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xK_
Posted on 07-23-16 06:05 PM Link | Quote | ID: 163595


Ninji
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Super Mario Land 2: 6 Golden Coins made in NSMB2. It'd make a perfect fit, really.

I'd be happy to design levels for it, but I'm terrible at coding crap. And I also hear music is quite hard to insert.

Termingamer2-JD
Posted on 08-29-16 12:08 AM Link | Quote | ID: 163944


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Posted by cderp4
Super Mario Land 2: 6 Golden Coins made in NSMB2. It'd make a perfect fit, really.

I'd be happy to design levels for it, but I'm terrible at coding crap. And I also hear music is quite hard to insert.

Super Mario Land 2 was my favourite game for the gb, I'd appreicate that.

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EggplantPimp
Posted on 02-26-17 07:38 AM (rev. 2 of 03-01-17 09:36 PM) Link | Quote | ID: 164923


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Here are the ideas Googie came up with at RHDN...

1. A Zelda 1 hack with a Binding of Isaac twist, I would love to play an Isaac 8bit game.

2. TMNT 2 The Arcade Game voice fix, this would add the voice of the bosses that get hit and add it into the NES game, to make it more authentic.
-----------------
That awful Rockman 5 has potential to be a great DWD hack, here's the changes that can be made...

1. Disable the intro screen and go straight to the title screen.
2. Disable the ending with Darkwing falling off his motorcycle and go back to the title screen.
3. Disable the crouching and blocking.
4. Fix Megan Man's palette.
5. Change the text and font.
6. Redesign the levels.
7. Add Mega Man's life bar.
8. Disable the cut scene where the game shows your high score and go back to the stage select screen.

The title screen can be called "Rockman 5 Reloaded"
-------------------
How about a City Connection hack? "GTA San Andreas" You're in a green lowrider painting the streets of the world green, you got the Ballas in purple cars trying to stop you from painting the streets green. Replace the cat with Officer Tenpenny. The title screen can have the GTA SA title screen like the game... Cool?
-------------------
http://www.compmike19.com/ffhacks/id6.htm

The changes that was done on this Dragon Quest 3 hack can be ported into Dragon Warrior 3, but with a new story line. 💪
--------------------
If someone would make FF hack like this, it would be so cool. 💪



These hacks need to happen!

EDIT: Here's another idea Googie came up with...

A River City Ransom hack where you fight zombies that took over the city, and the enemy animations they gnaw at you.

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Googie
Posted on 03-19-17 03:55 PM Link | Quote | ID: 165233


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Posted by EggplantPimp
Here are the ideas Googie came up with at RHDN...

1. A Zelda 1 hack with a Binding of Isaac twist, I would love to play an Isaac 8bit game.

2. TMNT 2 The Arcade Game voice fix, this would add the voice of the bosses that get hit and add it into the NES game, to make it more authentic.
-----------------
That awful Rockman 5 has potential to be a great DWD hack, here's the changes that can be made...

1. Disable the intro screen and go straight to the title screen.
2. Disable the ending with Darkwing falling off his motorcycle and go back to the title screen.
3. Disable the crouching and blocking.
4. Fix Megan Man's palette.
5. Change the text and font.
6. Redesign the levels.
7. Add Mega Man's life bar.
8. Disable the cut scene where the game shows your high score and go back to the stage select screen.

The title screen can be called "Rockman 5 Reloaded"
-------------------
How about a City Connection hack? "GTA San Andreas" You're in a green lowrider painting the streets of the world green, you got the Ballas in purple cars trying to stop you from painting the streets green. Replace the cat with Officer Tenpenny. The title screen can have the GTA SA title screen like the game... Cool?
-------------------
http://www.compmike19.com/ffhacks/id6.htm

The changes that was done on this Dragon Quest 3 hack can be ported into Dragon Warrior 3, but with a new story line. 💪
--------------------
If someone would make FF hack like this, it would be so cool. 💪



These hacks need to happen!

EDIT: Here's another idea Googie came up with...

A River City Ransom hack where you fight zombies that took over the city, and the enemy animations they gnaw at you.


Thanks for posting my ideas here, sweetie. These hack do have potential to be great.

Here's another idea, someone should really fix MegaMan In The Mushroom Kingdom. It has so many bugs in that hack. And edit the last four levels around...

Here's Insectduel's review on the hack.

