[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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SinWorld

Quote from: FAST6191 on November 23, 2017, 03:33:26 PM
If the button combo (L and A on the title screen) is not enough I made a cheat for it a few years back
http://gbatemp.net/threads/castlevania-portrait-of-ruin-us-undub-cheat.367014/

In action replay format
220e0200 00000000

If you want to disassemble the game and find the location (as mentioned in the thread linked I just found the flag the button combo sets and made a cheat for that) and do whatever as ASM then that is all you.

If you just want a basic hardpatch of it then grab a copy of DSATM.

Depending upon your flash cart you may also want to fix the crashing issues.
https://gbatemp.net/threads/which-flashcart-for-castlevania-por.343239/page-2#post-4559271

is this reply to me? I was talking about Dawn of Sorrow where only few japanese voices were left intact in the US rom. Wasn't talking about portrait of ruin .

DelayHacks

Can anyone make a extended camera code for Sonic 1 (Hivebrain's disassembly), because i don't learned ASM (my English not the best).

julayla

Here's an idea...maybe fandub the ZX dialogue and cutscenes for Megaman ZX maybe?

cartridge_rom


FAST6191

Quote from: SinWorld on November 24, 2017, 08:59:34 AM
is this reply to me? I was talking about Dawn of Sorrow where only few japanese voices were left intact in the US rom. Wasn't talking about portrait of ruin .
It was, I should not do autopilot foruming at night. My apologies.

In that case if you want there are some pretty nice SDAT modification tools (tinke is a good one, crystaltile2 might also do it) that should allow you to manipulate and overwrite sections just by clicking. As that is all the would be hacker is likely to end up doing then you could try it yourself if you want.

Quote from: julayla on November 24, 2017, 10:11:49 AM
Here's an idea...maybe fandub the ZX dialogue and cutscenes for Megaman ZX maybe?
Did anybody ever finish the backport of the English script to the Japanese version? As I recall the NA version dropped a whole bunch of animated scenes and voiceovers.

julayla

Someone should translate the Sufami Turbo games. I'm interested in playing them, if only to try to play them in English. I mean heck, I wouldn't mind playing the Sailor Stars Floating Panic 2 game if that happened.

SCD

Here some random hack ideas that I came up with:

Undub hacks for Tail Concerto & Brave Fencer Musashi for the PSX.

NTSC patches for Rapid Reload, Mickey's Wild Adventure & Capcom Generations Vols. 1-4 for the PSX.

A hack for the Dreamcast port of Nightmare Creatures II that will fix all the bugs, including make it play the correct audio for the cutscenes as well.

A hack for the Sega Saturn port of Earthworm Jim 2 that will add all these fixes to it:

Restore the correct hanging & climbing across EWJ2 animations for Jim, they used the ones from EWJ1 in this port for some odd reason.
Give the voice track that is used by the grannies & the sheep enemy the correct pitch, it sounds really low in this port for some odd reason.
Give the ISO 9000 level the Lorenzen's Soil music track.

Add these fixes to the PSX port of it, including make a NTSC patch for it as well.

ChudStudley

Hyello people, I'd really really like to do a 100% run in Ocarina of time and Majora's Mask but i also want the tough as nails gameplay of a 3 heart run. Is there any sort of way i can lock Link's total health down to 3 hearts no matter what? Even if i get a heart piece, it'll stick to 3 hearts? There might be a way to do this already that doesn't even need a hack, if so i'd love to hear a way.

Kallisto

I second that. I thought OOT was too easy with some bosses, and other things. Though I wouldn't prefer a 3-heart run myself, but just buffed up gameplay. I mean the first boss is pathetic, and I think as a example that adjusting Gohma's HP, speed, damage, and if we're feeling cheeky maybe adjusting the gameplay slightly somehow would make that boss better.

I think the GCN version would be easier to work with to accomplish that.

FAST6191

3 hearts sounds like something you could do as a cheat.

http://doc.kodewerx.org/hacking_n64.html#gs_code_types have if arrangements which you might be able to twist infinite health codes to work with, sadly there does not appear to be a greater than option which would leave you lumped with doing a few dozen cheats (all those half and quarter values likely mean more than the baseline 20 hearts). If it is just for your personal amusement then as long as you remember not to get the hearts you can get away with a shorter list.
Without that if you followed the logic the health system used you should land yourself with the max health value soon enough (health restore might do something) and that you can pull off with a basic cheat.
I don't know how the programmers would have done it but there is a chance the heart storage is located around the same place the inventory storage is. If then you have a "have ?? item" cheat poke around that area of memory.

