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Topics - 8.bit.fan

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1
Hi Everyone!

I've had this thought for a long time now, but have never really gotten around to asking about it.

Final Fantasy Mystic Quest - A decent attempt at an RPG with some great music. I've always hated the fact that the enemies are static and you just can't get around to avoiding certain battles. It made the game very rigid. So, I've always thought what if we could make the enemies on the map screens move around like the ones do in the Romancing Saga series? Or even random battles as much as I do not prefer them? Either would make the game much more interesting and enjoyable.

So, my question is, would it be a huge undertaking or even feasible to hack the game so that the map enemies move around? Or even scrapping enemies on maps altogether and just implement a random battle system?

I'm guessing this would be very difficult or nearly impossible to implement. Yeah?

Any thoughts? ;)

8-bit fan

2
ROM Hacking Discussion / Final Fantasy IV SNES - Critical Hit Bug Fix?
« on: November 15, 2018, 03:12:31 am »
Hi Everyone!

So lately I've been reading up on and learning more about FF4's mechanics and algorithms, and one of the bugs I've noticed that still hasn't been addressed is the Critical Hit bug that causes players to PERMANENTLY lose the ability to do critical hits in the game! Crazy!

So, has anyone attempted to fix this critical(pun intended) bug for the game? It seems that the different ways that a player could lose the ability for good is just crazy and would be nice to have a fix for it.

Here are some info that I found on this issue:

"Some weapons prevent critical hits from occurring at all, and there's a bug where this bit is not unset when the weapon is removed."
https://gamefaqs.gamespot.com/snes/588330-final-fantasy-iv/faqs/54945

"Lose Critical Attack Ability: There are two ways to lose critical attack ability. The first is to be in the group and be in a position where in the next "auto-fight" (such as when Tellah fights Edward or Cecil fights Kain) the character's spot is not taken up by one of the NPC fighters. Meaning that in the case where Golbez and FuSoYa are fighting against Zemus, if there is a character on the team that still has crit, he can keep his critical attack by being in the same position as either one of those characters. Or he would lose it if he was in a different position. However, it was later also discovered that the characters that aren't in the "auto-fight" will retain critical attacks IF and only if the group on the right dies.

The second way to lose critical attack ability is to be dead when a fight starts. In both these cases there is no way to regain critical strike ability. Not by saving and reseting the game, powering off, sleeping in an inn, leaving the party, or any other number of ways you could think of. The ability to critical strike is lost forever if either of these conditions are met."
http://tasvideos.org/2033S.html

http://ziggyny.blogspot.com/2012/01/final-fantasy-iv-bugs.html
https://gamefaqs.gamespot.com/boards/522596-final-fantasy-ii/59917210

Does anyone have any idea on how the bug can be fixed?

Cheers!  :beer:

8-bit fan

3
Personal Projects / Final Fantasy IV - Ultima
« on: August 17, 2018, 03:47:41 pm »
EDIT:
It's out!
Here's the link to the download page:
https://www.romhacking.net/hacks/4134/

Hope everyone enjoys it! :)



Hi Everyone!
I think this is a good time to show what I've been working on for the past several months as the project is nearing its release. At first, inspired by great FF4 hacks such as Unprecedented Crisis and Golbez Edition, all I wanted to do to the game was add some new weapons and make some edits to existing ones for my own enjoyment. Yes, it was going to be a small personal hack that I play on my own. But as I made the additions and edits, I started to balance the stats for the items, and then one thing lead to another, the next thing I know I'm already making a full blown FF4 hack!  :D

At first, I didn't even have a name to the hack. The file name was something like "Final Fantasy 2 - 8bitfan edition.smc". I eventually gave this hack a name and called it Ultima. I'm calling it that because of the Ultima Weapon introduced to the series later on, and the fact that Ultima is my favorite RPG series growing up. I said, hey, why not call it Final Fantasy 4 - Ultima:)

This isn't a complete overhaul of a hack such as Unprecedented Crisis or Golbez Edition, so the majority of the base story and game are left intact with the exception of some major edits on existing bosses. What I have done is sort of a 'Deluxe' version or a 'Re-imagination' of the vanilla game, and I did this by adding extra content...lots of it;)

Before I continue, I would first like to give credits to Pinkpuff, vivify93, Fauntleroy and Yousei. Pinkpuff and Fauntleroy for their inspiration with Unprecedented Crisis and Golbez Edition. Pinkpuff for the AMAZING ff4kster editor! This hack would NOT have been possible without it! Yousei for the FF4ed editor as it was the only one I found that allowed me to edit the world maps! Huge thanks also to vivify93 for allowing us to use Project II as a base! I chose to use Project II because it's the closest to FF2US, with most of the dummied out content added back in.

