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Thread 12133594

114 posts 40 images /vr/
Anonymous No.12133594 [Report] >>12143101
/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
https://www.hack64.net/tools/patcher.php

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

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

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

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: https://desuarchive.org/vr/thread/12129336/
Anonymous No.12133714 [Report]
translation for the bobobo gba games never
Anonymous No.12134004 [Report] >>12134370 >>12146717
https://www.youtube.com/watch?v=Ad_gafBRM_s
Anonymous No.12134370 [Report] >>12136389
>>12134004
CLEAN YO FUCKIN DESKTOP!
Anonymous No.12135349 [Report]
Bump mystery block
Anonymous No.12135575 [Report] >>12135590
I developed some byte hacks for the DOS version of Daggerfall recently. Fixed bugs, mostly.

Fixed the dodging bug, necromoghan not being a castle, material tinting issues with helmets and bows.

Learning x86 ASM and executable decompilation was fun.
Anonymous No.12135590 [Report]
>>12135575
Oooh. Sounds intresting.
Anonymous No.12135775 [Report] >>12137001 >>12137023
https://www.youtube.com/watch?v=dfOERKSm_UE new spooky banjo hack.
Anonymous No.12136389 [Report]
>>12134370
Go fold your laundry
Anonymous No.12137001 [Report]
>>12135775
Got any corpse party hack?
Anonymous No.12137023 [Report] >>12137415 >>12137823 >>12138953
>>12135775
>patreon only
>for a fucking romhack
lol lmao
Anonymous No.12137415 [Report]
>>12137023
Yeah, it's the same fag who did Nostalgia 64 earlier.
Anonymous No.12137475 [Report]
TECHNOLOGY!!!!!!!!!
https://www.youtube.com/watch?v=u8aCWv88mXs
https://www.platonicreactor.com/projects/test-chamber/
Anonymous No.12137823 [Report]
>>12137023
CATBOX ANON WHERE ARE YOU
Anonymous No.12138190 [Report] >>12138534
Does the demo running n64 cart?
https://www.youtube.com/watch?v=am1xrdMW7NQ
Anonymous No.12138534 [Report]
>>12138190
No, the description says it's made with Unity.
Anonymous No.12138945 [Report] >>12138962 >>12139037 >>12143540
fat moot /v/orld 2 progress:
the hack's exit count is now 26! the same as the first hack. still have a lot of work left to do so no ETA just yet, but this does mean fm/v/2 is going to be a bigger hack. for now, here's a level i've wanted to show off for a while.

this is a layer 2 level that also uses a parallax layer 2 background. this technically isn't possible, i just put a scrolling texture behind all the layer 2 level tiles. really i kind of just stole the idea from battletoads..
i had to learn how bitmaps worked to actually make it, so it wasn't easy, but i'm pretty happy with it
Anonymous No.12138953 [Report]
>>12137023
Its Patreon for early access. It comes out tomorrow.
Anonymous No.12138962 [Report] >>12139438
>>12138945
Goddamn that's a fat cat
Anonymous No.12139037 [Report] >>12139438
>>12138945
New Wario Land looking nice.
Anonymous No.12139438 [Report]
>>12138962
the fattest!

