[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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InvisibleMan

Hello!

After finding out about the following hack for Super Mario Bros. 3 All-Stars (SNES)
https://www.romhacking.net/hacks/906/
I got excited that I could make the game harder (while being able to use great SNES graphics instead of a Japanese NES version).

And I got an idea of a hack (or maybe somebody knows about existence of such hacks?).

A hack to make Super Mario Bros. 3 harder(preferably for its All-Stars port):

1. Keep the same damage system as in the hack I linked above (like in the Japanese NES version, 1 hit always turns Mario to his small form)

2. P-Wings and Jugem's Clouds shouldn't exist in the game at all (they could be replaced by Mushrooms or in some cases by a rare costume).
Those P-Wings really make some great difficult levels way too easy.

3. Remove the "flip the card" bonuses that appear every 80 000 points, and remove the 1up bonus in the end of the level.
Just to generally make 1ups more hard earned (mostly from coins and 1ups on the levels).

4. Remove warp whistles from the game (a way to get them, or replace them with Tanooki Suits or something like that).

Is any of that possible (or maybe already exists in some form)?

KingMike

Quote from: InvisibleMan on June 02, 2022, 02:14:28 AM
4. Remove warp whistles from the game (a way to get them, or replace them with Tanooki Suits or something like that).
Not unless a save feature is added.
The point of adding the warp whistles was that the game is way too long to force players to finish in a single session (playing casually).
"My watch says 30 chickens" Google, 2018

InvisibleMan

Quote from: KingMike on June 02, 2022, 09:41:15 AM
Not unless a save feature is added.
The point of adding the warp whistles was that the game is way too long to force players to finish in a single session (playing casually).
I understand.
That's why I said that it specially would be great for "All-Stars" SNES version, since that one already has the save feature.

But, considering the nature of such hacks, they are most likely to be played on emulators, which means people would have a save feature to take a break from the game regardless.

FAST6191

Warp whistles you could probably do as a cheat -- find whatever sets infinite warp whistles and rather than forcing the number to be 99 or something then make it 0. Would probably also not be too hard to make that a hardpatch either. Alternatively then level editing might be a thing, and if it is a bonus you might see about removing that or changing the odds so it never happens.

2. Sounds like something a level editor should handle.

3 would be a wonderful intro to assembly hacking -- find the score and anything that references that, easy enough to NOP it so things don't happen, likewise whatever does 1-ups at level end should be relatively easily found with breakpoints and worked back to where you can NOP it.

1. I think has been discussed many times. If your (emulator) cheat engine has some more creative options like loops then you could probably get it going on (the state mario is in probably is a number somewhere in RAM, find this, copy this, compare this and if it is lower* then set to small mario. If not then still going to want to find the state value and do something similar so anything that reduces to big mario or something makes him small instead.

*don't know if invincibility star is a thing in this which could make things trickier.

8bit-astronaut

Hi, my hack idea is this: a hack for pokemon stadium 1 and 2 that lets you play a pokemon version in color and with all the pokemon, so you dont need the transfer pack.
Another thing... it always bored me that the letters in world 2 and 4 got messed up in super mario 3.

Probably terrible proyects but anyways thanks for your time

slickrasta

Does anyone know of a Pokemon Yellow hack that implements a modernized mechanic for HMs? Preferably allowing field use of HMs without the need to teach the HM moves to Pokemon. 


My idea: to combine the Gen 2 graphics hack with the temporary field move implementation of HMs from Shin Pokemon (and if possible the running shoes and quick bike+rod+HM use features) as I feel like that would be the ultimate near-vanilla Pokemon Yellow experience. Unfortunately I have no programming knowledge so I am unable to accomplish this myself.

FAST6191

I did see some people do injection and bypass restrictions with the stadium games (the transfer pak being just that). It routinely failed for much other than pokemon but as it is pokemon you are caring about...
https://www.romhacking.net/hacks/4506/ https://n64today.com/2019/06/02/play-game-boy-games-on-n64/

Stadium 2 does support gold and silver so I guess you could do something like the https://www.romhacking.net/hacks/5849/ https://www.romhacking.net/hacks/1385/ hacks that make red/blue GBC games or maybe just SGB efforts. The proper GBC hack also notes that other hacks could be expected to work with this so I don't know if you could do a 151 hack for it ( https://www.romhacking.net/?page=hacks&genre=&platform=&game=&category=&perpage=20&order=&dir=&title=151&author=&hacksearch=Go ) but that would be the other half of what you want -- in case you were unaware there are usually hacks to allow all pokemon to be caught/traded for/... made by hackers, as there are 151 pokemon in gen 1 then you have your answer.
Stadium 1 as the west knows it only supports RBYG/gen 1 which means probably no GBC support and thus colours become trickier -- either you inject an emulator into it that does GBC or figure out some colourisation scheme.

Anyway for 2 if you can find the bypass requirements/injection method then you could probably get that going on in short order with the other links above.

Mario wise then check to see if there are not already hacks
https://www.romhacking.net/hacks/4123/ might be one. There are plenty of people looking at the game https://www.romhacking.net/?page=hacks&genre=&platform=&game=750&category=&perpage=20&order=&dir=&title=&author=&hacksearch=Go and a disassembly of it so I would be surprised if someone did not fix such a bug somewhere along the line.

