[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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Tsukiyomaru0

Idea for Shotokan Capsules in Mega Man X 1 and 2:
- Change Hadouken and Shoryuken to function like they did in Xtreme: not require full health, causes 4 damage opposed to 32, and can be used by releasing full charge while holding Down (for Hadouken) or Up (for Shoryuken)
- Simplify how you get them: Hadouken should not need you to die or restart or not take a hit, but should still require full health; meanwhile Shoryuken should have less spikes to traverse.
- Some bosses should have weaknesses and resistances to Shotokan to justify their nerfed damage and increased usability:
-- Chill Penguin: because of how often he's the first to be killed often.
-- Vile: Just to add insult to the injury on his ego.
-- Bospider: More like BOOspider.
-- Velguarder: He's usually cheesed with Hadouken too. Hilariously.
-- Sigma Phase 1: See "Vile".
-- Wire Sponge or Wheel Gator: Same reason as Chill Penguin, but I dunno which is killed more often.
-- Morph Moth: Air Maverick meets Anti-Air attack.
-- Agile: Often the first victim of Shoryuken.
-- Zero: Just to give Shoryuken some more use.
-- Neo Sigma Phase 2: Another "Air meets Anti-Air"

WonderfulWardy

Columns I + III - Sega Genesis

Reverse Rotate Gem Button.
There is clearly enough buttons on the controller so why can't we have an option for one of the buttons to Reverse-Rotate the gems?
This was already possible in later Columns games such as 'Hanagumi Taisen Columns'.

Also... SRAM support to save those highscores in Columns 1 would also be nice.

MysteryMan3D

Is there any way someone on here could convert Batman & Robin for the Game.com into a SEGA Genesis game?

The SEGA Genesis has games based on Batman 89, Batman Returns, and Batman Forever, but no game based on Batman & Robin (Yes I know about The Adventures Of Batman & Robin, but that's based on the Animated Series, and I need a game based on the movie). The SEGA Genesis is easily emulatable on pretty much every computer device out there, but the Game.com is not, plus it's in black-and-white, which is a major inconsistency.

I know there's a PS1 version of Batman & Robin, but I'm honestly fed up with that version now. It's too convoluted and complicated to even bother with. A normal gamer like me will NEVER be able to get even close to beating that game without Gameshark codes and Youtube walkthroughs. I just want a simple beat-em-up game that's challenging but is at least beatable. That's how I feel about the Game.com version thus far, and if you guys can convert it to the Genesis, you should be also be able to fix the flaws the original game had.

It shouldn't be very hard to do. We've seen a LEGO Batman game for mobile phones converted into a Genesis game after all...

KingMike

Quote from: MysteryMan3D on May 08, 2021, 06:52:55 AM
It shouldn't be very hard to do. We've seen a LEGO Batman game for mobile phones converted into a Genesis game after all...
Only rewriting the entire game from scratch. Are two platforms even similar AT ALL? I'm highly doubting it.
Just because some pirate company decides to port game A from console B to the console doesn't mean porting game X from console Y will be.
"My watch says 30 chickens" Google, 2018

MysteryMan3D

Quote from: KingMike on May 08, 2021, 05:23:53 PM
Only rewriting the entire game from scratch. Are two platforms even similar AT ALL? I'm highly doubting it.
Just because some pirate company decides to port game A from console B to the console doesn't mean porting game X from console Y will be.

At least it was worth a shot.:banghead:

BlazeHeatnix

Super Star Wars

All 3 of these games could use tweaks, but the first game especially begs for a change in controls. Something more like Contra. Shooting while running, mapping the slide to its own button, making the super jump a double-jump like the sequels, etc. Also, change the level design so it isn't such bullshit and doesn't require the use of the shoulder button camera.

jimstrom

This is very minor, but one of my gripes has been with the names in Super Ghouls & Ghosts.

If the main character is named Arhtur after King Arthur, then why princess named Prin Prin which is a stupid name, Guinevere would be more fitting.

i would also change the names of some enemies to more fitting ones.