>>12139037
thanks, anon
Anonymous No.12140038 [Report] >>12140246
https://www.youtube.com/watch?v=RhSj8jGpXJ0
Anonymous No.12140246 [Report] >>12141192
>>12140038
>mama black
>developers from western Europe
What does really mean??
Anonymous No.12140254 [Report]
It’s ok to hack an action game to give you infinite lives or an rpg to take out the grind. But you shouldn’t be changing the content.
Anonymous No.12140649 [Report]
https://youtube.com/watch?v=HQ2q25xiWcQ
Anonymous No.12141192 [Report]
>>12140246
It's hot. I wanna see some /ss/ between them.
Anonymous No.12141819 [Report] >>12141883
Does anybody have the roms by MyArcade/dreamGEAR?
Anonymous No.12141883 [Report] >>12143256
>>12141819
Which ones
Vtx or nes
Anonymous No.12142959 [Report] >>12147823
https://github.com/JumpiX64/Pong64
Anonymous No.12143071 [Report] >>12145975
Some anon posted a pack of all the PC SourceNext ports of RE 1-3 as well as Dino Crisis 1 and 2 IIRC. They are great because they are all setup to work on modern Windows out of the box. The only downside is the usual hacks and whatnot don't work due to some changes. So, if anyone wanted to change the starting loadouts or whats in the item box at the start of the game in RE3 from that package, here's the info you need.
The data is at 12D20C to 12D34B in the main .exe file itself. It looks like so:
>03 0F 01 00 82 FA 00 00 83 01 00 00
>84 01 00 00 FF FF FF FF 0F 64 16 00
>02 0F 01 00 81 03 0D 00 FF FF FF FF
>00 00 00 00 0F 64 16 00 82 FA 00 00
>83 01 00 00 84 01 00 00 2A 03 01 00
Each item is 4 hex bytes, X1, X2, X3, 00. The first byte is the item ID as you can find from save game hacking guides, the second is the ammo/item count, which is 1 for non-ammo items, and the third byte is the attribute byte, which varies depending on the ammo type. FF FF FF FF separates the loadouts. By changing these entries, you can start the game with any weapons or items, as long as you don't try putting in more entries than were originally present. You can also change the loadouts for Mercs.
Now comes the fun part, filling the item box with required puzzle items and keys to see how much sequence skipping is possible.
Anonymous No.12143101 [Report] >>12143283 >>12143524 >>12145824 >>12148308
>>12133594 (OP)
Pac-Man Master Museum v3.00 is finally out!
This update now includes Jr. Pac-Man and Crazy Otto, along with custom Plus modes for them.

https://www.smspower.org/forums/20495-CodingCompetition2025PacManByLackofTrack#136586
Anonymous No.12143256 [Report]
>>12141883
Their Genesis/MegaDrive roms besides their Pac-Man rom.
Anonymous No.12143283 [Report]
>>12143101
Woo hoo. Now I can play as that freak Crazy Otto.
Anonymous No.12143397 [Report]
I’m waiting for the update for manall’s final fantasy. I beat it once and have a lot to say to the “professional final fantasy player” on YouTube who complains that he can’t beat the game by cheating.
Will there be an update tomorrow or is the programmer just talking crazy shit again?
I’ve also played final fantasy renaissance which is a fan game but there’s some people on discord making an ff1 style tactical rpg that looks really interesting.
Anonymous No.12143524 [Report]
>>12143101
Based and power-pilled.
Anonymous No.12143540 [Report] >>12143658 >>12143967 >>12144497 >>12144516 >>12155337
>>12138945
It still feels weird to see the enemy sprites I drew for the /v/orld hacks years ago appear in the Fat Moot hacks when I'm not into fat fetishes at all. Atleast the hacks look good from what I saw even if it gives me the ick. Breaking blocks is a surprisingly underutilized gimmick I've barely seen used across SMW hacks.
Despite that, good luck finishing this.
Anonymous No.12143658 [Report] >>12143760 >>12144497
>>12143540
I mean we could always just resprite fat moot into Wario and call it Super Wario /v/orld
Anonymous No.12143760 [Report] >>12144497
>>12143658
Would be cool, but don't force yourselves to do it unless it is easy to resprite Moot as Wario.
Preferably I'd play it if it didn't have fat fetish content all the time (not that I am against it, its just not my kink), but I'm not against playing it in the future if things stay as is.
Anonymous No.12143967 [Report] >>12144497
>>12143540
It's a pretty good hack. I thought it was funny how the fetish content fit into the gameplay even though I'm also not into that stuff.
Anonymous No.12144497 [Report]
>>12143540
i appreciate it, anon. something like that was one of my main worries, but your support eases my mind a bit. i'll keep doing my best!

>>12143967
thank you! i'm glad you think so. making sure the "fat" part wasn't just a visual thing was important to me, so i tried to put a lot of focus on the gameplay reflecting it too.

