Thread #12491710
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Gameplay and development discussion:
What homebrew / hacks are you playing /vr/? Are you working on anything? Would you like to learn? Projects and questions welcome.

Active Communities:
romhackplaza.org
retrohackers.net
smwcentral.net
metroidconstruction.com
romhacking.net
romhack.ing
gbatemp.net
sonicretro.org
mariopartylegacy.com
pokecommunity.com
baddesthacks.net
pouet.net

Huge Community List:
pastebin.com/edWKBJqn

IPS/BPS Patcher:
romhacking.net/utilities/1040
https://www.hack64.net/tools/patcher.php

Huge Archive:
archive.org/download/En-ROMs/En-ROMs/

Other Archives:
archive.org/details/rom-hack-patch-archive
mediafire.com/folder/50m95vbbuyf25/vr's_ROM_>Hack_Recommendations
archive.org/details/hbmame_0244_roms

Quality of Life Improvements:
https://pastebin.com/4gmM7wc6

Desplash Patches:
mega.nz/folder/FZtzjZJa#qtrGXSbVNjiXUrnGUGSVMw

AtariDev:
forums.atariage.com
atari-forum.com
atarimania.com
atariarea.krap.pl

NESDev:
wiki.nesdev.org
forums.nesdev.org

SNESDev:
snes.nesdev.org/wiki/Main_Page
github.com/alekmaul/pvsneslib
wiki.superfamicom.org

N64Dev:
n64dev.org
n64vault.com

GC/WiiDev:
devkitpro.org
github.com/devkitPro/gamecube-examples

SegaDev: smspower.org

MegaDev:
gendev.spritesmind.net/page-doc.html
github.com/Stephane-D/SGDK

SaturnDev:
antime.kapsi.fi/sega/docs.html
segaxtreme.net
jo-engine.org

DCDev: dreamsdk.org

PSXDev:
psxdev.net
problemkaputt.de/psx-spx.htm

PS2Dev: github.com/ps2dev

XboxDev: xboxdevwiki.net/Main_Page

GBDev: gbdev.gg8.se/wiki

GBADev:
forum.gbadev.org
github.com/pret
forums.serenesforest.net/index.php?/topic/26913-nintenlords-hacking-utilities

VBDev: virtual-boy.com/development/

Amigadev: eab.abime.net

PC98Dev:
hackipedia.org/browse.cgi/Computer/Platform/PC,%20NEC%20PC-98
target-earth.net/wiki/doku.php?id=blog:pc98_devtools

Previous thread: >>12463490
+Showing all 149 replies.
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>>12491710
Haven't seen anyone mention it in the previous thread, but, as part of SMSPower's annual coding competition, LackOfTrack (same dev as Pac-Man Master Museum) released a Proof of Concept port of Super Mario Bros. to the SMS.

https://www.smspower.org/Homebrew/SuperMarioBrosSmsPort-SMS
https://www.youtube.com/watch?v=CF_Gm9jJ0oU (video is from v1.00. v1.01 fixes the long loading times)

While you can only play World 1-1 in this demo, LackOfTrack mentions in the forums that he plans to port the full game.
He also mentions that next demo will have: World 1 fully playable, a FM sound option and an original graphics option (for those who hate the Super Mario All-Stars graphics).
>>
>>12491910
Just tried it. Very solid. Some of the physics need to be tuned a bit more, but it's very promising
>>
>>12491910
*saves the master system*
>>
>>12491710
Random Tomato Adventure cheats (because I can't find any anywhere else):
0300094A:63 Inf. Life Plr. 1
030009CE:3A Inf. Life Plr. 2
03001AB0:0001869F Inf. Money
03001A10:63 Inf. Binkies
0200EF08:10 Inf. Gear-Yo
0200EF24:07 Inf. Mag Mitts
0200EF3C:05 Inf. Erupter
0200EF5C:07 Inf. Pop Horn
0200EF44:07 Inf. Puffer
0200EF14:05 Inf. RabiShoes
0200EF40:07 Inf. SneaKars
0200EF46:05 Inf. UFO-Cast
0200EF0C:07 Inf. Chomper
0200EF2C:05 Inf. Fumigator
0200EF28:0A Inf. Tail Wag
0200EF60:07 Inf. Love Song
0200EF54:07 Inf. NanaBoard
0200EF0E:05 Inf. Origami
0200EF56:07 Inf. BowlingRice
0200EF3E:05 Inf. Pyramet
0200EF0A:07 Inf. Kendama
0200EF10:0A Inf. Shell Fist
0200AF48:07 Inf. Spider Gun
0200EF18:05 Inf. Cupid Bow
0200EF4A:07 Inf. Rocket Pak
0200EF2E:05 Inf. Bee Gatling
0200EF5E:05 Inf. Fart Horn
0200EF30:05 Inf. Super Fan
0200EF4C:07 Inf. Sun Beam
0200EF1C:06 Inf. Electric Eel
0200EF34:07 Inf. Zap Drum
0200EF64:06 Inf. Hotafant
0200EF32:05 Inf. Cyclooka
0200EF4E:05 Inf. Bouncer
0200EF36:05 Inf. Popocan
0200EF68:0A Inf. ShuriGun
0200EF50:06 Inf. Firehog
0200EF20:07 Inf. Seed Bomb
0200EF38:06 Inf. Yokozuna
0200EF62:05 Inf. StarScope
0200EF42:05 Inf. Choo-Choo
>>
it's a long shot but anyone here ever poked around in the code of Bad News Baseball on the NES? I never liked how when you are playing a girl team the victory cutscenes reuse the boys' cutscenes, I wanna try redrawing them to match the girl gameplay sprites.
>>
>>12491910
Nice
>>
>>12491910
>>12491954
I hope they finish the Castlevania one and changes Simons walk cycle.
>>
>>12492896
Well get moving and try this.

