation which created the ROM. Using Ghidra to assist me.

To me it looks like the disassmbly route is much easier. It *should* automate as much code coverage as there possibly could be. And with some pre-declared globals, such as this, I could get a pretty good start:
https://github.com/FireEmblemUniverse/fireemblem8u/blob/master/sym_iwram.txt
Anonymous No.11950586 >>11950636 >>11950646 >>11950763
>>11950237
Hi. I wrote >>11949782
When I said randomizers are easy to make, I was referring to the type of randomizer which is an external program that edits the level data of your ROM. The type that is built into the game is possible, but its much harder. To make one like that, you need to do all the work to make the external type, then port your external randomizer to the original system's architecture, then edit the game's menus to have a way to control the randomizer, and then edit the original level loading routine to read from the new level you generated in memory and not the original levels. It requires extensive editing of the game's code.

If your randomizer is an external program, you don't have to edit any of the game's code. All you have to do is identify where the original level data is, reverse engineer the level data structure to the point you can make your own levels, and then write a program in whatever language you are most comfortable with that can generate new (random) levels and insert them into the ROM. If you reverse engineer the level data structure with the scientific method, there's a chance you can do all of this without even looking at the game's code (though looking at it usually makes thing easier).

Decompiling the game to make a randomizer is WAY overkill. You can use Ghidra as an easy way to look at the game's code, but you don't need to recompile anything you see there. If you do decide to edit the game's code, the best way to do so is by editing the binary with assembly hijacks. Even still, I'd like to reiterate that any editing of game code makes this way more complicated and is something you should do after already making an external randomizer.
Anonymous No.11950636 >>11950646
>>11950586
Oh, I should mention that there's a possibility the relevant data you want to edit is compressed. In that case, you will have to figure out how to decompress and recompress the data. There's a good chance that if it is compressed, the format they compressed it with is not bespoke and there is a per-existing utility to handle all of that. You said in >>11950237 you already unpacked the game with ndstool. What's its file structure look like? Are there files you suspect could contain level data, or you suspect are themselves larger archives which contain many smaller files (suggesting the game is compressed).
QKN No.11950646 >>11950763 >>11950967
>>11950586
>To make one like that, you need to do all the work to make the external type, then port your external randomizer to the original system's architecture...
Nah, not that much harder if it's what you're doing to begin with.
An easy way to do it would be to just hijack a level selection in the menu and have that run the randomizer code and then start the game.

>If your randomizer is an external program...
Not really suitable for this project. What I want is a rouge-like play style where you can go for high scores. Not too unlike how Yoshi's Touch & Go works.

>If you reverse engineer the level data structure
Yeah, that's already in the plans...

>this way more complicated and is something you should do after already making an external randomizer.
You might be correct here. Maybe my first steps should be to just create my own new scenarios for the stages already in the game. The only real problem the game currently has is that there are too few expert level scenarios, so it would be good if there were more.
With this I might be able to bring a lot of knowledge about the file formats into any future hacking attempt.

>>11950636
I've been digging around a bit and I've found some interesting stuff. If you look at the bottom part of the image you see that it's clearly formatting strings which are waiting for arguments. The arguments needed *might* come from the middle part of the picture but I haven't messed around enough to know this for certain yet.

If you haven't tried the game already I would certainly recommend that you try. And as implied before, the core game could use more difficult scenarios. EASY and NORMAL for the first stage are just training shifts. After those you get to what the game's about.
Anonymous No.11950749
Is there some kind of aggregator for these sites I don't want to go to 20 websites so I can look at the 3% of content they differ from the rest?
Anonymous No.11950763 >>11950827
>>11950586
>>11950646
> Make a randomizer using RAM values
nah that ain't it. that's insane overengineering. RAM is already a super stretched resource in most games on classic consoles, so it may not even be possible depending on how much the original game uses (forget the NES). just find the values you want to randomize and edit / rebuild the ROM. it's how most randomizers work anyway.
not to mention that every combination of everything you'd want to change probably wouldn't work (item order in Metroid for example), so, you'd want a higher level modern language to write rules to have actually playable / beatable seeds. fuck doing that in classic console ASM.
QKN No.11950827 >>11950852 >>11950882 >>11951118
>>11950763
>RAM is already a super stretched resource in most games on classic consoles
You really should try the game. I *highlly* doubt that the game more than 3 MB of the 4MB that the DS provides. If it was a bit optimized with regards to layout it's probably around 1-2 MB.

>not to mention that every combination of everything you'd want to change probably wouldn't work
Yes, you are correct. There considerable constraints that one would need to think about for this. But I'm not gonna break out some stupid shit like Prolog to make a constraint resolver engine. It will be done in C or ASM using well designed data structures. And since that's my choice I should be able to fit it all on the cartridge. See pic.

You really should try the game out and give me actual useful thoughts about what and how randomness in this game can be:
https://files.catbox.moe/1q8o2u.7z

As it currently stands this game contains no randomness *at all*. All the scenario scripts are hard coded (see previous image), so that's why I mentioned that creating my own custom scenario there might be a good first approach.

