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Author Topic: Hack ideas: for those without the skill but with all the ideas.  (Read 2703475 times)

redmagejoe

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #5640 on: March 17, 2019, 12:04:27 am »
Is there anyone capable of making these romhacks work properly with VBAGX / VBA-M? I'm quite fond of VBAGX, and would hate to have to switch to GNUBoy just for one game.

https://www.romhacking.net/hacks/175/

OR preferably

http://aderack.com/m2/

The first one is probably the easiest to fix, as it seems that the only real problem is black elements appearing as bright red. The second one looks quite nice, but suffers far too many graphical bugs to likely be worth anyone's time given that this is a request.

EDIT: I see some work has been done to this end, but I can't tell if a conclusion was ever reached beyond the last post, or if either patch is available in some form somewhere.

http://www.romhacking.net/forum/index.php?topic=15989.0

I've been testing mGBA, and while it works with DX (nice!) and it has vast performance advantage over VBAGX, it's still pre-1.0 and leaves a LOT to be desired from a User Interface standpoint. Also it has different but equally problematic graphical bugs with the EJRT hack, so maybe that one is doomed to never make it on real hardware.

https://www.romhacking.net/hacks/4388/

This man is a champion! :thumbsup:

Has anyone given any thought to a Sword of Mana (GBA) hack that would allow one to achieve 100 Amigos in a non-traditional way? Obviously the easiest method would be a hack that allows you to just log 100 dummy Amigos when you choose the Communication option, but I'm sure there's more creative ways for a one to collect Amigos through a single-player experience.

It looks like Sword of Mana hasn't gotten much love at all on the site. I don't know if anyone is up to the task of trying to pick it apart when resources are scarce, but a couple ideas I had in mind while playing, I'll detail below.

The Amigo system requires connecting with another Sword of Mana cartridge via GBA Link, and only works once per unique file. Amigos, to my knowledge, only provide two benefits, and that's to use the once-per-game-day Amigo Whistle (which summons a rain of Amigos from the sky for a screenwide attack), and more importantly for completionists, the Seven Wisdoms. It is impossible to mark your game as 100% complete without collecting a whopping 100 Amigos! That means that on real hardware, you'd either have to link with 100 people, or have two GBAs, two Sword of Mana cartridges, a link cable, and patience to rival the gods, as you'd have to make a file, get through the 5-10 minutes of intro, link, delete the game file, rinse and repeat. I'm wondering if it would be possible to patch the Communication option in such a way that it could award, say, a randomly-generated Amigo (name, male/female, level are the only 3 parameters I can think of, though what bearing they have is beyond me and may in fact be meaningless) once per X amount of time or some other condition. More ambitiously, a way to acquire Amigos through in-game means might be interesting, but more difficult to implement. It at least feels less cheesy and more rewarding than just grabbing that 100 Amigos save off of GameFAQs.

The leveling of weapons and magic seems designed in ridiculous opposition to grinding, in spite of the fact that grinding is the core mechanic to level them. It requires 20 "hits" times the next level to reach said level. What this means is that to get any weapon or spirit from 0 to 99, you must land 99000 hits. And there's 8 weapons... and 8 spirits. There's a limit to how Korean of a grindfest your game can be, but this takes the cake. I basically went to Marsh Cave and switched to my second character so my main character spammed the bow on the spirit stone, and then left the game running for around 16 hours. That was just for one weapon, mind you. I'm sure that someone must have a better idea of grindy, yet reasonable numbers for weapon and magic progression. Be it lowering the 20 multiplier or (more complicated and potentially exacerbating the problem) basing the experience on the enemy you're hitting. For magic at least, even just making it so support magic counted towards level-ups would be miraculous.

Finally, with the "BLACK" status existing in the game for enemies you kill 1000 of, one could argue that a true complete file would have all 119 monsters BLACK. This isn't very feasible considering that, from my understanding at least, as many as two enemies are only accessible in an area that becomes permanently closed off as soon as you finish it. Take it from someone who spent 5 hours on a roadtrip grinding Skull Beasts in Vinquette Manor: That shit is unreasonable. Compound that with the fact that Zonbines only take damage from magic, which at this point you've just gotten your first spirit. So enjoy doing 6 damage with your Level 0 Fire Spirit and killing 1000 of these suckers. I have not played far enough into the game to see if there are other similarly missable enemies that you would have to grind as soon as you encounter them, but I figure the easiest way to at least address Vinquette Hall is to make the front gate still open at night even after the story takes you past it, with all doors being locked that lead to rooms without enemies in them. Conversely, if there's too many enemies throughout the game that suffer this problem, it might just be easier to distribute missable enemies in always-reachable areas.
« Last Edit: March 17, 2019, 12:31:37 am by redmagejoe »

mikael43

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #5641 on: March 17, 2019, 02:21:04 pm »
Hello lady que gentleman ,

Double dragon 2 Nes version USA restore the difficult version japanese ( continue illimited and true end diificult normal mode )

Thanks you vert much .