https://www.romhacking.net/utilities/1871/

If you just want to replace the graphics that's fine, if you wanna add separate girls CHR banks, you need to hack and change the mapper to MMC3.
>>
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>>12491710
>Are you working on anything?
I'm working on disassembling NES ROM using Github Copilot
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https://www.youtube.com/watch?v=Q0mN9xm4oq4
>>
i swallowed my pride and tried playing with GB studio after wrestling Game Boy Assembly for about a year. I regret writing it off so easily, it's actually a lot more versatile than the slop that usually gets made with it would have you believe. solid tool if you're trying to make a Game Boy game from scratch.
>>
>>12493143
What make you get that heel turn?which version you are using?
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>>12493182
current version which appears to be 4.2.2.
i basically wrongly assumed that it's a limited toy like tool. it's actually a GBDK distribution packaged with a highly modular engine and very intuitive editor with bunch of templates that you can build on and do pretty much anything you want with that you could do in C. I got pretty far in Assembly but memory management was a nightmare for me.
The only thing I really managed to get a good handle on with ASM is sound programming. Everything else was painful for me, especially timing of things like background and sprite updates, and using interrupts for things like displaying the window in a portion of the screen. GBDK abstracts away all of that complexity with no sacrifice in control, and I was able to do in minutes what took me months to try and fail to do in Assembly. That combined with the convenience of managing graphics and the flow of game loops in GBS convinced me to stick with it.
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I finished my short Castlevania 3 ROM hack if anyone wants to give it a try.

https://files.catbox.moe/u1w4e9.zip
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>>12493230
The problem is that 99% of games built on GBS are just plain garbage, even the most "bearable" ones had issues, particularly in performance.
>>
>>12493281
That's why I avoided it at first. But I think that's a lack of skill on the part of those particular developers, not a fault of the tool itself. I think someone who knows what they're doing and has actual talent can make great things with it
>>
>>12493281
GB Studio is the Game Maker of the retro homebrew dev world, so you are going to get a lot of rookies and ambitious teenagers pumping out crap they made with it, but every now and again you'll also get a Spelunky or Hotline Miami that makes it all worth it.
>>
>>12493308
The 'best" GBStudio games are Quiz Adventure MegaMan, Monster Party GBC and Super Mario Bros Mini.
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>>12493271
pretty decent level
>>
>>12492906
rad, thanks
>>
Arrow lock-on
https://www.youtube.com/watch?v=aLSnS76W4k0
>>
>>12493581
LOCK-ON TECHNOLOGY
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>>12493364
thanks fren
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>>12493360
>The "best" GBStudio games are Quiz Adventure MegaMan, Monster Party GBC, Super Mario Bros Mini, and Kero Kero Cowboy.
ftfy.
>>
>>12493759
holy shit that frog has a gun
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>>12493759
That and even the full first release version of Cosmo Knight Zion had scrolling and performance issues regarding enemy appearing, causing micro pauses, most of these GBS games had issues with the HUD flickering when you grab powerups, such a damn shame.

