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Topics - Drakon

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I decided to take a stab at hacking megaman 2.  The result is a version with sram saving that works all the way up to the last stage of the game and even saves your ammo.  In this hack I altered the following weapons:

The freeze weapon (I forget the name) now can be turned off by pressing b button when it's on
The crash weapon can now be detonated prematurely by pressing b button after it's been launched
The leaf shield now has been heavily modified, it now uses 2 ammo points when you fire leaf shield but you can now walk around with it.  When the leaf shield kills something it uses up one ammo point.  When you run out of leaf shield ammo the leaf shield shoots off.  You can shoot the leaf shield at any time by pressing b button again.

The goal of this hack wasn't to alter the original experience into a new game, rather to simply fix the things I always felt the original should have had.

March 11, 2014, 11:40:21 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
New leaf shield:

ROM Hacking Discussion / Fire 'n Ice, with sram saving
« on: February 22, 2014, 08:05:08 pm »
I decided to test my new found nes asm skills that I gained from working on other projects.  I worked last night and this morning and hacked in fully functional sram saving to the fire 'n ice rom:

For something done in a night and a bit of a morning I'm pretty proud.

ROM Hacking Discussion / Castlevania 3j Long Version with SRAM Support
« on: February 03, 2014, 10:03:36 pm »

Playthrough video:

What this hack features:

Sram saving, no more passwords, it saves everything I felt is important even what loop you're in.  I did the lazy version and just replaced the "password" jump with a jump to my loading code and renamed it "continue".  I set the cursor to default to continue so you have to press "select" to erase your data making it difficult to erase your game by accident.  It saves when you start a new stage, when you enter a new substage (going through one of those mid-stage doors) and right after you die, all automatically.

All stages are played in sequence giving you the full experience.  No more choosing routes, now you get to play every stage in the game!  Don't have time to do it all in one sitting?  Worry not! Because there's sram saving so you can turn it off and come back to it whenever you feel.

I changed most of the game palette data, I wanted to get rid of that whole cartoon feel and give it a more realistic look.

Alucard is now the main character with the freeze attack and mr belmont is the backup character that you start your new game with.  Both characters always have fully powered up weapons no more need to pickup weapon upgrades (I had to disable it due to a bug with alucard).  Since you play every stage you can pick up any side character you want, yes you can have two alucards if you want.  Whenever you pass through a substage door or start a new stage / die, alucard's weapon reverts back to the freeze attack so don't worry if you pick up the clock weapon.

I changed which song is played at which point of the game, this is merely a preference thing.

I changed the title screen from a bunch of japanese kanji into what I think is a nicer set of tiles (see above screenshot).  Again, preference.

This indeed runs on real hardware, this playthrough was recorded from an av famicom with a converted madara vrc6 famicom cartridge.

The debugger used to locate ram addresses, locate code I want to change, and check my inserted code was fceux debug build.  ReVamp was used for most of the palette changes but still a lot of palette changes I had to do manually.  yy-chr was used for the tile changes of the title screen.  Winhex was used for ending credit and title screen text changes.  All programming changes I just typed myself in hex in notepad and inserted using a hex editor.

Will I release the ips?  No, I don't feel like giving out this much work freely.  But for anyone who's interested in hacking away at castlevania 3j here's my hacking notes so you can make your own awesome hack! (I want to inspire more people to learn how to do this):

ROM Hacking Discussion / Castlevania 3j Alucard Romhack
« on: January 25, 2014, 10:03:00 am »

This is a modified version of the Japanese release of castlevania 3.  For the sypha route I changed what music track plays on what stage.  I weakened some of the later boss attacks.  I made the main character Alucard, starting with the level 3 attack and the sypha freeze attack.  If you die you don't lose your freeze attack or weapon strength.  If you walk through a door and you picked up the time weapon you revert back to your freeze attack.  You can still pick up side characters including Alucard.  You start with 5 extra lives.  The ending will always be the Alucard ending.  I got tired of the belmonts always getting the spotlight, Alucard is a much more fun character to use anyway.