If you are going for the GC versions then they appear to have conditionals http://doc.kodewerx.org/hacking_gcn.html#ar_code_types

KingMike

Quote from: FAST6191 on November 28, 2017, 03:54:44 AM
(all those half and quarter values likely mean more than the baseline 20 hearts).
From what I remember reading, even on the SNES the HP is actually a much higher number and the hearts on-screen are merely a representation of those numbers divided into units of 4 or 8 or whatever.
Link's Awakening it was kind of weird as it used both a raw HP value as well as a heart container count (with the file screen becoming a fatally broken if a save file contains an illegitimate value. The original game would just become graphically corrupted but the DX version would effectively become bricked if it had a bad save file, without some external tool to overwrite the save data on a cart.)
"My watch says 30 chickens" Google, 2018

julayla

Here's one, an English fandub of Digimon Adventure PSP using the cast of the Digimon Abridged series

SCD

Darkstalkers Chronicle: The Chaos Tower (Sony PSP):

Change the colors of the background stages back to their original default colors, they're still in the game.
Make the CPU choose only the default colors of all the characters instead of their alternate colors.
Restore the missing "DOWN!" icon that appears after you KO someone in the first round, it still in the game but they disabled it for some odd reason.
Change the name of the stage "Creator's Fetus" back to being called "Fetus of God" once again.
Restore Dark Jon Talbain, he's still in the game: https://tcrf.net/Darkstalkers_Chronicle:_The_Chaos_Tower

This should be a easy hack to do.

I also want to see some of these fixes added to the Dreamcast port of it as well, add these ones to it:

Change the colors of the background stages back to their original default colors, they're still in the game.
Make the CPU choose only the default colors of all the characters instead of their alternate colors.
Restore Dark Jon Talbain, he should still be in this port like he is in the PSP port of it.

SleepyFist

Quote from: SCD on November 29, 2017, 08:22:01 AM
Darkstalkers Chronicle: The Chaos Tower (Sony PSP):

Change the colors of the background stages back to their original default colors, they're still in the game.
Make the CPU choose only the default colors of all the characters instead of their alternate colors.
Restore the missing "DOWN!" icon that appears after you KO someone in the first round, it still in the game but they disabled it for some odd reason.
Change the name of the stage "Creator's Fetus" back to being called "Fetus of God" once again.
Restore Dark Jon Talbain, he's still in the game: https://tcrf.net/Darkstalkers_Chronicle:_The_Chaos_Tower

This should be a easy hack to do.

I also want to see some of these fixes added to the Dreamcast port of it as well, add these ones to it:

Change the colors of the background stages back to their original default colors, they're still in the game.
Make the CPU choose only the default colors of all the characters instead of their alternate colors.
Restore Dark Jon Talbain, he should still be in this port like he is in the PSP port of it.
iirc there were some complaints about the different battle systems not being arcade perfect or something,
i'd like to see that fixed for the Dreamcast version too.



Something I thought of, inspired by Super Pokemon Eevee edition,
would it be possible to rig Pokemon Crystal to use a Final Fantasy ATB system?

Tsukiyomaru0

Shin Megami Tensei Strange Journey could use a few tweaks:

  • Fix some text mistakes (Like Sun Wukong saying "Mistress Jimenez" instead of "Mistress Mem Aleph", maybe have him say "Mother Mem Aleph". Other example is the description of Garula Stone, which says it deals ELEC-based damage, instead of WIND-based.)
  • Have every sub-app take only one point rather than varying.
  • Change the sub-app 7-Card Hand into a new sub-app whose property is reduce the cost of every sub-app to 0. Maybe could be named Sub-Compression.
  • Find a way to retain Demon Sources once they are obtained, OR...
  • In case a previously Demon Source has been used, the demon that give it is guaranteed to give another when they level up.
  • Change some Demons to match the new design for them.

Chronosplit

#4415
Let's talk about FFTA1 for a bit.  When we talk about consistency it's kinda weird in spots...

