Hack Ideas and Requests: We still can't hack it in 2023

Started by MathOnNapkins, February 10, 2023, 02:57:43 PM

Previous topic - Next topic

tobiasvl

Quote from: Prince Valmont on April 27, 2023, 02:31:51 PMI would like to see a hack for The Legend of Zelda: Link's Awakening DX (GBC) the restores the screen warp glitch. That was so fun to exploit with the original non-DX version. I was sad to see it patched out with the color version.
I could look into that, I'm currently hacking Link's Awakening DX. But in the meantime, if you're playing on an emulator, you can play around with the debug utilities which include a noclip mode: https://tcrf.net/The_Legend_of_Zelda:_Link%27s_Awakening_(Game_Boy)#Debug_Utilities

CalicoStonewolf

Still wanting to see if someone can change the Overworld menu font in Super Mario RPG as a variable width font like the dialogue does.

pocket

Third time mentioning Kid Icarus, forgive me, I'm replaying it at the moment.  But I think it'd be nice if someone can remove that stupid restriction on your powered up abilities inside of palaces. I don't understand the need for it, I can only imagine it was to make sure bosses weren't push overs but I think they'd still be plenty hard even if you could shoot all the way across the screen.

So in conclusion, Kid Icarus would be perfect with
-Sram Saving like the FDS version
-The ability to use power ups in dungeons
-The ability to fall slowly like the 3DS port, but not as slowly as the GB sequel like hex edit posted earlier in this thread ( which is now invisible anyway )

...Maybe a better map system for dungeons, and for Zeus to appear more consistently to offer arrow upgrades, but that may be asking too much.
Somebody alert me when a user friendly BS Zelda hacking tool is made. I will give my soul to work on a faithful SNES remake of Zelda 1.

sourkraut

Quote from: sourkraut on April 17, 2023, 08:19:00 AMConsole: PS1
Game: Grandia (USA)
Idea: Broken mechanics

The last spell for Feena, Time Gate, seems to be glitched which results in the required spell levels for both water and wind elements to 99 to learn, which would prevent mastering the spell. The game data according to some others says it was supposed to be levels 33 and 35 respectively, though the values differed for both disc 1 and disc 2. Only disc 2 is relevant, since it can't be learned any time before that.

The HD release on steam has it set to 18 for both.

A saturn translation project at https://www.romhacking.net/forum/index.php?topic=27028.40 has it fixed according to the author, but I don't know how similar the data is between saturn and ps1.

Request is for fixing this spell's learned at levels.

Thanks.


Bumping this given the recent issue with this topic being unable to view more than first page, in case it went overlooked.

Tsukiyomaru0

I don't know how easy or not it would be, but maybe someone could figure a way to hack in the the debug mode in Gunstar Super Heroes if possible. Or at least figure a way to force the Sound Test to show itself.

Tails1998

#325
Here's some more romhack ideas I think would be awesome.

1. Dragon King the Fighting Game:
A hack that turns Smash Bros. 64 into a reimagined version of the original Dragon King prototype with new characters and levels, with Captain Falcon and Suitless Samus as unlockable characters.

2. Sonic Adventure Saturn Port:
A hack of Sonic Jam that removes the 2D games and uses the Sonic World engine to recreate Sonic Adventure on the Saturn with remade levels, 4 playable characters (Sonic, Tails, Knuckles, and Gamma), and a Chao Garden.

3. The Outfoxies 3D:
A hack that turns Digimon Rumble Arena into a 3D graphics port of The Outfoxies the first platform fighter by removing transformations and adding weapons from the arcade game.

4. Super Mario 64 2:
A hack that turns the Super Mario 64DD port into a fully fledged sequel to Mario 64 by using new models, making new levels, and using the 64DD larger file size to make better textures, and a new soundtrack with the higher quality audio.

5. Sonic Chaotix:
A hack of of Sonic Jam that remakes Knuckles Chaotix by using the 2D engine to create improved versions of the levels, importing the original sprites, creating new 32-bit backgrounds, adding playable Sonic and Tails, and using the 3D engine to recreate the special stages, and add 3D models for the characters.

