[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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Either a massive hack of an existing NES game OR an entirely new homebrew NES game to create an Animal Crossing NES game.


I won't mention any names, and I'm not directing this towards any one, but I just want to say as a general rule: From now, if you don't want to make one of the hacks based off of my sprites, then don't do it. I guess some guys think that because they are doing the programming/hacking for free that it gives them the right to talk down to me or give me attitude, but it doesn't. And guess what, do you know how much I've gotten paid for all of the sprite work I've done over the years? Nothing. Not a damn thing. But that's because I do it like a hobby.

But again, if you want to make one of the hacks for me then do it. And if you don't, then don't. I really don't give a fuck either way. But don't complain and don't talk down to me. Nobody's forcing you to do it. And I know it's hard work, but like I said, I've never been paid. So give that shit to someone else, I'm tired of it.

Josephine Lithius

So, I had another idea for a hack.  This one's a bit more of a technical headache, though.

I wonder if it would be possible to combine the arcade versions of Punch-Out!! and Super Punch-Out!! into one long game.  I just think it'd be neat to fight all 11 WVBA opponents from the two arcade games in one circuit... as well as having the "duck" move in the original game.  The thing of it is, I don't want Super Punch-Out!! just tacked-on at the end of Punch-Out!!  It wouldn't make sense to fight Mr. Sandman, then immediately fight Bear Hugger.  No, the kind of hack I'm thinking of is... well... not unlike the console versions, I suppose; it would mix-and-match the various opponents between the two versions.  Probably just kind of... every-other opponent would be from Super Punch-Out!!, as that game has five while the original has six.  I figure that the roster could be:

Glass Joe, Bear Hugger, Piston Hurricane, Dragon Chan, Bald Bull, Vodka Drunkenski,
Kid Quick, Great Tiger, Pizza Pasta, Super Macho Man, Mr. Sandman

I genuinely have no idea how difficult a project like this would be and, for all I know, someone's already done it or planned to do it.  But, hey.  I don't recall seeing anything about it, so here it is.  ;)


I'm just gonna shoot for the moon here, but it's something I've been thinking a lot since bsnes incorporated a widescreen mode for SNES games. Could something similar be done to the GBA?

1. Custom GBE+ build with increased resolution (not a romhack per se, but definitely step one)

Some time ago, a /r/emulation thread discussed the idea of increasing the resolution of GBA games horizontally.

Shonumi, a GBA+ dev, entertained the idea and shared a few screenshots of his experiment.

Later in the comments, he pointed out exactly which parameters must be modified on source code to increase display area.

Most likely, games would need to be heavily modified to take advantage of this.

2. Increased resolution hacks of GBA games.

Now, if theorically there was a build of GBE+ (or any other emulator) that allowed for increased resolution, how far could romhacks push it?

I'm thinking mainly for action platformers (Kirby, Metroid, Mega Man Zero). Could they be pushed to 320x240, as if they were released for a home console? That would possibly spark interest in romhacks with UI redesigns, complete expansion of map designs, and enemy placements (and attack patterns) to correctly fit the new resolution. Would it be possible to bring SNES to GBA ports back to their original resolution? (Probably more trouble than porting GBA content/relocalization to the SNES originals, I'm thinking theorically).

I was very disappointed when the NDS Mega Man Zero Collection didn't use the increased resolution at all. Now even more so with the ZX/Zero Collection. I would definitely be on board to at least try giving the Mega Man Zero series some attention.



That's pretty cool but I imagine it would break games that extensive use of the h-blank. Did you build a version of the emulator with the .cpp file from reddit topic?


Quote from: sil3nt_j on March 22, 2020, 10:26:05 PM
Can 5th floor boss be put in an all white jump suit? That's all I can think of for him.

The others are an easy fix. Here, try these. The main thing with this one is getting the boss characters to look as close to the movie as possible:

Yes, the colors are no problem. It can definitely be all white.

I haven't worked on the bosses any further, but I did have a look at the logo. Yours seems to contain too many custom sprites, so I made an alternate design by rearranging the existing sprites (don't mind the colors and other details I did not change here):

What do you think? The bar at the top could potentially feature text with Bruce's name.



Quote from: sil3nt_j on March 26, 2020, 07:38:08 PM

I like those sprites, those Joker & Harley Quinn sprites you posted a while back were cool too. I'd love to see hacks with those sprites.


Thanks Googie.

Edited the sprites (see below)


Idea: Take this romhack http://www.romhacking.net/hacks/4474/ and add the music from the original prototype game (with the John Williams theme), maybe program other music from the movies, such as you find in the Superman Taito arcade.