Red Arameer - Firebrand
Astaroth    - The Emperor
Nebiroth    - The King
Sardius     - Lord of Darkness


aml435

I just read today about how Super Double Dragon/Return of Double Dragon was half finished upon release, but elements of the unfinished game remain in the code. It would be interesting to put back the story cutscenes and the last stage or two, along with the incomplete sections from the levels that made it in, though this is way beyond my ability level.

https://doubledragon.kontek.net/features/sddtruestory.html

VIVIDRAGE

Gurumin PSP ISO Remap button mod.
Default:
Square - dash
Cross - attack
Circle - Jump

Remap:
Square - Attack
Cross - Jump
Circle Dash...
this is much better

PresidentLeever

#7429
​Ore ga Omae o Mamoru (I Will Protect You)(NDS, 2009) Improvement Hack:


-One or two more save points per area, or at least the first one
-Healing item drops are a bit more common in the first area and the first level healing potion is somewhat stronger
-Healing item stock limit of 10-12 or so so you can't just tank everything with the stronger ones
-Less linear structure - can do the bosses in an area in either order maybe and get the key for the next area based on no. of bosses killed
-Less slowdown if possible
-Lower paralysing sub weapons stock since they are pretty OP

Less grinding:
-Change the harvesting system so you can harvest each spot the number of times your skill allows instead of just the number of times it allows per dungeon visit, this so you can get more done per visit. Also make the search animation faster (see Secret of Evermore)
-Lower quotas for all side quests
-Weapon materials are more common and/or later weapons eventually become available in the shop so you can buy them with money (money isn't that useful in the mid-late game)
-Lower money costs for starting quests and none for quitting them
-Better selling prices
-Enemies always drop something (or at least the ones that are tough to beat)

Controls/interface:
-Larger hit boxes for combo swings that reach shorter than others (2nd and 4th swings)
-Can jump during an attack
-Shorter cooldown after swings (especially while crouching)
-Less unforgiving hit detection when the murmur enemies do their dive attack
-More lenient timing on roll canceling after swings
-Option for auto-running and mapping rolls to the run button
-Can turn around and steer your jump while attacking in mid-air+better mid-air control
-Fix how if you attack right before landing from a jump then the attack is canceled
-Don't move a lot slower as soon as a charged sword attack is ready+less delay after a charge is ready until the swing happens when you let go of the button
-Less unforgiving hit detection when jump attacking (both the sword swing and the extended sword itself can hit)
-The yes/no prompt after reviewing a finished quest or leaving town defaults to yes instead of no
-Less delay after rolling before you can attack/move/roll again
-A charge attack isn't canceled if you fall off a platform while performing it or if you try to use it in mid-air or if you crouch
-If you run out of a quick slot assigned item then you don't need to remap it again once you get more of it
-No delay after landing from the optional somersault attack skill so it's less situational
-You're not vulnerable to the front at the beginning of charge attacks and lunge attacks

Balance and other:
-Enemies get more reliably stunned from charge attacks and 3+ hit combos
-Can roll cancel a charge attack or lunge attack, or at least roll right afterwards
-Enhancing a sword doesn't lower its combo potential (number of swings)
-A skill to deal critical hits can be found earlier but can be upgraded in the spot you currently find it in the second area
-Faster regen from the health ring and the skill for this+you can jump while moving around and still regenerate. You also find the regen skills in the reverse order so the better one is found later
-The first boss can't stunlock you to death unless you have a stun immunity item active
-Removed fast attacks from off screen - kobolds and bats
-Added location hints for find and kill or harvest quests
-Better hit rate for charge attacks early on
-Start with the first roll skill or find it sooner
-Make some sub weapons fly up/down/back as it would've been more useful since you can't do that with your sword
-Less waiting for moving platforms
-Harder second boss and fourth boss (not being able to stock up on as many potions might be enough)
-Less spongy cyclops in area 3 and fifth boss+the final boss and enemies in the post-game area
-Fix the hint for where to use the blue key (describes a long corridor when it's a small room). Same with the red beetle clue in its item description (find it near the beginning of area 2)
-Knights can climb stairs
Mini-reviews, retro sound chip tribute, romhacks and general listage at my site: Mini-Revver.

FMecha

Bit of an idea dump regarding Human GP/F1 Pole Position series - considered doing this on my own but I still can't understand SNES graphics (and N64 ROM hacking in general):

F1 Pole Position
-Restore Ayrton Senna (international version only)

F1 Pole Position 2
-Ayrton Senna in McLaren #8 (his face is already in edit mode and all that, but...)
-60 hz/fps patch (not applicable for Human GP 2)

Human GP 3
-Replace Ayrton Senna edit portrait?

