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Author Topic: Hack ideas: for those without the skill but with all the ideas.  (Read 1381940 times)

jonwvsu

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #1220 on: May 01, 2014, 08:45:10 am »
Uhmm... guys?

https://www.youtube.com/watch?v=eN9odj1VV5Y

This needs to happen! I mean, c'mon!

You mean like this? https://www.youtube.com/watch?v=1t0NvCZl-FI
And yes, the rest of the game is sweet too.

KingMike

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #1221 on: May 01, 2014, 12:25:20 pm »
Pretty sure there was a Mario All-Stars SMB3 remake (or it was probably a SMW hack using SMAS graphics).

If that's been done less than a hundred times already, I'd be disappointed. :D
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MrBing

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #1222 on: May 01, 2014, 03:40:08 pm »
I guess you already know, but Vizzed.com has turned Mario hacks into an industry.

FAST6191

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #1223 on: May 01, 2014, 04:14:08 pm »
Uhmm... guys?

https://www.youtube.com/watch?v=eN9odj1VV5Y

This needs to happen! I mean, c'mon!
Like the others I would be surprised if this has not been done any number of times before. Assuming that is not the case, or if it has been done it is not up to snuff, then http://www.romhacking.net/?page=utilities&category=&platform=&game=750&author=&os=&level=&perpage=20&title=&desc=&utilsearch=Go ?

Nightcrawler

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #1224 on: May 01, 2014, 05:37:15 pm »
Indeed, this kind of thing has been done a number of times before and we have some of my favorite versions here using the Super Mario World game engine and the SMB3 All-Stars graphics!
http://www.romhacking.net/hacks/66/
http://www.romhacking.net/hacks/65/
http://www.romhacking.net/hacks/1895/

And for good measure, here are SMB1 levels done in New Super Mario Bros. for DS.
http://www.romhacking.net/hacks/1098/
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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #1225 on: May 01, 2014, 06:05:49 pm »
Super Mario Bros. (NES):
With the release of the enhanced patch, I would like to see a hack that adds all the new content from the Game Boy Color port.

Mario & Luigi Superstar Saga:
Restore the missing cameo appearances of the Nintendo characters in the Starbeans cafe.

WCW/nWo Revenge:
I want to see a hack that gives Bret Hart his missing elbow pads and wristbands for all of his wrestling attires, a finished version of Wrath complete with his own wrestling attire, add Ric Flair complete with his own textures, move-set and wrestling attire, add the WCW Thunder arena and restore the missing cage match mode that was taken out for the Special Matches menu.

Clippit

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #1226 on: May 01, 2014, 09:58:15 pm »
You mean like this? https://www.youtube.com/watch?v=1t0NvCZl-FI
And yes, the rest of the game is sweet too.
Oh, I've never seen that hack. It looks really sweet, even if it just recreates the first two stages... and the recreation of the flag pole at the end is just impressive.
Like the others I would be surprised if this has not been done any number of times before. Assuming that is not the case, or if it has been done it is not up to snuff, then http://www.romhacking.net/?page=utilities&category=&platform=&game=750&author=&os=&level=&perpage=20&title=&desc=&utilsearch=Go ?
I've tried some level editors before, but... I dunno, they're not user friendly. It's hard to get used to them.
Indeed, this kind of thing has been done a number of times before and we have some of my favorite versions here using the Super Mario World game engine and the SMB3 All-Stars graphics!
http://www.romhacking.net/hacks/66/
http://www.romhacking.net/hacks/65/
http://www.romhacking.net/hacks/1895/

And for good measure, here are SMB1 levels done in New Super Mario Bros. for DS.
http://www.romhacking.net/hacks/1098/
Ugh, I would've loved to see those on the NES. The DS one is amazing, though. I wonder if it was also done on the Wii...
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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #1227 on: May 04, 2014, 12:01:42 pm »
I love the game, but someone ought to hack Pocky & Rocky (SNES) so that you don't bounce into each other and send the other player flying when sliding.

