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Author Topic: Hack ideas: for those without the skill but with all the ideas.  (Read 1470862 times)

WeebeeGeebee

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #6160 on: October 30, 2019, 01:32:42 am »
How about a hack for Super Mario All Stars that replaces the ugly de-rezzed box art for the games with just the logos. Kinda like how Mega Man The Wily Wars just has logos.

IAmCaptPlanet

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #6161 on: October 30, 2019, 05:43:18 am »
oops,  i was replying to nesrocks about SMB3 with SMB1 levels idea


i've never come across one in my travels either. there is hacks that add bouncy physics and SMB3 "style" graphics to SMB1 though

but, that would be SO COOL to have like, every level be based on SMB3 assets, like actually have grass land and every land (obvi, Wet land wouldnt be world 3, just the water stages, and giant land would have to not have giant enemies)

so like 7-1, 7-2, 7-3, and 7-4 would all have like pipe themed, world 8 would be dark land,

use fortress assets every so often, this would be so RAD. heck if there was 32 different level types in SMB3 (i'm guessing it's pretty close right?) you could have a SMB1 experience with 32 different "styles" or whatever in a row

lol, sorry this excites me so much

nesrocks

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #6162 on: October 30, 2019, 09:28:32 am »
Each world matching the graphics for each smb3 world sounds awesome  :beer:

redmagejoe

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #6163 on: October 30, 2019, 07:24:02 pm »
https://www.romhacking.net/games/126/

Final Fantasy II seems like it should get a bit more love considering that, while many people tout the Dawn of Souls and Anniversary remakes as being a vast improvement over the original, there's still a great deal of enjoyment and playability in it.

https://guides.gamercorner.net/ffii/systems

There's a list of bugs here that, surprisingly, don't seem to have any RHDN patches save for the target/cancel exploit. A standalone title screen patch would also be nice, similar to what the Neo Demiforce ROM uses, as I'm using the vanilla JP ROM with Chaos Rush's 2016 translation.

On the note of this, I'm curious if anyone knows if the Stat A up, Stat B down effect still occurs even when Stat A is maxed. What I mean is, I maxed out Spirit (which has a chance to reduce Strength when it goes up), and yet I found that I still get the "Spirit up!" message even when it stays at 99. I haven't done more substantial testing, but does this also means it's still possible for Strength to go down? I hope there's a check in place to see if your stat is 99, but I'm assuming not if the code for displaying the message still runs...

Ugh, that's an ugly oversight. Just tested and, sure enough, you can lose correlating stats when a maxed out stat "goes up". Would be wonderful if someone made a hack that slightly tweaks the stat-up algorithms, but I can't find an FF2 disassembly anywhere, though someone must have dug into it reading this: https://gamefaqs.gamespot.com/boards/563414-final-fantasy-ii/50953294#7

While in practice the chance of this being an issue should be low, it still means that at 99 of all stats, in every battle there's an X/46 chance of gaining Strength (where X is the number of times the character issued an Attack command), with a 1/6 chance of losing Int, an X/26 chance of gaining Int (X is # of Black spells cast) and then a 1/6 chance of losing Stamina, and an X/16 chance of gaining Spirit (X is # of White spells cast) and losing Strength. So the odds are in favor of you not having to deal with this nonsense at 99 Spirit, Strength, Int, and Stamina, but it's still irritating to know that there's a chance you might have to go power a maxed stat up by a point if you get unlucky.

Upon further thought, would a fix for this not be as simple as including a few more instructions that take advantage of a BNE or BEQ that would simply point to a branch point that would prevent any stat-ups/-downs and the message display that theoretically already exists in the case where the criteria for stat/skill ups are not met? I imagine this shouldn't take more than 3 to 6 instructions to check stat values, and maybe 3 for weapon or spell skills (which also continue to say skill up after every single battle even at max level).

Reinc

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #6164 on: October 31, 2019, 01:05:01 am »
Langrisser II (Mega Drive):
- introduce permadeath (playable characters who are killed once will not appear in next missions). In this game, some characters are scripted to leave your party and then rejoin. With them, you can do it the following way: if they die before leaving, have them "wait on the sidelines" until they leave the party, and then, after they return, kill them for real if they die second time.

Der Langrisser (SNES):
- introduce permadeath (see above).