Here's a short list of what you'll be seeing in this hack:

1) 21 New Weapons! Including Ultima Weapon the sword. :thumbsup:
2) 11 New Spells! And revamped exiting spells so the useless ones are now useful! :D
3) New Armors.
4) New commands for characters and end-game party.
5) New events!
6) 8 New bosses!!  8)
7) Revamped shops/equipment and balanced their progression.
8) Edge is now buffed and no longer useless!*
9) Rydia has also been buffed(slightly). It's a surprise! ;)
10) Cecil has been buffed as a tank. I've nerfed some of the ridiculous stats from a few of his weapons(don't worry, there are still uber end-game weapons such as Ultima). He's still strong offensively, but he's now able to block physical attacks for wounded members without much problems.
11) Rosa can use more White Mage combative gears.
12) Kain has a few end-game offensive buffing white spells and new commands as he rejoins the team. (Having just 'Jump' made him kind of boring in the vanilla version)
13) Rare items and summons now drop much easier! This hack is designed as a 'play-through' without grinding.**
14) Many enemies now have meaningful rare drops, and all end-game enemies now have rare ultimate drops!
15) New thrown weapons and back-row weapons!
16) Lots of secrets that can lead to early acquirement of better equipment!
17) Few minor tweaks to the base game such as save points, etc.
18) Useless finds now replaced with good items or equipment!
19) All weapons/armors used by characters no longer in party are now usable by at least one character from the end-game party!
20) MOST items/equipment are now non-missable. Meaning they will be acquirable in some ways at end-game. (not including unique ones such as Excalibur, Masamune, etc. so don't throw those for 100% games!  :))

* Edge always felt kind of useless at end-game. I see the intent was for him to be a well-rounded, jack of all trades character but I think that fell short and the end result is he's really not that good in anything. I buffed him so he's now capable both physically and magically! He has new spells, new gears, and end-game steals have good items as opposed to useless junk in the vanilla version.
** Some ULTRA rare items are still hard to come by at end-game and will likely require grinding to acquire.

As the vanilla version was a very easy game, here's what I did with this hack's difficulty:
-About 1/3 into the game, the difficulty starts to increase slightly from the vanilla game.
-At around the events after the Sealed Cave, the game's difficulty ramps up.
-After the last save point in the last dungeon, the game becomes 'Nintendo hard'. Casual players would likely not make it and might need to grind a bit. Veterans of the game should still have no problem beating it.  ;)

I won't be releasing any beta or early versions of this hack as I'm VERY CLOSE to completing this, so I'll just submit it to RHDN when it's ready.

Anyhow, without further ado, here are some screenshots:  :)

Wait a minute. Where am I??


New summon! Way to go Rydia.


Oooo...fancing weapon there Rosa.


When all else fails, use Ultima.


All I wanted was to visit the Hummingways.


Easy with the Explosives there Edge. You'll wake up the forest animals.


Hey give that harp back to Edward, Rydia!


New weapons galore. SPOILER ALERT! Oh wait, too late.


How can I get to Mist now??


Hmmm...can't land here...


...can't land here either.


Close call...


Is that the legendary...?

Link to the patch:
https://www.romhacking.net/hacks/4134/

All comments and suggestions welcome!  :)

Cheers everyone!!  :beer:

8-bit fan

4
Hi Everyone!
Just want to make a quick post that I'm in the process of updating my first hack:
Mega Man Wily's Conquest 2 - Hyper Edition Turbo! http://www.romhacking.net/hacks/3457/

I've come a long way since I began hacking and I think that it's time I go back and fix/implement some of the things that I've always wanted with the hack now that I'm more capable. Plus I've received criticism because I used music from other hacks, so I'm wanting to change that as well.

Anyhow, just wanted to make a post for any suggestions. Feel free to comment!

