[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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PresidentLeever

#7440
Mega Man Legends 2 Improvement (PS1):


Balance:
-15-20% cheaper weapon upgrades to reduce grinding
-Longer invincibility time after taking a hit to avoid hit stuns
-Can find an ammo tank in the middle of the boss rush near the end
-Faster auto-fire and one more shot on screen/energy by default
-Less overpowered shining laser and ground crawler
-Better shield sub weapon?
-No contact damage from knocked down enemies
-Weaken spongy enemies a bit: the shielded robots, the bird robots without legs, first tron bonne boss, some elysium/final dungeon enemies) and some later on as well (the "chicken" robots in the lava dungeon for example)
-Higher selling prices at parts/junk shops
-Difficulty spikes: first Tron Bonne encounter if you took the A license and didn't upgrade your health bar or healing item - one unavoidable shot attack if you don't move far away from her
-Difficulty dips: first redhead (black guy) boss encounters, manda island boss, dinosaur boss and tron bonne boss in the lava ruins, Bonne chase,  gold aircraft battle
-Can use the hover shoes to avoid being slowed by the sand during the fight against teisel in the desert city
-More time to reac to the floor trap enemies in the lava ruins and elysium
-Somewhat more challenging platforming before the lava ruins

QoL:
-Enemy drops disappear after about 10-15 instead of 5 seconds
-The vacuum/enemy drop magnet is a passive ability like the flame barrier
-Faster underwater movement
-HP refill after bosses besides the boss rush
-The auto-mapper range is doubled so it's not just the "tile" you're on being filled in (to avoid missing paths from not fully exploring rooms)
-Can equip parts and compare parts via the shop menu
-Enemies drop more of what you need at the moment (more ammo would've been useful since you can only carry one refill)
-Persistent block placements in dungeons (crrently you can't place a block then go change water levels and go back and have it still be there)
-Subtitles during cutscenes

Controls/interface:
-Can carry two or more sub/special weapons besides lift at once and select is used to switch (start now takes you to the menu instead) - less need to backtrack out of a dungeon because you didn't bring the right one and can't fully explore it. Can also use other weapons than the hyper shell to take out the switch past the flame jets in the lava dungeon
-Can't lock onto enemies through walls and the game prioritizes closer targets more consistently
-Can combo properly with the blade and not get hit or move through enemies
-Fix how if you jump at the same time as you let go of the d-pad then it doesn't register
-Fix how the game automatically switches lock-on targets if hit
-Full control config (it would've been good not to have camera quick turn and interact be mapped to the same button)+you can map rolling to its own button
-Don't have to be standing still to side roll+pressing l/r on the right stick doesn't make you side roll as it gets in the way
-Can change directions in mid-air
-Can reverse the horizontal camera controls (nost just vertical
-Don't stop moving if you use the camera quick turn button (currently have to change the direction you're pressing the stick in each time)
-Can see past the room you're in on the mini-map (as it currently makes it look like you haven't opened a door when you have)
-The map marks found chests by default in optional dungeons
-Less loose scrolling on the hub map
-Equally fast camera rotation while moving and faster turning while using the jet skates
-Can place rather than throw boxes if completely still
-Shop menu wraps around
-Can aim straight up
-Fix how sometimes can't be standing right next to a wall while firing the homing missile launcher as the missiles just hit the wall (sometimes even happens with the buster)
-Fix how each message during the tutorial pauses gameplay and there's an annoying prompt after each one asking if you want to repeat the message which defaults to "yes"
-Fix how sometimes you'll change targets mid-blade combo for no reason
-Fix how speeding up dialogue gets screwed up during the final dungeon making you skip to the next line if you press the button
-No delay before you can jump after using the shining laser
-Can lock onto the weak part of the green train (or you can bounce back the thrown bombs as it might make the fight more interesting)

Other:
-Can do two of the main dungeons in either order at a time for a more open structure
-More places to use the skates to reach further (chests with money or items)- More places to use the fire extinguisher to progress
-Less dead space in the final dungeon and more developed use of the gravity changing mechanic
-Remove the pointless breakable wall in the manda island ruin since you can get to the other side of it no problem
-Removed invisible walls near water and on the bridge if you try to explore the overworld near the first town+around the pits in the forbidden island overworld area, etc. Take some damage from pits and water instead
-Added slide and/or wall jump (MM/MMX), and level design to use them on
Mini-reviews, retro sound chip tribute, romhacks and general listage at my site: Mini-Revver.

Retrolife



MysteryMan3D

Can someone tweak Batman Returns (NES) just to make Batman grey, like the hacks we have for Batman The Video Game (NES)? I don't like him being navy blue in that game.

Masked Dedede

Metroid: Zero Mission's original Metroid port, import the graphical upgrades and fixes from the NES Classics version of Metroid 1
Bottom Text

Kallisto

This is a bit of a long shot I admit, and considering there isn't many people here that know how to work with MSU-1, but it would be great if someone could implement MSU-1 capability into Dragon Quest 1 through 3 for the SNES.

