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Author Topic: Hack ideas: for those without the skill but with all the ideas.  (Read 2165592 times)

Vanya

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #2160 on: September 04, 2015, 06:33:21 am »
Yes it was. Ken Masters is canon. Has been for a long time now.

SCD

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #2161 on: September 05, 2015, 02:02:12 am »
Space Harrier (32X, Arcade and Sega Saturn): I would definitely like to see a hack that adds the 3DS exclusive final boss Haya-Oh to those versions of this game: https://www.youtube.com/watch?v=oSJaBj8zMwQ

Did anyone ever extracted the modified arcade rom files from the 3DS port of Space Harrier and got them to work on MAME?


Vampire Chronicle (Sega Dreamcast): A hack that would do all this to it:

Change the text to English.
Restore the endings from Darkstalkers 3.
Add Dee and Dark Jon Talbain as hidden characters.
Have the CPU actually use Jon Talbain, Rikuo and Sasquatch in Arcade Mode.
Have the CPU use the default colors for all the fighters and change the colors of the background stages back to their original default colors in arcade mode as well.
« Last Edit: September 05, 2015, 03:02:14 am by SCD »

Bahamut ZERO

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #2162 on: September 05, 2015, 12:39:16 pm »
Two hacks that would make my day:

Final Fantasy 9: Speed up the overall speed of battle by 10-15%.  The little delays before actions taken during battle really start to drag battles out when there are many enemies/party members using skills/ the fight command. I know there's a superspeed cheat floating around the net, but it speeds up, well, everything. Not to mention the superspeed code makes things go waaaay too fast, and tends to freeze the game at points (an example would be the skeleton enemies you fight in the cave leading to Freya's home town).  A 10-15% speedup inbattle would make me fall in love with this game again (and actually do a second playthrough of it)


Crisis Core:  Edit Zack's character models to have Cloud's head. The way Square teases the redone FF7 opening after the Credits role, I'd kill to do a playthrough as Cloud, regrdless of how little sense it makes story-wise.
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Tsukiyomaru0

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #2163 on: September 06, 2015, 10:15:32 am »
Final Fantasy 9: Speed up the overall speed of battle by 10-15%.  The little delays before actions taken during battle really start to drag battles out when there are many enemies/party members using skills/ the fight command.

If I recall correctly, those delays happens because the game has to load the files related to that action, such as models, textures and sounds. I don't think there's a safe way to speed it up.

magictrufflez

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #2164 on: September 06, 2015, 10:32:17 am »
If I recall correctly, those delays happens because the game has to load the files related to that action, such as models, textures and sounds. I don't think there's a safe way to speed it up.

Just a completely out-of-left field thought here, but maybe use the emulator to speed up loading those resources instead?  If it's just a matter of processing speed, it seems like with a better processor (or maybe somehow streamlining the loading process) the slow-down should be fixed.  At least regarding that delay--I'm with BZero on the general speed issue.  I replayed 9 after I had replayed 7 once and just the ATB bars alone were EXCRUCIATINGLY slow...I'd be down for a hack for that too.  Provided my computer can run a PS1 emulator anymore...

SunGodPortal

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #2165 on: September 06, 2015, 03:24:06 pm »
Quote
If I recall correctly, those delays happens because the game has to load the files related to that action, such as models, textures and sounds. I don't think there's a safe way to speed it up.

I remember this same thing making the PSX version of Chrono Trigger unplayable for me because I was used to there not being those annoying pauses.
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magictrufflez

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #2166 on: September 06, 2015, 11:46:41 pm »
I remember this same thing making the PSX version of Chrono Trigger unplayable for me because I was used to there not being those annoying pauses.

Don't even get me started on all those SNES rereleases for the PS1.  The only one that was worth playing was FF4, and that's only because the essentially just put the English script into the Japanese version--which made most of the game twice as hard.  That pre/post battle delay killed most of my enjoyment for the others.

CaseyCor

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #2167 on: September 07, 2015, 09:48:42 am »
Hello RomHacking.net community,

I am a long time lurker here, and a speedrunner and competitive gamer. I have found a lot of entertainment out of hacks and custom ROMS from this website, and now I come to you with a request.

There is a small community of speedrunners who are taking interest in running BS Zelda: Ancient Stone Tablets. Several people are already running the game and logging times, including some friends of mine. The game is great, and makes for a great speed game, but there is one issue that keeps people from picking it up; the timer.

A bit of background on BS Zelda 3, if you aren't familiar with the game. The game was originally a Japan only Satelliteview game which ran as a weekly episodic title, akin to a radio play of the time. The game was divided up into 4 hour long episodes, ran once per week. ROM hackers have put together a playable ROM of the game in a complete state, along with a translation patch to English. This ROM is very suitable for speedrunning and is the current standard, but the timer causes an issue at the end of the run. In the aforementioned ROM hack, the game is fully playable without restrictions, until the final boss fight with Ganon. At this point, the player is forced to wait around until the timer reaches 18:48 for the fight to unlock. This results in the player sitting and waiting, with nothing to do/accomplish, for almost a full half hour before the run can be completed. For this reason, the speedrunning community surrounding this title is very small, with no sign of growing unless this issue is addressed.