Cheers!!  :) :beer:

8-bit fan

5
Hi Everyone! :)
Recently I've been playing lots of FF4/5/6 hacks and just right now doing a Perfect-Game run on FF5. I am having a blast with these and I marvel at the extent to some of these hacks and the capabilities of some of the editors for these games.

So I was wondering, would it be feasible or even possible to hack these games to add the extra/bonus content from their GBA/PSP counterparts back to their original SNES versions? I know pinkpuff's FF4 editor ff4kster is capable of some incredible things but would it be possible to add all that bonus content from the GBA version and cram it all in the SNES rom?

Thanks in advance! :)

8-bit fan

6
Hi there,
I grew up playing many NES and FDS games and I've always wanted to play various FDS games in Cartridge form. The problem is the extra audio channel. There exists pirate ports of FDS gems such as Ai Senshi Nicol or Arumana no Kiseki, but the games suffer greatly because of the missing audio channel.

So, I was wondering, if it is possible to port an FDS game to an NES rom using a Mapper that has expansion audio, then port the FDS extra sound channel to the Mapper's expansion audio channel.

What does everyone think? Would something like that work? ;)

8-bit fan

7
Gaming Discussion / GameFAQs for ROM Hacks...
« on: November 29, 2017, 05:13:42 pm »
Hi Everyone! :)

Ever came across a point in a hacked game where you're stuck and needed some pointers? Or needed an item that does a certain special damage? Or just wanted to check out the map of a certain stage for secret areas? I have! I've always wanted something like a GameFAQs for ROM hacks for instances like these where I could look up maps, stats, and other info, etc.

Now, I've searched and I don't think something like this exists, and I don't think using GameFAQs for ROM hacks is appropriate or even allowed. So, how about starting one? A GameFAQs for ROM hacks! :D

What does everyone think? Do you think something like this is feasible? Would it be within legal bounds? If so, would RHDN be a good place for something like this like a subsection? :)

Any idea? :)

8-bit fan

8
Hi Everyone! :)
I'm back to hacking more games to give them SRAM Saving function!
However, there are a handful of games that uses mappers(such as UNROM, etc.) that do not have SRAM saving function capabilities.

For example, right now, I'm trying to add SRAM Saving to 'Majou Densetsu II -Daimashikyou Galious (J) [!].nes', but the game uses the UNROM mapper. So, even if I am able to write instructions to store save info in $6000-$7FFF, it wouldn't work because that section of the RAM keeps changing...like this:


So my question is:
Is it possible to convert a game that uses UNROM to something like SNROM so I can add SRAM Saving function?
Or, is there a way to save to SRAM for a game that uses UNROM mapper?

Any help would be greatly appreciated! :thumbsup:

Thank you!! :beer:

8-bit fan

9
Personal Projects / The Guardian Legend - SRAM Saving Edition
« on: November 06, 2017, 04:28:13 pm »
Hi Everyone! :)

I'm continuing my project to add SRAM Saving function to our beloved cult classic - The Guardian Legend. With the help from Mauron and Disch from my previous topic, SRAM Saving has been added to the game and is pretty much done! :thumbsup:



However, due to the extremely limited space in the ROM, I'm unable to add in texts on the Password screen indicating to player to either "Press A to Load Game, or Input Password". All I'm able to fit in the ROM is "Press A".

So, unless someone can help me figure out how to fit more texts on the screen, I'm stuck with just "Press A". Now, if that's all that can be done, where do you think would be a good place to put the text? Here are some ideas:



Which one do you think works best to tell the player to Press A to Load?

Any ideas or suggestions would be welcomed and appreciated! :)

Cheers!! :beer:

8-bit fan

EDIT:
Ok, so I was able to sneak in some texts for the password screen at the expense of the box-zoom animation when you enter the screen because I needed the space in the ROM file:


What does everyone think?
Is this worth gutting the box-zooming animation at the password entry screen?

Any inputs are welcomed! :)

8-bit fan

EDIT:
Upon checking the game more, removing that set of instructions screwed up the saving/password screen at the Blue Lander royally:


However, I think I might have a plan B if I can get a little ASM help for MMC3 games.

I found a bunch of space used for dialog in the ROM file. Now, I can rewrite some of the longer dialogs and use that space for the text on the password screen, but I have a problem. I don't know how to 'JMP' to that area of the ROM in ASM. The instructions for the password screen is located at around 0x00C360, however, the extra space that I need is at around 0x015650.