I am French sorry very Bad speake English.


itoikenza

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #5642 on: March 17, 2019, 03:32:33 pm »
i wanna edit... the text of this lovely attack... i need the EN text table https://drive.google.com/file/d/127H1Y2tWL6-Rl0BL_hgTK41hOkXIoIsb/view?usp=drivesdk

Attack renamed to: Gurza Rocks

Attack description renamed to: Using the sigil of Evil, She inevitably turns you into..

Zimgief

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #5643 on: March 17, 2019, 06:19:50 pm »
Gargoyle's Quest on GB is annoying for wrong reasons:
- slow message display
- fanfare after every random battle (then fanfare for vials gains).
Could these flaws easily be adressed? It would drastically improve the game, for not a lot of efforts I think?

papermanzero

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #5644 on: March 18, 2019, 07:26:35 am »
Resident Evil Directors Cut Dual Shock Edition:
Remove Dual Shock Edition logo from Title Screen and remove the changed soundtrack with the original directors cut soundtrack.

Resident Evil 2:
Remove dual shock edition logo from title screen.

mariosmentor

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #5645 on: March 18, 2019, 04:31:43 pm »
After watching a YouTube vid of Super SIG World (An SMW hack series spanning 30+ patches), I got inspired to make a hack of my own. There's one problem, though: I've never really played Super Mario World much before. Does this make me unqualified to make hacks for that game? Or, in other words, has there ever been a decent SMW hack where the creator wasn't really familiar with the game s/he's hacking?

KingMike

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #5646 on: March 18, 2019, 05:55:51 pm »
I can't see a hack for a game the author is unfamiliar with turning out very well.

I think it not familiar with the original game, it would make it harder to just what is good and bad to do in a ROM hack.
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#

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #5647 on: March 18, 2019, 06:18:36 pm »
After watching a YouTube vid of Super SIG World (An SMW hack series spanning 30+ patches), I got inspired to make a hack of my own. There's one problem, though: I've never really played Super Mario World much before. Does this make me unqualified to make hacks for that game? Or, in other words, has there ever been a decent SMW hack where the creator wasn't really familiar with the game s/he's hacking?
http://www.romhacking.net/games/714/

The game has a level editor(Lunar Magic), so you have a decent chance to make something nice. You can gradually get familiar with the game while testing your own creations. All you really need beforehand is a knack for level design.

FAST6191

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #5648 on: March 18, 2019, 09:18:05 pm »
Don't know if I have ever really pondered that fully before.

There have been many cases of hackers taking to a new game, figuring they don't like a mechanic and hacking it 6 ways from Sunday before they even did the first level (or section). Arguably they never then play the original game or something recognisable as it, and neither did many others if it was a fairly current release or leaked ahead of street.

Familiarity with the game...
I would not say you need to be 100% speedrun familiar with the concept, or able to recreate from memory, but a very solid grounding of the movement mechanics if you have any desire to explore that. Said explorations tending to be where the best hacks are made -- it is amusing to see Green hill zone from Sonic recreated in Mario but seldom makes for any kind of memorable play. Possible exception being for remix type things where the best of certain levels is set back to back in what might be known as a boss rush in other games.
You will definitely need to know the game if you are making some kind of hard mode hack where you remove any items or shortcuts might be used to using, and otherwise push obstacles to be less forgiving. That said as you have a nice graphical editor to play with then tweak, test, tweak, test... will get you results in timeframes most will be happy with, and serve to teach you what you might not know but somewhat need to.

There is also a fairly high barrier to entry in that there are a lot out there -- I love Zombies Ate My Neighbours but as there are very few hacks for it (though what there are tend to function as quasi sequels) I am not going to complain when the levels are not as tight as they could be. Mario Hacks at this point are second mostly to pokemon hacks in terms of things needed to impress me, though I will always look at gameplay rather than some kind of technical mastery.

