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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Quote from: SCD on May 30, 2018, 12:28:51 AM
For both ports of Metal Slug 1, add the ability to have infinite continues.

Huh. Never thought of that. Yeah, infinite continues.

Quote from: SCD on May 30, 2018, 12:28:51 AM
The other one is one for the PSP port of Metal Slug XX where it will restore the original screams & death screams of the soldier enemies, I'm not a fan of the new ones.

This could bring new optional patches.

Metal Slug 6(not the MSA one): Translation of Combat School and restore sounds like the Atomiswave port. The console Slug vulcan sounds like you're shooting birds instead of bullets.

Metal Slug 7/XX: Use the "Classic Hero Death Sounds" who got unused in MS7. MS6 onwards are too low...
(Optional) MS6 Announcer+MS6 POW "Thank you." clips. (for the "Mission 6" voice clip, extract it from Metal Slug 3D)
(Optional) MS6 Announcer+Classic Death Screams. (Although the "Thundershock" doesn't exist in MS6 voice. But neither the "Mobile Satellite" one.)
(Optional) MSXX Announcer+Classic Death Screams. To match its XBLA/PS4 release.

Metal Slug 3D(PS2): Complete menu and subtitles translation. Although the voices were in english, the Slug customization is hard when you don´t know what parts you need.


just wondering but would it be possible to change the movement controls in the game Landstalker from 4-way isometric to 8-direction movement? i can't but think that would make the game a lot easier to play.

or if not, simply turn the controls to normal up/down/left/right instead of the weird diagonal movement.


Quote from: treos on July 17, 2018, 12:28:43 AM
..,or if not, simply turn the controls to normal up/down/left/right instead of the weird diagonal movement.

A little googeling later: https://www.romhacking.net/forum/index.php?topic=20088.20



Contra (Famicom) translation improvement
Basically, the logo in the Stardust Crusaders' translation lacks the American logo's shading and IMO the animation there fails to evoke "stream of fire" imagery that it should probably aim for. I think that the Quest Games' translation has inferior text scrolling and an odd-looking logo so overall I wouldn't recommend that one. I've asked Pennywise about the issue and he said that he can't help. I'm guessing the necessary palette change should be implementable?

Castlevania: Rondo of Blood translation improvement
I've mentioned this in the relevant thread but a lot of people probably missed it. This hack, while great, could still use a lot of work. It needs Windows to apply and even if you manage to apply it to the Redump image it'll fail to load. And obviously, the translated credits would be nice to have as well. :)


Ah, yeah, graphics aren't my forte. If someone wants to do the work to improve, I have no problem adding it.


Quote from: KingMike on August 08, 2016, 04:36:51 PM
I'll assume some of the Robopon are inaccessible due to only the Sun version being localized and not its companion Star?

Quote from: Ryan914 on August 08, 2016, 04:07:27 PM


Well a proper hack to Robopon would help that fixes the internal game clock so that it doesn't go beyond 23:00 whenever you start it up. You literally have to reset the damned clock every time you start up the ROM because if the game's clock isn't set properly, random Robopon won't show up. Also a way to get the Teardrop of Morris and other items that require a TV remote to access.

I'd really like this as well also something that may be a bit simpler would be adding in a run button. The main character in the game walks so slow. It would be nice to be able to hold down b or something to run. I've never hacked any rom before but this would be something I'd do if I did.


Quote from: dACE on July 17, 2018, 10:16:28 AM
A little googeling later: https://www.romhacking.net/forum/index.php?topic=20088.20


oh, ok. ty!

after testing the patch: that's...not exactly what i had in mind. that just reconfigured the controls so instead of being diagonal, they're "Up on the D-pad = ↗, Down = ↙, Left = ↖ & Right = ↘".

it doesn't actually change the movement itself. it just give you a different choice of configuration which, while nice, isn't what i had in mind.

Captain Speedy Dash

I was wondering if someone could make a rom hack for Yu-Gi-Oh Reshef of Destruction that ups the rewards for battling Joey and Yugi so that the game isn't as much of a grind.


I've made the Stare command for Fluttershy, but I want the Stare Command to have the Pin animation when she uses it. By the way, I'm using ff4kster to make my ponification of Final Fantasy IV.


That's a great topic, made especially for me !  ;D I've got plenty of ideas but minor hacking skills, unfortunately. Here are some ideas I recall right now (some are quite simple) :

- a simple hack of Secret of Mana with the three heroes' color palettes switched with their doppelganger boss counterparts ;
- a fully colorized version of Final Fantasy Adventure (I tried to start this but it seems GB Colorizer doesn't work with that game) ;
- a Super Mario World hack which would be a remake both Super Mario Land and Super Mario Land 2. The SML1 levels could be the first world of the game for instance. A New Super Mario Bros Wii hack could do the job too, I guess.
- a full-fledged hack for Street Fighter II The World Warriors including bosses as playable characters. I know there's already a hack called Street Fighter V that does the job but it's very glitchy.
- a hack for Mortal Kombat II (Super NES) including bosses as playable characters. I think there's one for the Genesis version but not for the SNES version.

Hope you find some of these ideas interesting.


Quote from: thepatrickinator on July 20, 2018, 08:32:09 PM
I've made the Stare command for Fluttershy, but I want the Stare Command to have the Pin animation when she uses it. By the way, I'm using ff4kster to make my ponification of Final Fantasy IV.

oh? a new ponification hack is in the works? been quite some time since i last heard of one of those hacks being made. probably several years at least.

John Enigma

Is it possible to restore the color palettes of the Game Boy Color port of Donkey Kong Country, just like the way people here had restores color palettes in GBA games?