>fuck doing that in classic console ASM.
Publicly confessing to a skill issue. Bravely done, anon.
QKN No.11950852
>>11950827
Sorry for repeating myself. It happens when I write and edit and write without doing a complete final read-through. I blame the tiny text entry window for this.
Anonymous No.11950860
>>11940769
Super Monkey Ball on Dreamcast
Anonymous No.11950882
>>11950827
> DS
ok. i might have jumped the gun a bit. i should have read your post(s) more clearly. the DS is modern enough to make a randomizer in RAM work. it does seem doable with your specific game / goals / project, but i will stand by as a general piece of advice, this practice should be highly discouraged.
good luck w your project!
Anonymous No.11950895 >>11950954
>>11950560
DS hacks are rarely made using compileable disassemblies. Most projects compile only the custom code and inject it into the ROM file. Hooks (=branches to custom code) are inserted at locations in the original code that you want to change and have identified in Ghidra. You might for example use https://github.com/haroohie-club/NitroPacker or https://github.com/TheGameratorT/NCPatcher
QKN No.11950954
>>11950895
These certainly look like cool projects. I will definitely study up on them and learn what I can from them. But I have other goals with my project which makes these two (sadly) not fit well:
>Want to git gud at arm assembly.
>Need my project to be more or less self-contained. That means no "devkits" or other silly dependencies.

These additional goals are why I landed on my current technical choices. Because if it's one thing I HATE it's build tools breaking over time. You find these really cool projects online and you are almost NEVER able to build it yourself. So I've decided that I'm neither going to have nor contribute to that problem.
My code base will include binaries for my build tools (fasmarm & ndstool) so that anyone can just get the fucking thing working without four days of futile & masochistic masturbatory exercises.

My only real problem is the arm disassembler, but that's a problem for another day.

You guize helped me convince myself that making my own custom scenarios is a good first step, and that only seems to require text/hex editing of data files and then using ndstool to package it up again.
Anonymous No.11950967 >>11951037
>>11950646
>formatting strings which are waiting for arguments
I'm not sure what you mean by that. If you mean the things that are like @[????], I can almost guarantee that's not what that is. Those things seem to denote a control character (i.e, something embedded in the text that has a special function like displaying the player name or changing the font), and the ???? is binary data your command line can't render. If you view the file in a hex editor, you can see the intended values. If you already knew that and you are referring to something else, then I'm not sure what you mean.
QKN No.11951037
>>11950967
Please open this video:
https://www.youtube.com/watch?v=PK4qFZIn4TI

At precisely 1:02 flight APA 791 comes into the ARRIVING section. At 1:09 it transmits its arrival message. I found that particular message in the sources and it's the pic.

If you look at the middle part of this picture:
https://i.4cdn.org/vr/1755280417564063.png
you can see that this certainly seems to be the data which would fill these formatting strings. It's clock times when a plane with a certain flight name arrive and when they should depart from gate, as well as a bunch of other magical numbers I have yet to figure out. Some of the numbers most certainly tell the game which entry point in the air they are using to come in. Others should denote airplane model (different sprites).

To me this all seems like a straight forward case of fucking around and finding out, until something cool happens.
Anonymous No.11951118 >>11951193
>>11950827
>> fuck doing that in classic console ASM.
> Publicly confessing to a skill issue. Bravely done, anon.
i don't care how good of a dev you are, but ASM is slow as balls to actually work with. despite *POTENTIAL* performance increases compared to compiled languages, it is exponentially slower to write. anyone banging shit in and out of registers instead of typing a formula in your OOP language of choice would fully agree. there is a reason why bare metal is mostly abandoned for the last 30 years except in very specific cases.
you stating that writing console ASM is slower is a "skill issue" honestly makes me think you haven't ever done such a thing...
QKN No.11951193
>>11951118
I was mostly just shitpoasting/ball busting.

Yeah, I know it's hard. As I wrote before, I need to get better at asm and this seems like a fitting project for me to do it with.
Running a disassembler on a binary is *a lot* easier than manually decompiling a whole project into C.
I've watched some streams of a guy working on this project, and it certainly seems like a giant dose of overkill when comparing to what I want.
https://github.com/Xeeynamo/sotn-decomp

So my basic choices for an arcade/random mode are:

1. Use whatever language I feel like on whatever computer I like to create a game patch which will produce a set scenario.
2. With Ghidra and other tools, re-create the entire game in c/c++ and then do whatever from there.
3. Disassemble the game and work with whatever it spits out.

1 is okay for generating custom scenarios, and might be a cool project. Doesn't require much other than figuring out the data file structure and some minor tweaking of the menu selections code.

2 is a fucking insane project which I'm not really up for doing. Sure, the final codebase might be easier to navigate and edit than ASM but getting there is an incredible cost.

3. Is pretty doable. Once the disassembler manages to re-create the original binary I'm good to go. You are very correct that development in assembly will be slower but I'll get started a lot faster than method 2, so to me it looks like the most viable way.


Now try the game and try to tell me it doesn't deserve to have more content ;)
https://files.catbox.moe/1q8o2u.7z
Anonymous No.11951215
>>11949796
I just assumed the recharging tanks was because I was on Easy
are you on Normal or higher?
Anonymous No.11951364 >>11951404 >>11951645
>>11949170
>>11949009
>>11948901
Sorry for the spammalot, but what engine you are using to make this? Looks too smooth and neat to be GBStudio.

>That one Famicom / Advanced Wars type GBC game being made in assembly looked promising but now seems FUBAR.

