[Archived] Hack ideas: for those without the skill but with all the ideas.

Started by Piotyr, March 23, 2007, 10:11:50 PM

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cartridge_rom

#4700
a doubt of hack idea, always since you buy MK3 in genesis, have jhonny cage playable, in its ultimate version is not this either, there is some reason why it is not playable in the 16-bit versions, no hack for real hardware in Genesis has jhonny Cage as a player in UMK3, they could remove nighwolf or another and put it

SCD

That's a really cool idea of adding Johnny Cage from MKT to the Genesis port of UMK3.

I think it's possible to add him to that port without removing any character by using Nemesis's UMK3 hack as the base for your idea, put him next to regular Sub-Zero on the character select screen and change Classic Sub-Zero into a hidden character.

KingMike

Quote from: Tsukiyomaru0 on February 21, 2018, 05:40:27 PM
Ever noticed how many games you can fly or jump offscreen and accidentally botch up your landing? I was thinking: perhaps it would be nice if there were ASM script and romhacks for games known to pull this to add an arrow pointing up  close to the top of the screen to show where the player is, this should perhaps help Super Mario Bros 3, World, among others, and even those who want to make "blind jumps" in romhacks less rage inducing.
I can remember in Wario Land II there were some rooms where Wario could jump from one room up to another and the camera wouldn't scroll until he landed.
I want to say there were some points the devs even abused that for traps. :P
(though of course that's a bigger problem than just not knowing where your character is)
"My watch says 30 chickens" Google, 2018

RealGaea

Quote from: cartridge_rom on February 22, 2018, 02:07:27 PM
a doubt of hack idea, always since you buy MK3 in genesis, have jhonny cage playable, in its ultimate version is not this either, there is some reason why it is not playable in the 16-bit versions, no hack for real hardware in Genesis has jhonny Cage as a player in UMK3, they could remove nighwolf or another and put it


I always say: Mortal Kombat isn't Mortal Kombat without Johnny Cage.

I wish I could do that in the SNES version too. Sheeva left, there's a ton of gibberish space... Some Cage in UMK3 could be awesome too.

Speaking of Arcades... There's something that bugged me in the SNES port of Sunset Riders.

Why not adjusting their colors to match the Arcade port?
Make unique sprites for Billy (here he's a palette swap of Steve minus his gun fold and victory pose).
Yeah, I know SCD, restore Chief Wigwam to Chief Scalpen...
Nope, have no idea how to insert native american enemies.

The demo plays aren't as close as possible to the Arcade ones.

Arcade demos:


The SNES Demo 1 has Steve, and demo 2 has Steve and Billy.

Proposed demos (had no time to make a proper mockup):

Shift

With the release of the Analogue Super NT, I was thinking about how the only games that really won't work are the CRT-only Super Scope games like Yoshi's Safari. I was reading about some games like T2 and Tinstar that can use both the Scope and the SNES Mouse, which does work on the NT and HD TVs. If those Scope games could be modded to work with the Mouse instead, that would be quite cool.

cartridge_rom

this mini-hack is very complete, it has 28 fighters, I could remove one not very used and put jhonny cage
introduce a jhonny cage in this mini-hack of nemesis_c would be great
https://www.romhacking.net/forum/index.php?topic=13105.0

can remove a nightwolf, sindel, kano or striker less charismatic and little used characters and put in its place slot a jhonny cage "van damme" :laugh:

RealGaea

Quote from: cartridge_rom on February 24, 2018, 07:32:08 AM
this mini-hack is very complete, it has 28 fighters, I could remove one not very used and put jhonny cage
introduce a jhonny cage in this mini-hack of nemesis_c would be great
https://www.romhacking.net/forum/index.php?topic=13105.0

can remove a nightwolf, sindel, kano or striker less charismatic and little used characters and put in its place slot a jhonny cage "van damme" :laugh:

Being honest, Chris Alexander as Johnny Cage fits with the aestethic of UMK3. Well, there's no nut punch but he gives some fresh air to the franchise.

I prefer the other arcade hack, if only they could fix the emulation errors...

