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Author Topic: Hack ideas: for those without the skill but with all the ideas.  (Read 2337474 times)

Tsukiyomaru0

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7260 on: January 19, 2021, 07:39:28 am »
This too! Though I'm not sure if it will happen or not since Sword of Mana exists. :-\
Sword of Mana is not Final Fantasy Adventure. Even their Japanese names makes it clear:
Sword of Mana = Shin'yaku: Seiken Densetsu (A New Testament: The Legend of the Sacred Sword)
Final Fantasy Adventure = Seiken Densetsu: Final Fantasy Gaiden (The Legend of the Sacred Sword: Final Fantasy Side Story)

Adventures of Mana is however a more 1:1 Remake of Final Fantasy Adventure, however it was only on iPhone, Android and PS Vita.

Speaking of, yeah, there was a 1:1 remake of Final Fantasy Adventure that was released on phones, and that could be used for reference. Example:




Blast, I came here to suggest something and actually forgot to. Anyways, idea: Double Dragon hack that replaces the art style with River City Ransom (with Andy & Randy (Ryuichi & Ryuji) being the main characters). And by default for Double Dragon III have it so 1P mode uses the intro of 2P mode and allows both characters to be usable from the get go.
« Last Edit: January 19, 2021, 08:30:32 am by Tsukiyomaru0 »

Retrolife

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7261 on: January 20, 2021, 07:36:29 am »
A good hack for PS II is a 4x exp multiplier(Same as in Sega Ages vol 32)very easy mode
making it easier to get through the game(less grinding)

julayla

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7262 on: January 20, 2021, 04:47:39 pm »
I remember that some people at Junker HQ were trying to make a translation of the Snatcher game for the PC Engine CD. However, the production has been either in hiatus or dead and I wish someone would revive the project of doing the translation of the PC Engine CD game version (or if possible find a way to port the Sega CD stuff into the PC Engine somehow).

RealGaea

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7263 on: January 21, 2021, 09:41:38 pm »
someone made a version of tsukihime(a Visual Novel from the creators of Fate, with a remake coming this year) for the DS, but doesn't work on emulators, is it possible to use this to create a proper ds rom of tsukihime?
https://nostalgialand.net/viewtopic.php?t=1054

Seconded. Seems too unfair to being able to play only in real hardware.

Also, transcript the English TL to the GBA releases. They're complete.

DUMB IDEA: Cram the routes of Fate, Unlimited Blade Works and Heaven's Feel to separate GBA ROMs using GBA Tsukihime's engine.

Like Pokémon: Fat King Edition, Wooden Plank Edition, and Worms Sack Edition.

N.Dpendent

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7264 on: January 22, 2021, 03:25:02 am »
I`m working on a hack for Umihara Kawase, to play as Scorpion from MK...

First try to do some pixelart...



Need some help, to find the gfx of the rope to change it to look more like Scorpions Speer and maybe exchange some sfx too
« Last Edit: January 22, 2021, 03:35:08 am by N.Dpendent »

PresidentLeever

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7265 on: January 22, 2021, 05:27:04 am »
^Good start though if you want to mimic the Kawase art style you should remove the black outlines. You can also use 1-2 more shades per surface.

Legacy of the Wizard (NES, 1987) Improvement
-Shortcuts stay opened (movable block ones can be turned into one way breakable walls that stay removed perhaps? or the powered boots could destroy movable blocks)
-Friction when standing on enemies to use them as platforms so it's easier to use to traverse (unless they jump maybe?)
-Temporary invincibility (ring) lasts a bit longer
-Battery save
-Can bounce off of enemies with the powered boots as depicted in the manual
-Poison item can be destroyed by attacking it 2-3 times (no need to wait for it to disappear in tight spots)
-Some or all monsters in Pochi's area can hit him (the area is too easy)
-Can avoid fall damage with a button combo instead of pausing (see Streets of Rage for example) and you have to fall at least half a screen for it to trigger
-Powered boots reduce spike damage if equipped instead of the weird trick where you hold up while moving to do it - this also lets you move past tight spots with spikes under them if you have them
-No gravity effect on pushable blocks - weird but also creates some interesting puzzles where you build starcases of sorts with blocks
-Can slide movable blocks vertically straight up or down from the side with the glove (since you can do it horizontally)
-Add a basic map in-game like in the CV2 hack by Bisqwit or the Metroid 1 hack
-All chests should be avoidable so you can keep contents for later if you want to (the game already lets you not grab an item from an opened chest and it will stay)
-No respawning enemies right next to puzzles or platforming segments
-Unlocked doors stay unlocked - avoids grinding for keys (alternatively some shops could sell keys or some enemies can have a high drop rate or there could be a few more 20 key items in chests)
-Maybe: Going into an inn or shop resets the blocks in the current room
-Somewhat slower max falling speed (might not be needed if other fixes are done though)