NO FAIR
Anonymous No.11951404
>>11951364
Sonic sprite suggestion anon here. I'm flattered you assumed I'm with the anon making the GBC Sonic thingy. I was just offering something to break up all the blue.
Anonymous No.11951468
(NES) What do you guys do when you need to switch banks and there isn't much room in the fixed bank? Do you just move a bunch of code to the new bank to make space? What if I want to add onto code that already accesses other banks?
Anonymous No.11951645 >>11951672 >>11951970
>>11951364
Hi! It actually is GB Studio.
Anonymous No.11951672
>>11951645
You dropped this.
Anonymous No.11951970 >>11952185
>>11951645
Unironically, man, how did you do it so good?
Anonymous No.11951993
>>11940769
Super Kid Icarus
Anonymous No.11952185 >>11952246 >>11952247
>>11951970
I don't think I'm necessarily doing anything amazing, I'm just tweaking the default platformer settings and using the tools given. I have been compressing the sprites a lot to save on vram. I'm a little nervous for when I need to add enemies...and rings.
Anonymous No.11952246 >>11952286
>>11952185
How do you compress the sprites?
Anonymous No.11952247 >>11952286
>>11952185
Rings should be in metatiles or something, not as sprites
Anonymous No.11952286
>>11952246
Maybe "compression" isn't the right word. I'm minimizing the amount of tiles used by reusing as many of them as I can
>>11952247
You're absolutely right. It's wasteful otherwise. I'll look into this.
Anonymous No.11952295 >>11952362 >>11953894
>Go on /vr/ on a whim
>See this thread's OP
>Decide to check on X-Fusion
>...
>It released
>mfw
I rarely get that excited about anything anymore. Holy shit. Gonna make time for this soon. GodfuckingDAMN holy shit.
Anonymous No.11952362
>>11952295
DO NOT GO FOR ANY VERSION OTHER THEN CURRENT!

SPECIALLY DO NOT PLAY v1.0!
Anonymous No.11952409 >>11952416 >>11952580
I'm trying to hack a PlayStation game right now. I was feeling lazy, so I fed ChatGPT a stack trace of a subroutine and give it a little context of what it was about (drawing text to VRAM in a menu). I read on here that ChatGPT sucks at handling assembly, so I expected it to either hallucinate incorrect information or give a generic "I don't know" response. To my surprise, it did a full analysis about what the subroutine did, correctly identified the pointers to font graphics and current strings, identified what each input register was, and explained the struct that encodes the text and determines where it is placed on screen. It saved me at least 40 minutes of combing through assembly to figure all that out on my own. Am I obsolete? That's kinda scary.
Anonymous No.11952416
>>11952409
>Am I obsolete?
Yes and no. Chatgpt wouldn't have done anything had you not told it to.
Anonymous No.11952580
>>11952409
ai wont replace doctors, attorneys, engineers, etc. per se but it will replace the ones who arent working with ai. people like you who use it to be more efficient will always be in demand.
Anonymous No.11952951 >>11953130
Just brainstorming about how to do isometric environments with ramps and overlapping paths on the GBC.

I'm thinking the map could be split into separate rectangular collision maps. Switching between them would be done at special transition zones. As for slopes, a sloped collision map wouldn't be much different from a flat collision map. The only difference is its effect on an object's z height. A flat collison map would use a fixed z height, while a sloped collision map would change the z height smoothly from one end to the other.

Then there's the problem of depth sorting. Objects need to appear in front of or behind terrain (trees, walls, another path that's floating above you, etc.). The GBC already has a way to make sprites appear behind parts of the background, but it's nowhere near powerful enough to handle all those scenarios without major caveats. The only real option is to do it in software.

That's where manual sprite clipping comes in. I figure the background could be split into two virtual layers (called "front" and "back"). For each background tile, there'd be an alpha mask that determines which layer each pixel belongs to. Then, it's just a matter of erasing the parts of the sprite that overlap with pixels in the "front" layer.

But wait! What if an object needs to appear behind the "front" layer sometimes, but not other times? For example, you could walk in front of a tree, or behind it. I'm thinking this could be handled by having a per-object setting that enables or disables clipping. This setting would change based on the object's location. If an object moves into an area where it could appear behind something, clipping gets turned on. When it leaves, clipping gets turned back off. These areas would have to be marked manually on the collision map, but that's a small price to pay.
Anonymous No.11953130 >>11959391
>>11952951
Also, checking for collisions against a collision map wouldn't be any more complicated than in any other game. As it turns out, if you scale and then rotate an isometric grid, it turns into a regular axis-aligned grid. This simplifies things greatly. Now, the only real difference is having to apply the inverse of that transformation when drawing each object's sprite. That way, x and y will appear to run diagonally, even though the actual coordinate system is axis-aligned.
Anonymous No.11953626 >>11953632 >>11953793 >>11953882
>learning game boy ASM
>want to start making sounds and music
>autistically obsessed with making everything from scratch
>learn how programming the sound channels works, seems simple enough
>2 months later i'm almost done building the sound engine and custom tools for auditioning and generating music data
>haven't even started working on my actual game yet
it's gonna be worth it
Anonymous No.11953632 >>11953723
>>11953626
Fuckin A anon. You're the real MVP, you got this mother fucker
Anonymous No.11953723
>>11953632
thx for the encouragement anon:) i'm making steady progress
Anonymous No.11953778
damn new xbox 360 softmod looks amazing might have to break it out and play some og xbox games
Anonymous No.11953793
>>11953626
>custom tools for auditioning and generating music data
Dang. That's fancy. And here I am just banging stuff out in a DAW, then manually translating it into code.
>haven't even started working on my actual game yet
Sure you have. Audio is an important part of making a game. It's also one of the most complicated parts of the code, so it counts for a lot.
QKN No.11953882 >>11953891
>>11953626
>>haven't even started working on my actual game yet
See my earlier posts in the thread about my NDS romhack. We can be autistic retard bros together.
Anonymous No.11953891 >>11954682
>>11953882
>DS
>>>/vg/533630362
Anonymous No.11953894
>>11952295
have fun
ignore the bucket crabs
Anonymous No.11953904 >>11954008
>>11940769
Trio anime games: Jungle de Ikou 64, Shamanic Princess 64, and Devil Lady 64
Anonymous No.11953905
Last year was okay (and awful).