KingMike

Quote from: Shift on February 24, 2018, 05:17:50 AM
With the release of the Analogue Super NT, I was thinking about how the only games that really won't work are the CRT-only Super Scope games like Yoshi's Safari. I was reading about some games like T2 and Tinstar that can use both the Scope and the SNES Mouse, which does work on the NT and HD TVs. If those Scope games could be modded to work with the Mouse instead, that would be quite cool.
I know in the GoodSNES set there was a Trainer ROM for Yoshi's Safari (or Road Hunting?) which claimed to support the standard controller but unlike the Mario & Wario controller hack I didn't bother converting it to IPS because I remember it didn't have a way to get through the starting menu so I don't remember if I even was able to use savestates with a standard ROM to check if the in-game hack even worked.
"My watch says 30 chickens" Google, 2018

Shift

Quote from: KingMike on February 24, 2018, 12:39:03 PM
I know in the GoodSNES set there was a Trainer ROM for Yoshi's Safari (or Road Hunting?) which claimed to support the standard controller but unlike the Mario & Wario controller hack I didn't bother converting it to IPS because I remember it didn't have a way to get through the starting menu so I don't remember if I even was able to use savestates with a standard ROM to check if the in-game hack even worked.
The set I downloaded a couple years ago doesn't seem to have that one. I suppose one thing such a hack would need is visible cross-hairs like the VC version of Duck Hunt, or the Snes9x Wii emulator. But in those cases it's not coded to the game itself, right?

Axelmania

I heard about this place on /v/ IRC just now. I own a copy of Blood Omen which I got back into when my PS2 got busted and I managed to snag an old PS1 at Salvation Army for $10 to play it on.

I think I'm perceiving differences in the speed at which Kain sucks blood depending on how close he is to his targets, and maybe if he is sucking multiple targets at once, but I'm not entirely sure. I'm also curious at the AI behind his target selection. Best I can tell he prioritizes the closest one, but I could be wrong.

I'm interested in acquiring a ROM for my game and learning how to understand the source code behind Kain's bloodsucking just so I can look at the mechanics and not try to assess it in my head, which is prone to flaws.

Also wondering if there are ways I could make the game harder by making it take longer to suck blood if he's further off, if I was wrong about that being the case.

Craft_Mesa

I have an idea for a Rom Hack of Pocky and Rocky, which would replace Pocky and Rocky with Mega Man and Proto Man / Bass.

I'd make it myself, but I only have a Phone, which is probably not the best thing to make a Rom Hack with.
I can't see.

Chronosplit

Quote from: Craft_Mesa on February 25, 2018, 10:52:51 PM
I have an idea for a Rom Hack of Pocky and Rocky, which would replace Pocky and Rocky with Mega Man and Proto Man / Bass.

I'd make it myself, but I only have a Phone, which is probably not the best thing to make a Rom Hack with.
Heh, Magic Card bullets.

Her-Saki



I'm about to die! Could you please start the combo I want to make by pressing A?! *press A button desperately*

System: Haha, no.

Money Idol Exchanger is the most complex and underrated puzzle game ever made, scan the manga! a puzzle game released in 1997 by Face, similar to board puzzles like Magical Drop. You defeat your opponents making combos which send coin lines to the other board, and when the board is filled you die. The arcade version is known for allowing you to make an infinite number of combos, however...
you can't make any combo in the GBA port or the PSX port!
Well, you can, but the game will always freeze your "pull" button before the #3 chain due to some bug or limitation inside the game.
Given this conditions is kind of impossible to beat the game or even play without going terribly frustrated/bored.
I have tested this bug in various emulators and is common to both PSX and GBA port. You are doing a combo and then suddenly the machine doesn't allow you to continue the chain, limiting your action to just moving the stick side to side.
No need to say you probably won't want to even touch this port at all after you advance some steps in the game's mechanic.
That said... I think it would be nice to repair this game and bring it back to its fast combo pace action from the original arcade version. I'm not very knowledgeable about PSX processor but I feel that in expert hands this could be done, so I just wanted to propose this idea. Thanks in advance!