Control/interface issue fixes:
-Manual jump height control
-Using the glove is mapped to attack and replaces attacking while equipped
-The game doesn't do this: if you jump and land on a movable block/bump into one from below or the side then the game interprets it as you wanting to move it and bases the direction on which way you were turned before jumping - can sometimes screw you over as it can happen even if you're not holding the jump button down for long (happens immediately if pushing against a block from the side or below when pressing jump which kinda sucks in tight spaces))
-The game is less picky about positioning when climbing ladders - currently very hard to grab a ladder while falling and as soon as you press l/r while on a ladder your char lets go and falls so you have to press jump right before pressing a direction
-Don't have to wait for an enemy to fall off screen for its item drop to appear - this combined with poison drops currently means you have to wait a bit after each killed enemy which breaks flow
-No animation from fall damage (during which you lose control over your avatar)
-Can move while aiming downwards
-Can move horizontally on top of ladders (instead of falling down)
-Don't fall down immediately after touching a block from below
-Revealing breakable blocks used as floor traps can be done from either direction if there's a solid block next to it
-Somewhat less vertical-focused jumps (similar to Contra)

-Added block rewind/reset spell or ability - Could cost something like 15 MP to use?
-Fewer rooms with narrow zig zag paths (the one with a shop that sells armor is particularly tedious)
-Crosses also remove breakable blocks so can be used as an x-ray vision of sorts - alternatively there could be a new item that reveals them and which drains MP
-Less backtracking (an item that you just bought can be equipped at that shop, fewer dead ends within rooms - sometimes at the end of a hidden path))
-Removed: trying push a block upwards while landing on it damages you
-No leaps of faith into spikes
-No unavoidable damage from block and chest mimic enemies
-Not only Roas can use the crowns at the end
-Add one room where you can switch characters somewhere in the dungeon (perhaps in the hub room)
-Harder first boss as Pochi (dies too quickly)
-Harder final boss?
-Experimental: make chest items like bread increase base char stats a little or add items in some spots that do it. This is just to add more of a sense of progression and let you play almost the whole game with one char if you want to
Mini-reviews, retro sound chip tribute, romhacks and general listage at my site: Mini-Revver.

Kowalski

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7266 on: January 23, 2021, 07:45:06 am »
OK guys I have one request for you supersmart people.
I think Its a very simple thing for somebody that has the skill to do what you guys are doing here.
There is a small bug in NeoGeo old king of fighters game that has been fixed since KOF2002 and beyond.
The bug is simple. The diagonals will not get recognized when doing moves if they are not pressed for 4 frames or more.
What that means is that if you do your moves too well and too fast you will fail to do your fireballs or supers. Happens in kof9897,96 and i guess in others too.
The most cool to be fixed would be KOF98 as it is the one that is being played competetively through emulators these days.

Does any of you guys think that this can be possible? any help? thank you guys.

FAST6191

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7267 on: January 23, 2021, 12:50:44 pm »
One might argue that is not a bug but a feature, and one does not do moves too well but in fact not time them properly. Still enough of me being snarky.

That seems like a reasonable thing to at least contemplate. There are some things that could make it complicated (both on the code and on the play itself fronts) but it is still worth checking out. It could serve as a beginner hack but it would be on the harder side of that as you will be getting hands on with a debugger.

If you are measuring in frames and games of that vintage had seldom bothered with decoupled inputs then it is probably frames related. In that case the game most likely grabs whatever controller input says during vblank (might be to another area, see debouncing) and then operates on that.
Do the systems in question have diagonal sensors or are they simple dpads that might check if up is pressed and if say right is pressed and call that a diagonal? Hardware docs will tell you this, as will a shot of the controller PCB itself (or if it a glorious microswitch type device then you will hear it and possibly feel it). Most will not but if it is fancy arcade emulation (or fancy might as well have been an arcade board) for a fighting game then it is not unheard of.