>>12143658
>>12143760
i think i mentioned it on /v/ before, but i do plan on making it easier to mod the player characters since a few people were interested.
that said, wario would be awesome, i just don't think i'd do him justice myself.
Anonymous No.12144516 [Report] >>12155337
>>12143540
Heh, I feel pretty much the same. The way I see it, I drew those sprites to be used, and despite not being interested in the fetish, they're still pretty good hacks. I also wish Anon luck in completing it.
Anonymous No.12145824 [Report]
>>12143101
Inshallah!
Finally, Jr. Pac-Man with a wider view!
Anonymous No.12145975 [Report] >>12146292
>>12143071
Ok, so apparently if you give yourself a lockpick to start off with, and attempt to skip the police station altogether, the moment you go through the door you pick the lock on, the game dumps you out of bounds in the Boutique where you can change outfits, and you get stuck there. Apparently the RE3 game engine doesn't even bother trying to load that passage until later in the game. Bummer, so much for sequence breaking with cheats.
Anonymous No.12146292 [Report]
>>12145975
I'm pretty sure that's because that street pre-RPD and post RPD are two different rooms as far as the game data is concerned (despite being the same one street). There are changes to the backgrounds after all etc so the door transition data didn't need to be rigged for the initial room since the player shouldn't be able to go through that door yet.
Anonymous No.12146717 [Report]
>>12134004
Vgh…
Anonymous No.12147823 [Report]
>>12142959
nice. is this interlaced?
Anonymous No.12147906 [Report] >>12148081 >>12148879
Can someone help a dumb dumb ? I'm trying to create a No Random Encounter game genie code for Splatter World. Freezing ram $0084 or forcing it to 00 will do it. But if I try to use a game genie convertor (I've tried several) and input that address, the convertor sets a code to 8084 instead, does someone know what I'm doing wrong?
Anonymous No.12148081 [Report]
>>12147906
pretty sure game genie codes modify rom, not ram.
Anonymous No.12148308 [Report] >>12148382
>>12143101
ayy I did the graphics for this (and misc dev help)
Anonymous No.12148382 [Report]
>>12148308
to be quite honest, i personally prefer the arcade style, but smooth is left in because it's more similar to how LackofTrack originally designed the graphics when it was just a Pac-Man port, plus he seemed to want to have that style available
Anonymous No.12148702 [Report] >>12148775 >>12156724
kino
https://www.youtube.com/watch?v=7lms_E02iyg
Anonymous No.12148775 [Report]
>>12148702
Très bien!
Anonymous No.12148879 [Report] >>12148880
>>12147906
1/2
The Game Genie works by intercepting reads from CPU $8000 to $FFFF (PRG ROM region) and hijacking reads which correspond to whatever codes are being used. $84 (which is in zero page RAM) is outside of the range the Game Genie can intercept, so intercepting RAM directly like you are trying to do is impossible. Game Genie codes are effectively single byte patches to the ROM. They aren't RAM freezers like in other cheat devices.

To make a Game Genie code to disable random encounters, you have to find the program code that handles random encounters and edit it. $84 is your step count. Based on what you said about freezing this address preventing encounters, we know its read by the random encounter code. Set a read breakpoint on $84. When you take a step in a region of the map with no random encounters, the breakpoint is tripped once; to increment the counter. When you take a step in a region with encounters, its tripped twice. Once to increment the counter, and again to check for encounters. This is the region of code you want to edit.
Anonymous No.12148880 [Report] >>12148905
>>12148879
2/2
The encounter logic works like this: earlier in the code, a table containing the random encounter rate of every area is indexed to get the random encounter rate of the current area. Its stored in $00. The current step counter is compared to $00. If your step count is greater than or equal to $00, trigger an encounter. Otherwise, step like normal. The way this manifests in gameplay is that you get into an encounter every n step, where n is the encounter rate of the area. A random encounter rate of $00 is hard coded to be treated as "no encounters in this area" and not "encounter every 256 steps." This rule is enforced by a check before the step counter check occurs. This check is the code we are going to be editing for out Game Genie code.