Edit: Squeezing in a link to my earlier post about dream hacks for various MD games, which went unnoticed as if enchanted by a great injustice:
http://www.romhacking.net/forum/index.php/topic,3282.msg256787.html#msg256787

« Last Edit: May 04, 2014, 12:13:17 pm by PresidentLeever »
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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #1228 on: May 08, 2014, 09:13:26 pm »
And here I am again with yet another hacking idea. This time it is for Final Fantasy IX.

Has anyone tried to fix the ominous Thunder Slash Glitch that renders Steiner's (but not Beatrix's) Thunder Slash useless while getting Iai Strike as a huge killing weapon?

Tirlititi

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #1229 on: May 09, 2014, 05:53:19 am »
I began to make a patch for fixing bugs, but in french (because I saw some typos/mistakes in dialogs too). However it can be easily done with my program.
Here is a patch that fix the bug in the US version.

I'm not uploading it on RH yet because it would be better to draw up a plan for fixing the most bugs possible in a single patch. If you or someone else wants to draw up that plan, it would be great btw ; I'm busy deciphering the script at the moment ^^'

However, I've let Iai Strike as it is. I think the transfer of the accuracy is an error : it has 30% base accuracy (Death has 35%) and it is increased by the spirit. I also personally never saw Iai Strike more efficient than Death/Countdown/Odin/etc...
I think Thunder Slash was originally thought to be a normal magic attack (as it is for Beatrix when you fight her) but it was changed to a Demi-like spell to avoid similarities with Thunder Swords. They forgot to set the accuracy in the process (normal magic attacks don't need accuracy but Demi-like spells do).
« Last Edit: May 09, 2014, 06:01:02 am by Tirlititi »
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Zero Dozer

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #1230 on: May 09, 2014, 12:49:15 pm »
Thanks. Oh, you could post this patch here in Romhacking.net, you know.

Leaving Iai Strike that way is of no problem as long as Thunder Slash works correctly.

vince94

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #1231 on: May 09, 2014, 05:40:19 pm »
Here's a hack that'd be pretty easy to do. Replace the "BOMB" explosion graphics in Mario 2 with "BOOM." It'd make it a lot less engrish-y!

NES Boy

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #1232 on: May 10, 2014, 01:38:23 pm »
Yeah, and do the same thing with Super Mario World!


jonwvsu

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #1233 on: May 11, 2014, 02:03:06 am »
I'm surprised this doesn't already exist on SonicRetro, but the option to play as Tails in Sonic and Knuckles

Vanya

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #1234 on: May 12, 2014, 07:34:18 pm »
This thought has been floating around in my head for the last few days.

Add an extra game to SMAS; specifically Super Mario Bros. Special.

I have no idea how difficult it would be to add a whole other game, but from what little I know it seems like it could be as simple as expanding the ROM, putting in a copy of SMBLL, editing the stage layouts and pointing the main menu to a new location. Hopefully that isn't far off from the truth given the existence of the 2nd version of the game that includes SMW. Beyond that it would be a matter of adding a handful of enemies from Mario Bros. and two new power ups which could potentially be more difficult than anything else.
I know that some work has been done at SMWC on the rom, but I don't know to what extent.

fellowroot

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #1235 on: May 13, 2014, 03:17:00 am »
The following hack idea and project that you are about to see has been a dream of mind for many years. The images you see here actually date back to 2009 yet I kept everything secret since I was just wanting to keep it to myself. Now I am finally releasing it because I have not worked on it at all lately.

The main goal of this hack is a simple one and I'm sure many other people have though about doing something like this before, but I guarantee that they probably didn't have the exact vision that I have in mind. So here it goes... the goal is to simply make Donkey Kong a playable character in DKC2 and try and recreate him with all this original abilities to the fullest extent.

I grew up on this game in the 90's in fact I remember getting it on Christmas one year and boy it was an awesome game. DKC2 to me is just one of those special games that was absolutely essential to own if you had a SNES.

The graphics were some of the best computer graphics that I had ever seen since I didn't own a personal computer.