I would have posted this in my mini-hacks thread but this is a bit too big to be considered a mini-hack, it uses changes I made in my mini-hacks.

It should be noted I've only tested the sypha and most of the alucard route (alucard route was mostly to see if it would crash).  Please let me know of any bugs / issues in other routes.  I'm aware the graphics go nutbar for a few seconds when you pick up alucard as a side character, I find this amusing.  I have tested this hack on real hardware (a vrc6 devcart) so it gets my seal of quality.

ROM Hacking Discussion / Drakon's mini hacks
« on: January 01, 2014, 09:21:30 am »
M-Tee made a good point I shouldn't make a new thread for every mini hack I post so I'll just stick them all in here.  Sorry for all the new hacks all at once I only recently got good enough at romhacking to start fixing a lot of things that bothered me in great games:

Castlevania 3 J music tracks

Castlevania 3 J (akumajou densetsu) where I changed which song plays at which point.

Gimmick! Plus

This is a further improvement of my Gimmick! Easy Type romhack.  It's easy type where I changed the music tracks played on various stages of the game.  I call it Gimmick! Plus like Windows 98 Plus!!

Gimmick! Easy Type!+Easy+Type.ips

In this version of gimmick! for the famicom you start with 15 health blocks and 20 lives.  Those numbers can easily change I just haven't bothered tweaking what values are balanced.  Since gimmick only draws up to four health blocks I hacked the "lives" number to display the number of health blocks remaining when you get hit or when you pick up some health.  When the stage starts the "lives" number displays the number of lives remaining, it only changes to how much health is remaining when you get hit or pick up health.  Point based one-ups are disabled, I could probably have kept that I just left it out because I re-wrote a lot of the code for updating the lives number.  Point based one-ups aren't necessary since I changed the number of lives you start with.  I disabled the game checking if you collected the secret items so you get the hidden final stage even if you didn't get any of the hidden items.  When the true last boss dies the explosion sprites display the wrong tiles, I find this entertaining.  The above video is recorded from a real av famicom with a viletim nesrgb kit, my reworked audio circuit, and a real sunsoft 5b gimmick cartridge with the prg rom socketed so I can play gimmick hacks.

Konami GB Collection Vol.4 (E) [C][!] Belmont's Revenge improvement edition romhack

I decided I don't like going through that menu of four games to get to my colorized castlevania 2 for the gbc.  Therefore, I romhacked the menu to auto-start castlevania 2 for me.  I also included in this hack the speed hack that makes the walking speed much better.  I then further hacked it to also adjust the speed you climb the ropes.  Lastly I changed what music track gets played at certain points.

Gimmick! License to Kill Edition

This is a joke hack I did for fun.  In this version of Gimmick! You start with 99 lives and it's impossible to gain or lose a life (from the limited play testing that I did).  Therefore you have unlimited lives.  You start with just one health bubble and it's impossible to gain health (again only mildly tested).  Therefore everything kills you in one hit, but remember you do have unlimited lives.  I edited the intro to include the hack name.  See the above video.

I named this hack "Licence to Kill Edition" after the n64 goldeneye "license to kill mode" code that makes everything kill you in one shot / hit.

Journey to Silius + Trip World Easy Type Romhacks

Journey to Silius is too hard no matter what, but in this quick hack I gave you way more life to make the game somewhat more enjoyable:

Here's trip world, I haven't tested this one fully yet.  Report bugs / whatever:

Contra - Super C Spread Shot Edition

I think both the original Contra and Super C are two of the best games ever made for the nes / famicom.  Unfortunately I find both of these games are way too difficult.  The solution?  I decided to sit down and see how easy they are to romhack.  I managed to fairly easily hack Super C so you start the game with the spread shot gun and also so you start with the spread shot gun after you die.  Finally the game is playable.  Simple hack:

Contra 3 Load'em'up Edition

This is another quick romhack I did of contra 3 alien wars for the snes where you start with the spreadshot gun.  In this hack on any stage whether you die or continue you keep both your main and secondary guns.  You never lose whatever gun you currently have.  You even keep your bombs.  I changed in the options menu from being able to select between 3, 5 and 7 lives to being able to select 7, 10 and 30 lives.

