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Author Topic: Hack ideas: for those without the skill but with all the ideas.  (Read 2347763 times)

stirlock

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7120 on: November 26, 2020, 12:01:56 pm »
Hello, everyone!
I have a request that might sound strange to some of you.
My name is Mike and I'm a totally blind gamer. My request is this.
Would it be possible to add wall bump sounds to dragon quest Ix for the ds? I've been playing the pokemon games since RBY, which are playable by the blind thanks to this mechanic. Some of the previous dq games have this as well, including dragon quest Xi's 2d mode. If anyone could add this I would be eternally grateful!

Tsukiyomaru0

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7121 on: November 26, 2020, 04:02:55 pm »
Is it okay if I bump this idea back up?
Ideas for Castlevania Aria of Sorrow:
Replace souls and weapons with more usable counterparts (example: restore Valmanway to its former glory of 31 Att and make it more spammable, make Slime work more like Mario's fireball)
and this to replace Positron Rifle:

(for the record, I would have succeeded, but the game crashed when I tried using it. Dunno why, all I did was change sprites, icon move the sprites a bit (like a couple pixels at most) and change the text. Absurd Luck is a mistake, it was supposed to LOWER the luck greatly)

To give a better idea of how I'd want the Katana type weapons to work (I tried doing it in DSVania, but that thing LOVES making it complex to edit, specially without visual reference for Soma's position when editing skills & weapons sprite), here's some GIFs I baked of Photoshop to give an idea of length (and maybe animations) (yes, using the Mars+Wind combo from Circle of the Moon):
Most Katana


Later Katana


Osafune

If not, sorry for doing so.

julayla

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7122 on: November 26, 2020, 09:53:49 pm »
Hello everyone! I've come here to commission anyone who can customize the aforementioned ROMs for me.

Of which I want the following done:

Sonic the Hedgehog
  • Carry over the Spin Dash mechanic.
  • Correct all known glitches found during gameplay.
Sonic the Hedgehog 2
  • Correct all known glitches found during gameplay.
  • Include a single-player Tails Assist and flight during multiplayer.
Sonic the Hedgehog 3 & Knuckles
  • Bring back the Drop Dash mechanic.
  • Correct all known glitches found during gameplay.
  • Include a single-player Tails Assist and flight during multiplayer.
  • Remove the erroneous Dr. Eggman sprite during Knuckles' Hang Mobile battle.
  • Replace all of the following tracks with that of the original unused SEGA '93 prototypes.
Flying Battery - Hang Mobile (Egg-Robo) updated sprite sheet.


S2-style sprite sheet for use in Sonic the Hedgehog 3 & Knuckles.


Note - I'm not looking for previous unfinished projects or Sonic 3 Complete.
  • Attempts at integrating the Spin Dash and Drop Dash mechanics have been found but were left incomplete.
  • Some of the glitches had been removed but sadly not all of them as those projects were inevitably left unfinished.
  • Sonic 3 Complete achieved much of what I wanted done but was unfortunately left a bit bloated with all the extra settings
  • And it in fact does not actually use the original SEGA '93 prototype tracks for all of the tracks previously mentioned in the original post.

I gotta say that this is pretty decent. The Sonic 2 style sprites work pretty well here and feel more like what 3 should've been at the time. Now if someone did it in Sonic 1 style, they'd be set

noodle495

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7123 on: November 26, 2020, 10:30:38 pm »
I gotta say that this is pretty decent. The Sonic 2 style sprites work pretty well here and feel more like what 3 should've been at the time. Now if someone did it in Sonic 1 style, they'd be set

Do you mean like these? Btw, I've edited my original post because it was too much being asked. :laugh:


noodle495

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7124 on: November 26, 2020, 11:38:42 pm »
For Sonic 3, search for a hack called "Sonic 3 Complete"
For both Sonic 1 & 2, stick to "Sonic Classic Heroes", as that one combines both Sonic 1 & 2, and allows you to use all 3 characters at the same time, being able to switch between whichever you want at any time.
I believe Sonic 3 Complete has Tails Assist, though I'm not sure of Classic Heroes has it too (if not, simply switch to Tails and fly away).

I'm mainly hoping to play some simple mods via the Mega EverDrive Pro.

