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Main - ROM Hacking - Hack Ideas Thread New thread | New reply

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Hamtaro126
Posted on 05-26-09 10:26 PM Link | Quote | ID: 107627


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Posted by HylianFox

There are many great NES games that I'm amazed have never been hacked.



You are right on that one:

Posted by HylianFox

Journey to Silius



Journey to silius is hard to hack. Same with the game I am going to say about:

Hebereke/Ufouria seems to have never been hacked. But I cannot request it, because I gave up.

All I know is that Hebereke, Gimmick, Journey to Silius and Dodge Danpei uses a similar music engine (but in each game it is rearranged) to Fester's Quest (and to an extent: Blaster Master).

That and a person that was working on a level editor for Ufouria. The person (named Crusher) who was doing the Ufouria editor now goes to emuparadise. I am so sorry to say that it could be abandoned due to some lack of time.

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Insectduel
Posted on 05-30-09 09:36 PM Link | Quote | ID: 107817


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I love to see ideas at work.

I realized that some enemies in Mega Man IV do not make any sounds so it should be easy to initalize the JSR Sound Engine code in the proper byte.

I have some in my head right now, lets say I want Bright Man to use the Flash Stopper Sound when Bright Man Flashes like in the Game Boy Mega Man IV/Rockman World 4.

I've still need to get the MM3 version of the Rush Jet coded to my MM4 game.

RetroRain
Posted on 06-03-09 08:25 PM Link | Quote | ID: 108003


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I'm finally up to the Great Palace in Zelda II. I still have yet to beat the game, but obviously I am at the end of it, and now I can say for the first time I finally played through Zelda II (I know what the ending is).

My personal thoughts on Zelda II:

The game was okay, but it could've been a little better. The first game is still better in my opinion.

What I liked about it:

- Side-scrolling version of Zelda 1 enemies.
- Link still waves items he gets in the air.
- The triforce is in the game.
- The dungeon graphics were okay.
- Game felt nostalgic in some way.
- You could talk to people.
- Title screen, Quest-Start screen were pretty good.

What I disliked about it:

- The new music.
- The difficulty of the game. Too hard and frustrating at times.
- Lack of Zelda 1 weapons, such as the Bomb, Bow & Arrow, Boomerang. You pretty much used your Sword for the whole game, no other weapons, just mediocre spells.
- Leveling up and random battles are annoying.
- Some of the enemies were horrible.

Now, incase you are wondering why I'm reviewing this game in this thread, is because it is the "Hack Ideas Thread", and if I were to hack it, this is what I would change:

If I were to hack Zelda II, this is what I would do:

- Zelda 1 music to replace each track in the game. (Trust me, this would make a big difference).
- Graphical facelift.
- ASM hacking so Link can throw bombs, Bow & arrows, boomerangs.
- Easier difficulty.
- ASM hack - when you get the crystal at the end of the dungeon, the screen closes in, like when you get a Triforce piece in the first game.
- Better usage of enemies, including enemies not in the game (ex. Like Likes)
- Animated Water for the overworld.
- Weather effects (in the dungeons, rain outside would be awesome)
- ASM hack - Once you obtain the boots, hold down select and Link can run faster.
- Life meter would be hearts.
- Once you obtain the gloves, Link can lift certain objects.
- The Old Man would be in the dungeons, and give advice like in Zelda 1.
- Gannon may be in the game. What's a Zelda game without classic Gannon?
- Link's Awakening/Oracle of Ages/Seasons elements.
- New levels, more colors, more puzzles, more fun.
- ASM hack - Flute would transport you over to completed dungeon areas.
- You could buy items like in Zelda 1 from an item shop.
- Two colored tunics - Red and Blue, Red for offense, Blue for Defense.
- Faires would be more common.
- Bosses difficulty needs to be higher, but it is okay if the overall difficulty of the game isn't incredibly hard like in the original.
- Animated Lava in caves/dungeons
- More secret walls and adding waterfalls.
- Secret waterfall that you can go through to get a better sword (like Zelda 1)

Zelda II actually has a lot of hacking potential. And I'm seriously considering hacking this game, and doing this stuff.

What do you guys think?

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Lachesis
Posted on 06-03-09 09:57 PM (rev. 2 of 06-03-09 09:58 PM) Link | Quote | ID: 108014


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Posted by RetroRain
- Zelda 1 music to replace each track in the game. (Trust me, this would make a big difference).

To each their own, but I actually kind of liked the Zelda 2 music, besides the overworld tune. If you want to hear all kinds of boring, though, listen to the normal battle music and the bossfight music in the Japanese version.


