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Author Topic: Hack ideas: for those without the skill but with all the ideas.  (Read 2343357 times)

HARVEST

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7160 on: December 06, 2020, 03:38:41 am »
I really hope someone ports the official Subsistence translations of Metal Gear 1 and 2 to the superior MSX2 versions.
The Subsistence ports have lower framerates over the MSX2 versions, but the translations are much better.

RealGaea

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7161 on: December 06, 2020, 02:59:56 pm »
I would love more romhacks that add custom voice acting. The issue is that finding anyone willing to work on this kind of project is difficult for two reasons:

[wall of text]

If not, take a third case: do the voices ourselves. Daisuke Ishiwatari had to voice Sol Badguy from Guilty Gear up to Accent Core since the staff couldn't get Koichi Yamadera to do the role. I suggest this idea, since I saw a Portuguese fandub of Final Fight CD.

I get the part of dissonating bitrate/etc. since one guy, TomiProjects, is replacing the French dub of Saint Seiya for the PS2, with the Latin American Dub. Which quality goes back and forth with ripped dialogues from the episodes and voiceclips from Saint Seiya: Soldiers' Souls on PS3/PC.

There are some sacred cows, and they're recently released games, like the Genesis Mini ROM rip of Megaman The Wily Wars (since is a USA ROM, as opposed of the EUR release which has hacks of all colors and flavors.)

ponlork

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7162 on: December 06, 2020, 05:39:08 pm »
there's a lot of US released games that have Japanese voices that are not translated. Super Puzzle Fighter II turbo is one of them. I actually was in the process of replacing the audio with English. I took the voices from the mobile version of Puzzle Fighter and used it for the PS1 version. problem is some characters like Donovan don't have a English counterpart, and most of the dialogue from other games differ so it wont be accurate. So fandubbing would probably be the best way to go.

I played a Dreamcast fighting game last night called Tech Romancer. The game's dialogue is entirely in Japanese with English captions. The fighting portion dialogue remains untranslated. It'll be nice to know what they're saying opposed to just imagining what they're saying

Retrolife

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7163 on: December 08, 2020, 01:28:37 am »
http://https://www.romhacking.net/hacks/4609/
Overdue for an update since this is the 30th anniversary of the game a major update is best
1.2-1.6 MB in file size 12-16 MegaPower

LaudinoInfamous

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7164 on: December 12, 2020, 12:56:52 pm »
I have ideas for the new hack of the kof 2002.

Tsukiyomaru0

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7165 on: December 14, 2020, 07:14:07 pm »
I wonder if it'd be possible to do a Gunvolt hack for Mega Man games, where the following is done about Gunvolt's controls:
B: Shoots Dart Leader, can tag up to 3 enemies. Base damage is very low, but tagged enemies takes damage from Flashfield. Can't tag through shields (just "plinks" out of existence when it hits a shield) and the tags "resets" after some time.
Up+B: Uses Flashfield, sends lightning sparks towards tagged enemies (chases them), ignores shields. If no enemy is tagged, creates a lightning ball in place that blocks shots.
A: Jump. Double Jump is possible.
Down+Jump: Initiates Spring on ground, short dash in air.
Hold Up (Midair): Slows descent.

"Weapons" (with some liberties):
Cerberus: Default, 3 tags.
Naga: Can be charged to penetrate multiple enemies and shields, 5 tags.
Mizuchi: Can be angled diagonally, up or down, 1 tag.
Technos: Shoots in a V, projectiles crawls along surfaces, 2 tags.
Orochi: Shots fans around GV, starting from the front and ending behind him. 8 tags.
Vasuki: Bounces between enemies up to 4 times, 4 tags.
Dullahan: Strong shots, can't tag.

Original "Weapons":
Orthros: Two projectiles travels simultaneously, but the first one stuns and the second penetrates, 2 tags.
Chimera: 3-way spread shot, short ranged (half screen), 3 tags.
Tsuchinoko: Similar to Cerberus, but there's a small chance one of those shots will be strong as Dullahan and penetrate enemies and shields, 1 tag.