Human GP 4
-Replace one of the editable drivers (Theirry Boutsen or Giovanna Amati) with Ayrton Senna (was thinking of restoring Domenico Schiattarella too but his name won't fit)

F1 Pole Position 64/Human GP: New Generation
-JP: Real names and car textures from F1PP64
-US/EU: Restore Jacques Villeneuve and the free agent/legend drivers

niuus

Quote from: Gimbly on April 07, 2021, 10:07:11 PM
Hello everyone. This is my first post on the forum. Last year, during the pandemic lockdown, I was playing the amazing Final Fight CD color hack by Pyron, and started imagining playing the game with the original arcade soundtrack. Since I had some time off, I searched for some high quality versions of the arcade tracks. Then, I started remixing them to make them the exact same length as the CD tracks. Using the CD tracks as templates, I remade the arcade songs to fit perfectly on the CD. Since I was missing the Time Attack track, I created a new remix of Industrial Area 1 (that sounds quite different from the regular version) to use on that mode.
Also, since I could not isolate the voices on the CD opening track, my opening includes all of the sound effects (taken from in-game SFX) but not dialog at all. The same happens with the ending track. But, even with those flaws, the experience of playing the game with Pyron's hack and the arcade soundtrack is really, really great. And almost arcade perfect playthrough. I would love for someone to help me pack the soundtrack in a hack so everyone can play the game this new (old) way.
I am super interested in playing your version. Packing it shouldn't be hard considering it is only an audio mod.


Quote from: Dario- on March 21, 2021, 05:25:07 PM
Sorry....

Meanwhile, hello to all Hackers.

I would like to draw the attention of all those capable of changing PSX games, especially in translation.

I noticed that all versions of RESIDENT EVIL - DIRECTOR'S CUT
they all have non-original presentation with cut and black and white scenes.
However, I noticed that only in the German version this is not the case, on the contrary, it is even in color.

All this has no reason to exist for me.

Coming to the point of what I mean here, is that there are so many languages ​​available, both original and possible to change with a hacker modification here, and I wonder why not make an Italian version as well?

The game for me is the best, I like it a lot, I'm sure that anyone who sees this game as well as me would suffer to know that this game has these missing details and that the game does not exist in one's native language at least with a translation below, so I want to pray someone who is interested, I would like to see the game in Italian, and the presentation in the * full version * and * in color *, what I would like is this, including others if there are any missing details I have never known, because if I have to tell the truth about this game in German with the full presentation video I have never played it, as I have never tried to play the almost twin version BIOHAZARD in Japanese, (this is with full video but in black and white) it would be nice if in this version in Italian you could choose, with a selection, a BIOHAZARD mode, that is a simple mode slightly faster than normal together with the other three already existing.

I know that what I ask is a lot if I talk about this further added mode, but if it were impossible, it doesn't matter, I wouldn't ask for more, the important thing would be to be able to play with that presentation in Italian with full color video and with, if there were any , other cut details of the full in-game version revealed and with an Italian translation.

The German version is with the writings in the video, obviously if you could not remove those written in German to change them into Italian I want to suggest as help, the full color video on the YouTube network of the video without written below, so in case you can draw from there to change the video of the game in Italian, below, at the bottom of the post I will put the link.

I want to kindly ask everyone who can, to do it, someone help me, if I could do it I would do it and publish it, but I am not capable.

I hope an Italian can read, someone passionate like me of the genre, RESIDENT EVIL - DIRECTOR'S CUT
and he is interested in all of us Italians passionate about the horror genre.

https://m.youtube.com/watch?v=_GyOYaDHquE

March 21, 2021, 07:26:17 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Hello everyone,

since I previously talked about RESIDENT EVIL I would have a very nice idea for all fans of the genre that plays PSX games and dedicated to whatever version I will take here and now I am going to write in the presentation of my idea ...

You could create a "simple" software (in the idea), a completely automatic software to extrapolate the hacker modifications of the RESIDENT EVIL games for pc (1,2 or 3) to keep them in a modification file to be added to the psx version desired , a software that therefore takes into account how the original game is set up inside the PC game image, already knows the differences between the original PC games, recognizes the modified version for PC, and the differences between the original image used and the version mod. of the pc game, to then be able to build a modification file of this software with its extension, which could be, or transferred directly to a .bin file or could be saved to do this at a later time, where the created file , subsequently it could be applied to any existing version for PSX (RESIDENT EVIL 1,2 or 3) because already inside, the software would already know the differences between the existing versions and therefore would be able to modify each file chosen for writing knowing each type of game version psx (RE 1,2 or 3), whether it is an unlocked or non-unlocked version, so as to be able to create a mod version for psx that uses a RESIDENT EVIL 1, 2 or 3 game version and in any case that a European version is used , US or Japanese or other, Italian, German or French type.