Arcade-Elite

Please port Pac-man jr. to the NES, i mean it was made for the Atari for crying out loud.

Tsukiyomaru0

Looking into Mario Kart, I thought Mario Kart Super Circuit could get some PROPER attention by readding unused content as fully functional things, a GBA SP & TV colorization, and maybe a hack that changes the art style to be more similar to Mario & Luigi games.

Cal

Anyone know if it's easy to recolor the Phantom blue in The Phantom 2040 for SNES?
I'd like this romhack

NiO

Mario bros 2 but Bomberman themed,level designed to play using the bombs.

Chicken Knife

I'm playing through Actraiser, and I'm really torn between the localized English version and the English retranslation of the Japanese version. The censorship in the localized version stinks, and it was made too easy. Changing the increasingly powerful spells to all use one spell scroll was lame, and the scoring system for the action levels rewards repeatedly dying since your total score carries over after death. Growth caps in the town builder segments are set by the cumulative score in the action segments, and the game should not incent you to repeatedly die.

The Japanese version is a lot harder. I can live with the one hit spike kills and higher magic cost, but the obnoxious thing is how your score reduces to zero after a death. If you die in the second half of a stage (where you respawn), your score goes to zero, and then you cant get a decent score because you restart in the second half. You have to kill yourself and restart. Lame.

The Japanese / retranslation version would be but great if one change was made: The score you achieve at the end of the first half of an action stage saves, and when you die in the second half, that saved score gets restored. This would be a much better system than either version offers. This would probably be a simple hack for some to create, but not for me, so I thought I'd throw it out here on the off chance a capable person likes the idea.

lightbulbsun

Quote from: julayla on April 21, 2023, 09:43:54 AMThere's a lot of voice clip removal hacks from many games like the Megaman Battle Network: Operate Shooting Star and Megaman Battle Network 5: Double Team hacks. And I'm grateful to those that find the voices distracting when playing the games normally. However, I am curious to know if the same can be done to Sailor Moon Another Story (and while I do like the actresses from the Anime, having the voices repeated during when they're hit, attacking, etc. can be kind of distracting). Thought I'd ask.
Try the following with a hex editor:
At offset 0x1e03a5 you should find the byte 0x80, which should be the volume for the voice samples. Changing this byte to 0x00 should turn down the volume to zero.
As an alternative, the cheat de03a500 should do the same thing.

EricMagnefico

A hack of Mega Man Zero 3 that unlocks E-Reader content. I know, there's the Legacy Collection that does this, but still.

NES Boy

Quote from: Tsukiyomaru0 on April 29, 2023, 01:56:18 PMLooking into Mario Kart, I thought Mario Kart Super Circuit could get some PROPER attention by readding unused content as fully functional things, a GBA SP & TV colorization, and maybe a hack that changes the art style to be more similar to Mario & Luigi games.
Personally, I'm still waiting for a hack of that game that replaces Luigi's voice, Peach's voice, Toad's voice, Wario's voice, and the "Congratulations!" voice with their international Mario Kart 64 counterparts.

SegaMan89

Quote from: Tsukiyomaru0 on April 29, 2023, 01:56:18 PMLooking into Mario Kart, I thought Mario Kart Super Circuit could get some PROPER attention by readding unused content as fully functional things, a GBA SP & TV colorization, and maybe a hack that changes the art style to be more similar to Mario & Luigi games.

Isn't there an enhanced hack for Super Circuit? 

MKnightDH

I'm going to provide a laundry list of things I would like to add into Game Boy Wars 3 (which is from the series that has the Advance Wars games) that I do not feel comfortable about my ability to make, to be kept compatible with my work with my PALBal patch found as "PAL-style balancing" on RHDN.