When I beat DKC2 I always wanted there to be some type of special bonus like Donkey Kong as a playable character, but to my disappointment that was never a feature in the original game.

Now, like 20 years later I'm trying to recreate that dream of mine to have DK as a real playable character by the use of rom hacking!

To be honest here, I really don't know much about ASM hacking which is a shame, however just because a person doesn't know a certain programming language doesn't mean that they can't design a great game.

I've taken some programming courses and know logic and math pretty well, but one thing that I shine at in video game designing.

As we all know, video gaming isn't all about just one certain skill. There are artists, story writers, level and character designers, programmers, music composers, marketers and much more. 

So I present my idea for what it is... an idea and to better express my idea I created some screenshots, that were actually made in photoshop, but they exist to show how to overcome some key problems with trying to recreate the original DK in DKC2.


Here is a basic title screen. I wrote out the letters out with the original letters from DKC1. The letters probably need to be moves just slightly upwards a little so that they don't get cutoff from the bottom of the screen.




Here is one of the menu select screens. Originally I wanted to have it such that you could select any combination of Donkey Kong, Diddy Kong and Dixie Kong, but I'm sure someone out there will tell me that this would be extremely hard to do and that it would be much easier to just overwrite one character over the other and not have 3 possible characters to choose from. Nonetheless to make DK exist in the menu select just copy his image from the menu from DKC1's select screen.




Menu images from DKC1 could be easily put into a menu in DKC1.




Since DKC1 and DKC2 are very similar this is what led me to the possibility that this goal could actually be achievable. On the over-world instead of having Dixie Kong's head present after beating a level its now DK's head and instead of having Dixie walking on the over-world its again DK. The animations for Donkey Kong where taken directly from DKC1.




Here is a problem that was resolved by using some clever manipulation from certain animations from DKC1. In DKC2 Diddy and Dixie have to cling to the walls draped in honey. This never happens in DKC1, but here I took a frame from DKC1 where DK crawls on the ground (crawling is not present in DKC2) and turned it 90 degrees and now it looks as if he is sticking on the honey wall. Tricks and techniques by carefully choosing appropriate frames of animation of Donkey Kong from the trilogy can be used to overcome obstacles such as this one.   




The problem presented here lies in the fact that there where no levels in DKC1 that had wind blowing upwards causing the characters to display a free falling type of animation. The frame you see DK in this screen shot comes from his animation where he starting "dancing" when he gets too close to the edge of a cliff. The original animation is turned 90 degrees to make him appear as if he is free falling.




Here is a big problem. In DKC1 none of the ropes were climbable that were in the horizontal direction, but its actually a pretty easy fix. Just take DK's original animation and once again turn it 90 degrees and just like magic he is compatible with these new types of ropes. :)




Here is yet another huge obstacle that was overcome by using DK's animation from DKC1. In DKC2 there are hooks which the characters can swing on, but the swinging motion is not side to side, but instead forwards and backwards. Luckily Donkey Kong does this exact animation in the intro screen in DKC1!!! Even though DK never uses this animation in-game, that's not to say that it can't be used in game in a hack! What a PERFECT match!




Originally I was hoping to make DK compatible with Dixie and Diddy, but it might just have to be Dixie or Diddy.




Here is a screenshot that I'm actually very proud of. The Donkey and Diddy image here actually come from the 2-player competitive mode in DKC1. The idea is that they are not facing each other and are competing against each other, but here I put them on top of an image of K.K. Rool giving the impression that Donkey and Diddy had actually worked together to defeat their opponent and that they are proud or are boasting about their job well done. There is a lot of creativity that goes into hacking!




These images where actually taken from the GBA version of DKC1, but as long as it works it works.








So there is some of the concepts at least in a visual form. There are many other obstacles to overcome that are not mentioned like the piggy back ability that is present in DKC2. What frames of animation would you use for that? Well this is where you looks at all three games in the series: DKC1, DKC2 and DKC3 and you just look for fitting animations out of all of the animations that Donkey Kong has available. Like maybe the animal friend riding animation could be used to make DK "ride" Diddy.