Dark Wizard (Sega CD):
- mana will regenerate much slower for the main characters
- add mana limit for spellcasting units
- units that died should not automatically revive for free after battle is over (there are spells that can revive units, but the player cannot cast them until later half of the game, and they are kind of useless, because dead units auto-revive after battle for free).
- stronger attacks on remote garrisons, always getting stronger over time with no limit to their power. Players who take too long to finish the game will have a hard time, or even eventually find themselves losing.
- fix errors from the original game: description for Fan-Shaped Letter item; Elven Ring item having no effect; turn skip for Crystal's peasant units; disappearing sound when battle animations are turned on.
- limit EXP grinding for journeying units (in Dark Wizard, units can gain virtually unlimited EXP by going into secure zones and then Using an item to gain EXP over and over with no penalty). This can be solved by making any actions, such as visiting a town or using an item, progress in-game time (in other words, the unit has to spend a turn on these, like in battle). The time that this unit(s) has spent on a journey will be saved, and the unit will not return to the main party until the party has reached that point of time. Since there is an in-game "clock" that keeps track of month, day and time of day, this should be possible)
« Last Edit: October 31, 2019, 01:16:18 am by Reinc »

WeebeeGeebee

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #6165 on: October 31, 2019, 08:58:09 am »
How about a hack / improvement for Mega Man - The Wily Wars that would add in the charge shot from Mega Man 4, Mega Man X, Mega Man 7. Something to make playing Wily Wars less frustrating.

As of the moment, even with the NTSC hack and bullet hack it's impossible to do the 3 bullet pulse like you can in the NES version of the games. Adding a charge shot that would do 2x as much damage as the regular bullet would drastically improve Wily Wars and make it so enemies can't just bumrush you.

Go try playing Wily Wars version of Mega Man 2 Metal Man stage and shoot at the drills. Then try doing the same thing in the NES version of Mega Man 2. It's a slower process in Wily Wars because you can't pulse your shots. They just fire one at a time.

Adding charge shot would make the game(s) more enjoyable. The slide was carried over to 1 and 2 from MM3. Maybe it's possible to make a "Dummy" of the Fire Shot charge weapon from Heatman's weapon and turn the shot blue. But also drastically reduce the amount of time needed to charge. The Atomic Fire charges between its three stages incredibly slow. But as a charge weapon, it's good for taking out ground enemies like the small frogs and the wheelie shells after you knock their shell off.

https://youtu.be/xEK_ZfhEfG4
« Last Edit: October 31, 2019, 09:35:39 am by WeebeeGeebee »

nesrocks

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #6166 on: October 31, 2019, 11:41:00 am »
I tried at least recreating 1-1 from SMB1 in SMB3 using the new smb3 foundry tool, but I was getting what seemed like bugs from the tool. Will try again later with version 1.0_beta13.

SCD

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #6167 on: October 31, 2019, 11:57:56 pm »
After watching Did You Know Gaming's recent video talking about censorship in GameCube games, I would like to see decensor hacks for these games:

Chibi Robo: Restore the original appearance of the Free Rangers.
F-Zero GX: Restore the original post game interviews.
Pikmin 2: Restore the original price for the Silencer item.
Pokemon Colosseum: Restore Rui's original appearance.
Resident Evil: Restore the decapitation death animations from the Hunters that Capcom removed from all versions.
Super Smash Bros. Melee: Restore the original Motion-Sensor Bomb & Topi trophies along with the Tamagon trophy. Including restore the missing Japanese voice tracks for Fox, Falco & Mewtwo as well.

Aladdin (Genesis): A hack that will add all the Final Cut content from the recent port of it to the original Genesis ROM.

OutRun (3DS & Switch): A hack that will restore the original Ferrari Testarossa car.

Space Harrier (32X & Sega Saturn): A hack that will add the exclusive Haya-Oh boss from the 3DS & Switch ports to them.
« Last Edit: November 01, 2019, 12:10:24 am by SCD »

Jeville

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #6168 on: November 01, 2019, 01:16:45 pm »
A movie version of Ninja Gaiden (NES) that plays all cutscenes together.

MathUser2929

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #6169 on: November 01, 2019, 04:10:27 pm »
A movie version of Ninja Gaiden (NES) that plays all cutscenes together.

https://www.youtube.com/watch?v=ZGyFQ9aRp_U

Jeville

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #6170 on: November 01, 2019, 04:42:06 pm »
https://www.youtube.com/watch?v=ZGyFQ9aRp_U
Almost 20 minutes. :D It'd be pretty cool to see with the authentic experience on console.

FAST6191

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #6171 on: November 01, 2019, 07:19:07 pm »
Almost 20 minutes. :D It'd be pretty cool to see with the authentic experience on console.

Are there any random enemies on it? I don't know enough about the game from this perspective to say (possibly those birds that really bother some people on one of the later levels? Assuming I am thinking that game and not a sequel) and given Castlevania's fleas were generally noted for being an early example of randomness in this regard.

If not (or you can reasonably subvert them) then you could probably do a nice playthrough on an emulator, note all the keystrokes and timings/durations thereof (framewise 20 minutes at 60fps is 5 hex digits so you should be able to make a frame counter relatively easily) and play them back on the console. Might be slightly harder than some of the normal beginner assembly hacks and I don't know if the game can reasonably hold a list of keys long enough (8 buttons + a length value * possibly a few hundred per level is nothing on newer devices but can be tricky on the NES).