Quote from: sil3nt_j on March 27, 2020, 07:54:47 PM
Thanks Googie.

Was just about to post these as well. Credit to Amiga for the artwork on their game that I used as a base for the title screen. Thanks to EscapefromTarkov of reddit as well for the rip. I was thinking if this was ever made, it could use Japanese version since the enemies were better, and then just add English text.

That's pretty neat, those sprites would fit just fine in this hack. I'd be all over it if my sriting skills were good.


Yeah, that's what I was thinking too. The Japanese version looked a lot better.


THIS is Renegade 3: https://www.youtube.com/watch?v=Ugav-sP0ElM
The idea for the NES hack is this
Take Renegade or possibly the NES port of Target: Renegade and change it wholesale to a NES port of the UK/EU Micro exclusive sequel "Renegade III: The Final Chapter" with NES arranged music, enhanced graphics and all
and most of all, Improved gameplay which will make this version far superior than the official ones on the ZX Spectrum and Amstrad CPC 


Journey to Silius: Allow changing weapons without going to a separate screen. Push select to rotate through weapons, changing the "G" icon to a letter or image uniquely representing each weapon. For example, P for pistol, G for grenade launcher, L for laser, etc.


Hello. I have a good idea. ¿Can you convert the Game Genie NES ROM to MMC5 and fix the bug gray screen, please?


Thanks for the views everyone. That's all I've got. Wife is pissed at me for being on here so much. Spriting is time consuming lol


Quote from: sil3nt_j on March 26, 2020, 07:38:08 PM
How about this, and maybe Bruce's name in the orange bar?

maybe we can make the orange bar black and the words red?
How about this design using the game sprites based on a movie poster:


This is an idea that I've had floating around my head for a while now, what if I made future Hoen? I have a whole list of ideas, but I've never ROM hacked in my life, but would like to get into it. I got inspired after playing other ROM hacks. So the main basis of the game is that Mt. Chimney blew up, changing the landscape, and formed new islands and destroyed towns. Which awakened Kyogre, who created massive tsunamis and never-ending rain which ruined cities and sunk towns also. You play as a player many years after this, and you start in the Dewford isles, which were created by lava from Mt. Chimney. The main antagonists, should either be Team Armageddon or Dark Cult. ( Team Armageddon is trying to awaken legendary pokemon to destroy the world, while Dark Cult is trying to awaken Darkrai, Giritinam, other super strong pokemon.

Possible features:
- All places flyable
- Less essential HMs
- Unique Story
- Possibly more places, but definitely more cities
- A female professor at the beginning of the game because Birch left
- Encounterable starters
- Legendaries as ACTUAL legendaries, so Kyogre and Groudon are level 100
  and Celebi is level 50
- More than one master ball
- Rated Teen because it has a death filled backstory, but no death in the
- I've been entertaining the idea of making some legendaries, like Celebi,
  dependent on the internal time, but I do not know if this is possible
- You, the player, are born with the gift of understanding Pokemon speech


I'm hoping you all like my idea and don't steal it, (for that reason I've omitted some of the story and places.) Right now, my main machine is a chromebook, I am in high school and I'm working on the side to make some money for a windows desktop to make this ROM hack a reality.

Thanks for enduring my pretty long idea.

Rigor Mortex

Thousand apologies if this is a double-post: I think I hit the wrong button when submitting before, because it took me out of writing this when I wasn't actually done. I may have hit "Post" by accident.

For Dragon Warrior Monsters 2, I've wanted to change how damage for spells - the Blazemost, FireBolt, Blizzard, Infermost, Explodet, and Thordain lines - is determined. As-is, you would think they'd be influenced by the Intelligence stat, but this is not the case - spells are simply damage ranges (e.g. Blazemost is 180~200), and the Intelligence stat is only used to determine how well your monsters will act when not given direct commands.

What I'd like to do is make it so that Intelligence influences the damage of these spells to varying extents, using a basic formula:
(SpellPow + (Intelligence / Mod))
"SpellPow" refers to the initial damage range, "Intelligence" refers to the monster's stat of the same name, and "Mod" is a simple number determined on a spell-by-spell basis.

Spell Name |MP Cost |Base Range |Mod |Damage
As for why I want to do this: Spells in the first two Monsters games are incredibly underwhelming; they don't scale, their numbers are unimpressive, and it's emblematic of the questionable skill design practices the Dragon Quest series had until DQ8. The Bolt line of spells were made to ultimately scale less than the Bang line, as very few monsters are actually resistant to lightning.