1. Why does a Fighter guard the most powerful sword in the game?  A sword that Fighter can't equip?
2. Speaking of Fighters, why are they and Gladiators so much alike?  Outside of Ultima Sword, the latter is a poor man's former due to the actual spellblades not being weapon hits.  Outside of that they wear the exact same equipment which Defenders and Paladins do not completely share (outside of Greatswords/Broadswords, oddly Defenders can't use shields which makes Monkey Grip 100% useless on the whole race).
3. Why in the world is Grissom, a Dark Knight, a Paladin holy abilities and all?  Is there some stealth commentary that I'm not getting?
4. Why are Katanas only for Ninjas and Assassins?  Usually this isn't an issue, but only FFIV really did this sort of idea and it's weird.  The katana's descriptions even reference things not related to them.  Same kinda weirdness gets pointed to Maces, but not nearly as bad.

Rough ideas that I have, easily implemented for the most part:
-Fighters can use normal Swords, Gladiators can use Katanas.  Add minor abilities for both jobs on a couple weapons.  Is that an even trade due to a Fighter's range?  I'm not sure (weapon animation-wise, I'm pretty sure this is fine).
-For Gladiators, Fire/Ice/Bolt Sword are marked as weapon.  Just basically an attack as the element.  However they also cost a good amount of MP to compensate and longer to learn (because holy heck, you can use that with Black Robe and Doublehand as a Templar!)
-Let Defenders use shields without Shieldbearer.
-Bishops get maces?  I kinda feel like these guys could use something other than being the only job that gets Holy.
-Rid holy abilities from Grissom, give more Blue Magic like S-Flare or Roulette.  He should be able to kill you.

Also a nominal boost in enemy difficulty would be nice.  At least in equipment.  These goons run around with Leather Garbs for nearly forever, and there's a point where it's just not fun to fight story missions anymore.

RealGaea

Someone has to rearrange the GBC pirate game called "Terrifying 9.11" into what's meant for: METAL SLUG.



-Replace the 9.11 Attack FMV with the original Metal Slug intro. (Or remove it, if it's more easy)



-Replace the story cutscenes with all we know about the Metal Slug history.


(Don't get mad at me. I just posting the images for a better explanation.)

-Use the map graphics from the PSX version.

-A more faithful HUD.

-Switch Missions 4 and 5 into its correct order.



-Add Tarma as a Optional Character.

It's solid port of the original game. But the 9.11 incident intro made it infamous...

MetalSmasher86

With all the hype surrounding The Last Jedi, I started playing the SNES Super Star Wars trilogy again, and it got me thinking. What if somebody hacked the games to make SNES adaptations of the sequel trilogy in the same vein as the originals? Maybe have Rey as the main character, with Finn as a supporting character?

cartridge_rom

idea for the ST II Turbo Beta for Genesis sega


- add end of the characters like the Arcade Turbo Hyper Fighting

https://www.youtube.com/watch?v=83QZHbQ_owI

Zero Yuki

Hey this is my first time posting in a forum so hi to everyone!

So.. I have been in simple stuff in the room hacking area, so I don't have much experience except for adding custom firmware to my psp 3000 and applying patches using lunar ips. That's it..

I give great respect to those who actually mod or hack games. I wish maybe in the future I might able to contribute something like that. But for now I would like to ask for a request..

I don't exactly know what are the rules concerning asking for a request or help in this topic since I am not doing anything except for the idea.. I will always be respectful and considerate if this can't be done or goes against any rules. So thanks.

Now my idea is this. The psp game MegaMan Maverick Hunter x isa cool remake for the original but in this one you get to play as x or vile. I know most of you know this but, here comes the change.
I want to replace vile and make zero a playable character. I know all his models and moves and stuff can made by reusing everything we see zero do in the vile vs x and zero battle.
Vile would be gone. Except I would like in a way to copy x's story so that zero can fight sigma.

Here's what I would like to see zero do:
Basic movements with dash
His rekouhah( pardon word spelling)
His midair foot kick dash
Normal and charged buster shots
The hadouken
And maybe a special aura burst that can be turned off and on

Now I do not want to change Dr light into wily. No. I want to keep Dr. Light but maybe change dialogue. I know sounds like dialogue won't or can't be done but muted dialogue just like in the classics would be fine.

Change story dialogue and so forth to suit zero.

Give him  the armor upgrades but with no change to his armor.

Now this is a what if but if the 3d models could be changed to look like x2 zero that would be awesome.if it's possible the game would be like this:
You start as x1 zero and as you get the light capsules he gets his x2 armor.
Same principle as when you play as X.

Well that's it. Hope somebody likes my idea and helps me realize it. I can help in what I can and am willing to help. Don't exactly have a high tech pc and stuff but I can learn to do more complex things if I'm taught. By the way I'm a fast learner.

So thanks.