The community would like to ask (through myself) if any of you fine people could take a look at the ROM, and possibly alleviate the issue. Outside of the end boss and cutscene, the timer is completely irrelevant to a speedrun. Simply freezing the timer altogether may solve the problem, but if not, the timer component may need to be taken out entirely.

If anyone here is interested in working on this project for us, please contact me here on the site. With your help, a new Zelda speedrun community could flourish. More info about the game can be found here (http://zeldawiki.org/BS_The_Legend_of_Zelda:_Ancient_Stone_Tablets), and a speedrun of the game for your study/enjoyment done by my friend MHFsilver can be found here (http://www.twitch.tv/mhfsilver/v/14699182). 

Below is a TL;DR of the situation.

Run down:
So to be able to fight Ganon we need the time to be at 18:48 and a good run of the game would be ready to wait around 18:1x which means almost 30 minutes of pure waiting. And waiting in a speedrun is not fun.

What we need:
Either a patch that removes that wait by making it always possible to fight Ganon or a patch that locks the time at 18:48 so when we get to that part, we wouldn't have to wait.

Thank you!

-Casey

Jeville

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #2168 on: September 07, 2015, 11:57:10 am »
Fix the scrolling & clipping glitch in The Legend of Zelda. Most hackers don't want their designs to be exploited with that.

FAST6191

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #2169 on: September 07, 2015, 01:30:29 pm »
On the Zelda satellaview thing. Can you make a simple cheat to hold the timer and confirm that? Timers can be a little tricky but should be no harder than a health bar to find if you do nothing other than wait and watch the timer go up.
I would be surprised if the high level code did not look something like "if timer < whatever 18:48 is in seconds then do not unlock boss". I am not sure of the setup but do you have to wait in a room and have it unlock or do you have to move so many paces/screens and back again to get it to trigger if you are waiting? Either way I imagine it would be a simple enough hack to make/nerf the timer issue for.

On the bug fix LOZ thing I have never seen a request justified with "Most hackers don't want their designs to be exploited with that." before. It is not unreasonable, I have just never seen it.

KingMike

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #2170 on: September 07, 2015, 02:44:36 pm »
Fix the scrolling & clipping glitch in The Legend of Zelda. Most hackers don't want their designs to be exploited with that.
I have not heard of that? Unless you mean Link's Awakening (which I think only applies to monochrome 1.0 and 1.2)?
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Jeville

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #2171 on: September 07, 2015, 02:57:34 pm »
No, I mean the first Zelda. You can watch a speedrun to see it or read about the mechanics here.

FlaviusKrasa

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #2172 on: September 07, 2015, 04:39:14 pm »
my idea is basically this:
http://www.romhacking.net/forum/index.php?topic=20297.0

a fusion of two pokemon hacks

CaseyCor

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #2173 on: September 07, 2015, 05:13:37 pm »
On the Zelda satellaview thing. Can you make a simple cheat to hold the timer and confirm that? Timers can be a little tricky but should be no harder than a health bar to find if you do nothing other than wait and watch the timer go up.
I would be surprised if the high level code did not look something like "if timer < whatever 18:48 is in seconds then do not unlock boss". I am not sure of the setup but do you have to wait in a room and have it unlock or do you have to move so many paces/screens and back again to get it to trigger if you are waiting? Either way I imagine it would be a simple enough hack to make/nerf the timer issue for.

On the bug fix LOZ thing I have never seen a request justified with "Most hackers don't want their designs to be exploited with that." before. It is not unreasonable, I have just never seen it.
A cheat as a proof of concept is feasible. I will look into it.

If you watch the end of the speedrun I posted, you'll see the waiting around I'm talking about. The game is completed normally, and then the player is forced to wait until 18:48 on the timer for the boss to unlock. The player can do anything he/she wants during this wait, but in an any% run there is nothing to do.

Further research has led me to two Game Genie/PAR codes to manipulate the timer. Codes listed below.

7FFFFF00 - minutes = 00
7FFFF900 - hours = 00

I can't test if these work at the moment, but I will when I can. If these work, and freezing the timer at 18:48 fixes the issue, then all the patch needs to do is replicate that.
« Last Edit: September 07, 2015, 05:23:25 pm by CaseyCor »

FAST6191

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #2174 on: September 07, 2015, 06:29:34 pm »
If they are game genie codes then you should be able to hardpatch them into the ROM. I am not sure if CCCGP or anything similar will support the satellaview setups but it should not be too hard to figure it out. If they are action replay (RAM based) codes then that gets harder, though it is useful to know what goes and you could probably get something done with it.

On the "what to do" thing I was thinking more about how the game triggers it -- some games will want me to step on a specific tile or enter a screen/room after a certain time, others might simply do a timer check every vblank. The latter is bad programming form in the eyes of many (mainly because it is) but is marginally more reliable than having it only trigger when stepping on a tile. It does not change anything really as far as the hacking approach (it will still effectively be an if loop you will be breaking) but it is useful to know for the hacker doing the deed.