ShadowOne333

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7125 on: November 27, 2020, 12:35:21 am »
I'm mainly hoping to play some simple mods via the Mega EverDrive Pro.
Both Sonic 3 Complete and Sonic Classic Heroes should be compatible with the Everdrive Pro with no issues in real hardware.

gadesx

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7126 on: November 27, 2020, 08:02:02 am »
I saw some of these changes used by Sonic A.I.R (S3&K 16:9 for Windows)

FAST6191

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7127 on: November 27, 2020, 10:11:17 am »
Hello, everyone!
I have a request that might sound strange to some of you.
My name is Mike and I'm a totally blind gamer. My request is this.
Would it be possible to add wall bump sounds to dragon quest Ix for the ds? I've been playing the pokemon games since RBY, which are playable by the blind thanks to this mechanic. Some of the previous dq games have this as well, including dragon quest Xi's 2d mode. If anyone could add this I would be eternally grateful!

I don't know what the blind gamer setups are like for the DS right now but DS emulators have Lua and thus you could probably add something like a player location detection script (might be related to OAM but more likely a virtual one, easy enough to find with cheats) and note something like if it sees a button press but does not see an attendant change in the location value.
Many other games function like this so you could probably even adapt the script and render some other games more playable in the future (and as Lua is on many other emulators then those too). If you find the game's internal map (a bit more involved but still well within reason) you can do things like coordinate readouts, distances to walls, sprite detection if someone on a little walk loop walks in the way and so forth. I did have a basics of how such things might work in another thread a few days back https://gbatemp.net/threads/possibility-of-game-changes-when-i-x-with-ds-emulators.577526/

Otherwise should not be too bad to find the movement routines and if another map action has a sound (open door, open chest, if there is an attack then that...) then borrow the call method to play a sound in the game's SDAT file; most DS games use the same sound format which is well understood and easy enough to add things to, even easier to call an existing sound if that will do.
I don't have my DS hacking setup with me at this point, however if someone else is wanting to start on DS assembly this would be a nice starter project.
Find some action that uses a key press and calls a sound. Now you hopefully know the sound call (should mostly be a matter of telling it to play a numbered effect). If you used a key press then should be easy enough to find the thing handling direction presses too (it will tend to be the same thing or nearby), if you used something else then time to find the key press ( http://problemkaputt.de/gbatek.htm#dskeypad ).
Find the direction button handler and what it does for collisions (probably compares against some internal map but can be trickier, you don't really care what it does as much as finding it to tack something on). When a collision happens then rather than just handling the collision take the sound call you learned earlier and have it fire off one for the collision as well.
I can't imagine doing this will be too long an addition to the binary, however if you do need extra space then I would suggest looking at the DS ARM9 binary. For wifi enabled games then all the random error strings for odd network failures tend to be there. As said network is now down and even if you are on the replacement service you are unlikely to encounter this error.

If you need to edit the SDAT there are plenty of tools. Chances are most effects will be using the SWAV sub type, possibly buried in SWAR. 99% of games will have something that will suffice, or a leftover from development that is not used in the game you can overwrite. If you are a funny type you can have it call a nice character death scream. Adding new SWAV, be it standalone or in SWAR, is not the worst thing in the world though.

SkyLizardGirl

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7128 on: November 27, 2020, 05:14:31 pm »
Somebody hack Ducktales NES 1 & 2  and make them Shovel Knight Nes Fan games.

(Replace Scrooge and Nephews and characters with Shovel Knight characters.)

Replace Bosses with some Shovel Knight Bosses.

 ;)
-Blaster Master Hacker
-Learning, hacking Mario 3 currently

Masked Dedede

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7129 on: November 27, 2020, 05:51:15 pm »
Undub hack for Castlevania: Dawn of Sorrow, adding back the multiple voice clips from the japanese version.
Bottom Text

stirlock

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7130 on: November 27, 2020, 07:37:57 pm »
I don't know what the blind gamer setups are like for the DS right now but DS emulators have Lua and thus you could probably add something like a player location detection script (might be related to OAM but more likely a virtual one, easy enough to find with cheats) and note something like if it sees a button press but does not see an attendant change in the location value.
Many other games function like this so you could probably even adapt the script and render some other games more playable in the future (and as Lua is on many other emulators then those too). If you find the game's internal map (a bit more involved but still well within reason) you can do things like coordinate readouts, distances to walls, sprite detection if someone on a little walk loop walks in the way and so forth. I did have a basics of how such things might work in another thread a few days back https://gbatemp.net/threads/possibility-of-game-changes-when-i-x-with-ds-emulators.577526/