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PreciousYou*
Posted on 12-10-17 03:10 PM (rev. 2 of 12-10-17 03:10 PM) Link | Quote | ID: 166021


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Reviving this thread because yeah.

I'm thinking something along the lines of SMB2ue, but with traditional physics and gameplay, it'd be interesting to see the result...

Googie
Posted on 04-13-18 10:02 PM Link | Quote | ID: 166310


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A hack that when hold down the B button in Panic Restaurant, the chef runs faster. How's about that?

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Googie
Posted on 09-25-18 10:39 PM Link | Quote | ID: 166536


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If someone can make this boss playable in Double Dragon 2, that would be awesome...

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DannyPlaysSomeGames
Posted on 09-29-18 04:17 AM (rev. 2 of 09-29-18 05:42 PM) Link | Quote | ID: 166549


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I had the idea of essentially reevamping the Doc Robot concept. Instead of just having 2's robot masters just be thrown in with half-assed AI, instead they were these sewn-together, creepy and decayed versions of the robot masters of 3, taking a little bit from both halves, like mixing weapon abilities, or combining AI patterns. This could also reflect in the level design as well, mixing bits and pieces from both stages, like enemies and gimmicks. It would also fit pretty well with the whole decayed/widowing themes of the Doc Robot stages in the first place. I think the fusions would be as follow:

-Spark and Snake: Honestly, combining their designs would be cool, and having snakes that deal paralysis can make some tricky jumps is done right.
-Hard and Spike: Honestly, only these two feel like they'd fit together. Earthquakes mixed in with Needle's random patterns could be interesting.
-Shadow and Top: I feel like taking the speeds of both would make for an intense boss fight. Targeting stars would be cool, too.
-Magnet and Gemini: Double seeking fast lasers. That is all.

I think this would be too complicated for it's own good, but I thought I'd share nonetheless. If any other combinations would work instead, feel free to suggest.

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Zaccardo
Posted on 11-25-18 07:16 PM (rev. 2 of 11-25-18 07:21 PM) Link | Quote | ID: 166709

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I Am Making A Hack of Metroid Called Marioid Part 2.Its A Hack That Changes the game to a Mario Type Game.The hack is still WIP.I Might Finish This One Day. Here A Link For The Demo.

[Link removed. No ROMs, please.]

nemesislivezx
Posted on 12-01-18 09:22 AM Link | Quote | ID: 166736


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Are these Romhacks Good Idea?

Feminine Fantasy 3: Romhack which changed Protagonist of Final Fantasy 3 to Female
Monster Maker Series English Translation: Romhack which changed the Language of Monster Maker Series to English
Little Ninja Brothers 2: Romhack which changed the Language of Super Chinese 3 to English
Galactic Defender: Romhack which changed the Language of Super Chinese World 2 to English
Galactic Defender 2: Romhack which changed the Language of Super Chinese World 3 to English

Googie
Posted on 12-07-18 02:15 AM Link | Quote | ID: 166767


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I dunno if I ever said this here, but how about making the chef in Panic Restaurant run fasting by holding down the B button?

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Alien-Type-0
Posted on 12-07-18 10:16 AM Link | Quote | ID: 166768


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Posted by Googie
I dunno if I ever said this here, but how about making the chef in Panic Restaurant run fasting by holding down the B button?


When quick comes back ask him if he can run a debugger on it and trace the code from this spot.
I imagined fecux has a controller input to tell you which button the ai is using to speed up the chef.
https://youtu.be/sboEn71YwLs?t=122

Quick Curly
Posted on 12-17-18 12:16 PM Link | Quote | ID: 166784


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Sorry for the delay. I've been having computer issues lately and have been busy as well. I looked into this a little (but not enough). It was a lot easier to make some progress since there is already data documented on Data Crystal for Panic Restaurant.

These specific ROM offsets are what you would want to change:

0x01C56D (Value: 01) - Cookie's Acceleration Going Right
0x01C579 (Value: FF) - Cookie's Acceleration Going Left (Buggy when trying to change)

The reason why Cookie's acceleration going left is "buggy" if you try to modify the value is because the specific offset is written to two different RAM locations, $0075 and $0076; so whatever the value is, it has to be valid for both. $0075 is Cookie's X-acceleration, as seen in the Panic Restaurant RAM map; however, if $0076 is not FF, the game doesn't seem to like that very much. For this reason, this creates the "buggy" issue. You can't modify the value at 0x1C579 without affecting both RAM addresses, at least, with the current code.