Every instruction the 6502 can execute has a 1 byte opcode, followed by an arbitrary number of parameter bytes. We are going to replace the opcode for the LDA Zero Page instruction ($A5) at $A233 with the opcode for the LDA Immediate instruction ($A9). This means that instead of loading the accumulator with the value at CPU address $00, it will load the accumulator with the value $00. A value of $00 is treated as no encounters, so for all areas, encounters will be disabled. Plugging the aforementioned values into a Game Genie encoder gives the code OZUZLZSX, which works. While not strictly necessary all the time, its good practice to fill the "compare" entry of the encoder with the original value of the byte you are replacing. Dude to how mappers work, the same address won't always point to the same region of PRG ROM, and the compare value ensures you only replace the byte you want to and not every byte that uses that address.
Anonymous No.12148905 [Report] >>12149963
>>12148880
>Dude to how mappers work, the same address won't always point to the same region of PRG ROM, and the compare value ensures you only replace the byte you want to and not every byte that uses that address.

Thank you, I was going through a similar process after making that post but that's the part I was struggling with this since the byte I wanted to edit wasn't always there due to bank switching.

You should post your code in the other thread it will make people happy >>12148886

I was checking on a x2 walk speed code as well but didn't get very far. >>12148206 I mean, doubling the walking speed is actually very simple (there is a code in the ROM that's LDA 01 to #0651 when you boot a game after selecting your save file) but it breaks the animation work, I plan to dig through that more tomorrow
Anonymous No.12149963 [Report] >>12150239 >>12150410
>>12148905
I figured out why increasing the movement speed breaks the walking animation. Its because of the code in picrel.

Memory address $83, which I've called movementAnimationCounter, is a counter that is incremented by the value of $0651 (which I will henceforth call movementSpeed) every frame of the walking animation.
Each frame the player spends walking, handleSpriteWalkingAnimation is called three times (once for each party member). Before every call, the value of movementAnimationCounter is loaded into A. handleSpriteWalkingAnimation only updates the walking animation frame if A % 8 == 7. Since movementAnimationCounter is incremented by movementSpeed, if movementSpeed is set to an even number, movementAnimationCounter % 8 can only ever equal 7 if movementAnimationCounter starts on an odd number. This is the reason the movementSpeed = 2 walking animation will work about half of the time if you set it by poking the address in a memory editor. Whenever you load a new area, movementAnimationCounter is set to 0, so without memory poking it will always be broken.

You might think you can fix it by changing the CMP #$07 to CMP #$06, thus making the animation update on an even number. This does work, but it causes a bug where all NPCs will use RIck's graphics until they take a step. This is because NPCs call handleSpriteWalkingAnimation with the constant $07 loaded into A when they spawn to initialize their graphics.

Another approach is to not touch the value of movementSpeed at all (thus not breaking the animation), and instead increase the movement speed by editing the code that reads movementSpeed to move the player. You can do that with Game Genie code UNVZTGTE. This works, but it means the animation doesn't player faster to coincide with the the player moving faster. A more sophisticated fix that preserves this property is possible, but it would be too complicated to do with Game Genie codes.
Anonymous No.12150239 [Report]
>>12149963
Thank you
Anonymous No.12150257 [Report] >>12150313
New Game Boy game with the GameStop bnuuy
https://www.youtube.com/watch?v=I3xCaWPeP3Q
Anonymous No.12150313 [Report]
>>12150257
wonder what hardware it uses. i'm assuming nothing too exotic because i assume it was made to work in an emulator for ease of development, but who knows.
Anonymous No.12150410 [Report] >>12151889
>>12149963
>UNVZTGTE

