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Topics - KevvyLava

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ROM Hacking Discussion / Super Mario Bros. 2-Player Alternating?
« on: November 25, 2020, 06:24:50 pm »
Hi all,

I was wondering if anyone knew of a hack of the original Super Mario Bros. where all that was changed was that instead of having to wait until the other player died to get your turn, it would switch after each level, like how Super Mario Bros. 3 is natively. I love the co-op hack, but this is something that I wondered about for some time.  Have a great Thanksgiving to everyone in 'Merica.


Hi all,

I've spent some time working on a Legend of Zelda hack lately, but I want to do some slight modifications to a game that doesn't appear to have any proper utilities, so I'd have to dive in from scratch here, it seems.

My favorite fighting game of all time is Super Street Fighter II: The New Challengers for SEGA Genesis. My only real gripe with the game is that the rounds are often over too quickly, so I'd like to figure out how to change the values so that all attacks do less damage.  There is a mechanic in the game during VS. Mode where you select your damage scaler, but even when selecting 1/8 stars, it's still over quickly.  I suspect there is a way to scale these back, but I really don't even know where to start.

I've seen people on YouTube pulling up the hex data while the game is going to see where the changes are happening in real time, but I have no idea if this is a realistic way to identify this data.

If anyone can recommend a way for me to identify the damage scaling feature in this game, I would be eternally grateful.  I suppose it'd also be possible to manually edit all of the damage in the game, but that'd probably be a much tougher proposition.

Hey all, I finally got around to finishing my 3rd/4th Quest LOZ hack.  The porpoise of this hack is to provide a more traditional Zelda 1 experience with some new challenges to scratch the itch of those of us that have crushed this thing 100 times and want more of the same basic thing.  Here's a summary of what I did:

- Dungeon layouts heavily modified (including some rooms overlapping in multiple dungeons, causing some "off the grid" secrets)
- Minor changes to the overworld layout (90% unchanged)
- Some screens have the secret in a different spot, or in the case of the 2nd Quest, might require the recorder instead of the candle, etc.
- Different items found in shops
- Different items found in dungeons
- Different items found on docks & under Armos
- Just enough keys to complete each dungeon (if you screw this up somehow, you fork over the 100 rupees for a spare key)
- Minor NPC text changes for a few hints.
- The difficulty level is somewhere around the official Second Quest, with some moments being harder/easier
- The Second Quest in this hack takes a few extra liberties as far as the locations of heart containers and a few other things.

*Just as a warning, there are a couple of instances where it appears that part of a dungeon isn't accessible (1st Quest Level 9 comes to mind), but I can assure you that you CAN access these areas without any glitches/screenwraps/whatever.  You don't need to be able to do LackAttack24-style glitches to beat this.  It's meant for regular Zelda fans to be able to play through.

**Yes, there's an enemy in some dungeons that animates weird and behaves unexpectedly.  This was done on porpoise.

Base rom: The Legend of Zelda (U) (PRG0)
Hash data: CRC32 D7AE93DF

I'd love some feedback on this, and if anyone wants to send a list of bugs or things that are missing, that'd be cool.  There shouldn't be much, as it's been extensively playtested by me. And a year or so ago, a couple of other people ran through it with no problems.  It's really the 2nd Quest on here that no one's seen yet.

Here's a link to the patch:

Have a great night, everyone.


Hi all, I'm working on a full LoZ hack and completed all of the editing on the First Quest.  I'm editing the Second Quest and I'm running into some weird issues when trying to edit the dungeons using Dungeon Master.  It appears there are a lot of compressed/vertical parts in the dungeons, and even when I get everything the way it needs to be as far as the dungeon shapes, I try to "Place an Item" and it doesn't appear, and then I can't "Place an Item" again.  When I play the map, the item appears in these rooms but is stuck in the wall.  Additionally, while there are usually item positions 1-4, in some cases there is just a 4 or just a 2 & 4, etc.  Any ideas on how to avoid this problem?

I didn't have any of these problems when editing the First Quest.

ROM Hacking Discussion / Playtesters Wanted - Legend of Zelda Third Quest
« on: October 22, 2019, 09:09:14 pm »
Hi all, I have pretty much completed (I think) my "Third Quest" of the original Legend of Zelda for NES.  I wanted to see if anyone was interested in playing this and giving me feedback on the following main areas before I release the final version:

1. Difficulty - I wanted it to be fairly in line with the original
2. Creativity - What do you think of my dungeon design and placement?
3. Is it fun?

