News: 11 March 2016 - Forum Rules
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia, Danke

Author Topic: Hack ideas: for those without the skill but with all the ideas.  (Read 2422719 times)

Xander max

  • Jr. Member
  • **
  • Posts: 59
    • View Profile
Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #6620 on: May 29, 2020, 08:18:42 pm »
Hi members,
my idea will sound very strange to you, but I'll try it because it would be super for me.
My problem is that I'm totally blind and I have no sight. But it's still possible for me to play video games, but only 2d fighting like mortal kombat (which I love most) or street fighter.
As I looked through the hacks I found many for super mario kart for snes and I think three for mario kart 64 for the n64.
Now my idea: wouldn't it be possible to create a patch for the called two games so that the games are accessible for blind persons? The kart you are driving had to steer itself only. Or another choice, the tracks had to be straight. And perhaps a sound to know that I'm ready to fire on an opponent.

Do you think that would be possible? I really would love playing such games if it would be possible.

Thanks,
Janagirl!
I don't understand programming, but my idea would be to use all possible low cost hardware with the help of some software, being:
01 - Creation of software with the ability to lock on certain objects and points on the screen, (similar to facial tearing), how to convert images into sounds or vibrations, for example when passing through a question mark on the ground the program would inform which item went to the item box. People could enter scripts as per their information need.

02 - The cell phone would be used as an immersive screen, the person would have one hand on top of the phone and when touching where the vehicles are located would make the cell phone vibrate, so the person would know the location of each opponent and yours would be a kind of Braille tile.

03 - Use of a headset, it would serve to infomar when it was close to the edge of the track as the side that leaves the noise of the headset.

04 - The second hand would hold a joystick similar to the Wii nunchuk, so it would be able to control the vehicle with just one hand.

05 - This suggestion would be more complex, it would be to use the arduino to pass the positions of the vehicles to the user.

In addition, I believe that accessibility in games would be something incredible, I hope you can find some way to have fun with games!
Check out dozens of my projects on youtube!
https://www.youtube.com/channel/UCdGHNhopquBMifjhdNSWQTA/videos

cartridge_rom

  • Full Member
  • ***
  • Posts: 183
    • View Profile
Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #6621 on: May 30, 2020, 08:27:49 am »
DragonBall Nintendo "NES"
This user has had a great idea they should seek to help their ROMhack work to complete a great DragonBall game for NES (change enemy sprites, history, cinematics)  ;)
who can help contact your YouTube channel

https://www.youtube.com/watch?v=hX3SqBiQBw4

PolishedTurd

  • Full Member
  • ***
  • Posts: 195
    • View Profile
Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #6622 on: May 30, 2020, 10:02:45 am »
I'm fascinated by "blind" Mario Kart and hope to try it soon. I will work with SNES Mario Kart because it has a nice looking editor. @Janagirl, here are my ideas. Please let me know if you think they will work for you.

  • Simple track layouts, such as rectangles and triangles, at least to start with. The game seems to force all tracks to be a loop. Unless I could figure out how to manipulate where Lakitu puts you when you fall off the track, I don't think a straight track is possible.
  • The center strip of the track is asphalt. This makes no distinct sound when the kart goes over it. To the right of the center strip is mud, which makes a squishy sound and slows down the kart. To the left of center is grass, which makes a rustling sound and slows down the kart. So you know, based on what you hear, how to adjust the facing angle of the kart.
  • Turning is handled with the L and R shoulder buttons, which hop the kart by a discrete angle (say, 15 degrees) in that direction. No D-pad necessary.
  • Prior to a turn, there will be a series of regularly spaced bumps on the track. These will tell you how many times you need to hit the turn button to complete the turn. For example, before a 90-degree turn, there would be 6 bumps. You will know it's 6 when you do not hear a 7th bump, and at the time that would be the 8th bump, you begin turning, using the same amount of time between hops as you heard with the bumps (I got this idea from NES Rad Racer!). This will be much easier if you are a musician, or you know Morse code, or you otherwise have a good sense of timing. If you can play a fighting game blind, you probably have a good sense of timing.
  • Turn direction will be indicated by another surface sound prior to the turn, such as wood for right turn and gravel for left turn.
  • Tracks will have no obstacles or pits to drive into. I will have to disable the AI abilities, such as Yoshi's egg and Bowser's fireball that they can drop on the track.
  • Item probabilities will be manipulated so you only get useful things. Red homing shell, star, lightning bolt, mushroom... No green shell, banana, feather, coins.
  • When you get an item, it will make its distinct sound to tell you what you got.
  • I have not figured out how to indicate your finishing position in a race. The music tells you if you won or did not win, but there's no audio cue for differentiating the other positions from each other. Perhaps a sound effect can be iterated at the end to count your position.