You do also have the difficulty thing to contemplate -- some go for making levels the likes of things we will see in Super Meat Boy, others will aim for making something that feels empowering instead, or maybe allows for rhythm (not necessarily musical mario hack levels of rhythm but something closer to Sonic's general philosophies) rather than focusing on pixel perfect jumps and rote memorisation of hidden things.

Shade Aurion

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #5649 on: March 19, 2019, 04:19:37 am »
It looks like Sword of Mana hasn't gotten much love at all on the site. I don't know if anyone is up to the task of trying to pick it apart when resources are scarce, but a couple ideas I had in mind while playing, I'll detail below.

The Amigo system requires connecting with another Sword of Mana cartridge via GBA Link, and only works once per unique file. Amigos, to my knowledge, only provide two benefits, and that's to use the once-per-game-day Amigo Whistle (which summons a rain of Amigos from the sky for a screenwide attack), and more importantly for completionists, the Seven Wisdoms. It is impossible to mark your game as 100% complete without collecting a whopping 100 Amigos! That means that on real hardware, you'd either have to link with 100 people, or have two GBAs, two Sword of Mana cartridges, a link cable, and patience to rival the gods, as you'd have to make a file, get through the 5-10 minutes of intro, link, delete the game file, rinse and repeat. I'm wondering if it would be possible to patch the Communication option in such a way that it could award, say, a randomly-generated Amigo (name, male/female, level are the only 3 parameters I can think of, though what bearing they have is beyond me and may in fact be meaningless) once per X amount of time or some other condition. More ambitiously, a way to acquire Amigos through in-game means might be interesting, but more difficult to implement. It at least feels less cheesy and more rewarding than just grabbing that 100 Amigos save off of GameFAQs.

The leveling of weapons and magic seems designed in ridiculous opposition to grinding, in spite of the fact that grinding is the core mechanic to level them. It requires 20 "hits" times the next level to reach said level. What this means is that to get any weapon or spirit from 0 to 99, you must land 99000 hits. And there's 8 weapons... and 8 spirits. There's a limit to how Korean of a grindfest your game can be, but this takes the cake. I basically went to Marsh Cave and switched to my second character so my main character spammed the bow on the spirit stone, and then left the game running for around 16 hours. That was just for one weapon, mind you. I'm sure that someone must have a better idea of grindy, yet reasonable numbers for weapon and magic progression. Be it lowering the 20 multiplier or (more complicated and potentially exacerbating the problem) basing the experience on the enemy you're hitting. For magic at least, even just making it so support magic counted towards level-ups would be miraculous.

Finally, with the "BLACK" status existing in the game for enemies you kill 1000 of, one could argue that a true complete file would have all 119 monsters BLACK. This isn't very feasible considering that, from my understanding at least, as many as two enemies are only accessible in an area that becomes permanently closed off as soon as you finish it. Take it from someone who spent 5 hours on a roadtrip grinding Skull Beasts in Vinquette Manor: That shit is unreasonable. Compound that with the fact that Zonbines only take damage from magic, which at this point you've just gotten your first spirit. So enjoy doing 6 damage with your Level 0 Fire Spirit and killing 1000 of these suckers. I have not played far enough into the game to see if there are other similarly missable enemies that you would have to grind as soon as you encounter them, but I figure the easiest way to at least address Vinquette Hall is to make the front gate still open at night even after the story takes you past it, with all doors being locked that lead to rooms without enemies in them. Conversely, if there's too many enemies throughout the game that suffer this problem, it might just be easier to distribute missable enemies in always-reachable areas.

Holy shit, THIS! It's actually really frustrating. Amigos locks you out of completing the Cactus' notebook and makes it impossible to access wisdom cards outside of cheating. Making the quest instantly completed upon talking to the quest giver and afterwards the quest giver selling the cards would solve this.

I'd also complain about the drop rate of some quest items being a bit on the low side and some quests being missable. Like fair enough for some but so many side quests are unnecessarily missable.

I second the notion of adding missable enemies to places so they are no longer missable. There are plenty of unused screens they could be placed in to make this an easy transition.

Lowering the activation of spirit required quests by 1 might help. As it is you play the whole game and then suddenly get your spirits from 1 or 2 to 8. Seems like such a waste.