It is a big job I realize, but the result would come out would be a really beautiful thing for all psx players and lovers of the RESIDENT EVIL genre who do not want pc games like me but only PSX versions to keep games and programs for Separate PCs with no OS installations and wanting to play with PSX emulators, of course you could do the opposite with mod versions of PSX games to be transferred into PC game images, but that's another story and I don't think it's very worth it, the mods the RESIDENT EVIL versions for pc are really many while those for PSX are few.

March 21, 2021, 09:06:19 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Hello everyone again

I would have an idea already suggested some time ago, but I propose it again in the simpler version to work with, a simple job that can certainly deflate the most difficult job for those who put themselves there to want to change the maps of SMB3.

As you all know, everyone takes care of it, there is the SMB3 map editor, you know that the screens of the original worlds there in this dedicated software cannot be changed in size, for example let's consider world 1: since there is only one screen, the software for how it was built fails to be versatile and to be able to free the problem of being able to modify subsequent screens when they have more screens already set in its dedicated offset of the map with hex editor, so here I would like to suggest a small and simple change to the software, another small white drop-down menu could be added as a function, such as the one for selecting the world to be modified, a menu that displays the type of set for that map in real time, the value but expressed in numbers of screens, by simply writing 1,2,3 or 4.

It could very well still be a function that takes into account the mapping setting of the SMB3 .nes file when opening one, so I don't think there could be compatibility problems, I'm not able to do that, but if it were me I would do it with absolute certainty, I don't think it involves a big job, it seems to me just stupid, but a very useful one I would say.
No italian, but you could use True Director's Cut for the ultimate experience.

Quote from: zstandig on March 13, 2021, 04:55:47 PM
It's kind of silly since there's already English versions on other consoles, but I'd really like English translations for:

Beavis and Butthead Virtual Stupidity
I am hopeful that happens someday.

nanashi89

A decensored Mega Man Zero Collection for DS? Blood and original script restored?

XDel

I always liked Golden Axe Warrior for the Sega Master System, though I am not a huge fan of the control set up. You have a single action button, a button to access the menu screen to switch which item is assigned to your singular action button, and then you have pause. I would like to see a set up which assigns the pause button to the menu, keeps the action button, and transforms the original menu button to an item cycle button as seen in The Legend of Zelda Redux. Also if all weapons could reach a sprite further...

Also, though I know this may be impossible, but I think that Axe Battler on the Game Gear would benefit if the player character could be better centered on the screen.

Shiryou Sensen (死霊戦線) / War of the Dead for the PC Engine lets you hold down your attack button so that enemies just walk into your knife...
...it would be interesting if a hack could be done that makes the hand withdraw each attack (like a normal game) so you are forced to press attack again.

Lastly all problems related to Captain America and The Avengers for the NES can be resolved with GameGenieBoy or what ever that app is called, all but the graphics. The game needs a graphical overhaul badly!

pocket

Conker's Bad Fur Day has some Solid controls and platforming mechanics that are marred by the decision to give Conker a realistic shadow instead of the standard "black circle that is always under the character regardless of lighting" that no 3D platformer should ever lack. What's funny is that I believe other characters and objects in the game do have the circle shadow.

Anyway it would be a nice improvement to see that circle shadow added to help with some of the trickier platforming bits of the game.
of course what I'd really like is some Jiggies of Time style full conversions but I know that's just a pipe dream when nobody has done even a small scale conker hack yet
Somebody alert me when a user friendly BS Zelda hacking tool is made. I will give my soul to work on a faithful SNES remake of Zelda 1.

PresidentLeever

Quote from: XDel on May 20, 2021, 12:35:12 AM
I always liked Golden Axe Warrior for the Sega Master System, though I am not a huge fan of the control set up. You have a single action button, a button to access the menu screen to switch which item is assigned to your singular action button, and then you have pause. I would like to see a set up which assigns the pause button to the menu, keeps the action button, and transforms the original menu button to an item cycle button as seen in The Legend of Zelda Redux. Also if all weapons could reach a sprite further...