Here nice demo: https://www.youtube.com/watch?v=jjoN9oUubv0
Anonymous No.11954008 >>11965992
>>11940769
>>11953904

You Get Banned Forever and Never Come Back 64
Anonymous No.11954095 >>11954329
>>11940769
I wonder if a Half-Life 64 is possible.
Anonymous No.11954329 >>11954335 >>11954426 >>11954472 >>11960353
>>11954095
Half Life 64 might be a bridge too far with all of the different enemies / objects on screen.
Some dude did spend a couple years of his life making Portal 64 only to get told by Valve that he should not continue with it (he was using proprietary Nintendo microcode and couldn't port it to open source solutions) ...It's a real shame, the port was really turning out amazing
https://www.youtube.com/watch?v=sb3nHlsBBpg
Anonymous No.11954335
>>11954329
The density of environments would be a big issue, I think it would be possible but a lot of things would have to be redone and the encounters simplified too. No more ospreys dropping down marines.
Anonymous No.11954426
>>11954329
Hopefully someone finishes that someday. The source code is archived.
Anonymous No.11954472 >>11954783
>>11954329
Seeing anachronistic ports always makes me wonder how popular games of today would have been in the past. Like, would anyone have cared about Portal if it was an N64 game released in the late 90s/early 2000s?
QKN No.11954682 >>11954692 >>11954694 >>11954703
>>11953891
man, wtf is wrong with that place? It's like 99% animu gurlz. Are all the posters over there desperate coomers?
Anonymous No.11954692 >>11954726 >>11954767
>>11954682
Yes, also (literal) trannies.
Anonymous No.11954694 >>11954726 >>11954767
>>11954682
Coomers, e-celeb gossipers, and other mentally ill people. Some of those threads are fucking incomprehensible.
Anonymous No.11954703 >>11954726 >>11954767
>>11954682
The psychic damage that the internet+anime+vidya does to people is insane. I'm well off that I only came out of it autistic but still high functioning
QKN No.11954726 >>11954767
>>11954692
>>11954694
>>11954703

Talked to a friend who is a gamedev (pretty successfull, doing a 2nd game now with mo-cap etc).
He has to deal with trannies etc. through his job, at a way higher degree than the general public. And he's a good guy, so he actually thinks about helping these people and getting to the bottom of things.

One finding he has done is that most of these have been damaged by looking at lesbian porn in their youth. It's not that they want to satisfy the woman. No - they want to BE the woman. They want the pleasure and attention. Anyone saying that trannies don't receive sexual gratification through their life style is a fucking liar.

I like you retards a lot better. Most of you know how to operate a multi meter; A mark of true manliness.
Anonymous No.11954746
Got a little more color variety. This will be my last post for a while because I don't want to feel "spammy" without a breakthrough development.
QKN No.11954767
>>11954692
>>11954694
>>11954703

>>11954726
...continued
I had more to say on this:

Man, I looked a bit more at /vg/, read some threads etc. These are outlandish levels of faggotry, previously not known to man.

Hitler was never satisfied with just pushing the
>undesired
outside of the realm. He conceived of them as vermin, and the only way to get rid of them was to burn them. Fire is the only known remedy for this shit.

Personally I believe that fatherlessness is a big contributing factor. These guys don't have any (loving, hopefully) male role model who pushes and helps them into an identity recognized by society at large. So the troon route of identity starts to look more and more attractive for them.

Sorry for going off topic, I just had to write some of my thoughts down. I didn't know how bad things actually were.
Anonymous No.11954783
>>11954472
Yes, because no game like Portal exists on the N64 from the 90s or early 2000s.
Anonymous No.11954953 >>11955124
Sometimes i feel like learning how to draw and how to do pixel art just to make coomer hacks, fuck
QKN No.11955124
>>11954953
fuck off to /vg/ (see my earlier replies about troons, /vg/ & gay shit)
Anonymous No.11955502
NEW BANJO HACK! https://www.youtube.com/watch?v=aMHbEU8NCQc
Anonymous No.11955628
>>11941049
based Lorechad
Anonymous No.11956718 >>11957303
Bah. If there's one thing I hate about romhacks it's that if I'm completely stuck on something I can't just look up a map when I finally stop being stubborn and give up.
Anonymous No.11957303 >>11958736
>>11956718
That's the best part of romhacks :3
Anonymous No.11958736
>>11957303
I'm missing one goddamn expansion in three sectors and I've run through each like five times top to bottom I'm so pissed off.
Anonymous No.11959235
This threads just come and go.....
Anonymous No.11959391
>>11953130
Now I'm trying to get a feel for how large maps could realistically be.

If collision tile coordinates used 8 bits per component, you'd end up with a 256 x 256 x 256 grid for the whole map to exist in. This gives plenty of space to work with. You could allocate a whole WRAM bank just for collision data. If 4x4 metatiles are used, you could fit a single 256 x 256 collision layer in there (filling the entire x/y coordinate space, but leaving no room for other layers). In a more realistic scenario, there'd be no issue.

The background tilemap would take up the most memory of all. Using 2x2 metatiles, you could store a 256 x 256 tilemap across 4 WRAM banks. This should be plenty big enough, and still leaves a few WRAM banks free for other stuff.
Anonymous No.11959841 >>11959871 >>11961008 >>11961250 >>11961321 >>11964645
Are we still talking about X-Fusion? I 100%d it a couple days ago in 1.1 and... never before I felt so utterly heartbroken by a game before.