Does anyone know what instructions I need to JMP from 0x00C360 to 0x015650 in ASM?

Any help would be much appreciated!! :thumbsup:

8-bit fan

10
ROM Hacking Discussion / Help with a simple Load and Store instruction...
« on: November 02, 2017, 08:17:14 pm »
Hi Everyone! :)

After taking a break since my last hack, I decided to pick up my other hack where I left off.

I'm am attempting to add SRAM saving function to The Guardian Legend. However, due to very limited free space in the rom and being an assembly noob that I am, I need someone to help me with what should be a pretty simple instruction to load/store 32 bytes from the SRAM to another location in the RAM upon loading the game.

This is what I'm trying to accomplish:


Can someone help me with a simple and short instruction to load the 32 bytes from 0700 and then store them to RAM location starting at 0411?

I've tried stuff like Load and then Store, but I seem to be only storing the same byte repeatedly: A2 20 BD 00 70 99 11 04 88 D0 FA

Any help or pointers would be much appreciated! :)

Thanks in advance!!  :thumbsup:

8-bit fan

11
Hi Everyone! :)
I'm currently working on a hack for Little Nemo Dream Master for the NES and it's ready for release. However, there are a few things that could be fixed to polish the hack further, and one of them is this:

Does anyone know how to fix the flickering line thing that's in many NES games?

Here's what I'm talking about:


It appears when there's a split screen and the flickering line appears between the 2 split screens. This happens in many games also such as Mega Man 3, etc.

Does anyone know how to fix that?

Any suggestions or pointers would be much appreciated! :)

Thanks!! :)

8-bit fan

12
ROM Hacking Discussion / Zanac hack - What's the SRAM for?
« on: September 08, 2017, 08:23:27 pm »
Hi everyone,
For the life of me I can't figure out what the SRAM function is for for the "Zanac/Zanac - FDS/NES + SRAM" hack.
I've checked the scores and it wasn't that either.

Here's the hack:
http://www.romhacking.net/hacks/2624/

Does anyone know what the SRAM saving is for?

Thanks!
8-bit fan

13
Personal Projects / Little Nemo Dream Master - A Wonderful Wand Edition
« on: August 21, 2017, 09:13:14 pm »
Hi Everyone!

I've been working hard at my new hack for the past several weeks now and I feel like this is a good time to share it with everyone! It's a hack of Little Nemo for the NES. I called it "A Wonderful Wand Edition", which is a reference to what they called the 'Morning Star' weapon in its original comic/book I believe.

The main point of the hack should be obvious by the title: a more focused usage of the WAND weapon. The reason is the fact that the WAND weapon was introduced very late into the game and was also very underused. In stage 8, when you are given the WAND, you are under the impression that you'll be using the WAND weapon quite a bit for the enemies. Instead, the game continued to throw obstacles at you in which you are required to continue using animals to overcome, further reducing the usage of the WAND to merely at the bosses. This hack attempts to fix this by giving the user access to the WAND from the beginning, and also reworked the levels to utilize it much more than before.

Besides the addition of the early WAND activation, the hack also attempts to streamline the levels to give the player a better experience. In the original game, many levels had overly tedious keys fetching quests. Stage 5 was the biggest offender as there are no checkpoints, and each time you die, you were sent all the way back to the beginning, and need to go through the entire basement area just to get the Bumblebee again. Other confusing aspects of the game has also been eliminated/changed such as confusing layouts and strange platform/item placements. Several levels has also been streamlined to play like an action platformer without the key fetch quests. I've also expanded MANY empty/unused areas of the game to give each level a more 'full' experience.

Each level's difficulty has now been adjusted and is now incremented fairly. I've made the levels more about challenge of platforming/attacking skills instead of cheap hits and/or deaths. There are many bonuses/secrets in the game that will require advance skills in the game, and challenges will be pushed to the maximum in Nightmare Land.

Ok enough talk! Let's see some screenshots:



I've got several stages completed and very much thanks to spiiin for the amazing CadEditor and Objects List! :)
I'll continue hacking away at this hack and update this topic periodically with updates.