Anyway two approaches
If you know what you are doing then you might follow the controller read on up through the system, or watch what happens during vblank. Can be tedious though, but as you end up running into it as a mater of course then it can be quicker.

If this is all very new then I would probably do graphics (or if there is a mana/stamina bar changed by a special move then that*). The idea being a special move probably has a special sprite. Find what part of graphics memory holds, or actually probably controls as that is different, that in anticipation of the move. When said graphics controller shoves the special move on screen then the debugger you set a nice breakpoint on will say something put this on screen.
Said something might be several steps removed from it (might have an audio cue as well for instance) but will lead back to the thing that decided to do the move. You would then see how it decides to do it (presumably a sequence of inputs it stores, or possible discounts if you press another direction in the meantime) and where you might have it fall in line with a more simple thing that does not have timing issues for your style of play.


*rather than say messing with the graphics controller/OAM/whatever the thing handling sprite locations is called on your chosen system then here you would make a cheat for infinite mana/stamina (if there is not one already) and that will tell you the location of it in memory. Such a thing will also then be edited by the thing doing the special move and you can follow that back up until you get to the part where it is checking inputs to determine what it is doing next.

Fighting games can be programmed in many ways or I might have suggested some other methods. Many will be variations on the theme of once a button is pressed it will start a timer (how long depends upon the game, and might be overall or might be since last button press, some annoying ones even vary if say half a super combo is entered) and maintain a list of button presses (which can include nothing pressed if it say needs right right high punch) that it either gets something out of to act upon, or dismisses when the timer runs out (or maybe is cancelled by an input it can't do anything with). A properly designed control scheme will tend to gate off things quickly so it does not get too silly but the game will then hopefully then do a bunch of IF and ELSE type deals ( https://www.guru99.com/if-loop-python-conditional-structures.html ) on it to locate the move it needs to do or resets if the player is too slow or fumbles the input**.

**this can include the controller fumbling the input because of switch bounce (if you have ever had a mouse double click without you doing it when it got old then that is it in its failure form, it is also a feature of general switches which is why games will often copy the controller state and operate off that). More frames, more certainty of input is not a ghost reading but also more lag before actions taken. Diagonals being more prone to this than some other options means it could be a mitigation for this. Hopefully though it is the devs just taking their time because they did not expect anybody to get that quick.

E.Signal

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7268 on: January 23, 2021, 01:40:04 pm »
My ideas for a definite version of Streets of Rage 2 (Sega Genesis) with these changes:
- Mania difficulty, stage select, etc. available from the start
- Restore the stuff that was taken out the US version of SOR2 like Blaze's jump kick and Mr.X's smoking cigar animation
- More fluid and responsive controls like the ones in SOR3 and Remake. Things like running with Skate, punch combos, blitz moves and jumping around are just too stiff and unresponsive sometimes in the original SOR2.
- Add health refills after every wave of enemies on the elevators on stage 4 and 7. Stage 8 elevator has this already, so why not have it for the other two?
- Add running in any direction for all characters, it's a mechanic from Remake. This would be good for the mobility that the characters other than Skate lacks.
- SOR3/Remake style punch delay, the characters are just too slow when doing combos.
- Add the ability to control the direction of your jump like in SOR3/Remake.
- Improved hit detection, this always felt wonky. It's annoying sometimes when your attacks just go right through enemies like Jack, Bikers, Big Bens, Kickboxers, Ninjas and most of the bosses.
Character changes:
- Axel: Faster walk speed, i-frames on forward special
- Blaze: I-frames on her forward special and blitz, bigger hitbox and more damage on her blitz
- Skate: I-frames on his blitz and forward special, more range on his punch combo, the range is terrible.
- Max: Fine as is
Enemy changes:
- Galsia, Donovan and Signal: Fine as is
- Jack: Longer startup frames on his attacks
- Electra: Shorter hitbox on her jump kick and whip attack, shorter whip attack duration, it sticks out there for ages. 
- Barbon: Reduced grab priority
- Bikers: Reduced grab priority, shorter hitbox and longer startup frames on his punches
- Hakuyo: Longer startup frames on his punches, shorter hitbox on his fireball and jump kick
- Jet: Fine as is
- Ninjas: Longer startup frames on all his attacks, his jump punch should only hit once not multiple times, reduced grab priority
- Vehelits (The floating head in stage 3): The hit boxes when fighting this thing is inconsistent, sometimes you'll miss it completely and it will hit you instead even through you've hit him first
- Big Ben: Shorter hitbox on his flame attack, Get rid of the i-frames on the startup of his dive attack
- Abadede: Reduce the frequency of his breakout move, reduce the damage on all his attacks
- R.Bear: Reduced grab priority, Shorter hitbox on his punches
- Kickboxers: Longer recovery time on flying knee attack, longer startup frames on their kicks, they come out way too fast.
- Robots: Fine as is
- Shiva: Fine as is
- Mr.X: Fine as is   