Those are good ideas. I think a somewhat longer knockback for you and/or the enemies as well as knockback when hitting enemies from the side (so it's more like in Zelda 1 basically) would also help the combat in this game a lot.

Might also be neat if enemies stop dropping health and magic when you're at full capacity as they do with money.
Mini-reviews, retro sound chip tribute, romhacks and general listage at my site: Mini-Revver.

Tsukiyomaru0

Surprises me no one made a Maze of Galious in Zelda hack or vice-versa, given how similar the two games are!

McKnight

Games I'd like modded:

1) Adventure Bar Story (PSP/3DS/mobile)
2) Earthbound Zero (NES/GBA)
3) Earthbound (SNES)
4) JoJo's Bizarre Adventure: The 7th Stand User (PC)
5) Marenian Tavern Story: Patty and the Hungry God (PC/Switch/Android)
6) Mother 3 (GBA)
7) Paper Mario (N64)
8. Paper Mario: The Thousand-Year Door (GCN)
9) Persona 2: Innocent Sin (PSP)
10) Persona 2: Eternal Punishment (PSP)
11) Star Ocean: First Departure (PSP/Switch)
12) Star Ocean: Second Evolution (PSP)
13) Suikoden (PSX)
14) Suikoden II (PSX)
15) Suikoden III (PS2)
16) Suikoden IV (PS2)
17) Suikoden V (PS2)
18) Tokyo Xanadu (Vita)
19) The World Ends With You (DS/Switch)

Actual changes I'd like:

1) Adventure Bar Story:

-Screenshot: Allow jewels to be earned in-game (1 per 10 battles, like in Marenian Tavern Story)

-Screenshot: Allow players to cook without jewels.

-Display all playable characters on feeding screen.

-Screenshot: Allow players to switch between party and sub members even within dungeons. 

-Decipher any code pertaining to seasonal popularity arrows.  (I'd like to know if they somehow aren't working.)

-Hack in some arrows to toggle between recipe list pages.

-Screenshot: Let each file keep its own jewel count, and reset jewel and field data upon starting a new file.

-Create a randomization option for feeding.  This option should select a dish (w/ closing out to have equal probability to any one dish) and someone within your overall party to feed it to, both at random and to be specified (along with the bonus they'll gain) with a 1-second delay, before you can either select someone else, confirm, or cancel.  If someone becomes too full for more, you will be given the choice to feed them some stomach medicine.  (Cooking and listing should still be carried out manually.)


2) Earthbound Zero:

-Program the GBA version's RNG to work the same way as the NES version's.

-Screenshot: Empower insecticides against Titanees/Titanians (to match Mother 3.  I mean, what are they supposed to be, if not arachnids?)

-Increase PP required for the following levels of Healing (so that antidotes are not useless thanks to alpha; subsequent levels should also be more expensive):
--alpha: 12
--beta: 18
--gamma: 24
--pi: 30

-Screenshot: Restore the Time Machine item and its actual purpose. 
--Super Bombs should be relocated to the Reindeer Dept. Store 5F, where you can already get regular Bombs, which you can't get in the Twinkle Elementary science lab.

-Screenshot: Allow respective enemies to drop a Poison Needle or Stone of Origin.

-Restore certain names and sprites that were changed for localization.

-Allow capsules to be fed to anyone other than whoever's holding them (GBA version).

-Screenshot: Reprice the following items much more reasonably:
--Berry Tofu ($975/$487 > $81/$40)
--Bomb ($280/$140 > $23/$12)
--Insecticide ($300/$150 > $25/$12)
--Laser Beam ($760/$380 > $63/$31)
--Last Weapon ($1,048/$524 > $87/$43)
--Mouthwash ($175/$87 > $15/$8)
--Plasma Beam ($1,300/$650 > $108/$54)
--Real Rocket ($3,485 > $290)
--Repel Ring ($160/$80 > $13/$6)
--Rope ($600/$300 > $50/$25)
--Sticky Machine ($3,200/$1,600 > $267/$133)
--Super Bomb ($1,800/$900 > $150/$75)
--Time Machine ($2,775 > $231)


3) Earthbound:

-Change "Cave Boy" to "Bigfoot".
-Change "Tangoo" to "Tengu".