Zion to me is average, and even tough i enjoyed Grimace Birthday still is ridden with these issues, and the New Friday the 13th GBC port was supposedly made on current 4.2.2 but still feels like any game made on any of the 3.0 versions, even Nio107 said that he has issues with enemy states showing, that being said tough, i am really liked the little New Saint Seiya tech demo, runs alright.
>>
>>12493110
What part of the process is Copilot doing, and how good is it at it?
>>
>>12493660
Super GERMAN TECHNOLOGICAL
>>
Someone did a Mega Man 2 disassembly https://github.com/plasticsmoke/megaman2-disassembly-ca65
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>>12494421
good, what is the difference between this and a decomp?
>>
>>12495012
The code is in assembly language while decomps are written in higher-level languages like C.
>>
>>12494070
Copilot is pretty much doing everything but it's only as good as the direction and steering that you provide. I needed to learn FCEUX debugging tools and Mesen which he helped me with step-by-step so my small brainlet can understand. I asked for an executive summary of what we have accomplished so far in this project and it's rather underwhelming. My initial goal before full disassembly is to be able to faithfully extract the portrait graphic for all 250+ characters. But I'm not there yet because:

> Romance of the Three Kingdoms is a SOROM/MMC1 board with 8 KB of CHR-RAM on the cartridge, not CHR-ROM, as noted in README.md and the MAME-backed hardware notes in chatlog.md. So there is a PRG-ROM dump, plus RAM areas, but no separate CHR file because the pattern-table graphics live in writable RAM at runtime rather than in a fixed ROM chip.

>In practical terms, that is why portrait extraction has been harder than a normal “just open the CHR file” job. The portrait graphics have to be reconstructed from PRG-side data and from the game’s runtime upload path into CHR-RAM, instead of being available as a standalone CHR blob.
>>
>>12494421
This guy did it right
>>
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Anybody ITT extremely familiar with the PS2 hardware? I know this is slightly off topic but I plan to use the hardware to make homebrew games if I can get it to work…

I bought a Japanese PS2 (spch-30000) and the video output looks like this. I’m very afraid that it is a fucked up GS or one of the VUs. Anyone ever seen something like this before? This is on first boot with no disk inserted. I’m able to actually navigate the menus underneath the fucked visual which makes me fearful that this will not be a cheap fix.
>>
>>12495442
I’m using an aftermarket AV->HDMI dongle FYI, but it works on my US PS2 slim, I don’t think it’s that unless they changed encoding between those models
>>
Did the /v/orld 3 update ever come out?
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>>12495839
hahaha no
>>
>>12495839
>>12495846
Fat Moot is its spiritual successor anyways.
>>
>>12494421
I could have sworn someone had already made one
>>
Holy fug, I didn't know there was an N64 port
https://github.com/marcioj/SpaceCadetPinball-n64
>>
>>12491710
Are Game Boy Studio projects welcome here? I'm working on Game Boy Colour Adventure game called Mouseman: Point and Click RPG Adventure. I'm doing the godot port but also playtesting and helping with design and feedback. You can play a demo here:
https://ralphnemesis.itch.io/mouseman
We hope to release the full game in June
>>
>>12496229
Yes, they're welcome. I think this game was posted here some months ago. I thought it was pretty funny.
>>
>>12495442
Anybody? I’m a tourist here from /g/ so what is the customary offering? A scantily-dressed retro game waifu? Something else?
>>
>>12495442
You should make a thread about this. There's hardware repair threads once in a blue moon, so maybe someone will be useful.
>>
>>12496942
ah I see. In that case I’ll check the archives and make a proper thread so it’s not just a wasted slot on the catalog for my specific problem
>>
>>12496229
How long you been working on yours and are you at the least using the latest 4.2.2 version?