It looks like this code prevents the status screen from updating and showing the stats of other characters, ah well
Anonymous No.12150458 [Report] >>12153179
Anyone have the AVGN 8-Bit ROM?
Anonymous No.12150481 [Report]
any big upcoming super metroid hacks? feels like now that fusion-x is out the whole community went into hibernation mode.
Anonymous No.12151554 [Report]
HUD showcase:
https://www.youtube.com/watch?v=HKHp6qywaJE
Anonymous No.12151889 [Report] >>12152689
>>12150410
This Game Genie code replaces the value of CPU $A4E6 with $FB if the value of $A4E6 is $06. The check for value $06 is supposed to ensure that the Game Genie only activates in the correct bank. However, by sheer coincidence, in both the bank configuration with the movement code and in the bank configuration with the status screen code, $A4E6 has a value of $06. This means that the $06 in the status screen code also gets replaced by $FB, causing the bug. You'd have to redesign the GG code to not touch $A4E6, which I can't think of a good way to do right now.
Anonymous No.12151943 [Report] >>12152180
https://x.com/EliasDaler/status/1985835208084767242
Anonymous No.12152180 [Report]
>>12151943
Nice.
Anonymous No.12152337 [Report] >>12152343
The X-Fusion thread died :(
Anonymous No.12152343 [Report] >>12152361
>>12152337
Well yeah, it's been two weeks.
Anonymous No.12152361 [Report]
>>12152343
I suppose. I just haven't had time. Still going through it.
Anonymous No.12152689 [Report]
>>12151889
I figured that was probably was going on despite the chances of that being low, so I made a romhack for it instead

>>12151008

I haven't tested long but it seems to work. I didn't update the speed at which the walk animation plays out though
Anonymous No.12153179 [Report]
>>12150458
the nes version isn't out, so the only way anyone would have the rom is if the game was running an emulator. dunno if it is.
Anonymous No.12154179 [Report] >>12154365
bump
Anonymous No.12154365 [Report]
>>12154179
Go fuck yourself.
Anonymous No.12154632 [Report] >>12154839
https://eliasdaler.itch.io/yume-nikki-ps1
Anonymous No.12154839 [Report]
>>12154632
Soul!
Anonymous No.12154889 [Report] >>12155297 >>12155613
https://www.youtube.com/watch?v=kQYx5yH4h5E
Anonymous No.12155297 [Report]
>>12154889
Kino. GBA should've gotten a Ridge Racer Advance.
Anonymous No.12155337 [Report] >>12156384 >>12156560 >>12156703 >>12156983
>>12143540
>>12144516
you guys were on the first three /v/orld hacks team?
Anonymous No.12155613 [Report]
>>12154889
Advance tech souls
Anonymous No.12156384 [Report]
>>12155337
I'm not.
Anonymous No.12156560 [Report]
>>12155337
I only helped with Moot Point, creating some sprites and one fairly boring level.
Anonymous No.12156703 [Report] >>12156983 >>12159102
>>12155337
Was on 4chan hiatus during /v/orld 1 although I did see the failed attempts of making a SMW romhack on /vr/ in 2017, but I never contributed to it. Came back to 4chan around mid-2020 during the midst of E3 hype and TLOU2 threads, that's when I spotted /v/orld 2 in its pre-production phase and decided to contribute for it.
I witnessed /v/orld 3 from the very beginning up to where we are now, and contributed for it too. Still wished the hack producer made the changes I wrote down in my playtest document, it would have made the hack much better. Right now it is in a state where I'm happy that we got most of the content done, but due to how painful the later stages of development went and how much it reflects into the current release it will not hold up as much as other hacks do in the future. /v/orld 1 and 2 went much more smoother and 2 is my favorite hack of the trilogy especially due to how quick production went and how it got saved from death where the Xatu coder had a meltdown and tried to sabotage the entire hack.

I made a couple enemy sprites, 4 levels for /v/orld 2 and 3 levels for /v/orld 3. It was fun learning how advanced SMW coding has become over the years but ultimately these hacks were as motivated as I got.

I posted a video of a level I made in one of these threads around the start of 2025. I came up with the concept for one more level after that, which was a ghost house where the entire stage was an autoscroller that looped in all four directions and you had to enable a switch for the second loop for the normal exit and do a part of the autoscroller in reverse to get the secret exit. Couldn't get the vertical autoscroller to work in a 1 screen wide room and gave up.