The main point here was to show at least in concept that many challenges can actually be achieved by simple recycling of animation that already exist in the other games and that it could actually be doable since both games are so similar.

Another concept image that I need to create here is the victory dance that happens when the player beats a level. There is no such dance when beating a level in DCK1, so does there exist such a victory dance animation from DCK1 that can be used in DCK2? Yes there is! Remember the dance that DK does in the intro in DKC1 with the boom box? That's the animation that will be used!

Here is the dancing animation from DKC1 on the left and hopefully anyone could see that this would be a perfect match for the end of level dancing animation. I doubt the boom box could be imported too, but if it could that would be very awesome.

     


And yet another concept image that I need to create is the intro you see when you first meet a boss. The animation that shows in DCK2 is an eye popping animation where their eyes literally pop out of their heads in shock of the sight of the boss. Does this animation exist somewhere in DCK1 so it can be adapted in DKC2? Actually yes it does! It exists when in the into cut scene in DCK1 when Cranky throws a TNT barrel at DK for dancing to his boom box!

Here on the left you can see DK with his eyes bulging out. This animation would be used as the into to the boss fighters where the characters eyes also bulge out!

     


Here is a character that can't be beaten with a regular hit from Diddy or Dixie, but remember in DCK1 how DK could always take out those big tougher enemies? You know what that means... DK would be able to take this guy out with a single blow whereas Diddy would still only aggravate him.




Most of all of the key animations already exist thus making the implementation of DK in DKC2 fairly doable. Since the games are so similar its almost as if its a perfect match or at least its as perfect as it gets in terms of rom hacking.

So why am i making this post again? I'm making this post because this is a dream that I would one day love to see it come true. I always wished it as a kid and now though the power of rom hacking this dream can actually come true.

Even though I don't really know any ASM coding that's not going to stop me here. There are plenty of talented individuals who work on projects all the time here and I guess what I'm asking is that hopefully someone would want to help work on this project.

I just feel as if the this game idea of mind seriously just needs to be made. Why not make it? Almost anyone who played any of the original games would most likely appreciative a throwback to an old classic such as DCK2. And its only just a character hack keeping all of the original levels unchanged.

But a main point here that I'd like to make is that if this hack does get worked on and quality has to be acceptable meaning that the final results can't be all glitched and unattractive.

DK should also be a little sluggish just like is in DKC1. DK should act as closely if not exact as he doesn't in the original DCK1 game. That's the only way to truly capture the character here. This also means porting over his sounds too!

So I will end this post with an old document that I wrote about certain ideas and information regarding the project and I'll post it below and if you can offer advice or help out and think that this is worth while project feel free to let me know. Thanks for reading and I hope this inspires somebody!



« Last Edit: May 13, 2014, 04:59:41 am by fellowroot »

Mirby

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #1236 on: May 13, 2014, 07:22:14 am »
I am quite intrigued here :3

justin3009

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #1237 on: May 13, 2014, 09:43:28 am »
This is definitely doable overall.  It's not exactly 'hard' per se to dictate who is who as that can easily be done just by values in RAM, the biggest problem is converting the DK's Animation Data, Sprite Assembly and such over into this game.  THAT would take an obnoxious large amount of time.  There's also having to synch up all the new animation bits to fit him and what not.  Essentially you'd have to start from ground up to add him in which could get really messy.  If anything, it's not that bad but it's just a ridiculous amount of time consumption.
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fellowroot

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #1238 on: May 13, 2014, 02:56:03 pm »
Here is the document from 2009 that I said I was going to post. Because I exceeded the 15,000 character limit in my above post I had to post it here.


Donkey Kong Country Hack


This hack has one goal. Import Donkey Kong from Donkey Kong Country into Donkey Kong Country 2: Diddy’s kong quest and at the same time keeping the character as true to the original as possible. This should be a perfect port over and the character should behave exactly as he did in Donkey Kong Country.