Any comments and/or suggestions are welcomed!  :thumbsup:

Cheers!!  :beer:

8-bit fan

Update 9/8/2017:






14
Hi Everyone!

Ok, so I just checked out the CadEditor, and for what it can do for this game(editing the levels layouts), it is amazing!! :D However, as J^P mentioned, it does not have the ability to edit enemies or items...which can be another roadblock for this hack.  :-\

Can anyone help with editing enemies and/or items placement or point me in the right direction?

Thanks!

8-bit fan


August 08, 2017, 04:37:32 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I'm currently working on a hack for this game and one of the things I want to do is letting the player use the Wand weapon before Nightmare Land. I've been looking at the RAM map in FECUX and the closest thing I came across is at address 0x000097. Changing this to 07,08,09 would activate the Wand because the game thinks you're in Nightmare Land. However, this can cause problems because you're actually changing the stage so if the address stays at 07, when you die or before loading the level, it'll take you to Nightmare Land.

Can anyone help me locate where or how to activate the Wand weapon without messing with the stage RAM address?


Nevermind, figured it out how to activate the WAND!  :thumbsup:

So looks like I got the WAND thing figured out, now I need to edit the levels. I've looked at this for a while now and I see in the PPU that the tiles are loaded there...I'm able to change the tiles on the fly, but the actual floors/platforms aren't affected. I understand that the graphics and the actual floors are stored differently in the ROM.

Can someone show me how to edit the floors, platforms, and the actual level layouts, etc.?

15
Hi Everyone!
With the completion of my 2 recent SRAM projects(Battle of Olympus and Goonies II), I'm moving on to one of my favorites and also one that could very much use an SRAM Saving upgrade instead of the cumbersome passwords:
The Guardian Legend.

Now, right off the bat, I am already running into an issue with this one. I took a look at the ROM file in my hex editor, and quickly realized that there are no empty spaces left in it. :O

I'm still a novice when it comes to ROM hacking, can someone with more experienced help with this? Can anyone see any empty spaces in the ROM where I could write some code to make this hack happen?

Thanks in advance and any help would be much appreciated! :)

Cheers!  :beer:

8-bit fan

EDIT:
Forgot to add, I'm attempting this hack with RetroRain's Guardian Legend MMC3 upgrade:
http://www.romhacking.net/hacks/2553/

16
Personal Projects / Battle of Olympus - Rebalanced + SRAM Saving
« on: July 19, 2017, 02:54:39 pm »
Hi Everyone,
Since I'm taking a break from hacking MM games, I thought I'd try to hack my other NES favorites and try to "modernize" them. And since I really only have experience hacking MM games, I'd consider myself pretty much a complete newbie in the hacking scene and could use some help!

So, is anyone here familiar with hacking The Battle of Olympus for the NES?

I've always wanted to hack the game to make it more accessible to novice players or just make it more casually playable. I love the game, but some of the in-game items costs quite a bit and grinding for olives can be very time consuming at times and can take the fun out of the game. Not to mention you lose 1/2 of the olives when you die.

Just wondering if anyone knows how to, or where in the hex to edit, to increase the drop rate of olives in the game? Or how to remove losing 1/2 the olives when you die?

Thanks in advance and any help or if anyone can point me in the right direction would be much appreciated! :)

Once I can figure out how to do the above, I'd also like to add an SRAM option instead of the cumbersome password system...but that'll be for later as I don't even know if I can accomplish the above.

Cheers! :)

8-bit fan

UPDATE 7/24/2017:

The beta is ready for anyone that wants to check it out.
Here's the IPS:
http://www.romhacking.net/scratchpad/8112/
https://drive.google.com/open?id=0B3c4zWxe_g5ONmVjY0pyVGxKb0E

Things done so far:
1) 1/8 of olives taken away instead of 1/2 upon death.
2) Increased olives/bay leaves drop rate.
3) Save Game when speaking to the gods.
4) Load Game by hitting START at the password input screen.

I was able to change the text at the password screen to tell the player to hit START to LOAD GAME. I also wanted to change the text when speaking to the gods to tell the user that the game has been saved, but I can't seem to find where in the ROM that's located.

Does anyone know how to change:
   
Quote
"Hear the word of the gods. Don't forget it."
to:
   
Quote
"Hear the word of the gods. Game Saved."
?