Programs (by default, I do not know how to make a program):
-In-ROM map editor - should be created, should include Map Checksum correction
-Unit/Movement Type/Weapon Stats editor - should be created, should be able to add further of each category where feasible

Features to add:
-Standard Join command from the other games in the series; preferable to also keep the current Linkup Command for options (would inevitably require graphics adding and significant ASM modification)
-Standard Drop Off command from the other games in the series; preferable to also keep the current Unload Command for options (would inevitably require graphics adding and significant ASM modification)
-Build command from Days of Ruin for Aircraft Carriers and Cruiser, restricting to loadable unit types (would require significant ASM modification; also would require adding the Cruiser unit from Super Famicom Wars and the Advance Wars games in the first place, see below)
-Auto-End Turn toggle (based off of my Auto-End Turn patch; would require significant ASM modification with the Configuration menu)

Units to add (by default, would require: handling the tile RAM information with care; modifying the AI to make sure it doesn't break; modifying graphics to make sure nothing breaks; and covering for any values influenced by unit type numbers in the ASM to prevent new problems; precise stats info below is keeping my PALBal patch's rebalancing in mind):
-Anti-Tank (Days of Ruin; new 1~3 Range Anti-Tank Gun weapon with extreme Armor ATK and Ship ATK and decent Air ATK but underwhelming Lite Land ATK; Lite Land type with DEF values around 32; 4 Movement Power with Humvee Movement Type; 2000G)
-Hovercraft (Custom Wars; Anti-Tank TOW weapon; Lite Land type with DEF values around 14; 5 Movement Power with unique Hovercraft Movement Type (move on Roads, Plains, and water terrain without penalty, but Forests require 4 Movement Power and Mountains are off-limits; 900G)
-Cruiser (other games starting with Super Famicom Wars; unique 1 Range Depth Charges weapon with extreme Submarine ATK and decent Ship ATK and Armor ATK, and Vulcan++ weapon for overwhelming Lite Land ATK and sound Air ATK; Ship type with extreme Submarine DEF and Air DEF and modest other DEF values; Ship Movement Type; helicopter transport capability with repairs and Property EXP provided to loaded units; 2500G with Sub updated to 2800G)
-Gunboat (Days of Ruin; new 1 Range Anti-Ship weapon with high Ship ATK and Armor ATK but 2 Ammo and no MG; Ship type with underwhelming DEF values; 7 Movement Power with Lander Movement Type; foot soldier transport capability; 1200G)

If anybody is interested, please contact me for discussion.

aquaticsolstice

Hello, I'm new on the forums but have used this site for decades it seems. I made this forum account just for the idea I had. The idea is for Startropics 2: Zoda's Revenge. What an amazing game but it has a glaring issue that I'm sure others have thought about as well. Your main starting weapon and throughout the game is a Throwin Axe. Which looks almost like the sprite work for the Adventure Island games. But, in Startropics 1 you use a YoYo. My idea would be to bring that sprite or make a nice new one for the sequel to replace the Orange Colored primitive axe. I think that would be awesome and it would look good in gold/yellow for the color scheme I bet. Anyway, I hope this reaches someone. I have no abilities in hacking so I'm unable to bring this thought to light. Someone with talent would have to do it for me. Thank you and God bless you for your time and consideration.

pocket

I've seen improvement projects for those NES bootlegs like Somari/Sonic or Super Mario World for NES, but I don't think i've seen one for Donkey Kong Country 4.  I think it would be cool to redo the sprites to resemble pre-Rare era Donkey Kong a little more and replace Diddy with DK Junior to make it more appropriate for the NES.
Somebody alert me when a user friendly BS Zelda hacking tool is made. I will give my soul to work on a faithful SNES remake of Zelda 1.

Tsukiyomaru0

ideas for Super, Fusion and Zero Mission Metroid games:
• A hack that replaces the low health behavior and sound entirely, to match that seen in Metroid II and Samus Returns: Instead of a constant loud siren when you have less than 30 Health, have a low buzzing that starts at 50 with the health number flickering red at regular intervals, and as the health drops the buzzing gets louder (almost as loud as the siren, but DEFINITELY not louder)
• A hack that makes every Save Station also restore health and ammo, and for SM the Missile Recharge Station and Energy Station should should restore Health, Missile, Super Missile, Power Bomb, and Reserve Tanks

SegaMan89

Can someone please rom hack the X-Men game on Sega Genesis to play a Sega Genesis remix of the 90s X-Men animated series theme song on the title screen?  It's not fair that Spider-Man on Sega Genesis has it's theme song but not X-Men.