Highly doubtful that v1.1 will be in a playable state considering how silent everybody became who were working on it. It's ~95% done and its rotting away on a couple of random hard drives. If that /v/orld 4 SMB3 romhack ever gets started I'll gladly help.
Anonymous No.12156724 [Report]
>>12148702
>chrono mana
Anonymous No.12156983 [Report] >>12157057 >>12157713 >>12159102
>>12155337
I did work on the three hacks, making levels and testing. My levels mostly have a vanilla style and got a pretty mixed reception from what I've seen. Some are trash while others are good. I then made a short vanilla hack last year called Super 8 which people seemed to like, which I thank the /v/orld hacks for giving me the experience to do.
>>12156703
I think /v/orld 3 OP was hands-off to the hack's detriment. He and his assistant really should have heeded the testing documents earlier, especially after Lom streamed one of the demos and showed how demonic many of the levels were back then, as well as the bugs. Hopefully the SMB3 organizanon won't repeat this mistake.
>Xatu coder had a meltdown and tried to sabotage the entire hack.
People say this but I don't remember ever seeing it happen in the threads. Was it in the IRC or something?
>I posted a video of a level I made in one of these threads around the start of 2025.
Was it that mountain level? It did look good.
Anonymous No.12157057 [Report] >>12157272
>>12156983
What. Is it an actual SMB3 hack or is it an SMW hack?
Anonymous No.12157272 [Report] >>12159102
>>12157057
SMB3, apparently the All-Stars version.
Anonymous No.12157713 [Report]
>>12156983
>People say this but I don't remember ever seeing it happen in the threads. Was it in the IRC or something?
I forgot how it got spread but it likely it was through word of mouth from OP as well as the coder schizo rambling in the threads. I didn't think that much about it because they already sorted out all the issues in the code by the time I started actively looking in threads again.
>Was it that mountain level? It did look good.
Yes that was me. If I knew how to design an overworld and make events work then I'd have released a mini hack by now.
Anonymous No.12158104 [Report] >>12159013
are there any good FF7 mods or patches that i can play on real hardware?
Anonymous No.12159013 [Report]
>>12158104
The good ones seem to just be for the Steam version.
Anonymous No.12159102 [Report] >>12159105
>>12156703
>>12156983
>>12157272
>/v/orld 4 SMB3 All-Stars romhack
The only evidence of this I can find is a shitpost. I don't think All-Stars even has a decent level editor to collaborate with
Anonymous No.12159105 [Report] >>12159112 >>12159125 >>12159576
>>12159102
That's because the prospective organizer is supposedly making the level editor himself. He's also baking a custom boss.
Anonymous No.12159112 [Report]
>>12159105
Brutal Mario is that you?
Anonymous No.12159125 [Report] >>12159370 >>12159870
>>12159105
if that's an actual thing I'd help. I'm old and busted but I used to do cool stuff like this
Anonymous No.12159370 [Report] >>12159454
>>12159125
You made a hack? Can you post it?
Anonymous No.12159454 [Report] >>12159629 >>12159847 >>12159870
>>12159370
https://www.mediafire.com/file/bhez46fa6shw4pc/smb3custom.zip
I'm still proud of the the Mario 64 stars and custom overworld items and shops and stuff. That said it's unbalanced and abandoned as shit. On more accurate emulators you can jump so high it counts as a bottomless pit and you fucking die
Anonymous No.12159459 [Report]
Is the Pokemon Green English Translation worth a playthrough?
Anonymous No.12159576 [Report]
>>12159105
Anonymous No.12159629 [Report] >>12159635 >>12159870
>>12159454
FIXED THAT 10 YEAR OLD BUG
It was the vertical wrapping code I wrote for a special level that broke the regular check the game does to not underflow past the top of the screen. Kinda surprised I got the old assembler setup working so easily. If anybody actually plays this shit, redownload it
Anonymous No.12159635 [Report]
>>12159629
Based. I'll play it on my flashcart.
Anonymous No.12159847 [Report] >>12159871
>>12159454
I got 12 1/2 stars. Don't know what I'm supposed to do at Sky Scraping, even after wallclipping to the side with the note block. I can't get over the high cliff at the start of Stardust Cave, and I can't find the other star in Ghost Bridge. I like the concept of making the hack SM64 style and having secrets. The fight with Bowser and the Koopalings was fun and surprising. There's some really questionable level design, like in the Paragoomba autoscroller, but overall it was pretty fun.
Anonymous No.12159870 [Report] >>12159884 >>12159965
/v/4 would-be-organizer here. Still developing the editor (and stuff for the collab at that), but it looks like it won't come around till late next year (or more, I hardly get any spare time to work on it during the day).
>>12159125
>>12159454
>>12159629
Didn't know that you may have still been around. I wanted to say that I really loved this hack; so much so that I included one easter egg reference to it in the editor.
Wanted to also ask you if you could post the source files for it as well, just out of interest (not to "steal", I can make my own patches like the video, this is from around 1 1/2 years back). But you just never know, someone somewhere still might pick it up even if it is half abandoned, otherwise they'd just be lost to time.
Anonymous No.12159871 [Report]
>>12159847
Thanks. The entrance to Sky Scraping is supposed to be a puzzle. You see this lonely note block floating above a balcony above bushes and hey this looks like the other place but different. I must have done a pisspoor job of conveying it because another player couldn't find it either. I should have added weird landmarks to make it more obviously symmetrical or something.

