[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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Psyklax

Quote from: Arty on November 22, 2018, 02:07:15 PM
It's mostly a personal thing, I just feel dirty using save states to continue where I left off and only use them when I absolutely have to.

Well, don't feel dirty then. :) Do what I do: use save states merely as a way to make easier that which you could do on a real console, so instead of leaving the console on overnight, I can just use a save state and come back later. I sometimes use them if I really don't want to have to go through a tedious process again, like reset, start, go through menus, navigate very simple part of the game... just saves me time, of which I have very little these days. If you feel dirty, remember that games are supposed to be fun, right? :D

Quote from: Arty on November 22, 2018, 02:07:15 PM
If it's only one byte, how hard would it be for me to do it myself? Since it's something not many other people besides me want?

I think you missed my point: the fact that it's one byte means it's NOT worth hacking or adding a battery in a real cart. RPGs on the other hand benefit immensely because nobody wants to enter a 24-digit password. When I play on real carts, I find level selects a blessing because if I can get a game over and start from a certain point, why not select that level when I turn on the console the next day?

Which is why, after writing my previous post, I opened Ninja Gaiden 1 and 2 and added a level skip feature. :D It's a bit rough: you just press Select the amount of times you want for your level, then start the game, but there's no visual indicator so you have to count by yourself. This is tricky on Ninja Gaiden 2 because it won't register if it's not on the title screen, and it goes back to the intro after about five seconds (maybe I'll disable that...).

If anyone's interested in these level skip hacks, I'll do NG3 and stick them all in one zip for everyone to try. Although passwords and unlimited continues for NG3 is probably even better.

darkmoon2321

Quote from: Psyklax on November 23, 2018, 12:18:04 AM
Which is why, after writing my previous post, I opened Ninja Gaiden 1 and 2 and added a level skip feature. :D It's a bit rough: you just press Select the amount of times you want for your level, then start the game, but there's no visual indicator so you have to count by yourself. This is tricky on Ninja Gaiden 2 because it won't register if it's not on the title screen, and it goes back to the intro after about five seconds (maybe I'll disable that...).

FYI, Ninja Gaiden 1 already has a hidden level select feature, as mentioned on TCRF.  To enable it, just paste the bytes 20 E9 C0 at x1E547.

Psyklax

Quote from: darkmoon2321 on November 23, 2018, 12:33:15 AM
FYI, Ninja Gaiden 1 already has a hidden level select feature, as mentioned on TCRF.  To enable it, just paste the bytes 20 E9 C0 at x1E547.

Mama mia, why didn't I check TCRF first?! :D Thanks for the heads up, I'll bear it in mind in future (and change my patch to this instead).

EDIT: Ah man, all three games have secret level selects!! Oh well, it didn't take me too long, and it's experience. Now I'll shift gears: making patches that enable these level selects by default, plus adding any that don't exist. :)

Eyeros

***Splatterhouse***

Ah Port of the Arcade original to Sega Mega Drive/Genesis would be awsome.

jackic

Being able to fight the full final battle and get a real ending on Contra 3 / Super Probotector while playing on NORMAL would be great.

Thanks.


KingMike

Do you get the full ending on Contra Spirits?
From what I've read, Konami had changed some games in localizations to give the real endings on Hard only, whereas in Japanese they would give them on Normal as well. (Buster Busts Loose being another example I've heard. Reportedly BBL also allowed you to use passwords and unlimited continues on any difficulty in Japanese, whereas in localization it only permitted passwords on Easy and limited continues on the other difficulties.)
"My watch says 30 chickens" Google, 2018

Q

Quote from: jackic on November 25, 2018, 07:04:13 AM
Being able to fight the full final battle and get a real ending on Contra 3 / Super Probotector while playing on NORMAL would be great.

This has already been done for Contra 3. Check here for a hack that restores the cheats, infinite continues, and the final boss on Normal. I haven't beaten it, so I'm not sure if it changes the ending at all, though. There's a similar Super Probotector hack that restores the codes and infinite continues here, but it doesn't mention adding the final boss back.
Sneko, the Super Nintendo Entertainment Kitty, wishes you luck.