For Graphic Novels and Top view pokemon clones and shadow gate style games, yeah seems fine, plattformers on the other hand.
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>>12496229
This looks sick, can’t wait to try it out
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>>12496213
>N64 finally gets a pinball game
Is it a good port?
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>>12496213
Is the compiled ROM available?
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>>12497261
Looks like you gotta do some self compilation. If you’re not a software guy I might be able to do it later tonight or by EOW if I can break away from my wife for a bit to take a crack at making a catbox.
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>>12497293
No rush Anon but I'll just wait for you or someone else to compile it, I'm not going to install libdragon just to compile this thing.
>pic not related
>>
Bump
>>
interdasting
https://rpg-maker-gb.neocities.org/
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>>12497321
Check back tomorrow evening. You were right not to try this, Libdragon is being a bitch and a half. I have to compile mips64-elf-gcc and libdragon manually because my docker api doesn’t want to play with the official prebuilt libdragon packages.
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>>12498036
thank you for your service anon and good luck
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>>12495839
It was roughly ~95% done where the only thing left was to finish playtesting and fix the inevitable bugs but then all communication stopped. One of the people working on it trooned out and nothing really came from it since. There was even a new title screen made for it.
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>>12495839
It's been 4 years, and all it's gonna be if it ever releases is some faggot's overcorrected butchered nerfed version where a normal inoffensive level like THE ORIGIN OF LIFE got nuked from orbit for no fucking reason. It's best to move on.
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>>12497261
Not the earlier anon, but try this. Works on real hardware, and yes, compatible with the rumble pak.
https://files.catbox.moe/8acnnl.zip
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>>12498664
>0 bytes
You little rascal.
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>>12499193
Oh, I didn't check. It must have glitched. I'll just post the ROM instead of a folder.
https://files.catbox.moe/ldsgvx.z64
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>>12499196
You better not pulling a troll up
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>>12499196
Maybe I'm retarted (I is) but I can't seem to get your ROM to run in project 64.
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>>12499836
Doesn't work with the Mupen64Plus-Next core in RetroArch either, but it works with Ares
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>>12499858
soul
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>>12491710
SNES SimCity mouse mod when?
>>
>>12493581
New video
https://www.youtube.com/watch?v=9z5JN-3mtDE
>>
>>12500265
interesting
>>
>>12500664
>>12500265
Mai's fun bags
https://nitter.net/faeldaniel/status/2041602566472036743
>>
>saves the turbografix-16
https://xcancel.com/yhzmr442/status/2042690894000959959
>>
>>12501317
>xcancel
you have to go back
>>
>>12502067
What an odd thing to say...
>>
Does anyone have the ROM for AVGN 8-Bit?
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>>12502790
That thing (the physical cart) hasn't been released yet, it's typical of LRG.
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>>12502067
I'm not signing up for xitter, Elon.
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>>12503220
use nitter, schneider
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>>12503263
I'm going to choose to believe you're joking, because you cannot possibly be that fucking stupid.
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>>12503278
ok schneider
>>
>>12503278
>>12503317
>>12503263
>>12503220
Oh great, the shitters are here, just wonderful.
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>>12495839
Version 1.1 never ever...
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>>12503425
Is this a mock-up or is Sneed actually playable in one of these hacks?
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>>12503496
Both. Sneed is playable with Milhouse as the small Mario form.
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>>12503385
????????
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>>12495442
SCPH-3000 is an early production model from 2000-01. These are flaky and not recommended; the PS2 was not fully mature and debugged until 2003, I believe starting with the 3700 series.
>>
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>>12503496
It's a bunch of player sprites somebody made in case /v/orld 3 got its character swapping gimmick in the update that will never ever come out. I think a good chunk of them got finished, but I cannot say I agree with most of these choices. Sneed isn't playable, but he's a boss, albeit with a different sprite. Snacks-tan's sprite ended up getting used for her bossfight.
>>
Osu 64
https://www.youtube.com/watch?v=UstAvXwbtPM
https://github.com/neoluigi4123/Osu64/releases
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>>12491910
Looks good
>>
>>12503385
Baka...
>>
>>12503620
I miss Aniki...
https://www.youtube.com/watch?v=MG-lrNHYTWM
>>
>>12493139
>>12493581
How to program?
>>
Official SNES Q/C rules. This dispels the rumor that Nintendo forbade devs from going over the sprite scanline limit.
>>
>>12505258
I know the qc rules in Japan were not as stringent as NOA's ones but IDK if they're online anywhere.
>>
>>12505402
I believe NOJ did not do any q/c testing of Famicom games; they presumably had some guidelines like having a title screen and pause feature.
>>
>>12504682
I wish I know whose Aniki beside his FUCK YOU and his glorious sexy appearances, and how would I sprite him.
>>
>>12505258
>> 6. Vowels in the passwords or password entry-system
this seems interesting. anyone what the story is behind no vowels in the password?
>>
>>12505672
it's most likely so the password can't accidentally have swear words in it. the password algorithm might end up generating "cunt" or "tits" so instead you'd just get "cnt" or "tts"
>>
>>12505903
These bugs happened from time to time, the specific issue in Castlevania was the game accidentally corrupting the OAM table when too many sprites are active and locking up. Battletoads has a glitch in Rat Race where the rat sometimes disappears and you then get soft-locked and cannot beat the stage.
>>
>>12505679
ENGAGE RIDLEY
MOTHER FUCKER
>>
>>12495395
just following up to this in case it is interesting for anyone else who might be thinking about diving in to NES disassembly. I feel like I am getting closer to unlocking the secrets to the game I loved. I will never be able to talk to the devs or see their source code but this was the next best thing. These are Github Copilots remarks after we successfully cracked the portrait extraction routine and made a poster board.