Otherwise should not be too bad to find the movement routines and if another map action has a sound (open door, open chest, if there is an attack then that...) then borrow the call method to play a sound in the game's SDAT file; most DS games use the same sound format which is well understood and easy enough to add things to, even easier to call an existing sound if that will do.
I don't have my DS hacking setup with me at this point, however if someone else is wanting to start on DS assembly this would be a nice starter project.
Find some action that uses a key press and calls a sound. Now you hopefully know the sound call (should mostly be a matter of telling it to play a numbered effect). If you used a key press then should be easy enough to find the thing handling direction presses too (it will tend to be the same thing or nearby), if you used something else then time to find the key press ( http://problemkaputt.de/gbatek.htm#dskeypad ).
Find the direction button handler and what it does for collisions (probably compares against some internal map but can be trickier, you don't really care what it does as much as finding it to tack something on). When a collision happens then rather than just handling the collision take the sound call you learned earlier and have it fire off one for the collision as well.
I can't imagine doing this will be too long an addition to the binary, however if you do need extra space then I would suggest looking at the DS ARM9 binary. For wifi enabled games then all the random error strings for odd network failures tend to be there. As said network is now down and even if you are on the replacement service you are unlikely to encounter this error.

If you need to edit the SDAT there are plenty of tools. Chances are most effects will be using the SWAV sub type, possibly buried in SWAR. 99% of games will have something that will suffice, or a leftover from development that is not used in the game you can overwrite. If you are a funny type you can have it call a nice character death scream. Adding new SWAV, be it standalone or in SWAR, is not the worst thing in the world though.
So not sure if this would be helpful at all, but here's a point of reference. I have no scripting skill, but this project was made using lua and a specific version of VBA. It makes pokemon crystal more accessible to screen reading software. https://allinaccess.com/pca/
Hopefully someone can find this useful as a point of reference for DQ9 hacking in some way. I would even be willing to compensate whoever works on this for their efforts.

Tsukiyomaru0

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7131 on: November 30, 2020, 12:35:14 am »
So, if I recall correctly, the original concept of Legend of Zelda was post apocalyptic where the Hero would hunt pieces of a computer chip to get to defeat the bad guy... So, here's an idea: a Fallout Zelda hack. Rupees replaced by caps, the Bow would instead be a Bottle Cap Rifle (just so we get creative), Magic Rod and Book would be replaced by a Rocket Launcher or somethin'... And so on, of course. Rather than having the "Pay for door repair" guys, have those NPCs give you a random amount of rupee for "saving them from dying stuck in there".

Vanya

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7132 on: November 30, 2020, 12:50:46 am »
Not exactly, but the idea for a hack works regardless.

HARVEST

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7133 on: November 30, 2020, 03:32:01 am »
Is there a way to play the FDS sound channel on regular NES cartridge ROMs?
I really wish there would be ROM hacks for the Zelda games, Metroid, Kid Icarus, the Castlevania games and many more that restores FDS music and sound effects to the NES versions.
Hell, it would probably be even more fun if the FDS BIOS screen could also show up in these hacks.

julayla

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7134 on: November 30, 2020, 12:45:39 pm »
Okay, I know I'm gonna get a lot of hate for this, but I need to ask something: Would it be wrong to have a fan translated game that has voices have a fandub in a specific translated language made? I mean yes, I know some people want to keep the authentics of Japanese voices because it's their "preference", but 1. I'm sick and tired of purists jamming "Japan voices only and/or raws, deal with it" attitudes. And 2. because if there were some people who wanted to experience the game in complete English on their own choices, the Japanese to some people just doesn't quite fit. That's kind of how I feel with the Utena Saturn game when I played it. I mean I like that it's got the text translated, but when I tried to listen to the voices...well...none of them clicked very well. I wouldn't mind that some of the Saturn and PS games that had translations with no voice alterations have the fandubs, but I know nobody will ever want that because like I said, purists hate ANYTHING dubbed.

RealGaea

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7135 on: November 30, 2020, 04:05:37 pm »
Okay, I know I'm gonna get a lot of hate for this, but I need to ask something: Would it be wrong to have a fan translated game that has voices have a fandub in a specific translated language made? I mean yes, I know some people want to keep the authentics of Japanese voices because it's their "preference", but 1. I'm sick and tired of purists jamming "Japan voices only and/or raws, deal with it" attitudes. And 2. because if there were some people who wanted to experience the game in complete English on their own choices, the Japanese to some people just doesn't quite fit. That's kind of how I feel with the Utena Saturn game when I played it. I mean I like that it's got the text translated, but when I tried to listen to the voices...well...none of them clicked very well. I wouldn't mind that some of the Saturn and PS games that had translations with no voice alterations have the fandubs, but I know nobody will ever want that because like I said, purists hate ANYTHING dubbed.