X-Fusion was just a couple bits behind perfection, often being underwhelming in some parts, often asking too much from you in other, but it had a good thing going on for most of it's run, it was worth exploring, it was worth fighting for and I loved it so much.
...then Sector X happened, both the gameplay and the story took a massive nosedive at shinespark speed and I lost all of the respect I built up for the game up to that point, so much I started using Rewind for the last rooms of the sector because it wasn't even challenging or fun, it was just straight up unfair and insufferable. And I tried, I genuinely did.

I loved this game to death for the majority of it's run and it pains me to admit I can't bring myself to recommend it to anyone (unless patches toned down the bullshit of Sector X). This one cut deep, man.
Anonymous No.11959871
>>11959841
1.2 added a pair of checkpoints in DMX.
Anonymous No.11960353 >>11960701 >>11964758 >>11966365
If I make a 4 way scrolling game I don't know if I should stream the new tiles by having the whole tilemap stored as a big square, say its 4 screens wide and 4 high. Or I could store 1 screen and then the next and so on but then the program has to have to logic to skip enough bytes to read from the next page if it crosses the screen boundary. 1 page at a time allows for easy ripping but data is mixed around like spaghetti. Why its hard is say your in the middle of page 1 and 2 and then you scroll in the other direction, you might have to load from page 3 and 4. Is there a generally considered best way.

>>11954329
Isn't that what they did with Duke 64 and it turned out good. Just get the general architecture and build an engine to load it.
Anonymous No.11960393
>>11940742 (OP)
Just finished Castlevania The Last Tear, admirable effort on the graphics, even though they now feel void of personality. Level design was kinda okay but the only game design idea they seemed to have was to throw blue and red ghosts at you, and for some reason the final level is a forest?

Just started XFusion, it's impressive how much work went into it.
Anonymous No.11960701 >>11962319
>>11960353
I think most games that split the map into "screens" also include a "map of screens" (basically, a 2D array of pointers/IDs for each screen). As a bonus, this allows you to reuse screens to fill things out. Take this map from Shantae, for example. You can clearly see it's made of 16x16 tile chunks.
Anonymous No.11961008 >>11961419 >>11961498
>>11959841
Pretty much my experience, except the cracks started appearing before nightmare.
It's comparable to Z-Factor. Well crafted and fun, but as it goes on it gradually turns into a headache.
Anonymous No.11961250 >>11961321 >>11961419
>>11959841
I decided to restart my playtroughd on Normal on v1.2 after my Nintendo Wii halted and corrupted my thumb drive and all my files, I was playing it before on Easy and even I struggled at some areas but I was able to defeat past Nightmare.

Metaquarius did rebalanced the game ever since but seems like he did it out of guilt.
Anonymous No.11961321 >>11961419
>>11961250
>>11959841
Basically from what you are saying, X-Factor was another one who flew to close to the sun.
Anonymous No.11961419 >>11961447 >>11961518 >>11961593 >>11965036
>>11961008
>>11961250
>>11961321
>Well crafted and fun, but as it goes on it gradually turns into a headache.
Funny you say that, because I didn't have any issues with the mid-to-late game myself, but then again I was doing completion and had a lot of E-Tanks and Reserve Xs, so the game was smooth sailing for me after Space Jump and Plasma, only skydiving at Sector X.
>I decided to restart my playtroughd on Normal on v1.2
Let me know if during Sector X you keep Ice Missles. If you don't, well... my condolences, first of all...
>Metaquarius did rebalanced the game ever since but seems like he did it out of guilt.
He better be guilty, the motherfucker...
(To be fair, the whole game was designed pretty well for an experience that was meant to be for veteran players, it didn't betray it's audience... it's only Sector X that needs a rebalance).
>X-Fusion* (?) was another one who flew to close to the sun.
Not quite, at least not for me. The game is perfectly designed all around, save for a couple small things like some bosses being under/overwhelming and some sections asking way too much from you, but with some gitgudding you can get through it just fine, specially if you are keen to Super Metroid. There's also the story that feels pretty fanfic-ey at times, but nothing too outrageous.
I'd say X-Fusion's main flaw lies entirely on Sector X and how it was executed on both game design and story, which is why it felt so betraying for me. They had it right on everything BUT the endgame and that sucks.
Anonymous No.11961447 >>11961452
>>11961419
>(To be fair, the whole game was designed pretty well for an experience that was meant to be for veteran players, it didn't betray it's audience... it's only Sector X that needs a rebalance).

You didn't torture yourself trough v1.0 right?
Anonymous No.11961452
>>11961447
Well I did say I played v1.1 lol. I've heard stuff about v1.0 and I have nothing but respect over those who did. v1.1 was well done in my opinion, though... save for some stealth sequences and the angry jellies on your way to Varia, those were bullshit.
Anonymous No.11961498 >>11961734
>>11961008
It seems like Meta's much better at short hacks. The Y-Faster series is great. Eleven is great. Axiom is a fun romp. It's his longer hacks that suffer. Super Duper Metroid is the obvious exception to that, but that was a collaborative hack. Meta picked up a mostly finished hack and finished it, along with adding some extra shit.
That said, there's the fact that he decided to trim the hack in order to fit hardware specs. I'm starting to think it may have suffered greatly from that decision.
Anonymous No.11961518
>>11961419
>Let me know if during Sector X you keep Ice Missles. If you don't, well... my condolences, first of all...
That only happens on Easy mode.
Anonymous No.11961593
>>11961419
>but then again I was doing completion and had a lot of E-Tanks and Reserve Xs
I had plenty myself, but it's stuff like the gravity section platforming, nightmare's hitbox, draygon taking forever to take down even though it seems I got it right. Not quite difficulty related, just pain in the ass when reminiscing. And then there's the two SAXs room in sector X, where the checkpoint made it much worse.
Anonymous No.11961734 >>11961846
>>11961498
>Meta picked up a mostly finished hack and finished it, along with adding some extra shit.
>That said, there's the fact that he decided to trim the hack in order to fit hardware specs. I'm starting to think it may have suffered greatly from that decision.