Or if that is too annoying you could probably get the inputs stuffed in from an arduino, teensy++ or whatever else as an autoplayer -- all those tutorials on converting old pads to USB work just as fine the other way around.

nesrocks

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #6172 on: November 01, 2019, 08:21:21 pm »
Any randomness would be deterministic anyway, so it's a no problem.

#

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #6173 on: November 01, 2019, 08:40:14 pm »
I would just do it the old fashioned way and write a nice AI to play through the game. Feels like it would be more fun and probably even less work.

nesrocks

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #6174 on: November 02, 2019, 09:29:35 am »
I think that's definitely more work than reproducing a TAS.

FAST6191

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #6175 on: November 02, 2019, 01:42:18 pm »
Any randomness would be deterministic anyway, so it's a no problem.
For a simple button replay?

I can't say I have pulled apart many NES game randomness generators (some sine tables for one I saw) but I am not fond of assuming such things. That said you might well be right and any any apparent randomness source is probably the result of actions unknown to the player. Though I am now going to wonder about uninitialised memory (even if it is just a seed used later in the game, xkcd because why not https://xkcd.com/221/ ) or maybe the microphone.

That said I assume anybody capable of writing a replay algo could force a start state for such things anyway (presumably a compatible one with the original play).

I would just do it the old fashioned way and write a nice AI to play through the game. Feels like it would be more fun and probably even less work.

I think that's definitely more work than reproducing a TAS.

I vote for making a machine learning type setup for this. Would be far more interesting than seeing another go at Mario or abstract game.

nesrocks

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #6176 on: November 02, 2019, 02:54:28 pm »
Emulator movies are based on determinism, so yeah, a replay button might not work (because the user may press it at any time). What I meant is a non-interactive ROM which plays back the input always at the same moment.

redmagejoe

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #6177 on: November 03, 2019, 05:32:11 pm »


https://guides.gamercorner.net/ffii/systems

Going to compile the known list of Final Fantasy II bugs/gripes into an easily readable list, since past posts were a bit rambly and got lost in the flow of this thread. Most of these should likely be incorporated into a single bug fix patch similar to those available for FF1, though single standalone patches would be appreciated if someone is willing to take a crack at fixing even just one thing. Something is better than nothing.

  • Stats, Weapon Skills, and Spell Levels still being checked even when they are maxed. This leads to annoying end-of-battle message spam for maxed out weapons "leveling" any time you perform a single attack. More fundamentally though, this means that you can arbitrarily lose Strength, Intellect, or Stamina in a battle only because the game still checks to see if Spirit, Strength, or Intellect (respectively) increase when they are maxed. This entire routine should be skipped in the case of maxed out stats.
  • While testing and in the same vein of Weapon Skills, it appears that there's some sort of bug, underflow perhaps, pertaining to Weapon Skills once they reach 14. At 14 and 15, a single attack will instantly level them up if attacking a Rank 1 enemy formation, perhaps because of the Weapon Skill experience malus. A gripe not as frustrating as the above listed bug.
  • Evasion and Magic Defense levels do not display as leveling up in your stat window after the battle which earned the level up. You must complete 1 more battle before the display is updated.
  • Party-wide magic spells cast by enemies add to Firion's Spirit Up counter.
  • Protect does not affect anyone but the caster, whether target-all'd or targeting an ally.
  • Dispel does nothing. Unclear what it is supposed to do.
  • Ultima is supposed to scale (in an unclear way) based on the skill levels of your other skills. Remakes of FF2 can likely be referenced to adjust this in a way that works.
  • Aura 8 does not grant Undead protection, and Barrier 8 does not grant Ice protection.
  • Wall can be exploited by casting it on monsters to ensure that Toad, Break, Death, and Warp work on them. Wall's effects should likely be checked before any routines handling animation or other effects take place.
  • Healing items in combat are bound to casting on self, rather than allowing a target to be chosen. This renders Phoenix Down, Gold Needle, and Maiden's Kiss useless in combat.
  • Sap only acts on the least significant byte rather than the whole of a target's MP.
  • Healing Staff heals Undead as well as hurts them.
  • Ripper appears to display incorrect damage values, which was fixed in remakes.
  • The middle two characters, Guy and Maria, are biased by the enemy targetting algorithm, taking significantly more enemy focus than Firion or Character #4.
  • That's it for bugs. A standalone title screen patch as seen in Neo Demiforce's translation would be nice to be used with newer translation projects, or even just the base JP game.
  • More involved and potentially game-breaking if changed, but I find it maddening that key items, which already take up valuable inventory slots, seem to remain with you even when they should be consumed within the context of the story. There is no way to dispose of them either, and it makes inventory management more miserable as the game goes on. Why is the Goddess's Bell still in your inventory when it permanently opens Kashuan Keep after one use? Why is the Pass still in your inventory even after its similar single use access? Why is Egil's Torch still in your inventory after acquiring Sunfire? Why are BOTH still in your inventory even after throwing them into the Dreadnought's core? Why are the previous three of the four mentioned items ALL STILL IN YOUR INVENTORY when the relevant plot point blows the fuck up? I'm in the Deist Cavern with a WyvernEgg, trying to hatch it, and I'll bet dollars to donuts even after it hatches and there is a living, breathing Wyvern in the game world, I'll still have that damned egg in my pockets.