- ASM hack - when you get the crystal at the end of the dungeon, the screen closes in, like when you get a Triforce piece in the first game.

No real objection here (hint: you're actually returning the crystals in Zelda 2).


- Animated Water for the overworld.

The Japanese version actually had animated water, if you want something to base your animation on.


- ASM hack - Once you obtain the boots, hold down select and Link can run faster.
- Once you obtain the gloves, Link can lift certain objects.

YES. Though instead of select, perhaps the attack button.


- Gannon may be in the game. What's a Zelda game without classic Gannon?

The plot of Zelda 2 actually addresses this, but I'd see no reason not to include Ganon if you can write him in.


- Link's Awakening/Oracle of Ages/Seasons elements.

I'm not sure what this means.


- Two colored tunics - Red and Blue, Red for offense, Blue for Defense.

If you did this, would the Shield spell be graphically represented? How?


- Secret waterfall that you can go through to get a better sword (like Zelda 1)

Wasn't the levelling system was supposed make the need for better swords obsolete? On the topic of the levelling system, do you think it'd be reasonable to make it more like the Japanese version -- when you level up, you can select any of the skills to increase, at the penalty of your two highest skills dropping to the same as your lowest skill when you get a game over.

I don't really have objection to the other ideas. If you're sure you can do all of this, then go for it. I'd love to play a new Zelda 2 hack.

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Trax
Posted on 06-04-09 04:31 AM Link | Quote | ID: 108037


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Retro Rain, I lift my hat to your enthousiasm, but I must stay realistic as well. Some of your ideas involve rewriting a lot of the game engine, and you probably know already that it is not trivial. Being one of the most knowledgeable person of this game, I know some of your propositions would be very hard to accomplish. There is a fair amount of unused space on the ROM, but not necessarily on the right banks for all situations. However, taking advantage of the 0x2000 bytes in SRAM leaves you with a lot of potential...

Your ideas involve not only ASM and free space, but actual gameplay as well. You want to use bombs, bow and boomerang, but what button do you press to use them? You switch in the start menu? That would certainly break the flow of the game. A combination of buttons? Yes, maybe, but it's still limited. What makes Zelda II different from almost all the other games of the series is the capacity to JUMP. So unless you make a combination of Up+A or Down+A, there's virtually nothing left...

I noted that there's a lot of your ideas related to Zelda 1. If you like it that much, why not just hack this game instead? I'm just curious. Zelda 1 was all overhead view. Zelda II has a mix of overhead and side scrolling. Anyway, my comments about the technical side of some of your ideas:

- Zelda 1 music to replace each track in the game. (Trust me, this would make a big difference).

Quite possible, assuming you have a grasp of how the music is coded. I looked at the music side of the game a few times only, so I don't know much about it. Songs are cut into "chunks" that repeat in a certain order. The intro song has some hard-coded stuff.

- ASM hacking so Link can throw bombs, Bow & arrows, boomerangs.

Very hard. Dropping bombs is quite interesting, but it means you have to heavily ASM the input routine, create sprites, graphics and actual programming as a new object. You must also find a way to encode the level data to define bombable walls. And you have to keep a count of it, and find them somehow. Big contract.

Bow and arrows seems less interesting, again on the gameplay side. Find a way to switch to the bow, again ASM the input. Keep a count of the arrows or they are infinite. My guess is that, like in Zelda 1, the bow would have very limited practical use, like kill a boss vulnerable to arrows. You already have a flying sword in the original game, which assumes the role of the projectile.

Boomerang, idem. ASM the input, ASM the entire animation routine, plus the variables, the collision detection, and enemies behavior when hit. Quite a lot of job.

- ASM hack - when you get the crystal at the end of the dungeon, the screen closes in, like when you get a Triforce piece in the first game.

Again, I'm not sure it would enhance the gameplay in a way that is worth the trouble. Also, when you place a crystal, you get all your life and magic back, and your experience goes up until you hit the next level. That would feel awkward if you had to return to the overworld immediately. On the technical side, creating entire animation sequences from scratch could reveal very tedious.

- Better usage of enemies, including enemies not in the game (ex. Like Likes)

I'm not sure what you mean by "usage" here, but if you have the knowledge, you can add and remove enemies all you like, but if you want to place dungeon enemies in an overworld location, that would be much harder. At some point, you simply face the problem of space in the graphical banks. From what I know, graphical banks related to side scrolling are quite packed. Link itself takes at least 64 tiles, plus all the text tiles that are there permanently. The only bank with a lot of empty tiles is the one for the overworld.