NES Boy

Hey, can anyone hack both Super Smash Bros. for Nintendo 3DS and Super Smash Bros. for Wii U to have the announcer say "Mii Fighter" instead of just "Mii"? The sound file is in the game itself, so it shouldn't be too difficult.

POWCo-op

I have a request for a bug fix patch of Don Doko Don 2, for NES. It freezes at the very beginning of the first boss fight. I have verified this 3 times, twice with an English patch and once with a Japanese version. Perhaps it doesn't freeze for everyone, but it has for me, and repeatably.
Now you're playing in... three dimensions.

RealGaea

Quote from: Q on November 25, 2018, 08:26:32 PM
This has already been done for Contra 3. Check here for a hack that restores the cheats, infinite continues, and the final boss on Normal. I haven't beaten it, so I'm not sure if it changes the ending at all, though. There's a similar Super Probotector hack that restores the codes and infinite continues here, but it doesn't mention adding the final boss back.
I was in charge of Super Probotector. I forgot to mention I edited that. Not a big change, but worthy to put the same height on all regions. Maybe I forgot because I'm STILL struggling on how to switch back the original death cries in Contra Advance. WOOOOOO!!!

Now that I'm here... Color restoration and the Optional Probotector Advance: Alien Rebels EX.

Yes, I like localizations, Tails-faced user. Deal with it.

Sephirous

I just found out that the Japanese version of Top Gun for NES has in game music. Which makes sense because the demo had it but not the game play in the American version. So, my idea is, create a patch that makes the American version have the music in game play too.  :thumbsup:

Tsukiyomaru0

One for Mario Golf Advance Court: Remove partner AI in Story Mode.
'cause, from what I read, the AI's performance is the polar opposite to that of the player, and that on Doubles' Matches really screws up the player.

POWCo-op

Now you're playing in... three dimensions.

nesrocks

Quote from: Sephirous on November 28, 2018, 02:23:44 AM
I just found out that the Japanese version of Top Gun for NES has in game music. Which makes sense because the demo had it but not the game play in the American version. So, my idea is, create a patch that makes the American version have the music in game play too.  :thumbsup:
Wow! Why, murica?? Y U DO DIS?
There are more differences. The airplane carrier has some different graphics when taking off.
But, all of the japanese rom is in english. It just seems to be the better, more complete version. Why hack the US one?
The J ver has:
- music during gameplay
- a unique airplane image after a mission
- credits at the end of the game
- better animation when taking off

debatable if better or worse:
- a different map
- different disclaimer screen at the start

Kazufox

Oh boy, I've got plenty here!

I've got some Bowsette/Super Crown game/Hack ideas that would be a good idea to work out. Initially, an SMB3 ROM Hack replacing Bowser with Bowsette was what I was gonna suggest...until I did it and am adding MORE to it. So here's some of the others I have too, mainly a Bowsettevania game which is sort of a mix between Castlevania and Zelda 2.

I'm keeping this spoiler free, please note me if interested in more. See below:

=Layout=
The background setting could be something like Castlevania (Peach's Castle) using the SMB3 palette since there's so many castle and tower designs in that game anyways, wouldn't be hard using SMB3 layout. As for enemies, would be a up to someone to decide on whether Toads, Yoshi, etc. Speaking of Castlevania, it could even be more like the 3rd game where you have different allies with attributes. Like Boosette able to float/move through certain walls (like Invisible cap), Chain Chompette being a strong weapon once unlocked (like SM:RPG). There would be those giant SMB3 chests all over the castle to collect things in too.

I'm pondering, if maybe Boosette can be made a playable character, would considering giving her some 'legs' but probably not. She can float and hover for short periods of time. Can spook enemies to stun and pass by them. Stunned enemies you can walk past so that'd get rid of issues of tight corridors. Boosette would be able to hide/go invisible like in the Paper Mario games Lady Bow in order to prevent damage. Think of the stone form of the Tanuki suit. Once unlocked, she can be swapped out at a save point. Instead of fire breath or Bowsette bomb, Boosette's specials (same as SMB3 Bowser, can break blocks) can spook to stun enemies and lick to damage.

Other -ette characters can appear in the game to provide support, like if you can rescue some of them, they'll open up a shop for you (Kamette/Goombette) or health items from others like Koopas. Also hidden chests and secret items/weapons so exploration would be more encouraged.