ROM Hacking Discussion / Gimmick! License to Kill Edition
« on: December 28, 2013, 12:52:40 pm »

ROM Hacking Discussion / Contra 3 Load'em'up Edition
« on: November 30, 2013, 10:42:00 am »

This is another quick romhack I did of contra 3 alien wars for the snes where you start with the spreadshot gun.  In this hack on any stage whether you die or continue you keep both your main and secondary guns.  You never lose whatever gun you currently have.  You even keep your bombs.


I changed in the options menu from being able to select between 3, 5 and 7 lives to being able to select 7, 10 and 30 lives.

December 06, 2013, 10:04:07 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Added a video

ROM Hacking Discussion / Contra - Super C Spread Shot Edition
« on: November 22, 2013, 08:23:00 pm »
I think both the original Contra and Super C are two of the best games ever made for the nes / famicom.  Unfortunately I find both of these games are way too difficult.  The solution?  I decided to sit down and see how easy they are to romhack.  I managed to fairly easily hack Super C so you start the game with the spread shot gun and also so you start with the spread shot gun after you die.  Finally the game is playable!  Simple hack:

ROM Hacking Discussion / Gameboy development rig done right
« on: June 15, 2013, 10:35:18 am »
A gamecube that runs off of a sd card:

+ a gb player
+ some sort of gb / gbc flash / devcart:

+ team effort romhacking skills:

= Gameboy gaming bliss

ROM Hacking Discussion / Home built wideboy advance
« on: June 01, 2013, 12:23:13 pm »
It's all done except for relocating the cart slot, wiring in controls and obviously building a case for this thing.

Wideboy + home built devcart + colorized gameboy romhacks ftw!

Once I get this thing more built I can have direct captured gameplay footage of gb, gbc, and gba (oh wait I don't have a gba flashcart yet) romhacks running from the real hardware.  It's all hardwired together and glued firmly so nothing will break.  Uses a single ac adapter.

Thanks to bacteria for posting the hard wiring guide-o.

Thanks to the taiwanese company that made this tv converter thing.

The video connections were all wired wrong by default and the s-video output circuit needed tweaking but i fixed it all and completely got rid of all the video distortion.


I'm not looking to translate the game, I'm looking to edit text like "nintendo presents" and "push start" if that's actually stored as text.  The starfox graphics look difficult to edit they seem to be compressed.

ROM Hacking Discussion / Street Fighter 2 Sheng Long Arcade Romhack
« on: May 14, 2013, 11:14:44 pm »
Something I've been fiddling with on and off for quite some time.  This's my custom street fighter 2 arcade hack that runs on a real cps1 arcade board.  I recently modified the audio circuit of my arcade board to remove the muffle and restore full audio clarity:

Removing the audio filtering of the arcade board made bad quality audio samples really stand out, some of the percussion samples had this really annoying high pitch noise.  Thanks to tiido I learned how to manipulate sound effect samples in the arcade game and either remove them or replace them with samples from other cps1 games.  The bass kick drum in street fighter 2 has an annoying high pitch sound but I fixed it by swapping it with the bass kick sample from rockman power battle.  The bongo samples in the blanka and dhalsim stage also had the high pitch noise so I just removed them since finding replacement bongo samples is mostly likely never going to happen.

This game has been seriously hacked up, physics, abilities, super moves, pallettes, everything has been redone, customized, and very tweaked for maximum fun:

ROM Hacking Discussion / Super fx games: Special Overclock Edition
« on: April 09, 2013, 07:33:39 pm »

Starfox 1 57 mhz:

*original post*

Starfox 2 running at an insane 53.3 mhz on a standard stunt race fx cart that's wired for eproms and overclocked.  To accomplish this I needed to do a little romhacking magic.  First I disabled the "double speed" clock mode.  Doing this allows me to overclock the framerate 2x what I can do with double speed mode engaged because the overclocking limit is doubled when the internal clock is running at single speed.