-Change the sound effect of purchasing an item in Summers Restaurant to "ching!", so as to match shopping at other indoor businesses.

-Allow players to change the text flavor mid-game.

-Match HP rolling speed to text speed.

-Maintain the "Use" option for unconscious characters' items, but display a message if you actually select it.  (Point is to prevent someone from dropping an item they meant to give someone else.)

-Allow players to use an item instead of tossing one before collecting an enemy gift.

-Allow players to trade items between characters, instead of having to transfer each item individually.

-Relocate Rainy Circle to the beginning of the cave in Winters (so that certain enemies don't remain unfought).

-Specify how much everything recovers or what it does, what percent of their actual HP or PP someone will regain from something, and where their HP/MP will stand fractionally afterwards, or the chances of something working (both in general and on a given turn). 

-Specify how much HP and PP an enemy has when Jeff spies on it.

-Decrease money yields by all enemies in the following locations, by the following ratios.  (It overflows the more you progress, giving you easy access to Multi Bottle Rockets that can one-shot most bosses.)  Suggested yields listed here:

https://docs.google.com/spreadsheets/d/1P0duRh8U1SIe_gPJMF2l9E-NLcuoZ-4zzj7icEcIxc8/edit?usp=sharing

-GIF: Render the following enemies susceptible to Rust Promoters:

--Enraged Fire Plug
--Mr. Molecule

--Final Starman
--Ghost of Starman
--Starman
--Starman DX
--Starman Jr.
--Starman Super


4) JoJo's Bizarre Adventure: The 7th Stand User:

-Specify how much HP or SP each food item will restore anyone (and similar data).


5) Marenian Tavern Story: Patty and the Hungry God:

-Screenshot: Display all playable characters on feeding screen.

-Screenshot: Allow players to switch between party and sub members even within dungeons. 

-Decipher any code pertaining to seasonal popularity arrows.  (I'd like to know if they aren't working.)

-Hack in some arrows to toggle between recipe list pages.

-Screenshot: Let each file keep its own jewel count, and reset jewel and field data upon starting a new file.

-Create a randomization option for feeding.  This option should select a dish (w/ closing out to have equal probability to any one dish) and someone within your overall party to feed it to, both at random and to be specified (along with the bonus they'll gain) with a 1-second delay, before you can either select someone else, confirm, or cancel.  If someone becomes too full for more, you will be given the choice to feed them some stomach medicine.  (Cooking and listing should still be carried out manually.)

-Screenshot: Hack the Thin and Thick Leather Menus to allow registry of up to 9 and 12 dishes respectively.

-List of all possible recipe combinations, according to game code.  (Will need someone else to comb through for any missed.)

-A randomization feature for when feeding Coco, but the game should only select what you have under what he asks for if you have such dishes on you, letting you know when you're out of all of those.


6) Mother 3:

-Match HP rolling speed to text speed.

-Allow players to use an item instead of tossing something before collecting an enemy gift.

-Allow players to trade items between characters, instead of having to transfer each item individually.

-Specify how much HP and PP an enemy has when Boney sniffs it.

-Screenshot: Allow Lucas and Duster to maintain items from the prologue and chapter 1 respectively.

-GIF: Let Thomas' Bazaar restock after Flint obtains the Drago fang, like after any other mini-cutscene.

-Correct some uses of the word "some" in relation to items.

-Screenshot: Fix a bug that prevents the Sanchez brothers from all facing a particular direction (can't remember which it is).


7) Paper Mario:

-Prevent level-ups from restoring HP and FP. 

-12 item spaces to inventory and storage each.


8. Paper Mario: The Thousand-Year Door:

-Prevent level-ups from restoring HP and FP.

-12 item spaces to inventory (24 upon obtaining the Strange Sack) and storage each.

-De-censor bunny-ears and Vintage Red, but leave Vivian cisgender.


9) Persona 2: Innocent Sin:

-Decensor Hitler.


10) Persona 2: Eternal Punishment:

-Decensorship.

Will need to cover the rest once someone else posts.

SCD

Klonoa (Wii): A hack that will replace the English language voice track with the Japanese language voice track and reduce the health bar down to three hearts to make it as difficult as its original PSX counterpart.

Bangai-O (Dreamcast): A VGA hack and also a decensor hack as well.