 
« Last Edit: January 31, 2021, 08:49:36 pm by E.Signal »

Kowalski

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7269 on: January 23, 2021, 02:31:31 pm »
One might argue that is not a bug but a feature, and one does not do moves too well but in fact not time them properly. Still enough of me being snarky.

LOL. Well, from the part that I understood in human language I can respond that it is indeed a bug as it has been corrected in the updated versions that were edited on newer consoles.

and from the other part, I barely can understand any of what you have explained. It seems complicated and nothing that could be solved easily. Anyways thanks for the answer, and if some fan with the time and knowledge wants to do that (I doubt it) i think it would be much appreciated by online kof warriors.

Thanks Fast.

Zetawilk

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7270 on: January 23, 2021, 03:56:55 pm »
This seems like a fun thread. We can just throw in any ideas, right?

Hacks I'd like to see include:
  • A translation patch for the GBC Star Ocean game.
  • A patch for A Link to the Past + Four Swords Adventure (GBA) to either negate the need to play FSA to unlock features in ALttP, or an extensive hack to simulate the single-player mode from the NDS limited edition re-release of FSA (GBA).
  • A hack of Final Fantasy V Advance (GBA) to recreate Final Fantasy III, but with the updated job class system.
  • A randomizer for the aforementioned "Final Fantasy III Advance" hack.
  • A hack for Final Fantasy IV that's compatible with its other hacks to remove that frustrating item limit. This applies to both the SNES and the GBA versions.
  • Colorization hacks for any old Gameboy games to create so-called "DX" versions. I haven't had a good look into the utility for this, but it looked complicated.
  • A multi-game randomizer in the vein of the Link to the Past + Super Metroid randomizer, except for the GBA, and maybe with Castlevania: Aria of Sorrow as well. Just a dream... I wonder what other sorts of GBA games would fit the bill with this.
« Last Edit: January 23, 2021, 04:03:07 pm by Zetawilk »

FAST6191

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7271 on: January 23, 2021, 05:20:27 pm »
Adding colour to GB games tends to either be emulator level, tweaking to play nicer with the inbuilt palettes the GBC has (when you do a bit of finger magic at power one and get a colour scheme that way), actually turning the game into a GBC one (not the sort of thing you have a utility for as much as a fairly involved hack but one within reason), and I suppose you could also make it a super game boy game ( https://loveconquersallgam.es/post/2350461718/fuck-the-super-game-boy-introduction ) but I have never seen that done and don't expect to.


Multi game randomisers work on the SNES with those games by dint of a quirk of memory and setup. Most GBA games that are not multi pak games will then struggle with that one. If you wanted though you could probably get a nice emulator that speaks Lua and have it detect room change/death/just be on a timer/whatever and fire savestates around to fake it.

I should also note that The Legend of Zelda: Four Swords Anniversary Edition is a DSi game, not a DS one. That does change a few things there.

Item limits can be fun to work around (between finding free memory, fiddling with the saves, and dodging the existing handling/checks there are enough things that can be really tedious to work around), though frankly between managing it and fat chocobos then I did OK when I played it.


Four swords bonus dungeon without actually doing four swords. I have contemplated such a thing for quite some time (though as it is only a meh dungeon and I don't much care about link to the past it has remained contemplation). Might make for an interesting hack though if you are learning such things.
I would find a save with four swords done but you having not paid off the old guy guarding it yet.
Set a break on write for your money supply and go pay him. Should pop up saying this changed it. Somewhere preceding it will be the location of the flag that it reads to see if you completed four swords. If you wanted to make a cheat that trips this flag then OK, could even hardcode it with GBAATM, possibly also with a conditional code so you can't walk there from the first moment you can physically get there.
If doing it properly I would change this to some suitable late game item (or maybe something fun like all four bottles) -- the read command that seeks the four swords complete flag should be easy enough to change for an inventory location as both will be in RAM somewhere and the compare command likely after it will be easy enough to change here to match what the inventory value will be. Can change the text as well if you like to give the player a hint.