> This is an MMC1/SOROM game with CHR-RAM, so there is no separate CHR ROM to dump. The portraits had to be reconstructed from PRG-side data and from the game’s upload path into CHR-RAM. We eventually worked out that the fixed portraits use paired descriptor records at bank 6 $BC24 (file 0x1BC24) plus 6x6 layout records at $B0C4 (file 0x1B0C4), and that the raw tile data for the early portraits starts in bank 4 at $8004 (file 0x10004). One of the false starts was bank 13, which looked promising for a while, but turned out to be sound-engine data rather than portrait graphics.

The later portraits were a separate problem, because those are built by a composite system rather than stored as one fixed face apiece. We ended up tracing the selector table at bank 7 $AFD4 (file 0x1EFD4) and the body map table at $AD04, which let us reconstruct the reusable body/eyes/nose/mouth combinations. The 16 daughter portraits were another special case on top of that, because they live in descriptor/layout slots 66 through 81 even though that same face-id range is involved in the composite path for the male portraits. So when people ask what Copilot is doing here, my honest answer is that it is helping a lot with the investigation and tooling, but it still needs supervision and verification at every step. It is good at helping me get started, good at helping me keep momentum, and not good enough to trust blindly without traces, screenshots, and hard addresses to back things up.
>>
>>12506034
like all CHR RAM games it has compressed tiles so the graphics are not as simple to dump/figure out as a CHR ROM game
>>
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>>12506042
Also CHR ROM games have all graphics stored in discrete 4k tile sets in each bank of the CHR ROM. CHR RAM games have an indeterminant number of tiles and they're often reused throughout the game, which is one advantage of that setup--you don't have to include redundant tiles in each CHR bank (say, each bank needing to include stuff like the score counter graphics), only exactly as many as you need.

If you look at Maniac Mansion for instance many graphics objects like the door frames are reused. If it was a CHR ROM game, then they'd have to waste space keeping copies of those graphics in each CHR bank.
>>
>>12499112
Archon only uses half or maybe less of its 1 megabit ROM. I think they only used UNROM to have animated tiles, otherwise the game could have worked as a CNROM cart.
>>
>>12506361
Didn't you posted something similar last thread Kevin TransSmith?
>>
>>12506005
Yes. Exactly.
>>
>>12507095
i'd estimate about 25% more ROM space when low color mode is used
>>
saves the dreamcast
https://xcancel.com/falco_girgis/status/2043623306020999398
>>
>>12507131
Oh you are indeed tranny smith who is making those stupid threads!
>>
neat
https://github.com/jimmy-dsi/apollo-spc/releases
>>
>>12505258
So, this means there's an official SquareSoft longplay of FFVI on a huge boxset of VHS tapes in the back of a warehouse somewhere, right?
>>
Saves the N64!
https://www.youtube.com/watch?v=SLqWCiGk1rs
>>
>>12505672
>>12505679
huh. I always thought that was from o/O/0 i/l/I/1 issues
>>
>>12508385
There are ways to differentiate each of those with the right font design.
>>
>>12508390
Yeah, but then you have to transcribe it. Writing shit down in a hurry from a blurry CRT was brutal.

The cursing thing seems more likely, font legibility is just what I thought as a kid when I noticed shit missing from the character table
>>
Watch hentai on your N64
https://github.com/lewilou22/N64-Video-Player/releases/tag/MAIN
>>
>>12493308
My C programming skills are limited, but iirc, it was common for skilled C devs to further optimize stuff in Assembly during a compilation step. I assume Gameboy devs did that as well. I wonder what Assembly tricks they used when making Gameboy games?
>>
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Here's some silly games, one made by Walfie (Hololive's artist for Gura and Ame), a Picross clone.