I think the 2nd star in Ghost Bridge is straight up broken, sorry dude. But there's still 15+ stars. Stardust Cave has discolored tiles. There's a super secret one in the Fortress Ruins if you need it
Anonymous No.12159884 [Report] >>12159897
>>12159870
https://www.mediafire.com/file/2ff9dqdejhmjklx/smb3custom_source.zip
Sure, why the fuck not? I half-commented changes by adding ed:: notes to Southbird's and wrote my opcodes in lowercase so it's obvious where I got my grubby hands on it.

There's also a Python file to generate all the text tables from a nice clean strings.txt file. It looks like I wrote it but I don't really remember doing it. I may have been drunk
Anonymous No.12159897 [Report] >>12159903
>>12159884
I'd probably want to drink if I had to write Python too. Thanks for that.
Anonymous No.12159903 [Report]
>>12159897
Python is fuckin' awesome. You don't have to think at all when you write it. Maybe there are people that have to read it but sucks to be them
Anonymous No.12159965 [Report] >>12160878
>>12159870
What are you making the editor in, by the way?
Anonymous No.12160432 [Report] >>12160790 >>12161712
Genesis Parodius early work on the first level
https://www.youtube.com/watch?v=8W6KNt9vCnI

Snes early demonstration of Cadillacs and Dinosaurs
https://www.youtube.com/watch?v=7WXgU-ETVNk
Anonymous No.12160790 [Report]
>>12160432
Cadillacs and Dinosaurs (Super Nintendo) is real!!
Anonymous No.12160878 [Report] >>12161134
>>12159965
C# with WinForms, since it has cross-platform support, and also because Lazy Shell, the SMRPG editor, was written in it, which I’m also fond of.
The only infuriating thing for me in the past has been getting the drawing routines for the level editor canvas right, which I’ve had to rewrite several times.
Anonymous No.12161134 [Report]
>>12160878
Neat. I actually worked on an All-Stars level editor myself as a teen. But it was for SMB1 and made in a shitty toy language that's long dead now. I remember being so proud at the time because it loaded the tile graphics straight from the ROM and rendered the level with it. I don't think it was possible to edit any level beyond 1-1 or even add/remove entities, only drag them around. Never bothered to back it up so all I have left is the memory
Anonymous No.12161418 [Report]
https://www.youtube.com/watch?v=eJvKMWHqee4
Anonymous No.12161712 [Report]
>>12160432
>Genesis Parodius
I am at peace. pure kino.
Anonymous No.12162867 [Report] >>12162891
What do you all think of utilities written in Java? I like it since its portable and I'm familiar with it (work), but I seem to be in the minority.
Anonymous No.12162891 [Report]
>>12162867
I'd worry about packaging. There was a time everyone had the JRE installed to run school/work/gov applets or RuneScape or whatever, but it was long ago. Unless you're sure you can get your audience to run Oracle's installer (nasty and ad ridden last I checked), make sure you can spit out self contained binaries and are okay with the executable size. I don't think the file would fit under romhacking.net's hosting limit, for instance