If a save in such a scenario is hard to find you do have other ways -- whatever loads the text saying you need to be worthy will be somewhere in the little routine that checks to see if you completed the four swords bit.
Alternatively if you have a save that does not have four swords done and one that does (maybe a save before and after the final boss in four swords) then you will probably be able to find the flag that the game uses that way.

Reminiscon

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7272 on: January 25, 2021, 01:14:25 pm »
I have an idea/request.

Taking this song and converting it to asm format for Gameboy.

https://www.youtube.com/watch?v=gT0uxnA1eKU

Kowalski

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7273 on: January 25, 2021, 02:14:48 pm »
OK. Now I really have it. The romhack that I have requested has been already done by some chinese team.
They have done a romhack that fixes the diagonal missed inputs that are failing in the original kof98.
Now the problem is that they have modded the game so much that it can be considered another game. That game is Kof98ae2016.
I have tried to move some roms from one zip to the other and some are interchangeable, and the game works and some graphics are replaced from one another.
But I dont know In what rom of the zip file is the part that recognizes the inputs.

With this new information is there a way to make this thing possible? Is there information somewhere about where are the neogeo inputs stored in the roms?

thanks guys.

NES Boy

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7274 on: January 25, 2021, 06:36:07 pm »
So, a new prototype for the first NES DuckTales game has recently been discovered, and it turns out the famous Moon theme used to have a more fleshed out beat in the Noise channel:

https://youtu.be/IjX9S4jpJSw

Perhaps this version of the theme can be hacked into the final game (retaining the final tempo, of course).

Masked Dedede

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7275 on: January 27, 2021, 01:37:34 pm »
Castlevania: Aria of Sorrow, change the Undine and Scylla (Skula) enchant souls to become ability souls
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yolomate

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7276 on: January 27, 2021, 03:33:28 pm »
a idea: Batman Returns SNES Co-op  ::) :thumbsup:

Lusofonia

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7277 on: January 27, 2021, 07:10:31 pm »
How about a hack of International Superstar Soccer Deluxe that restores the menu option that allows you to rename the players? There's already a utility at this very same website that I submitted that can do this, but it's not the same.
"If you can't do everything,do everything you can"

StarWyvwern

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7278 on: January 27, 2021, 11:54:45 pm »
 4 player co-op Kingdom. Add characters from Bloodstained COTM2. 'nuff said.
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LargoLaGrande1

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Re: Hack ideas: for those without the skill but with all the ideas.
« Reply #7279 on: January 28, 2021, 03:57:00 am »
Mega Man X1 and X2 gameplay tweaks

A more balanced, practical Hadouken & Shoryuken - backport vertical dash to previous games
Both secret moves are way to cool to be a very late game one time use gimmick only


My ideas:
- remove the 1 hit kill property for both of them, less damage is more fun = more practical to use
- no full health restriction
- make them accessible from the start without obtaining any capsule upgrade

- cut the Shoryuken attack hight in half
- remove the silly high pitched voice file from the Hadouken in X1
- make hadouken visually more interesting aka maybe bigger?!


Optional
- back port the Shoryken to X1 and the Hadou to X2 additionally

- back port vertical dash to both previous games
- add knock back or stun property to Hadou and Shoryu for a more fun experience
- add a small start up invincibility window for vertical dash, Hadou and Shory


* Shoryuken for sure and Hadouken might be having sprite problems because they were never intended to be usable from the start. X would probably be in his full armor during the whole attack cycle.
My very quick solution for this would be to make both more like a nova strike from the ultimate armor (yellow ex versions of the moves during animations) to cover up the fact he's in full armor as a quick fix?!


These game play tweaks would make X1 & X2 feel fresh again. A more practical approach to both secret attacks would be a blast.
As a fghting game fan, I would really enjoy these two.

Additionally a better version of the 'high jump' aka the vertical jump (upgrade for X3) right from the start would be a very fun new move to open up more play styles
« Last Edit: January 29, 2021, 08:49:31 am by LargoLaGrande1 »