Other things I need to change:
1.   The game option should be Donkey and Diddy, Donkey and Dixie, Diddy and Dixie
2.   the find the token, collect the starts, and destroy them all images should be modified to fit the correct character combination.
3.   The game over screens should be different depending on the character team selected and should display the correct characters. For the Donkey and Diddy screen should be taken directly from DKC1 and the Diddy and Dixie screen should be the same as it is in DKC2 the Dixie and Donkey screen may have to be custom created may look at DKC3 for some images of Dixie or just a blank game over screen as seen from DK2..

Special notes:
1.   The victory dance in DKC1 on the over world after the player beats a level is not present in DKC2.
2.   Sounds of the other character trapped in the barrels? Should I change it?
3.   

List of animations for Donkey Kong that I have from DKC.

1.   (Level) regular walk
2.   (Level) run
3.   (Level) jump
4.   (Level) close to edge wobble
5.   (Level) duck
6.   (Level) pick up barrel/throw barrel
7.   (Level) roll
8.   (Level) hand slap on ground
9.   (Level) hand slap tag team with diddy
10.   (Level) turn from right to left
11.   (Level) get hit by enemy
12.   (Over world) completed the level win dance
13.   (Over world) walk to next level
14.   (Over world) head shows that player completed the level
15.   (Level) loose the mini game puts hands on face and looks down
16.   (Level) bumped back by enemy
17.   (Level) climb vertical rope
18.   (Level) turn right to left on vertical rope
19.   (Level) swings back and forth on the swinging rope
20.   (Intro) swings towards and away from in front of you
21.   (Intro) dances
22.   (Level) pounds his chest and yells
23.   (Level) craws on floor
24.   (Level) swimming (15 frames of animation)
25.   (Level) riding on the goodies, rambi, ect
26.   (Level) thrusting on the goodies (attack)
27.   (Level) mine cart
28.   (Level) win mini game claps hands and thumbs up
29.   (Level) walking with barrel
30.   (Level) eyes bulging out in front of him not down
31.   (Ending) miscellaneous shots could possibly use for the throwing the barrel up


List of things I need to accomplish in DCK2 hack.

1.   (Level) piggy back ride with other partner (use ride on rambi animation)
2.   (Over world) add Donkeys head to a completed level. (use animation from DK1)
3.   (Over world) add Donkeys walking sprite when going from level to level. (use animation from DK1)
4.   (Level) finish level victory dance (use the dance animation from the intro from DK1 with his boom-box. Also play diddy kongs music for this)
5.   (Level) donkey climbing from rope to rope where both of his hands are on separate ropes so he can go back and forth. (Currently do no have an animation for this but may look for one. If cant find any animation just don’t let him have the ability.)
6.   (Level) horizontal ropes traveling (use vertical rope climbing from DK1 and rotate the animation 90 degrees.) (great idea!)
7.   (Level) barrels that only have Diddy on them, should also have a picture of Donkey Kong’s head and make them both be able to use those barrels.
8.   (Level) need to figure out animation for squack’s carrying Donkey Kong (use some type of animation from DKC1) may use the swing rope from DK1 where he is in a ball and rocks back and forth.
9.   (Level) walls made of honey (use sprite from DK1 where Donkey Kong is crawling on the floor, it will probably be non-animated) (great idea!)
10.    (Level) carnival level need to figure out what frames to use for Donkey Kong when riding the skull roller coaster (hopefully use some sprites from DK1)
11.   (sounds) must be able to import all of Donkey Kong’s sounds into DK2.

jonwvsu

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #1239 on: May 13, 2014, 04:00:49 pm »
Here's a hack that'd be pretty easy to do. Replace the "BOMB" explosion graphics in Mario 2 with "BOOM." It'd make it a lot less engrish-y!


Um, I can do this, but I don't know how to make IPS patches. If anyone is interested, PM me.



Turns out its not that hard: https://www.dropbox.com/s/338dqls6z8o6ans/SMB2BOOM.ips
« Last Edit: May 13, 2014, 04:20:16 pm by jonwvsu »