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I would like to ask for a hack of Chip & Dale Rescue Rangers 2 for nes, (U) version.

If possible, would love to see these changes:

1. Stealing rests, like in Contra. I play a lot with my son and he usually is out of rests while I still have a few. It would be cool if after he lost all rests he can use mine and I can use his rests. Let's say by holding A+B for 1 second when player have 0 rests.

2. Possibility for player 2 to open info screen by pressing SELECT when player 1 is dead. Guess it should check if Player 1 rests are equal to 0 and it that is true pressing SELECT by Player 2 should open the info screen.

Hope someone can help with it. Thank you.
Try this:
Stealing rests works by pressing A + B when you have 0 rests. I did not add a 1 second delay.
And the player 2 SELECT button can now open the info screen if player 1 has run out of rests.

While testing the hack I noticed that the START (pause) button is also limited to Player 1. Shouldn't that be passed on to Player 2 as well if Player 1 runs out of rests?

How about this, and maybe Bruce's name in the orange bar?

maybe we can make the orange bar black and the words red?
How about this design using the game sprites based on a movie poster:

Can 5th floor boss be put in an all white jump suit? That's all I can think of for him.

The others are an easy fix. Here, try these. The main thing with this one is getting the boss characters to look as close to the movie as possible:

Yes, the colors are no problem. It can definitely be all white.

I haven't worked on the bosses any further, but I did have a look at the logo. Yours seems to contain too many custom sprites, so I made an alternate design by rearranging the existing sprites (don't mind the colors and other details I did not change here):

What do you think? The bar at the top could potentially feature text with Bruce's name.

Well that's cool that you were able to add Bruce. Can you break it down a little more for me though? Which characters share sprites?

You said 1st floor, 2nd floor, 5th floor? What about enemies? If I can get an idea of who all shares sprites, I can re-do it. The important thing is getting the first floor boss looking right.
Look at the outfits. The first floor enemies and the first and second floor bosses all share the same outfit. And the fifth floor boss has the same outfit as Bruce.

Finally finished the sprites: Game of Death game based off of Kung Fu for NES.

Thanks to Locke GB7 of spriters resource for the Kung Fu rips and also to vgmuseum. Spent all day working on this, haven't eaten yet and I'm pretty damn hungry :p Time to get tacos. Enjoy.


Added these. Made Kareem a little thinner and added detail to the level 2 boss. I wasn't sure if Level 2 boss shared the same sprites as anyone else, but this makes him look more like the white and gold karate suit guy from the movie:

I didn't get to it last weekend but I was able to work on it a little in the last few days and I managed to add Bruce to the game, though I had to edit several of your drawings because of the huge number of shared sprites. The first, second and fifth floor bosses cannot be added exactly as you created them because those also share many sprites with other characters. I might be able to do a decent job with the first boss, but I'll need to hack the game to make it use different shared sprites.

Finally finished the sprites: Game of Death game based off of Kung Fu for NES.

Thanks to Locke GB7 of spriters resource for the Kung Fu rips and also to vgmuseum. Spent all day working on this, haven't eaten yet and I'm pretty damn hungry :p Time to get tacos. Enjoy.

Is someone already adding those to game? If not I could probably do it on the weekend.

ROM Hacking Discussion / Re: PGA Tour Golf (SNES) - Stroke Limit?
« on: February 23, 2020, 06:21:48 pm »
IIRC the first PGA Tour game on SNES does not have a stroke limit. Is this about one of the sequels?

Hack idea: Karate Kid game based off of the first movie.
Weren't you working on one for Game of Death?

Any chance for a mirror of that Shinobi III 6 button default hack? That fileserver requires premium access.
I was working on an improved version and I was going to upload it to the archive along with a few other control improvement hacks, but I got distracted by other projects and forgot about them. I'll finish the improved version and upload it early next year.

Streets of Rage 1 Hacked version from Streets of Rage 2 (Master System): Change all music from all levels in to the first game, as we can see the 2nd game is not that good compared to the first, one. I wish was able to play a better Street of Rage 2 on Master System anyways.  :(

I found this anyways:
Isn't the biggest problem of SoR 2 on SMS that it is so slow? Optimizing it might be less work than copying the music or making a GG to SMS conversion hack.