Lastly, the classes. It would help to have a class changer or stat redistributor put in at Wendle so those who make a mistake can alter their states to be the class they wish. As it is, most classes, especially the pure classes never get used. Stat re-distribution would circumvent this.

jhorsfield30

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #5650 on: March 20, 2019, 12:55:59 pm »
I was thinking of Sprite Hacking Wai Wai World 1 to feature Bomb Jack/Jill instead of Konami man/girl.
Also is there an english translation of Mito koumon 1 + 2 yet?
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PresidentLeever

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #5651 on: March 20, 2019, 04:15:00 pm »
Medievil (PS1)
-Can quickly exit beaten levels and exit new levels via their entrances for better world interconnectivity
-Add (expensive) lightning ammo to a couple of later shops - currently there's one charge and you're not warned plus have to exploit a glitch to get more
-More persistent levels where possible (puzzles etc. won't reset, only money and health maybe?)
-Allow saving at shops
-Faster block pushing and health restoration at restoration points
-Can save one or more health potion/vial for later use in the inventory
-Less camera rotation limitations (can rotate while moving and in more places where it was previously blocked) and faster rotation if possible
-Bread crumb clues in the ant's nest segment
-Fixed strafing (currently can't move backward or forward while doing it - holding strafe and moving backwards makes you start walking backwards instead of strafing and then you have to re-press the button to strafe)
-Can map alternate weapons to the alternate or main attack button and/or all weapons' only attack are mapped to the same button (square seems best w/ y to block)
-Can access the inventory menu while moving
-Less picky positioning requirement when interacting with some objects and NPCs
-Auto-use keys on locked doors
-Easier boulder trap segment in level 2 and pools of the ancient dead level
-Added clue to the order in which to step on the four icons at the entrance to the shadow demon lair
-Sooner warning about dying quickly from walking into the corn fields in the fields level
-The very short levels are extended a bit
-Metal giant mini-bosses activate sooner and some of the easier bosses like the dogs have boosted stats and/or speed
-Maybe make some weapons more different to avoid some becoming obsolete in the mid-late game?
-Better hall of heroes rewards scaling (one is just a couple of energy vials and the last one in the game is three vials - could be switched with lightning, two are a somewhat low amount of gold which you could've collected by replaying one of the early levels instead)


Tomba (PS1)
-Removed extra lives system since there are save points - chest contents can be replaced with healing items and/or the 1-ups can give AP
-Redistributed dialogue so that you'll encounter NPCs with relevant tips easier, and better clues to each quest and item in the menus
-Can move while charging for better flow early on
-Rebalanced AP rewards - later and harder quests should give more and there could be a couple more AP boxes with goodies in the mid-late game as well
-Redistributed chests for less backtracking and memorization of their locations - wings aren't really needed in the mid-late game since there's the dog so these can be removed. Some chests can also be moved to be rewards for platforming/exploration/puzzle/combat challenges leading to them instead of lying in the open
-Better hit detection when grabbing onto poles/grapple points with your hands
-Fix lame rewards (the door that couldn't be opened due to the strong winds should lead to something better than 1 lunch box/healing item, 1-up for carrying the frog for half an area without being hit, etc.)
-Can switch between these items on the fly (including in mid-air) - umbrella, elemental gems, fish
-^Either that or the umbrella can be toggled on/off with a button press OR pressing down has more of an effect
-Full control config if possible (only the face buttons can be remapped currently) - Shoulder buttons could use running for example
-Lower collecting requirements for such quests - fewer pump rocks, pieces of cheese, etc. for better flow
-Gate removing where possible - sometimes you're locked out of sub areas because they're "very dangerous", lava cave invisible wall?
-Skippable quest text/graphic as soon as you can see what it says - the many loading screens and transitions are interrupting enough
-No longer have to use each ingredient manually at the witch's place - used when you talk to her if you have all ingredients
Tighter vertical scrolling underwater for fewer cheap hits/allowing faster movement
-Wrap-around menus
-Can do a running or walking jump on the z-plane for better flow
-More consistent 2.5D movement - where the player can't be allowed to move it should be made more obvious in spots where it isn't
-Fix how in "stone"/super fast form you drop too fast to grab items from chests falling out of mid-air - bad in the lava cave for example
-Beating enemies with the fire or water jewel attack still increases your ability points so they can be used to grind quicker
-Less picky positioning requirements when talking to NPCs (fairly easy to miss Yan in the first area since he stands right at a point where the screen transitions to the pond area and you have to stand very close to it to talk to him)