And creating new enemies from scratch is also another big contract. As far as I know, the only time I saw such a thing is in a hack of Castlevania. A boss was almost made from scratch, different graphics and behavior. I know that West Hyrule has 0x22 enemy codes, including two (0x08 and 0x09) that are not assigned to anything. You could use this spot to create new pointers or use 0x23 and up. But of course, that's just the beginning. Enemies have a lot of attributes to take into consideration, including, health, damage, size, vulnerability, projectiles, collision detection, tile codes and all the AI.

- Animated Water for the overworld.

Done in Journey of a Day. Apparently not too hard.

- Weather effects (in the dungeons, rain outside would be awesome)

Feasible. Static weather effects could be fairly easy to do. The simpler would be palette changes over time. Animated ones seem a lot more daunting.

- ASM hack - Once you obtain the boots, hold down select and Link can run faster.

Select is already used to cast spells. Ignoring this detail, that would be reasonably easy to achieve. ASM a few variables at most.

- Life meter would be hearts.

If you carefully set up your tiles with transparency, yes, I think that's possible. The way it works is that a red tile moves left under a transparent frame as your life goes down in the last square. All the full squares have a full square tile placed there. Same for magic, but white.

That's it for now, I'll comment the rest later...

never-obsolete
Posted on 06-04-09 10:14 PM (rev. 5 of 06-04-09 10:18 PM) Link | Quote | ID: 108097


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You want to use bombs, bow and boomerang, but what button do you press to use them? You switch in the start menu? That would certainly break the flow of the game. A combination of buttons? Yes, maybe, but it's still limited. What makes Zelda II different from almost all the other games of the series is the capacity to JUMP. So unless you make a combination of Up+A or Down+A, there's virtually nothing left...



I'm not sure if Zelda II uses joypad2, but you could read buttons from joypad2, but use it for player1. Then you could have up to 8 more buttons. Playing in an emulator wouldn't be a problem, you can just map the keys like an snes controller, though for a console you'd have to build a custom controller.

Just an idea I've been thinking over for a homebrew I've been working on. I was gonna try and get a four score and have 2-16 button controllers.

RetroRain
Posted on 06-05-09 05:51 PM Link | Quote | ID: 108140


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Posted by Trax
Select is already used to cast spells.
That whole spell menu would go. I didn't like it very much. Instead of there being spells, there would be items. That is what I would want. Your sword would always be your primary weapon, but you could use a secondary weapon as well. This would also make the game more Zelda-like.

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Trax
Posted on 06-06-09 12:15 AM Link | Quote | ID: 108161


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In my opinion, what lacks the most in pretty much all other Zelda games is the combat system, which usually sucks hard. You'll have a hard time finding enemies harder to fight than Iron Knuckles or Bird Knights...

Anyway, if you can manage to create a system with a few swords with increasing power, as well as a few tunics, that could reveal interesting. Creating completely new usable objects is not out of the question, but it's quite demanding. For the boomerang, maybe you could use parts of the boomerang routines of the Goriyas...

You could also replace the experience system with rupees and you would have to buy your crystals (or whatever replaces them) before you put them in the stone statues and reach the last palace...

Nesty
Posted on 06-10-09 12:12 AM Link | Quote | ID: 108370


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I don't really have any ideas for a hack, but I know plenty of songs I would like to hear in Megaman 2 or up hacks. Here's a list:

1: Doomsday Zone (Or whatever it was called): From Sonic and Knuckles
2: Iron Blue Intentions from CastleVania: Portrait of Ruins
3: The Mountain Theme from Legend of Zelda: Links Awakening
4: Takasuma's Castle (Or whatever) from Soul Caliber
5: Salamander Stage (Or Fire Stage) from Gradius 3
6: Crush Crawfish and Volt Catfish's stage from Megaman X3 (Not the Megaman Extreme 2 version)
7: Bramble Stages from Donkey Kong Country 2 (I don't know if it would sound good in 8-bit though.)
8: Ebony Wings from CastleVania: Order of Ecclesia
9: Ryu's Stage from Street Fighter 2
10: Final Battle with Gary from Pokemon Red/Blue/Yellow

That's all I can think of for now.

Insectduel
Posted on 06-25-09 08:34 PM (rev. 3 of 06-25-09 08:46 PM) Link | Quote | ID: 109349


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I love when hack ideas come at work. I recently init sounds for most of them. I will do the same for enemies soon and including bosses. May also change the sound effect memory also. Like having Mega Man 1 sounds into Mega Man 4.



It's my own idea of having it in my own hack.