Newcomer's Board / Re: Please, I want help with palletes
« on: November 15, 2019, 07:53:17 am »
If you want to edit the palette data in the ROM you will need to search for the raw color code (you can use a palette viewer or dumper in a debug emulator to see those codes). There's a tool that can make searching and editing the ROM easier than using a hex editor:

When you say you couldn't see the graphics properly, does that mean you were able to see something, but with the wrong colors?  Because that's the only situation in which you should be concerned with palettes.

If you're examining a ROM and you can't see any recognizable graphics, then the graphics are probably compressed and no palette will help you – and trying to decompress graphics can easily be much more complicated than text editing.
The cars are very neatly stored in the ROM of Top Gear. It's probably one of the most beginner friendly games for tile editing.

Newcomer's Board / Re: Edit music for megaman 2
« on: November 10, 2019, 11:52:20 am »
If you want to edit the music directly while it plays you will need a debug emulator with a hex editor like FCEUX. You will also need the music data information and instructions from this file:

Normally you would just open the ROM in the tile editor (CrystalTile2) and scroll down until you find the alphabet characters and modify them as you wish, but Mega Man 7 stores those characters compressed. You will need to use this tool to decompress the graphics so that you can edit the characters and (re)compress them once you've finished.

ROM Hacking Discussion / Re: The 10 Most Common Pixel Art Mistakes
« on: November 08, 2019, 02:52:26 pm »
Mistakes 1 2 and 3 are basic advice for indie games, but do not apply to romhacks as they are impossible to do in a romhack. Start here
Not true. You can create (or borrow) higher resolution assets and scale them down to fit the size a game uses. Some hacks, especially complete hacks that add new levels and characters, that use different size assets compared to the original definitely need to take mistake 2 into account.

You may want to add some more details too. Exactly what has been done and what still needs to be completed? I assume you wrote the translated script, but the description doesn't make it clear.

I would just do it the old fashioned way and write a nice AI to play through the game. Feels like it would be more fun and probably even less work.

ROM Hacking Discussion / Re: Sonic Nes - Help with the continue screen?
« on: October 31, 2019, 10:52:49 am »
The FCEUX handling of the special mapper used by this game doesn't seem entirely correct, specifically the IRQ states, which triggers this bug.

The ROM hack is just breaking code, the F0 is not directly related to the one in memory address 034d. If you really want a hack fix instead of waiting for FCEUX to catch up than I'd suggest adding a write of 00 to 034d (the offset of the bottom of CONTINUE) somewhere in the code that initializes the continue screen.

Is it possible to make Mega Bomberman a bit more like Bomberman '94 (TG-16), like changing the color palettes, among other things?

Or does the Genesis color limitations makes this impossible?
It certainly is possible. There are more than a few Genesis games with poor palettes and several have already received patches. Also check this project:

Someone port the Nokia game "space impact" into a gameboy game.
Sounds like a good idea, but that's not a hack.

Here's an idea that should have been had already but I don't think it has been done:

Recreate all of the Super Mario Bros. levels, but in Super Mario Bros. 3. Doing this as closely as possible but without changing/reprogramming SMB3's physics, graphics, music, enemies, etc, as if they were regular Super Mario 3 levels.
I'm pretty sure I've seen several of those hacks around. I'm not sure if there's one on this site though.

Gaming Discussion / Re: Technically retraux?
« on: October 26, 2019, 07:44:32 am »
Resolutions above 320x240, including 640x480, are perfectly acceptable and used by dozens of PS1, as well as Saturn and N64 games. Not to mention hundreds of PC games of the era. However, you might not want to use it because of the VRAM and performance limitations associated with it. Most of the higher resolution console games of the era don't actually run at 640x480, but at some resolution between 320x240 and 640x480 to avoid these issues.

Sorry for taking so long, but the problem is that tiles get all scrambled as you move.  You'll notice immediately at the start.

The unpatched game doesn't have this behavior, and the patched version also doesn't when played on other emulators such as FCEUmm or FCEUX.
It's an emulator issue. Mesen handles the special mapper of the game based on its CRC. Just add the translation CRC to a Mesen build and you can play it without any issues.

I would love to see hacks of both Oracle of Ages and Oracle of Seasons where you can get all the items of each game without having to rely on the trading "feature" of them.

Something like the endless Pokemon hacks where you can get all Pokemons in one sole game without trading, the same thing for OoA/OoS so you can enjoy each game as a standalone outing without having to deal with the obnoxious thing of the trading.
Sounds like a good idea for some sort of Redux hack.

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