Vallenatero2015

I would like a Metroid NES hack rom idea where the classic Zero Suit Samus sprite is replaced by a Metroid: Zero Mission style one by pressing the password 000000 000020 000000 000020. Is it really possible?

g1grimlock89

Would really love to see a hack of the super star wars games but it's the prequels instead of the original trilogy 

Brutapode89


Kylikeit

A hack for the SNES port of DOOM that enables any level to be played on any difficulty?

T92

Quote from: Brutapode89 on June 06, 2022, 07:37:29 PM
A mirrored Zelda: A Link to the Past like hack?

Like the Wii version of Twilight Princess?

FAST6191

Quote from: Brutapode89 on June 06, 2022, 07:37:29 PM
A mirrored Zelda: A Link to the Past like hack?

Some people have wanted mirrored stuff before for things. If you already know the game and don't need to do item descriptions or anything then there are mirror options available for many graphics cards and most emulators will happily remap controls for you.

bogaabogaa

** deleted
sorry was a very old replay.. was on the wrong page.
CV ROM DiscordServer
https://discord.gg/PvFgxRg

TheWatcher041

I require a Wolfenstein 3D (Gba, english version) hack. 2 ideas actually.
Idea 1: Music patch (most wanted)
2: add spear of destiny

latinking

Greetings,

I recently discovered romhacking.net, and I wish to know if the following request is easy to achieve: replacing the music of Super Mario Advance 4 with the original NES version's?

Thank you.

FAST6191

Quote from: latinking on June 08, 2022, 12:25:29 PM
Greetings,

I recently discovered romhacking.net, and I wish to know if the following request is easy to achieve: replacing the music of Super Mario Advance 4 with the original NES version's?

Thank you.

Someone might have already gone there, though fewer people do stuff with the GBA ports beyond the ereader stuff.

Anyway I can see a path -- if the Final Fantasy SNES ports can have their music restored the lesser capable stuff from the NES should manage it as well.

GBA audio is often somewhat custom but Nintendo did provide/use a format generally known as Sappy that might be in play here. If it is then you have some potentially quite easy ins to convert midi like audio into a compatible format.
https://www.romhacking.net/utilities/948/
https://www.romhacking.net/?page=utilities&category=&platform=&game=&author=&os=&level=&perpage=20&title=&desc=sappy&utilsearch=Go
https://www.romhacking.net/documents/462/

The GBA uses software defined sound banks/instrument libraries/... compared to the more hardware defined approaches common on many older systems so you will need to replicate the NES offering in some manner (bound to be something out there) or hope what the GBA/that particular game has is close enough already. I can't imagine there is no suitable midi offering for NES mario already out there somewhere but if it was some random game without such a rip then you would also have to learn the source console well enough to make such a thing (that or have enough musical talent to transcribe it suitably).

Quote from: TheWatcher041 on June 07, 2022, 11:17:38 PM
I require a Wolfenstein 3D (Gba, english version) hack. 2 ideas actually.
Idea 1: Music patch (most wanted)
2: add spear of destiny
I don't know why you would go in for the GBA version of the game. You would probably be better served looking into porting the source code -- Doom was quite notably ported in more recent times (and then some hacks backported to the original GBA version) so I imagine there is scope for Wolf3d if you don't want to go in for the ports on basically every other system (only Doom and Tetris are likely to have less versions when all is said and done, and yes I am counting breakout).

pocket

In Ninja Jajamaru-Kun, Jajamaru can stun enemies by jumping on their heads, giving the player an oppening to kill them off.

When Jaleco decided to make a more long super mario bros. styled platformer with Jajamaru no Daibouken, they carried over a lot of mechanics from the original score-chase game, but didn't include the stun stomp for some reason, I think the game would be better with that ability, and quite possibly I feel maybe they meant to put it in but the game was buggy and it doesn't work? The enemies do make a sort of sound when you jump on them but it just kind of pushes them back a little.

Also, I think the only current translation of Jajamaru no Daibouken has a bug that messes up the graphics on boss battles... it's last update was 2010 so idk if there's any chance of a fix.

EDIT: Oh, I found the problem with the Jajamaru no Daibouken translation. The very top of the second "J" in Jajamaru on the title screen is flooding the sky in all boss fights.  They must have used that tile for the sky originally.  Unfortunately, I wouldn't know how to fix it myself. I can leave it how it is, or I can fix the sky and break the title screen to have a big blue square covering the J.

2nd EDIT: Okay I think I just found out there you actually can stun enemies by jumping on them but the precision is obnoxiously precice compared to the first game. The game seems to mostly register them bumping into you as opposed to the intended effect.
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.

luna211

Now that the Retro-bit version of Mega Man: Wily Wars is available, I'd love to see the Game Genie patches for 'no delay when beginning to walk from standing position' and 'Mega Man's bullet speed 33% faster' applied to it. Retro-bit fixed a good handful of the boss slowdown, but that's pretty much it.  ;D

Tsukiyomaru0

I wonder how hard would it be to adapt Puresabe's Rockman & Forte hacks for the GBA, specially "Rockman & Forte - Multiple Equipment"

And speaking of "Rockman & Forte - Multiple Equipment", maybe an addendum to remove the leftmost box of the second row, since it's redundant for this hack.