Btw, the password selected sound is better than selected. And I won't be using any music in my hack while cossack appears. Just for demo purposes only.

Googie
Posted on 06-27-09 06:47 AM Link | Quote | ID: 109421


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The pirate game Pandmar...



I feel like making a level hack outta this pirate just to mess around, minus that gawd awful music. Thanks to You Tube for Audio Swap...

Hamtaro126
Posted on 06-27-09 07:28 PM (rev. 2 of 06-27-09 07:42 PM) Link | Quote | ID: 109429


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Posted by Googie
The pirate game Pandmar...

(Video)

I feel like making a level hack outta this pirate just to mess around, minus that gawd awful music. Thanks to You Tube for Audio Swap...


You should put in a replace it with the original Mario Music if you have to release it.

Because it is used in Pocket Maero (Pocket World, a Pokemon-like SMB pirate from one of the many multicart dumps in CaH4e3's page.) I'm sure Googie already knows the link to the page I mentioned.

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RetroRain
Posted on 06-28-09 05:52 PM Link | Quote | ID: 109466


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Posted by Googie
The pirate game Pandmar...



I feel like making a level hack outta this pirate just to mess around, minus that gawd awful music. Thanks to You Tube for Audio Swap...
No offense Googie, but it doesn't look like a pirate. It looks like a ROM hack. Is there something more unique about it that makes it a pirate? Pirates usually look like games that were coded from scratch, not using an existing engine like this game appears to be doing. This looks more like a hack of Super Mario Bros.

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Kawa
Posted on 06-28-09 05:54 PM Link | Quote | ID: 109467


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It is, but what if the pirates then put it on a cart and on the market as if it weren't?

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RetroRain
Posted on 06-28-09 06:02 PM Link | Quote | ID: 109468


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Posted by Kawa
It is
"It is" as "It is a pirate" or as "It is a ROM hack"?

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Kawa
Posted on 06-28-09 06:10 PM Link | Quote | ID: 109469


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It's a ROM hack. Sorry 'bout that.

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EggplantPimp
Posted on 06-28-09 07:29 PM Link | Quote | ID: 109480


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I just e-mailed him and this is what he said in the e-mail.
----------
Googie: I found this game on a torrent site, it's bundled in with a whole buncha games, I've been trying to find the ROM by itself cause it's on the torrent sites. I found out about Pandmar on this link...

http://www.youtube.com/watch?v=9w2E_ZrWqBM

Then I went to famicom world and got more info...

http://www.famicomworld.com/Reviews/Pandamar.htm

So yeah I've if I made a post at Board 2 as it's a pirate it's my bad. All I gotta do is edit my You Tube video and fix my post at Board 2, thanks for the heads up about the post I made. :-)
-----------

I'd like to see a level hack with these graphics.

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Insectduel
Posted on 06-29-09 06:07 PM (rev. 5 of 06-29-09 06:10 PM) Link | Quote | ID: 109548


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I have created several custom ASM patches for Mega Man IV all day yesterday and came up with some ideas in my head for my current hack right now. All files comes with source .asm code.

Link to the Mega Man IV ASM Patches

Googlepages is DOWN, so I can't use it until further notice.

So far I created 3 ASM patches with source .asm files for the current Mega Man IV games. The Proto Man whistle is my favorite custom ASM code and tested several times. Now you can use it for Protoman users.

And the warp fast code took me a long time to initalise. I don't know how Matrixz did it with his forever hack but it seems like Matrixz used it differently the way I coded from scratch.

NOTE: Some patches CANNOT be combined with others since I most likely to use it in the same free space memory. You have to use the .asm file with the hex editor and recode them from scatch in a different address.


RT-55J
Posted on 07-02-09 09:05 AM Link | Quote | ID: 109675

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When I was doing research on MM1GB I got a really awesome idea for a hack, but a combination of laziness, frustration, and uncreativity made me lose interest. All I finished was the title screen:



(The Japanese Subtitle is not a placeholder.)

And the other problem is that I couldn't really think of a good set of bosses.

Insectduel
Posted on 07-02-09 09:06 PM (rev. 2 of 07-02-09 09:07 PM) Link | Quote | ID: 109710


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Posted by RT-55J
When I was doing research on MM1GB I got a really awesome idea for a hack, but a combination of laziness, frustration, and uncreativity made me lose interest. All I finished was the title screen:

[Image]

(The Japanese Subtitle is not a placeholder.)

And the other problem is that I couldn't really think of a good set of bosses.


I would also think about putting the prototype Fire Man's level with enemies is a start.

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