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Author Topic: Hack ideas: for those without the skill but with all the ideas.  (Read 2423412 times)

gameypants

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7240 on: January 16, 2021, 08:09:45 pm »
A DX version of Donkey Kong '94 in the vein of stuff like Super Mario Land 2 DX would be really cool!

Masked Dedede

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7241 on: January 17, 2021, 11:11:24 am »
Additionally I bring back the idea of removing permanent Elf penalty. Have it only apply to using temporary ones.

This.
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Supergamerguy

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7242 on: January 17, 2021, 11:42:14 am »
A DX version of Donkey Kong '94 in the vein of stuff like Super Mario Land 2 DX would be really cool!

It's crazy that I was was just talking about this with a friend a day or two ago. I really hope this is next after Mega Man V DX.
Dah-nuh-nuh-nah! Super fighting robot! Dah-nuh-nah-nah! MEGA MAN! Fighting.......to save.......the world!!!!!

glitere12

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7243 on: January 17, 2021, 05:03:06 pm »
someone made a version of tsukihime(a Visual Novel from the creators of Fate, with a remake coming this year) for the DS, but doesn't work on emulators, is it possible to use this to create a proper ds rom of tsukihime?
https://nostalgialand.net/viewtopic.php?t=1054

KingMike

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7244 on: January 18, 2021, 02:11:14 am »
If the game isn't supported on real consoles but not emulators, well then maybe someone that would know enough to fix the ROM should help fix the emulators instead. :P
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Zandig

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7245 on: January 18, 2021, 10:15:18 am »
I'd REALLY like to see a patch to remove the head-bobbing/walking effect in the original PlayStation release of King's Field (キングスフィールド):

https://www.mobygames.com/game/kings-field_
http://www.romhacking.net/translations/1067/

Played this game on and off for many years but never completed it due to getting queasy after playing for longer periods of time.
You can turn off the head-bobbing effect in later games in the series, but not this one.

Ligeia

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7246 on: January 18, 2021, 12:22:48 pm »
I would LOVE to see a GB Final Fantasy Adventure DX see the light of day. It's one of the most underrated gems of all time and deserves some attention !

Supergamerguy

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7247 on: January 18, 2021, 02:55:45 pm »
I would LOVE to see a GB Final Fantasy Adventure DX see the light of day. It's one of the most underrated gems of all time and deserves some attention !

This too! Though I'm not sure if it will happen or not since Sword of Mana exists. :-\
Dah-nuh-nuh-nah! Super fighting robot! Dah-nuh-nah-nah! MEGA MAN! Fighting.......to save.......the world!!!!!

Retrolife

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7248 on: January 18, 2021, 03:15:19 pm »
We need a Super monico GP Gen hack(2020-2021)F1 Season and able to change the outfit on the girl in the intro

N.Dpendent

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7249 on: January 18, 2021, 08:49:14 pm »
I`m working on a hack for Umihara Kawase, to play as Scorpion from MK...



Need some help, to find the gfx of the rope to change it to look more like Scorpions Speer and maybe exchange some sfx too
« Last Edit: January 22, 2021, 03:34:55 am by N.Dpendent »

tc

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7250 on: January 19, 2021, 12:32:11 am »
This too! Though I'm not sure if it will happen or not since Sword of Mana exists. :-\

Maybe I don't understand Final Fantasy Adventure. The "draw your own map" school of design just isn't for me. Sorry.
« Last Edit: January 19, 2021, 02:57:22 am by tc »

Fezworth64

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7251 on: January 19, 2021, 04:05:18 am »
May I suggest an MSU-1 hack of Turtles in Time to restore the arcade music to the game.

Tsukiyomaru0

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7252 on: January 19, 2021, 07:39:28 am »
This too! Though I'm not sure if it will happen or not since Sword of Mana exists. :-\
Sword of Mana is not Final Fantasy Adventure. Even their Japanese names makes it clear:
Sword of Mana = Shin'yaku: Seiken Densetsu (A New Testament: The Legend of the Sacred Sword)
Final Fantasy Adventure = Seiken Densetsu: Final Fantasy Gaiden (The Legend of the Sacred Sword: Final Fantasy Side Story)

Adventures of Mana is however a more 1:1 Remake of Final Fantasy Adventure, however it was only on iPhone, Android and PS Vita.