The items and dungeon layouts have been switched around (in a couple of cases I kept the layouts and changed the rooms) so you will find the Blue Candle in a dungeon, the Blue Ring in a dungeon, etc.  There's some minimal text changes and usually if an Overworld screen is modified, there's a new secret.  Some screens are the same as before but the secret is in a different spot.  To make this less annoying, the Red Candle is accessible earlier in the game.

Every dungeon has at least one item in it, but here are some hints:
- The Red Ring is not in this quest
- Silver Arrow is in Level 9 (as is tradition)
- There is only one shop that sells the Bow
- Every dungeon has exactly the number of keys you need to complete it
- There is no Magical Key.  Level 9 has 5 keys and all 5 are required to complete it
- Do not enter Level 9 without a 2nd Potion
- Important screens in the original game probably have something important
- Blue Ring and Magical Shield cannot be purchased
- Some dungeon rooms overlap with other dungeons, so don't sweat it if you can't seem to access an item or door
- There are more LEAVE YOUR LIFE OR MONEY guys, so I recommend having a few bucks on you each time
- Maps are not 100% reliable for some secrets

If I screwed anything up, lemme know and I can update and upload a new patch.  I've play-tested it a bunch, so we should be in pretty solid shape.

- Zelda Tech
- Dungeon Master
- Zelda NPC Text Editor
- Hex Editor Neo

The IPS patch should be applied to USA PRG0:
CRC32 - D7AE93DF
MD5 - 337BD6F1A1163DF31BF2633665589AB0
SHA-1 - DAB79C84934F9AA5DB4E7DAD390E5D0C12443FA2


ROM Hacking Discussion / The Legend of Zelda [NES] Lost Woods Question
« on: October 16, 2019, 10:44:46 am »
Hi all, I have a few questions on a LoZ Third Quest I'm making.

* I want to edit the Lost Woods path but the hex editing tips I've seen don't seem to tell the full story. Do I just open the hex editor, locate the value, and then change it to something? I see information here: ...But I imagine that I have to change the exit path to break out of the maze, etc.?

* Can I eliminate the "secret" chime when going onto the top-right corner of the overworld map?

* I'm using 3 tools to edit the game, including Dungeon Master, Zelda Tech, and Zelda NPC Text Editor.  How do I create the patch in the first place? Obviously I can't just upload the ROM here when I'm done. Is there a program that cross-references the data between the original rom and the modded one and creates the *.ips file or something?

A little info on the project:

The goal was to make a "Third Quest" that didn't depart too strongly from the original game. I took a few liberties with design that would be outside the scope of what the original game did, but not in a way that drastically alters the gameplay, and not in a way that would feel unfair or too difficult. Locations of dungeons, secret money, shops, heart containers, etc. have changed, but the new locations are either in the same physical spots on screens as previous secrets, or they are in obviously-modified areas. But other than that, it's basic Zelda and shouldn't be too much harder than the Second Quest. Maybe easier in some areas. There has been some overworld redesign, but mostly small touches, aside from a few overhauled screens.


Hi all. Using Dungeon Master to semi-great effect but noticed that if I have a dungeon entrance that isn't on the bottom of the map, it runs down into the room of another level rather than exiting.  The process of entering the dungeon is perfectly fine (always from the bottom door of the screen).

I noticed that in modern versions of Zelda Randomizer, the entrance can be on different sides and still exit properly, so I'm wondering if this can be done in Dungeon Master, or if there is a way to edit hex data to modify the entrance/exit point with roms that have previously been edited by Dungeon Master.  Basically, this is the type of thing I wouldn't edit until the tail-end, just like with editing the in-dungeon text and Lost Woods, etc.

Newcomer's Board / Super Street Fighter II Genesis basics
« on: July 16, 2016, 12:03:23 pm »
Hi all, first time poster. Would like to edit SSF2 for Genesis to strengthen/weaken some attacks/throws to make the game more balanced. What tools/emulators do I need to get started with something like this? Would this be ASM or just HEX editing once I discovered the values?

Also, if anyone has any experience with this sort of thing, I welcome any and all feedback. I think this is the best traditional fighter of all time and I want to make it just a tad better.

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