McKnight

Continuing from two posts above:

11) Star Ocean: First Departure:

-Screenshot: Raise MP costs for healing spells, as suggested below:

--Cure All: 96 MP
--Faerie Healing: 56 MP
--Faerie Light: 176 MP
--Raise Dead: 84 MP

-Enable the use of food in battle.

-Specify how much everything recovers (or deals), what percent of their actual HP or MP someone will regain from something, and where their HP/MP will stand fractionally afterwards. 

-Screenshot: Change the following food items to restore HP or MP to one character:

--Devil's Ramen
--Ooze Cocktail
--Mixed Fruit Juice
--Fruit Sandwich
--Fresh Juice

-Screenshot: Change the following food items to restore HP or MP to everyone:

--Macaroni Gratin
--Egg Soup
--Apple Pie
--Sachertorte
--Stew
--Fruit Punch
--Seafood Gratin
--Deluxe Fruit Platter
--Luscious Gratin
--Scrumptious Pizza
--Treasured Gorgonzola
--Super Spicy Stew
--Tasteless Stew
--Tearful Risotto

-Screenshot: Allow Phia or T'nique to occupy your final party slot if Millie has already re-joined you.

-GIF: Increase how much HP Sacrificial Dolls restore, so that no one dies immediately after being revived by one.

-Allow characters to either change targets mid-chase, or cancel an attack altogether with a press of a button, while getting into position to attack.  (Enemies and anyone acting automatically should also implement this.)


12) Star Ocean: Second Evolution:

-Screenshot: Increase MP costs for Cure All, Faerie Light, Faerie Healing, and Raise Dead.

-Screenshot: Enable the use of food in battle.

-Specify how much everything recovers (or deals), what percent of their actual HP or MP someone will regain from something, and where their HP/MP will stand fractionally afterwards. 

-GIF: Increase how much HP Sacrificial Dolls restore, so that no one dies immediately after being revived by one.

-Allow characters to either change targets mid-chase, or cancel an attack altogether with a press of a button, while getting into position to attack.  (Enemies and anyone acting automatically should also implement this.)


13) Suikoden:

Expanding upon Pyriel's bugfix patch:

http://www.romhacking.net/hacks/4405/

-Fix a glitch where someone might replace someone else (such as Pahn replacing Gremio, Gremio replacing Tir, or Ted replacing Cleo).

-Fix Marco's coin game to run on the same RNG as everything else, instead of its own that gets reset whenever you quit and play again.

-Fix the dice game to function like in Suikoden II.

-Specify how much HP each enemy has when selecting a target.

-Specify who can wield a given crystal, like w/ equipment.

-Cue a message to ask if you actually would like to mount Thrash whenever you walk up to her; in case it was by accident, then you won't have to sit through the flight to Seek Valley and then the return trip.

-Reverse the entry points on the first balcony in Moravia Castle.

-Screenshot: Correct confusion between Earth and Wind Rune Pieces.  (Two separate hacks should account for this, one for switching the names, and the other for switching the elements, so that players can decide which they want changed.)

-Return overwritten runes back to the inventory, and allow rune masters to replace optionally-equipped runes with different ones.
-Give Ted and Odessa's respective belongings back to you when the former gives himself up and the latter dies.  (If you wind up overloaded, said belongings will be on a separate list so that you don't have to cycle through each item individually.)

-Allow detached runes (along with the character cursor) to default to the nearest character with item space, if the wearer's own inventory is full.
-Allow item usage when trying to make room for new items.

-Allow players to trade items between characters, instead of having to transfer each item individually.

-Keep the music going during the night before the Shasarazade raid, and then when everyone is getting their armies ready for the final army battle.

-Screenshot: Enable Escape Talismans in Lepant's mansion (whichever way you entered), Neclord's castle, and Moravia Castle.  (Something tells me that their usage might actually be tied specifically with the cavern theme, which would extend this criterion to other castles in the game (except for Gregminster after defeating the Golden Hydra), mountain paths, the Great Forest, Sonierre Prison (except for in-between Liukan's rescue and Gremio's demise), and Kalekka.  If this is done under Shasarazade Castle after closing the floodgates, Sonya's next appearance should be triggered with Tir moving into place first.)

-Screenshot: Prevent army battles from wiping your party clean, even if either some characters still have to leave or you still have to make room for anyone outside afterwards.  (Already true in Garan.)

-Screenshot: Enable teleportation to Kobold Village.