What is the story behind X-Fusion alongated development, the final hack is full 4MB, but it's not like it couldn't been 6MB, even my ancient Super Everdrive from 2013 could play roms up to 7MB, I do missed some things and details from Fusion, but he did added some spins to Fusion as well, like the Sucking Cumber boss, now it's 2 instead of 1 and it's a bit more complete fight.

The cromodire surprise 2nd phase got me

The dialogue scenes between Samus and the computer were kinda cringey and felt like Working Designs Localization.

Samus SHOULD NOT get an anime sweat drop!
Anonymous No.11961846 >>11962532
>>11961734
English isn't his first language, IIRC, that's why the English is rough. Anyhow, he built the game by constructing each sector on it's own as a handful of separate ROMs. When he began to experiment with mashing them together into one, he found he had too much to fit the size of a standard 4MB SNES LoROM, which was something he was adamant about. So he started cutting things out.
Source: https://metaquarium.wordpress.com/2022/07/14/on-board-the-main-deck/
Of course, that was three years ago and he was able to get some of those cuts into the final game. But it's easy to look at that list of proposed cuts and old preview videos and think the hack suffered in the end because of it.
Anonymous No.11962319
>>11960701
That actually does help, so have a small subroutine just for loading the right room. So I could call each room something like
1-1, 1-2, 1-3
2-1, 2-2, 2-3
3-1, 3-2, 3-3
and just have a table linking to the actual address with a lookup table.

Also I think I have a pretty good routine for ripping graphics.
1. edit the vram to show each consecutive tile on sceen using the memory viewer.
2. Edit the pallete to reduce colours
3. Convert the tiles in makechr
4. Save the nametable from vram in the original console.
5. Just load the graphics and they will be in the right place for the original nametable to work in your own engine even if its a different console.
Anonymous No.11962532
>>11961846
Don't click there if you don't want spoils.
Anonymous No.11964397
bvmp
Anonymous No.11964417 >>11964734
>>11946718
Also Power Bombs don't reveal special blocks any more, which is what made up for the lack of X-Ray in Fusion. So basically you just have to go around individually bombing everything in X-Fusion.
Anonymous No.11964645
>>11959841
I'm stuck on the main bridge and already hate it.
Anonymous No.11964734
>>11964417
In a perfect world, they should make all breakable blocks that aren't spacejump or screattack ones breakable with Super Missiles or Bombs as well, not have it be like MegaMan boss weaknesses, when a bomb wall cannot be destroyed by Super Missiles or Super Charge shot?
Anonymous No.11964758 >>11973152
>>11960353
Unless you're doing destructible terrain or compression, it's probably easier to just throw the tilemaps in ROM and call it a day. And if you use big enough metatiles, it can even be somewhat space-efficient.
Anonymous No.11965029
>>11940769
megaman x8 demake running on pvsneslib
https://www.youtube.com/playlist?list=PL6OzqPjKN5lpquvMJifhy3EKBABfBqk10
Anonymous No.11965036
>>11940769
>>11961419
>art style
When Skullgirls have uncensored port on sixth gen console?
https://www.youtube.com/watch?v=JVE1Zj1mgzs
Anonymous No.11965992
>>11954008
Not reading it, imbecile
Anonymous No.11966365
>>11960353
> Duke 64 vs Half Life
Duke is an earlier and much less demanding game. Half Life has a ton more going on with it. The enemies in Duke are sprites for example. The HL environments are much more complicated. Hell, fitting the HL voice dialog lines in an N64 cart without it sounding like a bucket of rusty nails would be some Resident Evil 2 levels of compression magic. IMO i thnk Half Life just falls into Dreamcast territory.
Anonymous No.11968431
Windows XP if it N64!
https://files.catbox.moe/og8a73.zip
Anonymous No.11968719 >>11970251
>>11940769
D&D-like futanari elf rpg
Anonymous No.11968757
>>11940769
Rozen Maiden action horror video games
Anonymous No.11969245
lain ps1 translation

https://retrogametalk.com/repository/psx-iso/serial-experiments-lain-jpn/

https://litter.catbox.moe/6i2fcw8x8wssi19r.7z

https://litter.catbox.moe/s7uo9setkv14mmp5.7z
Anonymous No.11970251 >>11971743
>>11968719
Hell yeah.
Anonymous No.11970943
>>11940769
final fight amiga enhanced port over SNES and X68000
Anonymous No.11971149 >>11971353 >>11971721
This game made me realize why Mario 64 ROM hacks are so uniquely terrible.

The Mario 64 engine is held together with duct tape, a hodgepodge of incongruent physics interactions. The thing is, the original game was designed around these flaws. Each stage was carefully crafted in order to prevent the player from inadvertently stumbling into just how god awful this engine truly is. The result is an amazing game.