KingMike

  • Forum Moderator
  • Hero Member
  • *****
  • Posts: 7088
  • *sigh* A changed avatar. Big deal.
    • View Profile
Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #6623 on: May 30, 2020, 10:07:36 am »
Blindfolded punch out?

Yes, in fact the last Games Done Quick event upped that by combining Blindfolded with Two Players One Controller.
Spoiler:
And I recall they did beat Tyson, without even using a password to retry a match, which they said they were prepared for.
"My watch says 30 chickens" Google, 2018

Arcade-Elite

  • Jr. Member
  • **
  • Posts: 53
    • View Profile
Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #6624 on: May 31, 2020, 02:52:48 am »
Any hacker would like to take a crack at finishing some Lost NES games?
I was thinking about the 4 Nice Code games (Nature Clan), that where home brew in the 90's. They only have 5 or 10 levels you could add new levels to make them a full game.It would be a good NES completion.The 4 games i am thinking of(that are decent) are
• Mirrior Devil World • Sky Dreamer • Island • Froest Adventure
Just another idea for a hardcore NES Completionist

https://www.youtube.com/watch?v=0B3uol0qWpw
https://www.youtube.com/watch?v=6dkeAdfvObM&t=59s
https://www.youtube.com/watch?v=XLGOwJm37UM
https://www.youtube.com/watch?v=TxZq532qkVQ

Bobolicious81

  • Full Member
  • ***
  • Posts: 208
  • Keeper of the Taco Sandwich
    • View Profile
Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #6625 on: June 04, 2020, 02:17:43 pm »
In Dragon Warrior 4 for NES there's a Game Genie code that removes the AI from chapter 5, so I wonder how feasible it would be to add a Manual option to the tactics menu so you could toggle on the fly.

Shaztopia

  • Jr. Member
  • **
  • Posts: 11
    • View Profile
Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #6626 on: June 04, 2020, 03:12:20 pm »
This isn't exactly a hack but I need to disable the HUD on an old PS1 ROM. 

It's the Rockman Dash Beta Trial (Capcom Friendly Club disc).  I've tried with cheat engine in ePSXe and retroarch's value search but can't find it.  Should be 2 bit but nothing I found has worked.
 
How would I go about doing this, or would someone be willing to help?  Been searching forever now.

Dracula X

  • Full Member
  • ***
  • Posts: 135
    • View Profile
    • My YouTube Page for ROM hacking
Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #6627 on: June 05, 2020, 01:55:03 pm »
On The Guardian Legend

What if all levels would be like Area 9 & 10 wastelands. Area 9 & 10 is like Area 1 & 2. What if Area 11 & 12 would be like Area 3 & 4 all the way to Area 16? Area 16 would be like Area 8. Then the enemies might be really hard to defeat and find a way to upgrade the weapons to match their attack. It would be the second quest for the game. Another idea about this. If there is no room to add more attack power or shield, try to change it to a different color or font from start to end.
« Last Edit: June 05, 2020, 02:32:26 pm by Dracula X »
I might go back to Thunder Force II hacking again.

nesrocks

  • Hero Member
  • *****
  • Posts: 710
    • View Profile
    • nesrocks.com
Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #6628 on: June 05, 2020, 02:51:59 pm »
This isn't exactly a hack but I need to disable the HUD on an old PS1 ROM. 

It's the Rockman Dash Beta Trial (Capcom Friendly Club disc).  I've tried with cheat engine in ePSXe and retroarch's value search but can't find it.  Should be 2 bit but nothing I found has worked.
 
How would I go about doing this, or would someone be willing to help?  Been searching forever now.
That shouldn't be as simple as you think (I can't imagine it could be done with cheat engine). And it would be called a hack.