PresidentLeever

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7166 on: December 14, 2020, 07:33:08 pm »
Tomba 2 (PS1) Improvement:
-Better camera angles+somewhat less zoomed in view - plenty of times when moving into a crossroads the camera is placed more behind the player making it seem like pressing up=forward when really you're supposed to press left/right, and sometimes it picks a bad angle right after switching paths
-More intuitive path switching - can press the direction that seems natural when moving between paths and positioning requirements are less specific when trying to interact with paths (and NPCs). You can also be in mid-air while switching paths
-Skippable in-game cutscenes and event title texts
-The flame pig's location is switched to the first area so the black locked doors can be opened sooner - this might require some other tweaking
-Can walk while charging your attack
-Somewhat faster acceleration and jumps to mirror the prequel
-Lower default jump height (this+the longer air-time makes some platforming kinda clunky since you also can't press up to climb a cylindrical object you're grabbing onto (can do it with regular ledges))
-Circle is used to confirm in the save menus as well
-Switch suits with L2/R2
-Can cancel gliding during a glide jump and stop hovering after jumping in the squirrel suit
-Fixed hit detection when jumping onto poles from above
-Can access the inventory while facing an NPC or flower on the z-plane
-Less floaty jumps while wearing the swimming pig suit
-Removed backtracking for the cogs after reaching the water temple
-The pointless path from the circus village to the beginning of the forest via an "invisible state lock" door leads somewhere useful
-Fewer invisible walls where possible
-Faster revving up of the spinning poles and winches
-Some new enemies appear in previously visited areas when backtracking
-Can have the chef make more than one sandwich at a time
-Some out of the way chests have better rewards
-Fixed draw distance priority on chests - fairly easy to miss some of them
-More forgiving hit detection on the seed items/clues you can grab in the minecart mini-game
-Get more than one shot at grabbing the rare shrimp in the forest without having to reload
-Removed VA re-takes that were left in
-Restoring an area removes or changes enemies and hazards within it
-Harder giant ice pigs in the snow area/ranch and mini-boss in the forest
-Harder main bosses overall
-To make the final boss more interesting you have to use some of the weapons to stun him and/or switch between suits or use the grapple to reach him
-The one-way path between the water temple and the beach through the waterfall can be used as a shortcut
-Longer and harder tower areas in terms of platforming and combat
-Added enemies or platforming challenges during the "destroy the evil pig statues" quest before the final boss
Mini-reviews, retro sound chip tribute, romhacks and general listage at my site: Mini-Revver.

singhtruer

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7167 on: December 14, 2020, 08:56:53 pm »
A fairly simple hack request:

Donkey Kong Country 2: Diddy's Kong Quest (SNES): Change the default sound mode to Stereo. As it is, it always reverts to Mono on each start up.

Ligeia

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7168 on: December 15, 2020, 01:07:41 am »
Here's a rom hack idea I have : a Yoshi's Island demake using the SMW engine. The idea would be to create a "beta" version of the official Super Mario World 2 by using upgraded SMW assets (like the ones in Super Mario World Redrawn) to give it a proper sequel feel. Of course there would be no Yoshi eggs, no baby Mario... Just what SMW 2 should have been to me.
« Last Edit: December 16, 2020, 01:04:49 am by Ligeia »

BlazeHeatnix

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7169 on: December 15, 2020, 02:02:32 pm »
Not sure how feasible this would be, but hacking Snake Eater 3D to use the New 3DS controls to match how it plays on PS2, because otherwise the game's controls are borderline unplayable.

SkyLizardGirl

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7170 on: December 17, 2020, 01:30:28 am »
I have not found any Super Mario 3 or Super Mario World hacks
that allow you to play as Bowsette herself yet.

Why still has Nobody made these?

You can only play as Bowsette in Mario 1 and 2 USA - But still no Mario-3 play as Bowsette
or play as her in Mario World exists.

Why is that?

This needs to finally be done.
And they need to be the 2 best known hacks ever made.
   
https://shirtoid.com/wp-content/uploads/2018/10/Super-Bowsette.jpg 

^Here is an image if made for Mario 3 hack as a Retro game cart^
I am picturing a Black NES Game cart or something.
« Last Edit: December 17, 2020, 01:37:08 am by SkyLizardGirl »
-Blaster Master Hacker
-Learning, hacking Mario 3 currently

Tsukiyomaru0

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7171 on: December 17, 2020, 08:27:21 am »
Question that doubles as an idea: Is it possible to improve the AI in Kirby & The Amazing Mirror?

FAST6191

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7172 on: December 17, 2020, 08:59:17 am »
Question that doubles as an idea: Is it possible to improve the AI in Kirby & The Amazing Mirror?

Messing with AI is an interesting one.

First step is to ask if there are any simpler improvements you can do -- if increasing speed, adding some random vertical motion (see history of medusa heads in Castlevania), making them hit harder (or removing player health, or editing level to remove health pickups, or reducing player attack damage), reducing hit boxes, sense range maybe (will home at 150 pixels rather than 100 sort of thing), editing a level to chuck another enemy at a given spot, making them use a more powerful attack more often (many times there will a counter and "once every 4 attacks use power move"/"when low health use power move"),... will be enough to improve a game then that can be reasonably easy to visualise and pull off. Some of those you can pull of with level editing and minor parameter tweaks in assembly.
Burrowing down into code to add in some kind of checks on player health, location, speed and more to determine best avenues of attack is a far more annoying affair. It is however what I have found a lot of people jump to when asking to improve AI in platformer/scrolling beat em up (almost exclusively in collectible card games but that is a whole other kettle of fish), and if you come to us from programs with source code world it is not terribly unreasonable there either. This only gets worse if we also get to crowbar this nice new AI routine into an already bursting at the seams vblank routine.