julayla

I'll be honest about some of the translations I find for Sailor Moon R's Beat Em Up and Another Story. They are all right, but to me, well, the translation's not as good as I thought it was gonna be. I can write a revised (for modern times) version for both Viz/Crystal and Dic/Cloverway fans if I had the chance (that way, fans of both versions can enjoy the games like they did with Super S's puzzle game), but the sad truth is: I can't just simply use hex editor and actually insert the dialogue in without some assistance. And honestly, if someone were to assist with how I'd revise certain words (and keep some of the meaning within dialogues), I'd be pretty grateful.

On a different matter, I wouldn't mind someone doing a Marvelous MSU-1 hack of the game. I mean yes, there's not much to the soundtrack, but it'd be pretty cool to have CD quality sound there.

ultimateman

#4714
Hack ideas for Eternal Champions, head-to-head fighter on the Sega Genesis/Mega Drive:


1) Remove the "Inner Strength" limitation. The game had a power meter (in the shape of a yin-yang) next to the health bars. Some of this power was needed to execute special moves. This was meant to help balance the gameplay, but it was a bummer to pull of a special move only to realize you didn't have enough power. I'd love to see this power meter removed, or better yet, optional.

2) Alternate colors selectable via button choice Each character has 2 color pallets, but the only way to use the 2nd is in vs. mode as player 2 against the same character. Making it possible to select the alternate color via button choice, i.e. punch = color 1, kick = color 2, would be a nice touch.

3) Enhanced colors: This was a game that suffered from the Genesis' limited color pallet. I'd love to see an "enhanced colors" version of this game released. One simple thing would be to change the blood color from the silly looking pink to a deep red. Pyron, I believe this is your cue!

4) New hidden playable characters - I'd love to see someone make the different versions of the Eternal Champion into different, hidden playable characters, if even in vs. mode only.

5) Reasonably common overkills(fatalities) Eternal Champions had some cool stage fatalities, one for each stage in fact. However, the positioning for the final blow necessary to trigger the overkills was absurdly precise. You could play this game everyday for a month solid and maybe only see one or two of these things happen. It'd be awesome if someone could make these overkills more reasonable to trigger, such that a skilled player could make it happen, as opposed to it basically boiling down to pure luck.

6) True combos ala SF2 - This is a tough one. Eternal Champions unfortunately never had true combos the way SF2 did. Moves couldn't be linked such that a player couldn't block once the first move connected (no hit stun). Also, normal moves cannot be cancelled into special moves. If someone could change these two things so that this game had a true combo system, oh man, would this be a boatload of fun.

BTW there is a Sega CD sequel to this game, ET: Challenge from the Dark Side. I mention it because perhaps there are resources from the Sega CD version that could be used in the hacks of the Genesis/Mega Drive version, but of course I wouldn't know for sure.

Thanks for listening!

PresidentLeever

Golden Axe: The Revenge of Death Adder (Arcade) improvement hack ideas:


-Make it possible to throw enemies into each other
-More pits to throw enemies in
-More consistent vertical/z-plane scrolling parts: the dragon flight to the castle could involve dodging/shooting/fighting enemies and you could get attacked during the elevator ride
-Enemies petrified by Gilius's magic don't auto-break so you can either break them yourself or throw them at enemies
-Add a bit more horizontal length to jumps or add momentum to running jumps
-Somewhat shorter hit stun for bosses and harder Death Adder
-Some more enemy and boss variety; could use some GA2-3 MD enemies or redone GA1 enemies
-Fix the issue where increased number of lives per credit doesn't carry over to the next credit in-game (goes back to 3)
-Add ability to jump sideways
-Added lower and stronger level spells for each char that lack either one
-GA2 MD-style casting system
-Fix the loose scrolling when running
-Add the dragon mount from GA1
-Replace some of the blander music with remixed tracks from the MD trilogy
-Touch up the frames where Ax Battler's sword looks smaller (when he walks without being in a fighting stance)

:beer:
Mini-reviews, retro sound chip tribute, romhacks and general listage at my site: Mini-Revver.