Amateur ROM hack devs pay no such attention to the flaws of the underlying game systems. The result is games like this: slippery messes where you're constantly butt sliding on surfaces that seemingly should not cause it. Extremely tight platforming on geometry ill-suited for it. A camera that fights you on every single stage.

If this absolute travesty weren't par for the course for Mario 64 hacks, I'd be absolutely convinced this game were a troll hack, designed to infuriate the player with compounding minor annoyances that build and ultimately crescendo into some of the most infuriating gameplay experiences imaginable.

Fuck this game and all Mario 64 hacks. Mario 64 itself is great though.
Anonymous No.11971175
>>11940769
first person castlevania I, age of empires 2 but you're just a guy in first person, age of empires 1 but its a rhythm game
Anonymous No.11971216 >>11972087
>>11940742 (OP)
New Romancing SaGa 3 (remaster) mod released:
https://github.com/Denhonator/RS3UIMod
Anonymous No.11971353
>>11971149
>The result is an amazing game
I fucking wish, M64 levels are terrible bare the Bowser levels.
Anonymous No.11971504 >>11971509 >>11971521 >>11971790 >>11972241 >>11973152
>>11940742 (OP)
Hey, got an AI to produce a simple Pong clone as an experiment, but I can't get it to work. Doesn't run as a NES ROM in anything I drop it in. Here's a link to three files:

https://litter.catbox.moe/3fvfv6ffeoyyjc93.zip

Told the AI that it would get full accreditation and so on. Really appreciate it if smarter heads than mine could see where I went wrong in the hex editor.
Anonymous No.11971509 >>11971515
>>11971504
>hey, I did nothing, have my crap
no thanks
Anonymous No.11971515
>>11971509
Reading comprehension, dick head. I never said it was mine, nor would I. How do you know it isn't a good game? Aren't you interested in the result?
Anonymous No.11971521 >>11971537
>>11971504
Your .nes files are text files containing hex numbers instead of binary files. You could paste those numbers into a hex editor to create binary files.

But why are you trying to generate ROMs? You'd probably get better results if you generated source code and compiled that, and it would be easier to spot and fix the errors.
Anonymous No.11971537 >>11971584
>>11971521
Honestly, I don't know what I'm doing. My coding (if you want to call it that) has been limited to tile editing thus far. I just wanted to see what an AI could do with a hex editor. It seemed to know what it was doing and I did mention that I couldn't get it to work (through human error, I'm guessing). Thanks for your help.
Anonymous No.11971584 >>11971624
>>11971537
>It seemed to know what it was doing
Well it doesn't and It's going to spout bullshit at you instead of telling you that. It's up to you to figure out which parts of its responses are correct (if any) and which aren't, and you would actually have to understand the topic to be able to do that.
Anonymous No.11971606
>>11950084
Try Interconnected Strongholds and All Hallows Eve. I went through a ton of Lttp romhacks recently and I thought those two had the best dungeon design. The Shadows Fall is also a decent hack with some story but short and I had some small issues with the first dungeon. All Hallows Eve is probably the most polished and impressive Zelda 3 hack currently.
Anonymous No.11971624 >>11971637 >>11971645
>>11971584
>and you would actually have to understand the topic to be able to do that
Fucking kek. Borderline elistist horse shit. Subhumans like you are the reason why people check out of things like coding. You're supposed to extend a hand, but instead, you choose to kick them while they're down. You're even more worthless than I am.
Anonymous No.11971637
>>11971624
>You need to understand what you're reading with code
>elitist horse shit
Anon, pls
Anonymous No.11971645
>>11971624
What if instead of insulting me you would explain why you think what I said is incorrect, and how you would tackle the problem of hallucinations without understanding the LLM output?
Anonymous No.11971721 >>11971986
>>11971149
That's why you don't create hacking tools for simpletons.
Anonymous No.11971743
>>11970251
Epona mechanic
Anonymous No.11971790
>>11971504
This is just gibberish. NES roms need to be a specific size to run, at minimum 16KB with 8KB of code and 8KB of graphics. While i see an iNES header here (in ASCII), the 6502 needs very specific instructions at the end of the PRG ROM for it to run at all. This ain't it chief.
On a related note, i did get Claude 3.7 to make this title screen a couple months ago, just to see if it could. The rub is that it made 3/4 very subtle and crucial mistakes that i had to fix myself. AI can do some amazing dev work in 2025, but it isn't quite up to snuff with classic console ASM yet. It could barely eeke this out, much less make an actual functioning game...
Yes it says MES DEMO TITLE SCREEM lol
Anonymous No.11971986
>>11971721
it worked pretty well in super metroids favor
a ton more good hacks

i think its a "more bits, more problems" thing. some minor glitch that would be unnoticeable (or at least rarely encountered) in a 16bit game is a much bigger problem in the more complicated engine and programming architecture of 64bit games
or maybe the tools just suck. idk never used em
Anonymous No.11972087
>>11971216
Nice, I'm the ideal audience for this, including being unaware of it. Do you know if there's something similar for RS2?
Anonymous No.11972241 >>11972626 >>11973152
>>11971504
>AI

Fuck off, learn to code.
Anonymous No.11972626 >>11974006
>>11972241
Maybe the AI is helping him learn to code
Anonymous No.11972649 >>11972709
Finished Super Junkoid, enjoyed more then X-Fusion which I quit playing, even Hyper Super Metroid was more enjoyable too.
Anonymous No.11972709 >>11972745
>>11972649
You think P.Yoshi is gonna make an original game based on the Junkoid titles?
Anonymous No.11972745 >>11975384
>>11972709
The first game in the series was apparently an rpg maker game, I think people said it's lost media though.
Anonymous No.11973152 >>11973225 >>11974354
>>11964758
In Kirbys Dreamland on gameboy it has a buffer in ram before sending it to the screen. To save space the clouds in the background are just a repeating pattern and then the level is loaded on top of it from a different location.