https://walfie.itch.io/walfies-nonograms

And the maker of Cosmo Knight Zion made a Megaman 2 Tiger Electronics Handheld as a GBC game, (it sucky but that on porpusse)

https://zeichigames.itch.io/mm2-lcd-gb
>>
>>12508510
>vtumors
>>
>>12508475
I don't think the Gameboy is fast enough for C to be worthwhile. C wasn't used much for console development until the PS1/N64.
>>
based
https://psxsplash.github.io/
https://github.com/psxsplash/psxsplash
>>
>>12509053
lol you can't use C on an 8-bit CPU and nearly all Gameboy games were written in 8080 asm (since that's basically what the CPU is, an 8080 with a few extra bespoke instructions for the Gameboy)
>>
>>12509319
I thought it was a Z80?
>>
Limited Run SNES Doom is finally out
https://www.youtube.com/watch?v=iorApli5PvI
>>
>>12509321
The Z80 had an extended subset of the 8080 instruction set with new features like block copy instructions. The Gameboy CPU doesn't have these, it's just the basic 8080 instruction set without the Z80 extensions and there are a couple new ones unique to it.
>>
>>12507493
I was watching a video of Destiny of an Emperor (an SNROM cart) and there's nearly no delay when switching screens. MMC1 is generally considered pokey due to needing to write to the registers six times to do anything but it's not that bad if the code is properly optimized.
>>
>>12509321
>>12509325
>>
>>12509423
he was kind of right though? the bit instructions from Z80 are present but it doesn't have the block copy ones.
>>
>>12509324
what about this?
>>
>>12509559
It's an improved version of SNES Doom by the port's original programmer, Randy Linden.
https://web.archive.org/web/20260405103419/https://www.timeextension.com/previews/hands-on-30-years-on-dooms-super-fx-3-upgrade-gives-snes-players-a-more-polished-way-to-rip-and-tear
>>
>>12509319
A C compiler exists for the gameboy it just sucks compared to ASM.

There's also one for the NES that apparently improved a fuckload.
>>
>>12491710
Love2D is fun
I am developing
>>
https://code.novasquirrel.com/Maffi/SuperGameBoyStorageServer
>>
>>12509564
He wasn't under a deadline to finish in three months this time around.
>>
>>12509324
>like SF Alpha 2 no loading time
Finally!
>>
>>12508438
More futa cock? Count me in!
>>
>>12508370
>>12503762
>>12496213
So when N64 adaption of Shamanic Princess, Jungle de Ikou, and Birdy the Mighty?
>>
>>12508370
>>12503762
>>12496213
Who gonna do N64 adoption of Shamanic Princess, Jungle de Ikou, Birdy the Mighty video games?
>>
>>12508370
>>12503762
>>12496213
Who gonna do N64 adoption of Shamanic Princess, Jungle de Ikou, Birdy the Mighty video games?
>>
>>12510779
>>12510786
>>12510813
Why don't you try making them yourself, dude?
It's 2026. There must be lots of tools nowadays to create Nintendo 64 games very easily.
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>have fun making cheats for the PSX version of Wizardry 4
>break it wide open, can adjust everything from stats, to spellbook, to class, to summoned monsters, spawning any item in inventory, even changing Werdna's name and teleporting anywhere
>decide to do the same with Wizardry 5
>they use the same RAM address for bonus character stat points as they do for a scratchpad
>even DURING character creation
Thanks to this programming fuckery, I have an equal chance of being able to produce a max-stat'd Ninja or Wizard as I do of the stats glitching and jumping into under/overflow and soft-locking the game. I was still able to do so by saving after every successful creation, but it was annoying as hell and removes all point in sharing the cheat since people will just complain it soft-locks their game.
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Not sure if he's just selling hype, but I want this
https://x.com/toruzz/status/2044099794855924015
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>>12511304
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>>12511427
what a fag
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>>12510865
>There must be lots of tools nowadays to create Nintendo 64 games very easily.
Great, now get to work.
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>>12511504
Now read the entire thing, because Anon is a fag.
It's a great idea. Just have to see if it pans out AND anyone starts making hacks that utilize it.
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>>12512031
Yeah, just have to see if anybody is going to do the complex assembly hacking needed to make this work. Nobody is going to do that and this guy is a dick head for leading with fake mock ups instead of the real thing.
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>>12512071
Mockups aren't inherently evil. They help show people what you're aiming to make, and he's putting it together.
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>>12512080
Just hope that he ACTUALLY GETS TROUGH IT.
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>>12512094
Does toruzz leave a lot of projects unfinished? That's unfortunate.
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>>12512114
Nigga, we have the guy who made sequel ears episode red and till n hat and both are always abandoned and restarted.
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>>12512120
Oh. Honestly I don't often pay attention to author names, so that's not looking good then.
Damn.

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