[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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StarWyvern

Quote from: sil3nt_j on March 22, 2020, 10:26:05 PM
Stay healthy too Dreamwhale.

And #, just didn't know how it was programmed.

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:






EDIT

And here's an update on Hellraiser. Characters are finished. Might go back later and alter one of the backgrounds to try and make it look like the attic from the movie:


tags: Hellraiser NES / Nintendo Sprite Sheet for game




EDIT

One last update, had to add the ending and replaced the knives in Nightmare on Elm Street with the switchblade from Hellraiser.



Notes:
* "Freddy's coming!" is replaced with "Welcome to Hell!"
* The radio is replaced with the Puzzle Box
* The hand on the player select screen is also replaced with the Puzzle Box

Thanks to:  http://retrovania-vgjunk.blogspot.com/2011/01/licensed-nes-games-that-dont-exist.html

For the Puzzle box sprite.



EDIT

Just for fun, did some recolors to make it look more like the movie. I know that sometimes, with the way games are programmed, it's not possible to get all of the right colors though.


This hack needs to happen. Any way possible. Hands down.
Insert "Witty Text" here.

alzen

I would like to ask for a hack of Chip & Dale Rescue Rangers 2 for nes, (U) version.

If possible, would love to see these changes:

1. Stealing rests, like in Contra. I play a lot with my son and he usually is out of rests while I still have a few. It would be cool if after he lost all rests he can use mine and I can use his rests. Let's say by holding A+B for 1 second when player have 0 rests.

2. Possibility for player 2 to open info screen by pressing SELECT when player 1 is dead. Guess it should check if Player 1 rests are equal to 0 and it that is true pressing SELECT by Player 2 should open the info screen.

Hope someone can help with it. Thank you.

StarWyvern

Quote from: sil3nt_j on March 28, 2020, 05:42:04 PM
Here's everything I had for the Elvira / Monster Party game. Pretty sure the title screen probably won't fit, but just wanted to show the idea I had for it. All that would be left is just changing the text in the game for the intro, ending, and boss battles, and any other dialogue.

(3/31/2020)

Made some touch ups:




Also, added this. Got the dialogue from an Elvira video, except for the last line:

Original Intro:

Mark was walking home from a ball game. He looked up and saw a bright star. While he stared at it, the star got bigger and bigger.
The beauty of the star made his eyes moist, so he didnt notice that the star landed right infront of him. It wasn't a star but a
moster. Mark quickly asked. "Who are you?" "I'm Bert." "What's up?" "I'm looking for help. Evil monsters are out of control in my world."
"Come and help me." "I'm afraid to fight the evil monsters." "Don't worry!" "With your weapon, you'll be able to destroy them easily."
"This isn't a weapon, it's a bat." "Bat! Batter!" "Anything is ok!" "Anyhow, let's go!" Bert grabbed Mark's hand and flew away. "What's
your name?" "Mark." "Mark, my planet is dangerous. So, we must act together." "How?" "Like this!" Then they fused together. This is how
Mark's adventure began.

Change to:

Yes it's me again, that cute high school drop out who looks like she'll pop out, Elvira, Mistress of the Dark.
It's really me in the flesh and it's not much else. You know, before the show, the censors came up to me and said,
"Elvira, you can't go on T.V. in that dress, it's next to nothin'." So I said, "What do you mean? It's next to plenty."
Anyway, let me see...what have we got tonight.... Monster Party? Oy vey have I got a deal for you darlin', such a deal you won't believe.
Because tonight, you don't get just one great story, nooooo.... you get  an added bonus of this incredible game. Just imagine the
look on your friends faces when you tell them the incredible offer you took part in. Be careful where you put your fingers!




Here are my final ideas for now:


#1 A hack of Robot Gyromite based off of Doug from Nickelodeon. I wrote out some notes on the side. It would be loosely based off of the "Door to door" episode where they sell the candy bars made out of cement. If needed, Doug and Skeeter can share the same outfit since they wore their Bluff Scout uniforms in that episode.

credit to disney.famdom.com for doug logo





#2 A hack of Burger Time called, "Taco Time" which stars Deadpool. I saw this shirt a while back and thought it would make a cool game. Pics aren't mine btw, and credit to Spriter's resource for the sprites. I wrote some notes out to the side as to what could replace what.




EDIT

#3

And a hack of Donkey Kong with Rugrats characters. Just made these. Trying to come up with an idea for a Snoopy game, a good one... Dokney Kong Jr. might work.


Well here's what I had for Rugrats:



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
I love monster party! This is a GREAT IDEA. Please make it happen. I already played through all 3 of the other Monster party mods. It's time for a new one. Hilarious dialogue BTW.  :thumbsup:
Insert "Witty Text" here.

zstandig

Just a thought about the N64 Zeldas.

The D-pad is under utilized. I'm pretty sure it's been done in hacks but never the vanilla games themselves, how about assigning the boots to the D-pad in OoT and the transformation masks in MM?