Googie

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7173 on: December 17, 2020, 10:30:07 am »


Here's a small hack that should be easy to pull off, putting Bowser's Japanese pose into the American Super Mario RPG ROM. :D 

julayla

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7174 on: December 17, 2020, 11:07:34 am »
What I wouldn't mind is a translation of the fan made Demakes of the Mega Man 7 & 8 games. I mean sure some people know the basic plot from the SNES games, but there are those that are newcomers to the Mega Man franchise and might get a little lost if they find the demake versions. I mean I know it's suppose to be for official games, but I wouldn't mind seeing some of the words translated too.

EDIT: Oh and while on the subject of Demakes, I am curious to wonder...what would it be like to have a demake of Mega Man 11 as well? I mean I know that style was not as good for 9 & 10 back then because people were tired of it back then, but I do have to wonder...
« Last Edit: December 17, 2020, 11:17:06 am by julayla »

TWINE

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7175 on: December 17, 2020, 04:58:43 pm »
Hello All,

I was wondering if I could commission anyone to add the gameshark codes for "The world if not enough" (N64 version) ROM. The game has fantastic multiplayer and i've lost my save pak save files 1000 times across every save pak I have ever used.

Exactly what I am interested in changing:

Main Menu> Options> Graphics> Video Mode: Default to: "Hi-Color".
Main Menu> Multiplayer> Weapon Detail: Default to "High".
Codes to implement: Unlock all single player levels in all difficulties, unlock all multiplayer levels, modes, character skins, weapon sets.

SCD

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7176 on: December 17, 2020, 09:51:07 pm »


Here's a small hack that should be easy to pull off, putting Bowser's Japanese pose into the American Super Mario RPG ROM. :D

Someone already made a patch that restores it back to the American ROM, you can get it here: http://acmlm.kafuka.org/board/thread.php?id=7159

90s comeback

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7177 on: December 18, 2020, 06:00:29 am »
I intend to grab the sprites that form a certain character and adding more sprites to it and relocate them however i want, is it possible?, if so, how?. thanks.

FAST6191

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7178 on: December 18, 2020, 12:41:47 pm »
Hopefully you have basic tile editing down already.

Relocation. Should just be pointers. Find the pointers for your current sprites and then some free space and change accordingly.

"adding more sprites to it"
Do you mean extra steps of animation or more tiles to the whole sprite?
Both can be tricky and run into lack of memory issues, and on older systems (newer ones might have more software defined setups for images) then fiddling with code to get it all in there running.
Animations tend to be a matter of something somewhere saying for this many frames/cycles put this sprite, then put this sprite for this many, then... If you can fit the extra in the ROM, and get it in memory somehow as well then you can have more. As mentioned above the older systems might well have all this as code you have to edit, for some of the newer ones then occasionally some games have animation formats that say what to do when.

More tiles tends to fall under something called a map, though animations might also be troubled. Newer systems might also have a software defined map but most will have to fiddle with hardware. Depending upon the game you might also have to figure out what goes for hitboxes if you add or remove data from what the player sees.

gukid

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7179 on: December 18, 2020, 03:34:39 pm »
A fairly simple hack request:

Donkey Kong Country 2: Diddy's Kong Quest (SNES): Change the default sound mode to Stereo. As it is, it always reverts to Mono on each start up.

You can change hex address 0x358255 from 01 to 00 to have it default to stereo.  At least, the menu displays Stereo when I do this :)

Okay, now this is interesting...  normally the game sets the Mono flag before any audio actually plays, so the title screen music and menu music are always played in Mono (it doesn't toggle immediately in the menu.)  With this change, you now hear these 2 songs in Stereo, possibly for the first time ever?  But the problem is that the menu music doesn't seem to have the correct Stereo separation, and ends up sounding kind of messed up (may have to listen on headphones to really hear it.)  This may be why it defaults to Mono, as a quick fix to the menu music?  I guess an ideal fix would be to change it right after the menu has loaded, so that it still plays in Mono, or maybe try and fix the audio data (totally out of my league now :P)

Last update: found a copy of the 1.1 Japanese rom, this one defaults to Stereo without needing to be patched, and the menu music sounds weird here as well.  Listening a bit more closely, it sounds like in mono there is an echo on the trumpet, but in stereo, you have no echo on the right channel, and full volume echo on the left channel, so it sounds off.  Might be an easy correction to anyone who's familiar with spc700 programming.
« Last Edit: December 18, 2020, 05:44:09 pm by gukid »