Rodimus Primal

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #6178 on: November 03, 2019, 07:20:39 pm »


https://guides.gamercorner.net/ffii/systems

Going to compile the known list of Final Fantasy II bugs/gripes into an easily readable list, since past posts were a bit rambly and got lost in the flow of this thread. Most of these should likely be incorporated into a single bug fix patch similar to those available for FF1, though single standalone patches would be appreciated if someone is willing to take a crack at fixing even just one thing. Something is better than nothing.

  • Stats, Weapon Skills, and Spell Levels still being checked even when they are maxed. This leads to annoying end-of-battle message spam for maxed out weapons "leveling" any time you perform a single attack. More fundamentally though, this means that you can arbitrarily lose Strength, Intellect, or Stamina in a battle only because the game still checks to see if Spirit, Strength, or Intellect (respectively) increase when they are maxed. This entire routine should be skipped in the case of maxed out stats.
  • While testing and in the same vein of Weapon Skills, it appears that there's some sort of bug, underflow perhaps, pertaining to Weapon Skills once they reach 14. At 14 and 15, a single attack will instantly level them up if attacking a Rank 1 enemy formation, perhaps because of the Weapon Skill experience malus. A gripe not as frustrating as the above listed bug.
  • Evasion and Magic Defense levels do not display as leveling up in your stat window after the battle which earned the level up. You must complete 1 more battle before the display is updated.
  • Party-wide magic spells cast by enemies add to Firion's Spirit Up counter.
  • Protect does not affect anyone but the caster, whether target-all'd or targeting an ally.
  • Dispel does nothing. Unclear what it is supposed to do.
  • Ultima is supposed to scale (in an unclear way) based on the skill levels of your other skills. Remakes of FF2 can likely be referenced to adjust this in a way that works.
  • Aura 8 does not grant Undead protection, and Barrier 8 does not grant Ice protection.
  • Wall can be exploited by casting it on monsters to ensure that Toad, Break, Death, and Warp work on them. Wall's effects should likely be checked before any routines handling animation or other effects take place.
  • Healing items in combat are bound to casting on self, rather than allowing a target to be chosen. This renders Phoenix Down, Gold Needle, and Maiden's Kiss useless in combat.
  • Sap only acts on the least significant byte rather than the whole of a target's MP.
  • Healing Staff heals Undead as well as hurts them.
  • Ripper appears to display incorrect damage values, which was fixed in remakes.
  • The middle two characters, Guy and Maria, are biased by the enemy targetting algorithm, taking significantly more enemy focus than Firion or Character #4.
  • That's it for bugs. A standalone title screen patch as seen in Neo Demiforce's translation would be nice to be used with newer translation projects, or even just the base JP game.
  • More involved and potentially game-breaking if changed, but I find it maddening that key items, which already take up valuable inventory slots, seem to remain with you even when they should be consumed within the context of the story. There is no way to dispose of them either, and it makes inventory management more miserable as the game goes on. Why is the Goddess's Bell still in your inventory when it permanently opens Kashuan Keep after one use? Why is the Pass still in your inventory even after its similar single use access? Why is Egil's Torch still in your inventory after acquiring Sunfire? Why are BOTH still in your inventory even after throwing them into the Dreadnought's core? Why are the previous three of the four mentioned items ALL STILL IN YOUR INVENTORY when the relevant plot point blows the fuck up? I'm in the Deist Cavern with a WyvernEgg, trying to hatch it, and I'll bet dollars to donuts even after it hatches and there is a living, breathing Wyvern in the game world, I'll still have that damned egg in my pockets.

Fixing many of those bugs would be well worth the effort. I also think it would be neat if there was an NES version of Soul of Rebirth as a bonus quest. Sure, its not that necessary, but it would be cool nonetheless.

jimstrom

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #6179 on: November 03, 2019, 07:37:13 pm »
I agree, i recently replayed Final Fantasy II and though it has a lot of flaws, it's still a really good game. There is some hacks existing, but not a plain restored type of hack. I also like the Demiforce translation a bit better than chaosrush, but both are really good.