Also, a few years ago there was a bunch of .ips patches to disable Anti Aliasing in N64 games (de-blur) patches. I feel it would be a good thing if they could somehow be archived here

sil3nt_j

Thanks Star. Was thinking maybe for the Elvira death animation, she can turn into 3 hearts instead of lying on the ground, just to add to the comedy of the game.

papermanzero

A Super Mario 64 Quality of Life hack

Currently the camera in sm64 makes the game pretty hard
Why not using Super Mario Sunshine/Galaxy/ Odyssey Improvements to make SM64 more playable nowadays.

Means:
A continuous rotation of the camera if you press the c right or left buttons.
If u press c up and c down the camera zooms in and out (but is not switching the camera mode)
If u press R Button the camera is centered behind mario
If you press the L button the camera switches to the "behind mario camera mode"
If u press the Z Button  mario is crounching

#

Quote from: alzen on April 01, 2020, 12:17:08 PM
I would like to ask for a hack of Chip & Dale Rescue Rangers 2 for nes, (U) version.

If possible, would love to see these changes:

1. Stealing rests, like in Contra. I play a lot with my son and he usually is out of rests while I still have a few. It would be cool if after he lost all rests he can use mine and I can use his rests. Let's say by holding A+B for 1 second when player have 0 rests.

2. Possibility for player 2 to open info screen by pressing SELECT when player 1 is dead. Guess it should check if Player 1 rests are equal to 0 and it that is true pressing SELECT by Player 2 should open the info screen.

Hope someone can help with it. Thank you.
Try this: https://ufile.io/rzn5wccc
Stealing rests works by pressing A + B when you have 0 rests. I did not add a 1 second delay.
And the player 2 SELECT button can now open the info screen if player 1 has run out of rests.

While testing the hack I noticed that the START (pause) button is also limited to Player 1. Shouldn't that be passed on to Player 2 as well if Player 1 runs out of rests?

alzen

Quote from: # on April 04, 2020, 06:23:00 PM
Try this: https://ufile.io/rzn5wccc
Stealing rests works by pressing A + B when you have 0 rests. I did not add a 1 second delay.

Thank you so much! Will try it tommorow and will let you know.

EDIT:
Just tested in first level, works perfect. So many problems solved. Thank you so very much :D

sil3nt_j

EDIT

(see below)

PolishedTurd

Quote from: alzen
EDIT:
Just tested in first level, works perfect. So many problems solved. Thank you so very much :D
If you or your son have the inclination, there is a utility for editing and creating maps for the game here: http://www.romhacking.net/reviews/2715/
If it would be helpful to have more lives to start with, that is also a very easy thing to change that folks here could help you with.

cartridge_rom

patch for Fatal Fury 2 in Genesis  ;)



- remove upper black bar, you will see the entire stage and the life bar

- add the 4 blocked bosses.

- balance gameplay and reduce difficulty.

sil3nt_j


KingMike

Quote from: # on April 04, 2020, 06:23:00 PM
While testing the hack I noticed that the START (pause) button is also limited to Player 1. Shouldn't that be passed on to Player 2 as well if Player 1 runs out of rests?
Start/Select only usable by Player 1 is something common on Japanese-developed NES games. If you didn't know, their original model (Famicom) had permanently-attached controllers and the one for player 2 lacked those buttons.
"My watch says 30 chickens" Google, 2018

bgrunge

IDEA: Parasite Eve Weapons rebalance

Hello, just a quick introduction: I'm an old lurker of the community, dating back to the pre 2000 Demiforce forum days. I've always been content to just gratefully accept any translations/hacks that have been completed, so this will be my first time with a suggestion/request.

I've been playing through Parasite Eve again and I've realized the system has a lot of potential to be far more interesting if the weapons and their functionality were rebalanced. Here are my specific ideas in that regard:

1.) Rebalance the stats and names of all weapons and enemies in the the game with a few overall goals in mind:

    a.) Make each weapon more unique and interesting. Every weapon should be more distinctive in its functionality. An example would be like introducing a two shot two ammo double barrelled coach gun early on in the gun store instead of the pistol found there, for instance.

    b.) Flatten the power scaling of weapons and enemies(not completely) so that the player is less obliged to ditch a specific weapon for another based on base stats alone. The player should be encouraged to improve a favorite gun or guns, rather than constantly churning through them.

2.) Modify some ways weapons fundamentally work.

    a.) Remove the counter-intuitive division of damage per bullet fired in an action and replace it with a decreased hit radius per sequential bullet, based on the firearm, so as to simulate recoil spread. So, all bullets will be fired at full weapon damage. However, if a weapon normally has a range of 100, and a range decay of .2, the first bullet fired per action will be calculated using that effective range, but the next one fired in that action will be at an effective range of 80, and so on. This means that a monster that is near the limit of the the max range (say, distance 90) will be hit at full damage by the first bullet, and reduced damage by the second, since it is essentially out of effective range for the second bullet. Range decay percentages will vary according to weapon type, with greater decays assigned to shotguns, rifles, grenade launchers, etc.

    b.) Make some weapon traits non-transferable but still removable. All of these traits should be visible, so splash damage on rocket launchers should be its own trait which may be removed but not transferred. Shotgun style spread should be limited to shotguns, (i.e. not a trait that can be removed), with a linear reduction in damage for distance. Splash should remain on rocket launchers, and also become an inherent trait of grenade launchers, albeit with a reduced radius.