=Mechanics=
Similar to maybe Zelda 1 or 2 where you gain health by beating bosses. Exp points from enemies and bosses for Kamette's shop. Coins used for currency at Goombette's item shop. Allows you to switch characters at will like Castlevania 3 if using a partner system. Maybe swap at just save points if only Bowsette and Boosette. When Bowsette (or Boosette) start losing health, they lose clothing too. At 1/2 health the skirt comes off, then when only 1/4 left, the stockings are gone and she's bare legged. Could even see about removing arm bracelets to make it appear more 'naked' in this regard.

The same blocks would be used over from SMB3 so it'd still kinda have that Mario aesthetic. So you can hit question blocks, regular ones, hidden blocks (Boosette can easily find), and pipes. Late game will allow warp pipes to visit different areas of the castle for fast travel I'm pondering if after every boss a warp pipe opens up and it takes you to the foyer. Keys would definitely be a use here. The castle would be set so you would need a key in order to advance to the first 2 bosses and then allow branching paths for like the next 3 maybe so you can pick and choose which you want to face next.

=Weapons=
(1 handed)
-Koopa Mace
-Wands
-Piranha Plant whip
+more

(throwing)
-Veggies
-Hammers
-Chain Chompette
+more

(2 handed)
-Great Firesword
-Giant Hammer
+more

(shields - can't be used while 2 handed weapons equipped)
-Wood shield
-Metal Mario shield
-Bowser shield

(health)
-Candy (magic gauge)
-Super Mushroom
-Meat
-Full chicken (full health)

=Additional=
-As a bonus, Mario's or Luigi's notes which would briefly give hints to some secret areas or how to beat bosses. Probably would work better if Capt. Toadette's treasure hunting notes.
-A Kamette potion shop for health/magic (for skills like fire breath), if you get enough skill exp you can use it to level up or upgrade weapons or make your consumption or skills take less. To refill the gauge, it's by defeating enemies by jumping or using weapons on them.
-Maybe have a Goombette weapon shop, one did in SM:RPG so why not? It'd better give coin collecting more of a purpose than.
-Have Koopa Troopa save points.

To go even further beyond, consider giving limited inventory and to have one of the regular/smaller Boosettes (or Lakitette) store some items. You can get them all around the castle like Resident Evil. Probably better if in the Goombette item shop to have that option to [buy, sell, store].

=Bosses=
Was thinking one of the bosses could be Pink Gold Peach from the Mari Kart games. Somewhat like a liquid shadow of a shamed princess (or Liquid Peach, kek). And have some secret bosses.

mamertos

- Firepower 2000, a.k.a. Super SWIV (SNES): continue feature after game over.

- Life Force (NES): restore the ending from jap version.

KingMike

Not sure how feasible changing Life Force is.
Salamander used one of Konami's VRC mappers (in fact, it was the only released game to use VRC3, and I'm pretty sure if a VRC5 ever existed, it was never used in any released game).
I think those were generally efficient than Nintendo's mapper (maybe? I mean why else would they R&D them if they weren't better?) but Nintendo made third-parties make do with Nintendo's hardware outside Japan.
"My watch says 30 chickens" Google, 2018

POWCo-op

I would like someone to look into a fix for the train stage in Ninja Gaiden II for NES. As I recall, it's stage 2-2. When I play it on the go, the graphics are glitched so much that it's unplayable. They shift both left and right and I can't see where I'm going. Sound works and controls work. This doesn't happen in Mega Man 5, where you ride a water bike, or in Mitsume ga Tooru where you ride on a truck, so I'm personally at a loss to know what could be causing it.
Now you're playing in... three dimensions.

Psyklax

Quote from: POWCo-op on December 04, 2018, 12:55:09 AM
I would like someone to look into a fix for the train stage in Ninja Gaiden II for NES. As I recall, it's stage 2-2. When I play it on the go, the graphics are glitched so much that it's unplayable. They shift both left and right and I can't see where I'm going. Sound works and controls work. This doesn't happen in Mega Man 5, where you ride a water bike, or in Mitsume ga Tooru where you ride on a truck, so I'm personally at a loss to know what could be causing it.

What emulator are you using? There's no reason it shouldn't work. It's either a bad emulator or a bad ROM. Or you're playing the NTSC version in PAL or vice versa.