I always found the Dragon Quest 1 & 2 SNES soundtrack to be the weakest of the SNES versions for various reasons, and while Dragon Quest 3 SNES music is a cut above the rest of the trilogy though it would benefit from a MSU-1 patch as well.

I hope somebody here can make that dream happen one day.

Even if not that then I hope somebody could at least do a remix of the SNES tunes to make it sound better for the ears.

XDel

 The Metroidvania Teenage Mutant Ninja Turtles 3 - Radical Rescue, deserves to be colorized.

NBA Jam, but without actual sports players and with video game character line ups instead. Sound effects and what not to boot.

PresidentLeever

#7447
Here's a colorized TMNT 3 mockup with the SMS palette:


https://imgur.com/LSxR6px
https://imgur.com/iaHfQne
https://imgur.com/czhWc5g
Mini-reviews, retro sound chip tribute, romhacks and general listage at my site: Mini-Revver.

julayla

You know, looking at the Mesen package games, for some reason, I want to see someone do the same thing to the Dragon Quest NES games one day.

Animebryan

I have an idea for Ninja Gaiden. Make a 'Fair Hack' that does the following;

  • Stop the respawning of enemies. When you kill an enemy, it should stay dead
  • If you die at any of the final bosses, you should only have to redo 6-3, not the entire act!
  • Add the Visible Item Holder feature from Ninja Gaiden 3, where you could see the contents of each item holder instead of having to memorize them (for those of us with bad short-term memory)
  • Nerf Bloody Malth's fireballs to be a bit slower (so they're avoidable) and fly in a straight line instead of semi-homing
  • Fix Ryu's jumping backward momentum
  • Limit the total number of enemies that can be on-screen to 3 or 4 max (also prevents slowdown/lag)
This would make Ninja Gaiden more fair, as some players still haven't beaten this game either at all or without cheating. The only real reason this game is so notoriously hard is because of limitations & bad programming & should be fixed.

Supergamerguy

Quote from: Animebryan on May 30, 2021, 06:59:42 PM
I have an idea for Ninja Gaiden. Make a 'Fair Hack' that does the following;

  • Stop the respawning of enemies. When you kill an enemy, it should stay dead
  • If you die at any of the final bosses, you should only have to redo 6-3, not the entire act!
  • Add the Visible Item Holder feature from Ninja Gaiden 3, where you could see the contents of each item holder instead of having to memorize them (for those of us with bad short-term memory)
  • Nerf Bloody Malth's fireballs to be a bit slower (so they're avoidable) and fly in a straight line instead of semi-homing
  • Fix Ryu's jumping backward momentum
  • Limit the total number of enemies that can be on-screen to 3 or 4 max (also prevents slowdown/lag)
This would make Ninja Gaiden more fair, as some players still haven't beaten this game either at all or without cheating. The only real reason this game is so notoriously hard is because of limitations & bad programming & should be fixed.

These sound like great ideas! I've run into many of these issues myself over the years. Only save states was able to get me to the final boss without any NES cheats. And even then, the final boss was so difficult that I just gave up and used an invincibility cheat.

I would like to add something to that list in regards to the final boss.
7. Make the final boss's (especially the second form) movement speed slower, so that you're not always in danger of being hit by his homing fireballs or missing an opportunity to attack him on the head.
Mega Man 7 > 3 > 2 > 9 > Wily Wars > 10 > V(GB) > 5 > 6 > 4 > Powered Up > 1 > The Power Fighters > The Power Battle > IV(GB) > III(GB) > II(GB) > Dr. Wily's Revenge(GB) > 8 > Mega Man and Bass > Mega Man (Game Gear) > Mega Man and Bass - Challengers from the Future

yogu

Hi there, new user here, just wanted to say that finding out about this website was one of the best things of the year for me (at least for gaming)

Anyway, just wanted to say that there are games here with some cool patches that should be merged together, like Megaman X's Capsule Remix + SA1, or Sonic 2 Homing attack + bugfixes.

Banjo

Ever since I discovered it a couple of years ago, I've wanted a version of the Sega Genesis/Megadrive game 'Teenage Mutant Ninja Turtles: Hyperstone Heist' where the Foot Soldier enemies were coloured to match the other Konami TMNT games on the NES, SNES and arcade.

That is, purple Foot Soldiers as the "basic" enemies, white Foot Soldiers for swordsmen instead of blue, etc.

Normally I figure "if you want it, do it yourself" and I've done some hacks and mods in my time but I've never romhacked a Genesis/Megadrive game and have zero idea of how to do it.

I *suspect* it would not be too difficult for someone who does know how to simply "swap" the colours of existing sprites, since as far as I know, all the needed soldiers/colours are already in the game, they're just strangely applied to differently-armed enemies.

So, no "new" graphics or even coding should be needed?