Shaztopia

  • Jr. Member
  • **
  • Posts: 11
    • View Profile
Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #6629 on: June 05, 2020, 11:13:41 pm »
That shouldn't be as simple as you think (I can't imagine it could be done with cheat engine). And it would be called a hack.
A bunch of other PS1 games I have just have a single gameshark code that can do it, thought I'd be able to find one like that but I wasn't able to :[ Never done any romhacking and I really only want the code to take a few pictures with no HUD lol.
Solved elsewhere, thanks.
« Last Edit: June 06, 2020, 11:29:19 am by Shaztopia »

zefmc

  • Jr. Member
  • **
  • Posts: 12
    • View Profile
Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #6630 on: June 07, 2020, 10:57:56 pm »
Could someone make a romhack for the Super Famicom version of Rockman and Forte that disables double-tap to dash as Bass? I often find myself flinging my character into pits and enemies on accident because of this. I prefer to use the button to do this action. If you could show me where to learn how to do this myself that would also be helpful! Thanks in advance.

FAST6191

  • Hero Member
  • *****
  • Posts: 3089
    • View Profile
Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #6631 on: June 07, 2020, 11:56:00 pm »
That should be fairly in line with control replacement/alteration hacks, though will see you want to get hands on with some assembly code. Bonus today is you are only wanting it for the one action rather than all of them so that means a bit less work; sometimes if we have dead button or game wide swaps it ends up a pain as you get to hunt down menus, bonus modes and more besides on top of whatever main game actions.
I doubt there will be a control swap or control customisation but if there are then that can change things, even if the swaps are a minor thing with nothing to do with dashing.
Such a thing is also harder to work around at emulator level or even with hardware hacks so there is that too.

There will be something that checks the button press (or in this case consecutive presses). I don't know if the game will debounce or read straight from the buttons, though if it does a scan on the buttons will still get you somewhere.

The button combo stuff can be harder as the game will not be this is pressed therefore and instead it will probably do some kind of note it was pressed, then a check to see it was released and then another check. There will possibly be a timer to have it time out after so many frames, however it should be started with the first press so there is that.

In the end you are still calling a function that would be called after the double press, and instead having a simple press (hope you have a spare button) be the thing that calls it.

Tutorial then would be something like

Set a break on read to the button location in memory
https://wiki.superfamicom.org/controllers
Probably every frame/vblank will be a thing that checks this.
It will determine buttons are pressed and then call the corresponding functions. It might do something on them first to check if just the button it cares about is pressed (don't know the SNES but other systems might use a logical AND with the value and just the one it cares about, if the result is positive then it was pressed and if not then not, alternatively a mask).

Option 2
Elimination.
Going by a thread the other day it seems the SNES joins some other systems in having a new function called check in its debuggers.

Here the idea would be to start the scan, wait around, walk left, walk right, jump if you want, better if you can have no enemies on the screen or no new hazards appear but it is not so bad if they do...
Basically you are doing everything but dash. That way when you go back to the new function called log after having dashed then it will already have seen the time function do what it does, walking functions, music playing, possibly idle animations and the potentially dozens of other things the game does when you are doing nothing or just moving. Anything new (like the dash) will then be something it has not seen run before and you have the location of the dash function.
You would then work backwards (a break on execute breakpoint being set on the earliest part of the dash) to find the thing looking at controls and change its check to instead possibly remove the timer part and just look at a single button.

Here is one for the NES
http://www.fceux.com/web/help/fceux.html?TraceLogger.html

In both cases I don't know if double tap left and double tap right are different actions within the game or data passed to the same function but set to go the other way. Easy enough to test these things though.

zefmc

  • Jr. Member
  • **
  • Posts: 12
    • View Profile
Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #6632 on: June 08, 2020, 09:40:57 am »
Thanks for the detailed write-up, FAST! :) It'll definitely take me a while to do this since I have absolutely no experience on doing romhacking and only a little bit programming in general, but now I actually have an idea how to start. This will help me a lot!

DarkSamus993

  • Sr. Member
  • ****
  • Posts: 291
    • View Profile
Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #6633 on: June 08, 2020, 01:56:44 pm »
Could someone make a romhack for the Super Famicom version of Rockman and Forte that disables double-tap to dash as Bass? I often find myself flinging my character into pits and enemies on accident because of this. I prefer to use the button to do this action. If you could show me where to learn how to do this myself that would also be helpful! Thanks in advance.

I disabled double-tap dash for Mega Man X1-6 (https://www.romhacking.net/forum/index.php?topic=29811.0), so having previous knowledge made this easy:
Code: [Select]
0x013AC4 ($C13AC4) = [80 EF]
This changes a branch instruction so the bit-flag for dashing is never set if the d-pad is double-tapped.