>>11972241
It can be pretty for good making stuff like sine tables. You can even get it to translate small bits between different cpus. I had forgotten how to move 64k on 6502 but knew how to on z80 so asked AI, it gave slightly bloated code that did work but was enough to show that I needed to use zero page indirect indexed mode or zero page indexed indirect mode. Just a pointer in ZP memory instead of registers like the z80.

>>11940742 (OP)
A PC Engine polygon demo, has good performance.
https://github.com/yhzmr442/P.C.Engine

>>11971504
I just tried Grok and it did make a running nes rom. I wrote this:
generate 6502 source for a pong program, rom is at $8000, ram is at $0000 to $2000, controls are just from changing values in ram.
Make it compatible with acme assembler.

I had to add the header but it ran on nes, I expected maybe a ball moving in ram but not quite there.

Next I said
change this code to display graphics on nes hardware

Wouldn't load
2 things needed to get it to work
Pad out the rom in this specific way to run on messen

>put this after the game code
* = $c000
!binary "chr.dat"

Put in my own reset vector

; Vector table
* = $FFFA
!word NMI ; NMI vector
!word RESET ; Reset vector
!word IRQ ; IRQ vector

a = NMI:
b = RESET:

* = $BFFA

a = NMI:
b = RESET:

!word a
!word b
!word a

* = $c000
!binary "chr.dat" ; from make chr
> its just an 8kb chr file

>also just used this header because messen doesn't load certain things, put it at the start

* = $7FF0 ; after head 8000

;for emulators - header, 16k rom, 8 chr
!h 4E 45 53 1A 01 01 01 00 00 00 00 00 00 00 00 00

Do that and you will have nes pong with glitchy graphics.
Anonymous No.11973225
>>11973152
actually just use this for vectors

* = $BFFA

!word NMI:
!word RESET:
!word NMI:
Anonymous No.11974006
>>11972626
He right tho (lol)
Anonymous No.11974302 >>11974337
Made a simple hack for Famicom Makaimura that replaces the starting weapon with knife, saving you the minute or so of farming it at the start of every run. After this, I made a weapon select hack, based on an existing NES Ghosts 'n Goblins hack. There's a hack for Makaimura already that has this called "Fair Play" that also adds a bunch of autistic balance changes I didn't want, and the select hack itself in it is shit as it scrolls the weapons too quickly so ripped the GnG one even though it required more effort to port.
Anonymous No.11974337 >>11974547
>>11974302
Is there a hack that improves the games performance and overall feel?
Anonymous No.11974354
>>11973152
>It can be pretty for good making stuff like sine tables
You mean making python scripts to generate tables, in my experience it can't actually make usable LUTs itself because it hallucinates like crazy
Anonymous No.11974547
>>11974337
Yes, available here:
https://www.2a03.jp/~minachun/makaimura/
All gfx replaced with Arcade version gfx, FPS increased from 20 to 30, and a ton of other small fixes and improvements without touching balance or gameplay.
The Fair Play autists based theirs on an early version of his.
Anonymous No.11974868
I remember a dude on spriters resource got so angr on the site rechange that he harrased the staff to add "backgrounds" "stages" and whatnot on the tags search something like that.
Anonymous No.11975384 >>11975463
>>11972745
Is it this one? https://youtu.be/M4rJ8MNTmnA?feature=shared
Anonymous No.11975463
>>11975384
Amazing.
Anonymous No.11975836 >>11976082
I dumped a font from a game and it has hundreds of kanji that are completely unsorted. I would like to get them in a standard text format, but I don't see a good method for doing so. I tried OCR and it mostly works, but I've spotted a few its gotten wrong so I'm not terribly confident in its accuracy. Is there an efficient way to do this, or do I just have to go through the OCR output character by character and spend a few hours fixing mistakes?
Anonymous No.11976041 >>11976845 >>11978535
Cirote 3 0.4.1 released: https://cirote3.itch.io/cirote3/devlog/1016756/041
Anonymous No.11976082
>>11975836
Other than using different OCR engine(s)? OCR entire sentences containing the kanji in question or pass the screenshots to a human translator. Look up kanji by radicals or draw them by hand in the Japanese IME, you'll eventually have to do this anyway if you keep on working with JP text for a while.
Anonymous No.11976845 >>11978065
>>11976041
Does this have a SFW version?
Anonymous No.11977015 >>11977094
there's another hbg?
Anonymous No.11977094
>>11977015
It's permanently on life support, so it's rather "no" than "yes", but not completely "no" yet
>>>/vg/hbg
Anonymous No.11978065 >>11978535
>>11976845
No, what for?
Anonymous No.11978535 >>11978596
>>11978065
Well, she got Dutch dress and wooden shoe
>>11976041
Robopon reference
Anonymous No.11978596 >>11978749
>>11978535
>Well, she got Dutch dress and wooden shoe
She's naked, covering herself with a towel.
Anonymous No.11978749 >>11979684
>>11978596
Not naked if use towel
Anonymous No.11979684 >>11980109
>>11978749
she's naked under that towel
Anonymous No.11980109
>>11979684
Yes
Anonymous No.11980112 >>11980123
Someone needs to make this
Anonymous No.11980123
>>11980112
What's stopping you?