Speaking of, yeah, there was a 1:1 remake of Final Fantasy Adventure that was released on phones, and that could be used for reference. Example:




Blast, I came here to suggest something and actually forgot to. Anyways, idea: Double Dragon hack that replaces the art style with River City Ransom (with Andy & Randy (Ryuichi & Ryuji) being the main characters). And by default for Double Dragon III have it so 1P mode uses the intro of 2P mode and allows both characters to be usable from the get go.
« Last Edit: January 19, 2021, 08:30:32 am by Tsukiyomaru0 »

Retrolife

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7253 on: January 20, 2021, 07:36:29 am »
A good hack for PS II is a 4x exp multiplier(Same as in Sega Ages vol 32)very easy mode
making it easier to get through the game(less grinding)

julayla

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7254 on: January 20, 2021, 04:47:39 pm »
I remember that some people at Junker HQ were trying to make a translation of the Snatcher game for the PC Engine CD. However, the production has been either in hiatus or dead and I wish someone would revive the project of doing the translation of the PC Engine CD game version (or if possible find a way to port the Sega CD stuff into the PC Engine somehow).

RealGaea

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7255 on: January 21, 2021, 09:41:38 pm »
someone made a version of tsukihime(a Visual Novel from the creators of Fate, with a remake coming this year) for the DS, but doesn't work on emulators, is it possible to use this to create a proper ds rom of tsukihime?
https://nostalgialand.net/viewtopic.php?t=1054

Seconded. Seems too unfair to being able to play only in real hardware.

Also, transcript the English TL to the GBA releases. They're complete.

DUMB IDEA: Cram the routes of Fate, Unlimited Blade Works and Heaven's Feel to separate GBA ROMs using GBA Tsukihime's engine.

Like Pokémon: Fat King Edition, Wooden Plank Edition, and Worms Sack Edition.

N.Dpendent

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7256 on: January 22, 2021, 03:25:02 am »
I`m working on a hack for Umihara Kawase, to play as Scorpion from MK...

First try to do some pixelart...



Need some help, to find the gfx of the rope to change it to look more like Scorpions Speer and maybe exchange some sfx too
« Last Edit: January 22, 2021, 03:35:08 am by N.Dpendent »

PresidentLeever

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7257 on: January 22, 2021, 05:27:04 am »
^Good start though if you want to mimic the Kawase art style you should remove the black outlines. You can also use 1-2 more shades per surface.

Legacy of the Wizard (NES, 1987) Improvement
-Shortcuts stay opened (movable block ones can be turned into one way breakable walls that stay removed perhaps? or the powered boots could destroy movable blocks)
-Friction when standing on enemies to use them as platforms so it's easier to use to traverse (unless they jump maybe?)
-Temporary invincibility (ring) lasts a bit longer
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-Can bounce off of enemies with the powered boots as depicted in the manual
-Poison item can be destroyed by attacking it 2-3 times (no need to wait for it to disappear in tight spots)
-Some or all monsters in Pochi's area can hit him (the area is too easy)
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-No gravity effect on pushable blocks - weird but also creates some interesting puzzles where you build starcases of sorts with blocks
-Can slide movable blocks vertically straight up or down from the side with the glove (since you can do it horizontally)
-Add a basic map in-game like in the CV2 hack by Bisqwit or the Metroid 1 hack
-All chests should be avoidable so you can keep contents for later if you want to (the game already lets you not grab an item from an opened chest and it will stay)
-No respawning enemies right next to puzzles or platforming segments
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-Somewhat slower max falling speed (might not be needed if other fixes are done though)

Control/interface issue fixes:
-Manual jump height control
-Using the glove is mapped to attack and replaces attacking while equipped
-The game doesn't do this: if you jump and land on a movable block/bump into one from below or the side then the game interprets it as you wanting to move it and bases the direction on which way you were turned before jumping - can sometimes screw you over as it can happen even if you're not holding the jump button down for long (happens immediately if pushing against a block from the side or below when pressing jump which kinda sucks in tight spaces))
-The game is less picky about positioning when climbing ladders - currently very hard to grab a ladder while falling and as soon as you press l/r while on a ladder your char lets go and falls so you have to press jump right before pressing a direction
-Don't have to wait for an enemy to fall off screen for its item drop to appear - this combined with poison drops currently means you have to wait a bit after each killed enemy which breaks flow
-No animation from fall damage (during which you lose control over your avatar)
-Can move while aiming downwards
-Can move horizontally on top of ladders (instead of falling down)
-Don't fall down immediately after touching a block from below
-Revealing breakable blocks used as floor traps can be done from either direction if there's a solid block next to it
-Somewhat less vertical-focused jumps (similar to Contra)