PresidentLeever

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

PolishedTurd

Quote from: Animebryan on May 30, 2021, 06:59:42 PM
I have an idea for Ninja Gaiden. Make a 'Fair Hack' that does the following;

  • Stop the respawning of enemies. When you kill an enemy, it should stay dead
  • If you die at any of the final bosses, you should only have to redo 6-3, not the entire act!
  • Add the Visible Item Holder feature from Ninja Gaiden 3, where you could see the contents of each item holder instead of having to memorize them (for those of us with bad short-term memory)
  • Nerf Bloody Malth's fireballs to be a bit slower (so they're avoidable) and fly in a straight line instead of semi-homing
  • Fix Ryu's jumping backward momentum
  • Limit the total number of enemies that can be on-screen to 3 or 4 max (also prevents slowdown/lag)
This would make Ninja Gaiden more fair, as some players still haven't beaten this game either at all or without cheating. The only real reason this game is so notoriously hard is because of limitations & bad programming & should be fixed.

I have been working on this, off and on, for a few years. #1 is definitely on the list, but it requires writing new code to track enemy deaths after killing and before spawning. The logic is all written; I "just" have to insert it in the game, along with other changes I want to include. Changing backward momentum and the 6-3 respawn bug are both just a couple of bytes, by comparison. It's also possible to reduce or entirely remove the knock-back from enemy collision, although this makes the game obscenely easy.

Malth's fireballs could be slowed down; the real kicker is how fast the Y coordinate tracks Ryu's position. But boss fights other than the final 2 are broken, usually amounting to nothing more than running right up and mashing the attack button. New AI is needed, but that's beyond the intersection of my skills and interest. The jumping slash is also broken and appallingly cheap, as it should only harm an enemy once per attack (I have written that code too!).

It would be easy to limit onscreen enemies to 4, although enemy projectiles count as enemies, so the screen would be sparse around machine gunners and mace throwers. It doesn't sound like fun to me, but I could bundle in a patch for it with the rest of the changes. As info, the game's enemy/projectile limit is 8, and no additional enemies can spawn until the number goes below 8.

I anticipate releasing a bugfix / quality-of-life hack before the end of this year, if you can stand to wait that long.  :thumbsup:


PresidentLeever

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

Tsukiyomaru0

Here's a really good idea for Ninja Gaiden Trilogy: Declownify it. By that I mean:
1. Fix the screens like main menu and password, so it doesn't look like a Geocities web page made by a teenager who just discovered clipart
2. Change the instrumentation of the songs, so gems like Unbreakable Determination doesn't sound like a circus theme.
3. I don't recall if there's any screen flash, but if there is, replace them with a fade out.

shakunetsu


SF2 series Optimize control layout for 3 Button Pad for Genesis.

LP: Tap A BTN  LK: Hold A BTN
MP: Tap B BTN  MK: Hold B BTN
HP: Tap C BTN  HK: Hold C BTN

SF2 series Optimize control layout for 4 Button Pad for SNES.


LP: Tap Y BTN   LK: Tap B BTN
MP: Tap X BTN   MK: Tap A BTN
HP: Hold X BTN  HK: Hold A BTN

SF2 Optimize control layout for 2 button PC Engine's handheld The Turbo Express.


Light Normal: TAP
Mid Normal: Back+TAP
Heavy Normal: HOLD

SF2 Sega Master Update/Remastered

To be Playable

-Clean background to have a seamless effect then remove repetitive NPC
-Everyone had there specials in the Original SF2 like Ken having Shoryuken.
-Responsive and Forgiving special move execution commands.
-Increase the horizontal distance from the ground or increase the Y axis not ground bound special moves
  ie Hurricane kick. To look visually more akin to other SF2 games in visual standpoint.

https://www.youtube.com/watch?v=97uaJrUmzho




by MCBRemakes @twitter



Hyper SF2(ARC) easy pick World Warrior bosses by holding start

- Easy selectable and accessible WW bosses, You can change version inbetween rounds, if even possible to add Violent Ken and Evil Ryu



https://www.youtube.com/watch?v=ZgZQLO9bjYI


SF2 GB COLOR Port

Something like this

Colorized by Liamh1982

from

http://handheldworld.tumblr.com/



There were other works interpretation of colored version that is completed by Seong-jin for Mugen Stage. That can be used as inspiration.



Here are the rest of the SF2 GB stages that are recolored

https://mugenarchive.com/forums/downloads.php?do=cat&id=122-street-fighter-ii&page=3

Quote from: shakunetsu on April 01, 2018, 07:01:20 PM

Translations English

-MTG (Dreamcast)
-YuYu Hakusho Tokubehuten (Snes)
-Sankyo Fever 4 (PsX)
-SF2 Movie Game (PsX)
-KOF Kyo English (PsX)


and Someday






vernxneto

I didn't find anywhere a translation to Card Captor Sakura: Itsumo Sakura-chan to Issho! how long it would take to translate it? Someone thinks of working on it?