Here is the game's current code, starting at 0x1C56C ($C55C in RAM):

$C55C:A9 01     LDA #$01         ; Right speed: 01 (default value).
$C55E:85 75 STA $75 = #$00 ; Right acceleration.
$C560:A9 00 LDA #$00
$C562:85 76 STA $76 = #$00
$C564:85 74 STA $74 = #$00
$C566:F0 0A BEQ $C572
$C568:A9 FF LDA #$FF ; Left speed: FF (default value).
$C56A:85 75 STA $75 = #$00 ; Left acceleration.
$C56C:85 76 STA $76 = #$00 ; Uh-oh. The left speed value is written here too!

So, this modified code (from the $C568 point) could potentially work so that you can modify the speeds in both directions, as I quickly tested it out to confirm:

A9 FF     LDA #$FF               ; Left speed: FF (default value).
85 75 STA $75 = #$00 ; Left acceleration.
A9 FF LDA #$FF ; New FF value.
85 76 STA $76 = #$00 ; All is right in the world of Panic Restaurant (except the remaining panic).

However, there's a new problem: The ROM seems to have little to no spare space so that this modified code could fit in without breaking anything else. The way to find out for sure is to log all of the data and code while playing through the entire game and doing everything that you possibly can to try to discover any unused bytes. I didn't commit the time and effort to do this myself.

What I did was I modified the code to insert a jump over some bytes that didn't appear to be anything important, in order to test out Cookie's acceleration in both directions. These are the exact modifications that I made:

0x1C56D-0x1C56D (0x1) - 02
0x1C578-0x1C57D (0x6) - 20 E0 FF EA EA EA
0x1FFF0-0x1FFF8 (0x9) - A9 FE 85 75 A9 FF 85 76 60

I changed the right acceleration from 01 to 02 (+01 increase), and the left acceleration from FF to FE (-01 decrease), keeping the changes for both directions consistent. I tested values of 03 and FD as well. The modifications increased the moving speeds in both directions without breaking the game, since $0076 in RAM is still happy with its good ol' value of FF. The jump to $FFE0 (0x1FFF0) is to fit the extensive code without having to shift anything else in the original location.

However, I can't confirm with absolute certainty that the bytes I overwrote at 0x1FFF0 aren't already used for something at any point throughout the game. All I can confirm is that the game didn't break on the first level while I was testing out the different modifications I was trying out.

So, to create an ASM hack that allows the game to not only keep the regular walking paces of 01 and FF, but also increase the accelerations to 02 and FE, or 03 and FD, etc. while holding down the B button, would require some more free space, which again, I can't currently guarantee that you would actually have without some more considerations and workarounds.

Referring to the RAM map again, we would want to know the RAM addresses for the controllers' inputs.

$000B - Player 1's Input State
$000C - Player 2's Input State

Since this is only ever a 1-player game (right?), I would figure that all you'd have to do is check player 1's input state for when the B button is held (40), along with the acceleration code. However, since B is also used to attack, this might result in wonky actions/reactions/interactions/wrestling factions if not coded properly. I would test out different attempts to make this a reality, and probably would have before bothering to post what I had already found, if I had more time to commit to finding the guaranteed free space, and getting it to work as intended. Maybe it's even easier than I'm making it all out to be. Perhaps you and/or someone else can take it from here.

However, if you want to just test out the single, faster speed changes without the B button ASM hack, you could try applying the modifications that I've shown above, and play through the game to see if anything breaks. If everything's good, that's a working Panic Restaurant speed hack for the purposes of progressing through the game faster; unfortunately, just not with the whole running option, so that you could choose different speeds at different times while playing.

If this post can somehow help progress towards the B button ASM hack though, or I eventually have the time and desire to put more effort towards working it out myself, at least it isn't a completely useless post as it is.

Sorry for not having much more to offer at this time. Best of luck.

EggplantPimp
Posted on 08-08-19 02:33 AM Link | Quote | ID: 167080


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Googie came up with two more ideas for hacks, saw them on RHDN...

1. Make mini versions of Axel, Blaze and Adam from Streets of Rage and put them in Mighty Final Fight.

2. Put Trollface in Zombie Nation.

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Paithus
Posted on 02-26-24 01:43 AM Link | Quote | ID: 168582


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I have someone that a level editor for NES Pocket Monster, has restoring top-right Item counter for collect for 99 as 1-up life.

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