RealGaea

Checking the Home versions of Mortal Kombat Trilogy, they stink of inconsistency with BGMs. I want to fix that.

Let's start checking the Nintendo 64 port, since only has the UMK3 BGMs.

Current N64 BGMs

The Courtyard: The Bank
The Pit I: The Rooftop
The Pit Bottom: The Rooftop
Goro's Lair: Noob's Dorfen

The Dead Pool: Noob's Dorfen
Kombat Tomb: The Street
The Wasteland: The Bank
The Tower: Soul Chamber
The Living Forest: Soul Chamber
The Armory: The Graveyard
The Pit II/Star Bridge: The Subway
The Portal: The Balcony
Kahn's Arena: -NOT PRESENT-

The Subway: The Subway
The Street: The Street
The Bank: -NOT PRESENT-
The Rooftop: The Bridge
The Balcony: The Pit III
The Bridge: The Bridge
Soul Chamber: Soul Chamber
The Bell Tower: The Rooftop
The Temple: The Temple
The Graveyard: The Graveyard
The Pit III: The Pit III
Lost Portal: Noob's Dorfen
Noob's Dorfen: -NOT PRESENT-

Scorpion's Lair: The Subway
Kahn's Kave: The Pit III
Jade's Desert: The Bank
The Waterfront: Soul Chamber
Blue Portal: The Rooftop

Proposed/Fixed N64 BGMs

The Courtyard: The Street (since it's a mix of the original theme)
The Pit I: The Rooftop
The Pit Bottom: Soul Chamber
Goro's Lair: Noob's Dorfen

The Dead Pool: The Bank
Kombat Tomb: The Balcony
The Wasteland: The Street (since it's a mix of the original theme)
The Tower: The Rooftop
The Living Forest: Soul Chamber
The Armory: The Temple
The Pit II/Star Bridge: The Street (since it's a mix of the original theme)
The Portal: Noob's Dorfen
Kahn's Arena: -NOT PRESENT-

The Subway: The Subway
The Street: The Street
The Bank: -NOT PRESENT-
The Rooftop: The Rooftop
The Balcony: The Pit III
The Bridge: The Bridge
Soul Chamber: Soul Chamber
The Bell Tower: The Rooftop
The Temple: The Temple
The Graveyard: The Graveyard
The Pit III: The Pit III
Lost Portal: Noob's Dorfen
Noob's Dorfen: -NOT PRESENT-

Scorpion's Lair: The Pit III (Arcade) or The Temple (Personal choice)
Kahn's Kave: The Bank (Arcade, kinda boring) /The Bridge (like the MD/Genesis ver.)
Jade's Desert: The Rooftop (Arcade, kinda meh)/The Street (like the SNES ver.)
The Waterfront: The Subway (This fits with the Arcade)
Blue Portal: Noob's Dorfen (want every portal theme to share the same tune)

julayla

It's always curious to me as to why nobody ever thought about hacking the first 2 Sailor Moon games and have the Outers be playables (replacing the Inner Senshi with Outers)

justin3009

Quote from: julayla on March 06, 2018, 02:31:37 PM
It's always curious to me as to why nobody ever thought about hacking the first 2 Sailor Moon games and have the Outers be playables (replacing the Inner Senshi with Outers)

Probably a looooooooooot of graphics editing and sound editing.
'We have to find some way to incorporate the general civilians in the plot.'

'We'll kill off children in the Juuban district with an infection where they cough up blood and are found hanging themselves from cherry blossom trees.'

SCD

Quote from: RealGaea on March 06, 2018, 01:26:48 PM
Checking the Home versions of Mortal Kombat Trilogy, they stink of inconsistency with BGMs. I want to fix that.

Another thing this game needs is someone needs to increase the memory space of the ROM to 64MB, this way someone can add all the missing PSX & Saturn content back to the game.

I still want to see a hack for the 3DS port of OutRun that will restore the original Ferrari Testarossa car back to the game, it's not the same without it.