KingMike

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #2175 on: September 07, 2015, 08:25:40 pm »
Codes starting with 7E/7F are RAM. Use a debugger (such as Geiger's SNES9x) and set a write breakpoint?
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classicgamer

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #2176 on: September 08, 2015, 12:42:08 pm »
There is a hack out there so that one can practice all 15 tracks of F-Zero (SNES)


Couldn't that be used into some of the hacks for F-Zero (SNES)

aterraformer

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #2177 on: September 08, 2015, 03:21:23 pm »
As far as Ancient Stone Tablets goes, it would be really cool to have all 4 of the sections all in one so that speedrunners or casual players wouldn't have to switch roms and rename save files.

PKstarship

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #2178 on: September 08, 2015, 03:33:01 pm »
I had an idea for a SMW hack that I felt I just HAD to post. It would be similar in gameplay to Super Mario 3D World, and it would have a story where Peach actually doesn't get kidnapped.

The story: At the center of Star Road sits the Golden Star, which allows the Starmen to travel through space. One day, Bowser flys to Star Road with his armada of airships, destroys Star Road, and steals the Golden Star, in a attempt to stop the Starmen from coming to the Mushroom Kingdom to aid Mario. When Star Road breaks apart, some of the pieces are scattered across the Mushroom Kingdom, and the rest are scattered around space. Rosalina sees this happen, and visits Mario to tell him of this. After that, Mario and his friends set out on a quest to re-assemble Star Road.

There would be six playable characters, all accessable from the start of the game.
-Mario, who has the most well-rounded stats of the six.
-Luigi, who has a higher, floatier jump, but less traction.
-Toad, who is the fastest, with the most traction, but poor jumping skills.
-Peach, who is slightly slower than Mario, but can float using her dress.
-Rosalina, who doesn't jump as high normally, but can perform the spin move to attack and get a mid-air boost.
-Yoshi, who can use the flutter kick, eat enemies, and spit them out at other enemies.

Every time you enter a level, you get an option to change your character. Also, the 2-Player mode would not be turn-based, the two players can play the level at the same time. If one character dies, they have to wait for seven seconds before they get brought back into the level in a bubble, and if both players die before one respawns, they have to restart the level. Also, if one player is using Yoshi, the other can sit on Yoshi's back and jump off of him to get to greater heights more easily. However, the player riding Yoshi cannot control him, as the other player is controlling Yoshi.

The game would be based around finding the Green Stars, with extra levels being unlocked when you collect them. Castles, Airships, and some secret levels can't be played unless you have the required amount of Green Stars.

The game would have new power-ups, including the Ice Flower, Blue Shell, Tanooki Suit, Boomerang Flower, Cat Suit, and Mega Mushroom. The Starman would still be a power-up in the game, as some of them were in the Mushroom Kingdom prior to Bowser's attack. However, there would be no Yoshis in ? boxes, as Yoshi is already a playable character.

The game would have an inventory, and Toad Houses scattered across the overworld. There would also be slot machine levels unlockable, where you hit boxes to stop the slots. These levels lock up after you use them until you beat fifteen levels, or get a Game Over. The Super Tanooki Suit would be accessable if you die five times within a level, so that you don't get stuck at a certain level for forever.

Along with Green Stars is a collectable called a Power-up Coin, which looks like a Dragon Coin, but with a Mushroom on the front of it. One Power-up Coin is in each level. The coins are used for buying regenerating items. For example, if you buy a regenerating Super Mushroom, you will get an extra Mushroom in your inventory if you beat a level, die three times, or get a Game Over. This could prove useful during difficult levels. You can also only buy a regenerating power-up if you have gotten that power-up at least once.

There are new skills that the characters share. There is the Wall Jump, Long Jump, and Side Jump. there is also the Ground Pound, which shows where invisible blocks are for a split-second after you Ground Pound. It also allows you to break bricks if you are large.

After you defeat Bowser, Mario recovers the Golden Star, and Rosalina takes Mario and the others to space to find the rest of the Green Stars that didn't fall on the Mushroom Kingdom. you then can play through World Mushroom, World Flower, and World Star. After all of the Green Stars are found, Star Road is re-formed, appearing similar to how it does in SMW. You can then play ten more levels, all of which test all of the abilities that got you to this point, and you don't get to use the Super Tanooki Suit to make things easier. There are no Green Stars or Power-up Coins in Star Road.

After you beat the final level, Mario places the Golden Star in the Middle of Star Road, allowing the Starman to once again travel through space. You also get infinite power-ups in the inventory after you finish the final level, and a Super Tanooki Suit in the inventory if you can successfully beat every level in the game without relying on it.

Also, the SuperFX chip would be used for the Mega Mushroom to make the growing and shrinking animation smoother.

Vanya

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #2179 on: September 08, 2015, 04:20:41 pm »
How would the game play be similar to Super Mario 3D World?
The game play of that game is pretty different from SMW.