I've also play tested it for a while and everything seems to be in working order, and you still have the option to use your own passwords!  :D

What I'd like to do still:
1) Further optimize the LOAD function. Having an empty password screen while hitting START to LOAD the game seems a little weird. Because I do want to keep the option to input your own password, I'd like to somehow have the saved game password autofill on the password screen.
2) Text change at the gods from "Don't forget it" to "Game Saved".
3) Remove gap at the shore in Argolis so that the player can access the Dolphin in the area.


Any suggestions and/or input are welcomed and much appreciated! :)




Thanks!! :)

8-bit fan


Update 7/26/2017:
Latest version(0.9) IPS:
https://drive.google.com/open?id=0B3c4zWxe_g5OUWJiV3FqNE5wMUk


Update 7/27/2017:
Here's the latest version(0.99) IPS:
https://drive.google.com/open?id=0B3c4zWxe_g5OaUZtcklSS3JITkk

Things completed:
1) 1/8 olives penalty instead of 1/2 upon death.
2) Increased olives drop rate by 2x, bay leaves remain the same - this is for the most part.
3) Save Game when speaking to the gods.
4) Load Game by hitting START at the password input screen.
5) Texts additions, changes, and added credits to those that helped with the hack!

Cheers!  :beer:

17
Hi Everyone,
Does anyone here know how to increase/decrease Hit Points for Bosses or Enemies in Mega Man 2?
I've checked out the info on datacrystal but couldn't really figure it out. This is the last thing I need to do before I release my hack.

If any of you know where in the hex I could edit the bosses(specifically bosses in Wily stages) hp, please help!

Thanks! :)
8-bit fan

May 15, 2017, 07:34:30 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Nevermind I think I figured it out. :)

May 15, 2017, 07:34:44 am - (Auto Merged - Double Posts are not allowed before 7 days.)

18
Hi everyone!
I've finally learned to hack and edit with hex, and currently hacking a couple of MM2 projects.

I've searched and searched for a hex list, but the only one I found was for MM1. Does anyone here know where I can acquire one for MM2?

The reason I'm asking is that I'm trying to adjust MM's movement speed, running momentum, and floor friction for MM2. Does anyone know where in the hex I can adjust these parameters?

Thanks and any help would be much appreciated! :)

19
ROM Hacking Discussion / Mega Man 2 - Hacking and Level Editor Help
« on: November 06, 2013, 06:25:55 pm »
Hi Everyone,

I'm new to this board and pretty much the whole Mega Man hacking scene. I love all the amazing hacks that I've played and have always wanted to create my own.

My favorite is MM2 and I believe that is also the best one for me to hack because I prefer the mechanics in that one vs 3-6.

I've looked and searched and tried many different editors, but have not been successful other than some graphical and level(move blocks/platforms around existing rooms) edits. What I want to do is much more extensive such as ememy/item placements, full level edits, damage and mechanics adjustments, and maybe music. Something along the lines of Rockman Exile, but not to the extent of Rockman No Constancy.

Here are some editors I've tried to accomplish these, but have questions hopefully some of you can point me in the right direction:

-Rockman 2 editor by Rock5easily:
I've tried to use this one the most as this seems to be the better one out of the bunch.
Couple of questions:
1) It's incredibly hard for me to use this as all the menus and buttons are in ???'s. I tried to switch my PC to Japanese to run the program but they're still in ???'s. :banghead: Does anyone know how to get around this?
2) There's a list of items in Hex. I've tried to put a bunch on the screen in order to make my own list, however, all of them appeared garbled. Does anyone have the list of the items in Hex?
3) From previous question, how would you get around the garbled sprites? I understand that this has to do with them being preloaded into the ram or something.

-Rockman2 / Megaman2 Editor by Kuwata:
I also tried this one, but seems to be less versatile than the above. One example is that you can't insert new items.

-MegaEdit by SnowBro:
As far as I know this is a DOS-based editor. I haven't had much success running this thing.

-visine by -=Fx3=-:
Same as MegaEdit, this is a DOS-based editor and I haven't been able to use it. Plus I've heard that it's buggy and can created glitches for the rom.


So, do any of you have any suggestions? I've tried and search but there doesn't seem to be a good MM2 editor, which is surprising as MM2 is the most popular one in the hacking community.

Is there another MM2 editor out there that I don't know about?

Any suggestions would be very much appreciated!! :)

THANK YOU!!
-8.bit.fan

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