Quote from: John Enigma on July 22, 2018, 12:08:57 AM
Is it possible to restore the color palettes of the Game Boy Color port of Donkey Kong Country, just like the way people here had restores color palettes in GBA games?


I presume you mean patches like this:

The SNES and GBA have similar colour capabilities - in fact the GBA can use even more colours - but the GBC, despite having the same amount of colours to choose from, can't display enough colours to make it look like the SNES. Also, the GBA "restorations" are modifying existing GBA games, whereas the first two DKL games were not GBC. Of course people have made DX versions of GB games, so it's certainly possible to do it with DKL.

So, in summary, it wouldn't be easy, but it would be possible.

Animation Guru

For clarity, there IS a port of Donkey Kong Country for the Gameboy Color, but it's literally the worst version of the game.



- Slower speed for the main character. He moves so fast.


Don't know how I missed that game but looking at a video

The character seems to move fast enough to be useful in the game dodging enemies and seems to be able to go in doors and such happily enough, and is about in line with a variety of other NES offerings. I did not watch far enough to see if there is some kind of precise movement puzzle but looking at the town movement it would need to be something very tricky indeed.

Sometimes a camera ( https://docs.google.com/document/d/1iNSQIyNpVGHeak6isbP6AHdHD50gs8MNXF1GCf08efg/pub?embedded=true ) might instead be the problem but that one appears workable enough. If someone added an accelerate type function to do slow movement before reaching full speed that might help you but would probably frustrate dodging.

I will give that I have not played it yet but the player of the video above was playing like a normal person (no kind of uber speedrun/finger over savestate type play) with no other indicators of dodgy controls (a classic one being some kind of pulsed/PWM movement of the controller/stick). Equally I doubt it will be one of those games I point at and say "this" for good controls but they otherwise seem functional enough and the level design matches from what I have seen.

It is a viable enough hack (find out the OAM handler for it and work backwards), however just the same as many emulators offer speed up then several also offer slow down so that might be an option here.


Thank you for your reply, I enjoyed reading that article about videogame's cameras. I saw that gameplay too and it seems a little slow in comparison with an emulator. I think you should play the game to see how the character moves fast. You can easily dodge enemies thanks to the extremely character's speed. I recommend you give a try to the game to see it for yourself and for enjoying a great retro rpg.

Edit. https://www.romhacking.net/utilities/1089/ This user got reducing enemies speed. Maybe can be a reference for someone with skills who wants to hack the movements of the main character.


Dragon Force (SAT) - Improvement Hack
-Less trial & error or the ability to save normally during the world map phase (the game automatically sends your 8 force generals to the final battle after gathering them at Bloodly castle - if your force generals die during it it's also game over without a proper warning, need to equip the dragon sword in the domestic phase before attacking the robot for the second time or you'll get a game over (your main general is wielding it in the cutscene before the fight), part of the shrine puzzle (some of the clues don't make sense), Junon vs. Wein surprise battle, surprise attack at Shadow Tower, surprise attack by Goldark after uniting the world, hidden defense stat, hidden escape stat - chance to escape without being captured or killed (much higher for dragon force members and 100% for your main char)),

-Removed or shown time limit in the battle preparation phase (currently hidden)
-The Skull Children either don't stop spawning during the shrine quest or you get a warning that they'll stop (to avoid the sudden difficulty spike here)
-Can choose to duel before wasting all your troops in a battle if the enemy force is wiped out
-Can choose to dismiss generals and to not recruit the ones you find via searching
-Faster movement on the map screen
-"Search all available" option
-Shown loyalty stat or the option to speak only with/highlight only angry generals in the domestic phase
-Fixed regrouping (will only bunch units together on the vertical plane so they can end up in a long straight line fairly easily)
-Faster troop transfer/recruitment and the ability to join or split smaller armies together outside of castles
-Full general info shown in the equip item menu and other incomplete menus
-No more repeated tutorial messages
-Faster healing of generals in castles
-Menus wrap around
-Faster/more consistent menu transition speeds and speeding up of text
-If you encounter an enemy between locations and it flees then your army/party no longer retreats as well
-End turn command with yes/no prompt
-Option to speed up or skip special attack animations
-Unit AI fixes (they will sometimes attack lone enemies one at a time instead of encircling them which is quite wasteful, sometimes if you use the melee command  your units will end up circling in front of the enemy general with a few enemy ranged units to either side of them, sometimes enemy units will just stand around while their general is killed)

-If a general is angry they can't still leave after being given a reward or consumable item
-Better item quality scaling in the late game so you find less crap items to sort through / or ability to throw away items
-Goldark's final assault happens sooner if you unite the world sooner and other late game events happen more often
-Faster final battle against the robot and harder final boss
-Slower moving (or a delay before they start moving) randomly spawning armies so you have more time to react (Dragon attacks before the final battle, Skull Children)

-Less overpowered first strike exploit (standby command)
-Smaller penalty for failing at diplomacy (leader won't lose all of their troops - maybe tied to a stat like Int?)
-More helpful comments by captives when they refuse to join you
-Revival magic is more expensive or weaker
-Samurai are less overpowered vs. dragons
-Archers and mages are bad rather than very bad vs. dragons
-The fortification command can't fail
Mini-reviews, retro sound chip tribute, romhacks and general listage at my site: Mini-Revver.


Improve the MegaMari NES hack: http://www.romhacking.net/hacks/1127/
to make all tracks chiptune version of music from the actual MegaMari game
Quote"Did you know when one's most desperation time is? It's when he was beaten up by someone critically...
And he can't find who caused this."


A translation of puyo puyo 1 and 2 on the mega drive would be cool. Also an update of mystery dungeon for the snes.