-Less trial & error - can interact with the door to the witch's hut in the beginning so as not to dismiss it later on, clues to finding the seven friends to unlock the door to the final boss, added strong wire location hint (room/cardinal direction), the dwarf forest square pig gate location could be moved a bit, the green gem should appear the first time you reach the top of the phoenix mountain, added warning about the fire jewel making you unable to swim while equipped (you can even die from this if in the jungle), some leaps of faith+pits in the laughing/crying flowers and lava cave area and on phoenix mountain - can look further down/up to fix this?, don't have to jump into the fire to trigger that quest in the second area, visible captured warves (in the spores) in the first dwarf forest area, the game should ask if you're ready to go when first encountering the phoenix (you'll end up falling into the village near the mountain and having to re-climb the mountain for some items close to where the phoenix was otherwise), can use the raft anywhere on land near the waterfall in the jungle OR the jetty is viewable from the other angle in the water

-Rebalanced difficulty (fairly easy bosses besides the stormy pig - these could test your current abilities more, tough lava cave area, phoenix mountain is pretty tough with wind effects+hidden springs+small platforms and pits of death+a cheap projectile attack at the toughest platforming part+invulnerable plants that can send you backwards if they swallow you (ugh), mushroom forest area could be less cluttered with mushrooms and enemies, pits could also do ~3 HP damage and bounce you back like water and spikes do instead of killing you, harder on foot race and easier car race (with the no jump-exploit removed))

-Either no more one way exit from the house at the first screen or the game at least says the door is locked
-Fix how the tree of knowledge doesn't tell you about the five golden items until you already have them
-Quest items you're finished with are discarded
-Can move between screens in mid-air
« Last Edit: March 21, 2019, 06:41:52 pm by PresidentLeever »
Mini-reviews, retro sound chip tribute, romhacks and general listage at my site: Mini-Revver.

cargo

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #5652 on: March 21, 2019, 04:44:11 pm »
I'd love to see a save or password feature added to Blaster Master (NES). I've always felt this game is incomplete without it.

Some improvements for Tengen's Alien Syndrome (NES):

+ Color revision to make it closer to the arcade.
+ Make the player walk a tad faster.
+ Faster reload time.
+ Maybe an easy version or some rebalancing to make the later enemies less cheap yet challenging. For example make the bullets speed slower from monsters in level 4. On the same token make the enemies in levels 1-3 move faster (but not too much).
+ When a player activates the map it pauses the game for a few seconds that seems like an eternity. You can't do anything until the map timer runs out. Make it so the map can be turned off by moving away with the D-pad or a button press.

This game may be overlooked but the maps are actually pretty close to the arcade! Would make a great candidate for an improvement hack.

KingMike

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #5653 on: March 21, 2019, 05:50:48 pm »
I wonder if the Japanese version (published by Sunsoft) is any easier.
I only played it a bit to notice that, at the least, it gives more time on the first level. I wonder if there were other changes.
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Chronosplit

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #5654 on: March 22, 2019, 10:51:26 pm »
Here's a censored SNES game few bring up, Total Carnage! https://www.movie-censorship.com/report.php?ID=3968

Though honestly, I think some of this might've been done due to the SNES's limits as it's an arcade port.  Interesting how one line of text was censored into "you will die" considering the console...

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #5655 on: March 23, 2019, 12:06:00 pm »
I would love to see hacks of Bugs Bunny's Crazy Castle (i mean ones like fan ports of the Game Boy and Game Boy Color sequels and homebrew sequels that improve the formula) and improvement hacks of Woody Woodpecker in Crazy Castle 5


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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #5657 on: March 25, 2019, 10:47:17 am »
Here's an idea i had when i was watching a vid of the Street Fighter III romhack: what about making it more like the real SFIII? i know the parry thing and other stuff would be a serious pain in the butt or nearly impossible, but things like the winquotes and some moves could be possible, like giving electricity properties to ryu's hadouken in reference to his denjin hadouken super art, turning dhalsim's yoga flame and yoga fire into electric shock a-la-blanka like necro, and so on.

Something i've always wanted to see is a romhack of Super Street Fighter II based in SSFIV, with Juri and Abel replacing T.Hawk and DeeJay. I think that, like SFIII's genesis romhack, "Juri" could be actually ChunLi with new colour palletes based in the black-purple-white colour scheme of Juri, and adding some fireball properties to the lighintg kicks of chun li, for example.

Greetings!


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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #5659 on: March 29, 2019, 01:09:43 am »
A simple ROM hack request
Please do an improvement hack of Road Runner
I mean both the NES and Arcade versions
What needs to be improved? The controls for the Road Runner mostly