-Text errors to fix:

--Change "bits" to "potch", for series consistency.
--Remove "He" from when you receive the Astral Conclusions.
--Remove "an" when a weapon's name gets changed.
--"Fenril", the second name of Camille's sword, should be "Fenrir".
--Highlight someone's name whenever they speak.
--It does not make sense for Ted to mention looking forward to seeing Windy when he already knows who she is.
--When Gremio gives Kirkis' ring back to him, the latter should be the one expressing understanding the former's point, to which Gremio should respond.
--"Easy" should be "easier" when you select the Black Golds during an army battle.
--"Narcists" should say "Narcissists" during army battles.
--There should be a space between "Milich's" and "castle" when Gremio first talks to Liukan.
--Change "Necklace" to "Collar" for both accessories in question.
--Decapitalize "Locked" in Qlon.
--Indicate the player's turn in the dice game w/ "Your turn" instead of "[Player character]'s turn".
--Capitalize the first "t" in "that" when Vincent says "that is a foolish question."
--Capitalize the first letter each of "rapids" and "maelstrom" for when the game prevents you from sailing past them.
--Give Gremio and Pahn some lines for dying in battle.
--Change the following enemy names:
   Nightmare -> Magician
   Ekidonna -> Echidna

--And from Legends of Localization:

https://legendsoflocalization.com/the-time-suikodens-script-went-off-the-rails/

-Subsequent patches building upon the above, in order to highlight the following features once the four marked above have their chance to be showcased upfront.  Each of these should get their own patch while being combinable with one another, before they are all bundled into one combined patch, in case anyone would like, for instance, an enhanced bath feature but no inconsistent enemy data from what's up online.

--Transplant some of the Saturn-exclusive content into the PSX version.  (Some things are specified on Suikosource, but Wikipedia also mentions new enemies and locations; would want data on all enemies, and I'm not sure if there were more locations than SS specifies.  Will give special instructions about other things case-by-case.  Make sure to also rewrite all data for Pirates' Hideout to match, so that the pirate trio cannot be fought and recruited until after they capture someone.)

--Prevent anyone from dying in army battles who is canonically alive in Suikoden II or III.

--Allow flowers to bloom when flower paintings and/or Lovers' Garden are placed.  (Flowers, flower paintings, only would make sense, no?  And aren't gardens also associated with flowers?)

--Allow all baths to exist simultaneously to be selected, and for each to have its own set of antiques.  (Each can still depend on your army size to become available, though.)

--And then, all four features bundled together, for anyone interested.


14) Suikoden II:

Expanding upon Pyriel's bugfix patch:

https://www.romhacking.net/hacks/4398/

-Screenshot: Allow Rulodia a Star of Destiny title.

-Specify how much everything recovers (or deals), what percent of their actual HP someone will regain from something, and where their HP will stand fractionally afterwards. 

-Allow players to trade items between characters, instead of having to transfer each item individually.

-Specify how much HP each enemy has when selecting a target.

-Have McDohl's name match the one given to him in an S1 file.

-Prevent anyone from dying who is canonically alive in Suikoden III.

-Screenshot: Allow all baths to exist simultaneously to be selected, and for each to have its own set of antiques.  (Each can still depend on your army size to become available, though.)

-Fix glitches here:

https://suikoden.fandom.com/wiki/Glitches#Suikoden_II


15) Suikoden III:

-Allow all baths to exist simultaneously to be selected, and for each to have its own set of antiques.  (Each can still depend on your army size to become available, though.)


16) Suikoden IV:

-Allow all baths to exist simultaneously to be selected, and for each to have its own set of antiques.  (Each can still depend on your army size to become available, though.)

-Prevent Ted, Viki, or Jeane from dying.


17) Suikoden V:

-Add in two more spare-slots for your party.  (Are there are actual circumstances in which all ten characters in your party appear togehter?)

-Prevent Lorelai, Viki, or Jeane from dying.

-Allow all baths to exist simultaneously to be selected, and for each to have its own set of antiques.  (Each can still depend on your army size to become available, though.)


18. Tokyo Xanadu:

-Match gameplay balance in the Vita version to eX+.


19) The World Ends With You:

-Change bikinis into top-and-bottom threads instead of accessories.

-Allow partners to take damage in co-op mode.

-Restore everyone's food preferences and reactions in Final Remix to match the DS original.