-Added block rewind/reset spell or ability - Could cost something like 15 MP to use?
-Fewer rooms with narrow zig zag paths (the one with a shop that sells armor is particularly tedious)
-Crosses also remove breakable blocks so can be used as an x-ray vision of sorts - alternatively there could be a new item that reveals them and which drains MP
-Less backtracking (an item that you just bought can be equipped at that shop, fewer dead ends within rooms - sometimes at the end of a hidden path))
-Removed: trying push a block upwards while landing on it damages you
-No leaps of faith into spikes
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-Not only Roas can use the crowns at the end
-Add one room where you can switch characters somewhere in the dungeon (perhaps in the hub room)
-Harder first boss as Pochi (dies too quickly)
-Harder final boss?
-Experimental: make chest items like bread increase base char stats a little or add items in some spots that do it. This is just to add more of a sense of progression and let you play almost the whole game with one char if you want to
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Kowalski

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7258 on: January 23, 2021, 07:45:06 am »
OK guys I have one request for you supersmart people.
I think Its a very simple thing for somebody that has the skill to do what you guys are doing here.
There is a small bug in NeoGeo old king of fighters game that has been fixed since KOF2002 and beyond.
The bug is simple. The diagonals will not get recognized when doing moves if they are not pressed for 4 frames or more.
What that means is that if you do your moves too well and too fast you will fail to do your fireballs or supers. Happens in kof9897,96 and i guess in others too.
The most cool to be fixed would be KOF98 as it is the one that is being played competetively through emulators these days.

Does any of you guys think that this can be possible? any help? thank you guys.

FAST6191

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7259 on: January 23, 2021, 12:50:44 pm »
One might argue that is not a bug but a feature, and one does not do moves too well but in fact not time them properly. Still enough of me being snarky.

That seems like a reasonable thing to at least contemplate. There are some things that could make it complicated (both on the code and on the play itself fronts) but it is still worth checking out. It could serve as a beginner hack but it would be on the harder side of that as you will be getting hands on with a debugger.

If you are measuring in frames and games of that vintage had seldom bothered with decoupled inputs then it is probably frames related. In that case the game most likely grabs whatever controller input says during vblank (might be to another area, see debouncing) and then operates on that.
Do the systems in question have diagonal sensors or are they simple dpads that might check if up is pressed and if say right is pressed and call that a diagonal? Hardware docs will tell you this, as will a shot of the controller PCB itself (or if it a glorious microswitch type device then you will hear it and possibly feel it). Most will not but if it is fancy arcade emulation (or fancy might as well have been an arcade board) for a fighting game then it is not unheard of.

Anyway two approaches
If you know what you are doing then you might follow the controller read on up through the system, or watch what happens during vblank. Can be tedious though, but as you end up running into it as a mater of course then it can be quicker.

If this is all very new then I would probably do graphics (or if there is a mana/stamina bar changed by a special move then that*). The idea being a special move probably has a special sprite. Find what part of graphics memory holds, or actually probably controls as that is different, that in anticipation of the move. When said graphics controller shoves the special move on screen then the debugger you set a nice breakpoint on will say something put this on screen.
Said something might be several steps removed from it (might have an audio cue as well for instance) but will lead back to the thing that decided to do the move. You would then see how it decides to do it (presumably a sequence of inputs it stores, or possible discounts if you press another direction in the meantime) and where you might have it fall in line with a more simple thing that does not have timing issues for your style of play.


*rather than say messing with the graphics controller/OAM/whatever the thing handling sprite locations is called on your chosen system then here you would make a cheat for infinite mana/stamina (if there is not one already) and that will tell you the location of it in memory. Such a thing will also then be edited by the thing doing the special move and you can follow that back up until you get to the part where it is checking inputs to determine what it is doing next.

Fighting games can be programmed in many ways or I might have suggested some other methods. Many will be variations on the theme of once a button is pressed it will start a timer (how long depends upon the game, and might be overall or might be since last button press, some annoying ones even vary if say half a super combo is entered) and maintain a list of button presses (which can include nothing pressed if it say needs right right high punch) that it either gets something out of to act upon, or dismisses when the timer runs out (or maybe is cancelled by an input it can't do anything with). A properly designed control scheme will tend to gate off things quickly so it does not get too silly but the game will then hopefully then do a bunch of IF and ELSE type deals ( https://www.guru99.com/if-loop-python-conditional-structures.html ) on it to locate the move it needs to do or resets if the player is too slow or fumbles the input**.

**this can include the controller fumbling the input because of switch bounce (if you have ever had a mouse double click without you doing it when it got old then that is it in its failure form, it is also a feature of general switches which is why games will often copy the controller state and operate off that). More frames, more certainty of input is not a ghost reading but also more lag before actions taken. Diagonals being more prone to this than some other options means it could be a mitigation for this. Hopefully though it is the devs just taking their time because they did not expect anybody to get that quick.