I did a bit of research on superfx registers, I came across a register that enables a high speed multiplier mode.  After doing a quick search I noticed starfox 2 and starfox are the only roms that don't set high speed multiplier mode.  Starfox 1 doesn't enable this mode I'm guessing because the mario chip doesn't have this mode, why starfox 2 doesn't enable the mode is beyond me, maybe because starfox 2 wasn't finished?

For testing purposes I burned a doom rom with high speed multiplier mode disabled and it ran like a complete slug compared to when the mode is enabled.  Since my starfox 2 has a disabled "double speed mode" register write I just reprogrammed this to write the register that enables high speed multiplier mode.  The results were better than expected.  The slowdown is greatly reduced with high speed multiplier mode enabled.  There's also an "IRQ Interrupt Mask" function within the same register, I changed this as well (not on purpose).  Interestingly changing the irq interrupt mask made starfox 2 stop flickering once overclocked beyond a certain speed, allowing me to overclock the game to the full limit of the superfx chip.

I'm fairly certain that 53 / 54 mhz is the top speed of the superfx chip since both starfox 2 and stunt race fx have the exact same top overclock speed.  This romhack was a little bit of skill, a little bit of experimentation, and a little bit of luck.  I'm also trying to enable this mode in the starfox 1 rom but for starfox 1 I'll need to find a way to insert the programming since there's no register writes I can hijack.  I'm going to need help inserting this little piece of code into the starfox 1 rom.

Programming / Need help adding some super fx programming
« on: April 09, 2013, 07:19:29 pm »
Okay I'm doing some experimentation with the starfox 1.0 american rom.  I want to add this line of hex code to the rom:

"A9 A0 8D 37 30"

This should tell the gsu series superfx chips to enable a mode that'll make it run smoother.  Obviously you need a gsu 1 / 2 instead of the mario chip to make use of it.  Anyway I need help getting the game rom to run this line of code once (during initialization) so it sets the gsu chip to high speed multiplier mode.  Any help is greatly appreciated.


Got it done, thanks to help from people on nesdev and tiido.

ROM Hacking Discussion / Mario Adventure bugfixed
« on: March 24, 2013, 08:30:25 am »

This's the standard mario adventure rom, someone (I forget who) fixed the initialization bug which gave grief on flashcarts.  I fixed the pallette aeons ago to make it run on a rgb ppu setup (still runs fine on a composite ppu as well).  I did the rgb fix ages ago, never posted it here.

ROM Hacking Discussion / Super fx roms unlimited speed edition
« on: March 17, 2013, 09:03:03 pm »

I finally found the secret to getting superfx games to overclock to any speed I desire.  I noticed that starfox 1 had the ability to overclock to any speed but other games didn't.  Starfox 1 is the only superfx game programmed for the mario chip, it turns out all superfx chips after the mario chip have a "double speed mode" but the mario chip doesn't.  I figured maybe double speed mode was causing games to crash once overclocked past a certain point.  I didn't use any debuggers, tools, or even disassemblers, I just used...a hex editor.  I took my experience from romhacking gb games and applied what I know about the hex versions of certain asm commands to find where the roms were setting double speed mode.  I changed the address being written to to an unused address and sure enough, the roms no longer have a speed limit.

ROM Hacking Discussion / Marioland 2 Full Colour Playable Patch
« on: March 06, 2013, 04:28:19 pm »
This existing patch here breaks when you clear a stage or die.  So you can't get past more than 1 stage without the graphic tiles pooping out:

I fixed it:

I cleared the whole game start to finish.  I don't like the game enough to bother getting it to run on real hardware (it would be too much work to bother with).  But hey, enjoy this fixed patch atleast.

ROM Hacking Discussion / Metroid 2 full colour romhack
« on: March 01, 2013, 09:24:54 am »

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