E.Signal

  • Jr. Member
  • **
  • Posts: 15
    • View Profile
Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #6634 on: June 08, 2020, 05:10:12 pm »
The Sega Genesis Ninja Gaiden was left unfinished during development, so there's bugs like "odd moving controls, unfinished levels, and cut-scenes which are skipped before finishing". It would be cool if someone can finish the game and make it fully playable.

julayla

  • Sr. Member
  • ****
  • Posts: 302
    • View Profile
Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #6635 on: June 09, 2020, 01:18:35 am »
You know, here's a strange idea I came up with after watching some Homestar videos...Stinkoman in the Megaman 1-6 games. I mean there might be some minor tweaks to make it work, but I wouldn't mind trying out a Stinkoman mod of the Megaman games

zefmc

  • Jr. Member
  • **
  • Posts: 12
    • View Profile
Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #6636 on: June 09, 2020, 09:01:42 am »
I disabled double-tap dash for Mega Man X1-6 (https://www.romhacking.net/forum/index.php?topic=29811.0), so having previous knowledge made this easy:
Code: [Select]
0x013AC4 ($C13AC4) = [80 EF]
This changes a branch instruction so the bit-flag for dashing is never set if the d-pad is double-tapped.

Thanks for the answer and code! What utility should I use to patch this in? I tried adding it as a code through Snes9x but couldn't get it formatted in a way that it accepted. Any advice?

DarkSamus993

  • Sr. Member
  • ****
  • Posts: 291
    • View Profile
Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #6637 on: June 09, 2020, 11:44:59 am »
Thanks for the answer and code! What utility should I use to patch this in? I tried adding it as a code through Snes9x but couldn't get it formatted in a way that it accepted. Any advice?
You can make it into a PAR code (C13AC480) or to make it permanent, open the rom in a hex editor (such as HxD) and go to file offset 0x013AC4 where you should see [D0 EF] and change it to [80 EF].

zefmc

  • Jr. Member
  • **
  • Posts: 12
    • View Profile
Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #6638 on: June 09, 2020, 02:48:33 pm »
You can make it into a PAR code (C13AC480) or to make it permanent, open the rom in a hex editor (such as HxD) and go to file offset 0x013AC4 where you should see [D0 EF] and change it to [80 EF].

Using HxD did it! Thank you so much, you don't know how much pain you've saved me. :)

edit: I've now beaten Forte's path in this game, thanks to you. Didn't take very long now that I can play the way I'm comfortable!
« Last Edit: June 09, 2020, 06:50:19 pm by zefmc »

PresidentLeever

  • Hero Member
  • *****
  • Posts: 834
    • View Profile
    • Mini-Revver
Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #6639 on: June 12, 2020, 01:38:38 pm »
Spellcaster (SMS) Improvement
-Can walk while charging your weapon (can already jump and fly while doing it)
-Battery save (extremely long passwords with upper/lower case and even math symbols in them)
-MP drops are more common (while healing is somewhat more expensive) and/or some spells are cheaper
-In-game pyramid interior map
-Death pits make you respawn at the beginning of the current room rather than at the first adventure location and then from the beginning of the action segment
-Can shoot and charge while crouching (charge attacks cancel if you crouch in the original)
-Can revisit cleared action segments with hidden items in them
-Faster text speed
-Enemy drops can't fall into walls

-Adventure interface: Don't have to look specifically at an object if it was already seen when obesrving the whole room, menus wrap around here as well, can see your MP/energy here
-No need to pick something twice to progress in adventure segments
-Don't have to have to look at the lid specifically before using the ball on it when trying to go inside the spacecraft (there's a command to grab the lid after using the indra spell)

-SFX warning before a flight spell runs out
-Can jump onto stairs
-Can fly out of the well when backtracking out of kakogen shrine (have to jump from the left platform currently)
-Underwater area path leading down what looks like a pit has a visual or spoken clue
-More lenient timing on the crumbling floor traps in one segment
-Can move all the way to the top of the screen in the shoot 'em up level
-Can fly past/above stairs at the end of a room/segment to leave it
-More lenient placement requirement when on the rock formation in the cave under the well while pressing down to enter the hi-tech area in Kakogen
-Don't have to go talk to grampa to make it possible to find the x-ray glasses in the boathouse
-No need to backtrack to the demon in the tree to open the cave in the east of the underworld
-Rebalanced bosses to make some of them more difficult (2nd-3rd bosses, demon boss in pyramid and perhaps god of thunder)
-Fixed typos
-Enemies don't keep dropping consumable items that you already have a full stock of (mp/hp)
-Less linear structure if possible (very linear at first besides being able to go back to Kizumo for healing, can only go to the next location in the sequence at some points)

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