3.) Adjust weapon classes

    a.) introduce a new class "assault rifles" to differentiate assault rifles from normal/sniper rifles.

    b.) increase striation of weapon roles:

        I.) Pistols - short range, faster recharge speed, low damage, high rate of fire. They should be thought of as a high mobility spell friendly weapon

        II.) Shotguns - intermediate range with decreasing damage. slow charge speed, medium rate of fire, high damage. These do crowd control, and, if your remove the spread functionality, high single target burst damage.

        III.) SMGs - short range, medium charge speed, low damage, extremely high rate of fire. These should be considered a somewhat all around weapon. Not the best for spells due to its medium charge time, but not the worst, and decent DPS at a decent range. Very bullet hungry.

        IV.) Grenade launchers - high powered crowd control, with high charge time, medium range, extremely high damage, low rate of fire, very slow charge speed, small magazines, and their own special, limited ammo similar to how rockets are in vanilla. Grenade ammo should be easier to find than rocket ammo, but rarer than bullets. Grenades are a better crowd control option than shotguns but must be used at range, and ammo is limited. The splash damage trait should do 50% of weapon damage to all entities inside the radius, including the player.


        V.) Assault Rifles - long range, very high rate of fire, slow charge speed, medium damage. This is the long ranged counterpart to the SMG, but less spell friendly due to slow charge time, and with slightly lower DPS on average- it has higher powered individual shots, but lower ROF and charge speed, so overall DPS is lower. The range allows the player to stay farther away.

        VI.) Rifles - Very long range, low rate of fire, very slow charge speed, very high damage. These are for when you want to reach out and touch someone from a very safe distance, but don't expect to use spells too much, and don't expect to be able to drop multiple targets quickly.

4.) Remove diminishing PE recharge rates- enable PE to recharge at the same rate an entire battle without slowing down, but decrease the overall rate.

5.) introduce some new weapon traits

6.) Allow the player to upgrade all of their personal stats with BP, not just recharge speed and inventory

7.) Introduce new weapon models for new weapons


WHAT I CAN HELP WITH: I realize this is a very ambitious idea, and as such, I would be overjoyed if someone did only so much as making a weapon/monster data exporter/importer tool to adjust them. Given such a tool, I would gladly do all the balancing grunt work- I think simply being able to change weapon and enemy stats would yield a huge improvement in player experience. I can also model and texture any new weapon models required.

StarWyvern

Quote from: sil3nt_j on April 03, 2020, 10:08:46 PM
Thanks Star. Was thinking maybe for the Elvira death animation, she can turn into 3 hearts instead of lying on the ground, just to add to the comedy of the game.

I went ahead and finished the sprites for the Doug Robot Gyromite hack. I have to thank el kadong because I got the idea for this from his Ice Cream Donkey Kong Hack.

Well here it is, Doug: Swirly's Factory. Stop the Nematodes from eating Mr. Swirly's ice cream! The creature in the picture is from the episode where Doug plays the Nematode game. Special thanks to wizarddojo.com for the stage sprite rip and to Spriters Resource for the Gyromite sprites.



and some title screens, it would be cool if someone could do the one on the right



Lol. 3 Hearts sounds great. Nice creation of an old Nickelodeon classic BTW. Spriting is SUPER time consuming, I have been swapping sprites in some GBA Castlevania's for about a month now. Each one takes
F-O-R-E-V-E-R... And thats with others making the original sprites before me swapping them in. Swap in a whole sheet full of frames just to find out they need to be resized!  :banghead: It can drive you MAD! lol.
Insert "Witty Text" here.

day2data

The Super Mario RPG engine would be a good engine for another Earthbound/Mother game on SNES.
Mother 3 incorporated timing, and the art style used in SMRPG would fit the Mother art style really well.
I opened LazyShell... I could possibly do some of the stats and character sprites, but like the OP says, I've none of the real talent required to make a project like that come together.
It's is a great engine for a Mother game, that's for sure.
Oh well, a boy can dream right?

cartridge_rom

Hokuto no Ken II: Last Battle ( hack restoration / translation and improvement )  :-\



https://www.romhacking.net/forum/index.php?topic=23412.0

- translate the all Japanese version text.
- greatly reduce the exaggerated difficulty, more balance make it more fun.
- improve art sprites more animation or music themes.

StarWyvern

Quote from: cartridge_rom on April 09, 2020, 07:26:55 AM
Hokuto no Ken II: Last Battle ( hack restoration / translation and improvement )  :-\



https://www.romhacking.net/forum/index.php?topic=23412.0

- translate the all Japanese version text.
- greatly reduce the exaggerated difficulty, more balance make it more fun.
- improve art sprites more animation or music themes.
I love this game!  ;D If yyou can make it better than it already is, DO IT!  :woot!:
Insert "Witty Text" here.

Vanya

How about a Soul Blader / Soul Blazer restoration hack to go along with the retranslation by Steppolo Steppi?
Maybe an update to those item names that were "not straight forward".
And were the graphics uncensored? If not that would be a good thing to add in there.

sil3nt_j