I'm not a fan of the purist treatment either. Although I'm more of the "fix all bad acting": like Final Fight CD, Countdown Vampires, Megaman 8, and the list goes on.

But, I also see that games like "GunGrave: Overdose" don't have an undub patch, which is inconsistent with the first game.

Anyway, here's today's idea:

Fate/Unlimited Codes [PS2]:

Transcript the official localization from PSP to PS2. Also make possible Start single player from P2 side.
(Optional: Simplified Moves from the PSP)

PS: It would be fun some groups like Team Four Star or Project Mouthwash do fandubs for the games of the series they've been parodying. Not as a spoof, just doing a similar or superior dub.

Vanya

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7136 on: November 30, 2020, 05:01:53 pm »
Okay, I know I'm gonna get a lot of hate for this, but I need to ask something: Would it be wrong to have a fan translated game that has voices have a fandub in a specific translated language made? I mean yes, I know some people want to keep the authentics of Japanese voices because it's their "preference", but 1. I'm sick and tired of purists jamming "Japan voices only and/or raws, deal with it" attitudes. And 2. because if there were some people who wanted to experience the game in complete English on their own choices, the Japanese to some people just doesn't quite fit. That's kind of how I feel with the Utena Saturn game when I played it. I mean I like that it's got the text translated, but when I tried to listen to the voices...well...none of them clicked very well. I wouldn't mind that some of the Saturn and PS games that had translations with no voice alterations have the fandubs, but I know nobody will ever want that because like I said, purists hate ANYTHING dubbed.

Short answer: No. It wouldn't be wrong.

What does it matter what the purists think in this case anyway?
It wouldn't be for them. And no one would be forcing them to use it.

FAST6191

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7137 on: November 30, 2020, 05:14:14 pm »
Okay, I know I'm gonna get a lot of hate for this, but I need to ask something: Would it be wrong to have a fan translated game that has voices have a fandub in a specific translated language made? I mean yes, I know some people want to keep the authentics of Japanese voices because it's their "preference", but 1. I'm sick and tired of purists jamming "Japan voices only and/or raws, deal with it" attitudes. And 2. because if there were some people who wanted to experience the game in complete English on their own choices, the Japanese to some people just doesn't quite fit. That's kind of how I feel with the Utena Saturn game when I played it. I mean I like that it's got the text translated, but when I tried to listen to the voices...well...none of them clicked very well. I wouldn't mind that some of the Saturn and PS games that had translations with no voice alterations have the fandubs, but I know nobody will ever want that because like I said, purists hate ANYTHING dubbed.

For the most part just ignore the purists. There are some merits in some cases, in other cases much ado about nothing, in other cases I would say purist notions actively ruin things (usually when "nothing must be touched" means you effectively end up with 60%+ of the text effectively being proper nouns), and any amount of subjectivity, to say nothing of the general three way tug of war between the liberal, literal and pizza cats approaches to the world.

Anyway there have been a few fan dubs of things. Golden Sun voice acting experiment being among the more notable of these.

The trouble tends to come in getting people with decent audio setups, decent voices and the like to come together to do things.
On the flip side voice synthesis and replication is getting amazingly good -- I have long toyed with getting one of those neural net voice faking (deepfakes if we are using the parlance of the kids) things trained on say the top 500 actors (training data for something actually quite good is really not a lot of talking at all, easily something you could get from the average film, something bad but still enough scam people that know you out of keys to bank accounts over a phone an awful lot less) on your chosen database and seeing what could be done for fan edits of films. Would be nothing (beyond issues of playback and storage space*) to in turn apply that to games.

*could go the utter heretic path of have an emulator featuring lua scripting call the relevant voice clips, or maybe even text to speech on the fly, or possibly have things dynamically narrated like Bastion.

tc

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7138 on: November 30, 2020, 10:02:11 pm »
What's left for large or popular games without an undub? AFAIK Tales of Symphonia is stubborn, and efforts aren't entirely complete yet.

Supergamerguy

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7139 on: November 30, 2020, 10:42:31 pm »
Somebody hack Ducktales NES 1 & 2  and make them Shovel Knight Nes Fan games.

(Replace Scrooge and Nephews and characters with Shovel Knight characters.)

Replace Bosses with some Shovel Knight Bosses.

 ;)

I've been thinking about doing this for a while now, maybe even using the small sprites from Fairy Shovel Knight in the Switch release to fit Scrooge's size better. Would anybody be willing to help me (not anytime soon ofc, as I have other projects I'd like to complete first)? If anybody wanted to go ahead and do this soon, I'd love to contribute as many ideas as possible. :thumbsup:
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