ROMHacking Thread

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Re: ROMHacking Thread

Post: # 11655Post Garrett Gilchrist »

Raggedy Land with Ann and Andy
/ Donald Land (NES) All Bosses (No Damage)

https://www.youtube.com/watch?v=Jf7RXVPEbAs

https://www.youtube.com/watch?v=u3_ZY1uhMso
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Re: ROMHacking Thread

Post: # 11666Post Garrett Gilchrist »

If you're interested in NES Romhacking, but have never tried it, one interesting experiment would be to download a ROM for Attack Animal Gakuen, and the program YY-CHR. Load the ROM and change the "pattern" to FC/NESx16. Scroll through the code and you'll see lots of large characters laid out almost exactly as they are in the final game, which is unusual on the NES because usually you're avoiding having empty tiles. You can see how it wouldn't be hard to replace the artwork.

(I had an idea for that game but haven't gone through with it. See also:)

Kemco's "Snoopy"/"Donald Duck" (NES) is also one of the easier games to hack. Graphics are mostly laid out in the ROM exactly as they're used in-game, not trying to save on space. There is some reuse when Snoopy and Spike are onscreen together, and in repeated-tile backgrounds, but otherwise it looks like a sprite sheet for hacking - maybe not surprising considering they "hacked" the graphics to Snoopy for the US release.
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Re: ROMHacking Thread

Post: # 11681Post Garrett Gilchrist »

Excalibur 2: Get Even With Dragon (Family BASIC 3 hack)

https://www.romhacking.net/hacks/7036/
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Re: ROMHacking Thread

Post: # 11687Post Garrett Gilchrist »

This is probably the most interesting Super Mario Bros hack I've seen - I think it's actually held back by trying to be true to the source material, but you do get a rare hammer powerup, barrels, fireballs, sidestepper crabs and fighter flies, as well as a unique ending and levels.
https://www.youtube.com/watch?t=1261&v= ... e=youtu.be

https://www.romhacking.net/hacks/6067/

This hack captures the spirit of the Hudson PC games, and adds some unusual functionality to the familiar game.

The "new" elements stand out and I'd have liked to see more from the "new" powerups.

I'm wondering if this code could be used for a version of Super Mario Bros which is expanded in other ways, or just in general.

The Mario Memories hack includes a huge amount of new powerups and features, generally expressed through a palette change.
https://www.romhacking.net/forum/index. ... ic=31937.0

Image
Image

Here are some unused Mario sprites from SMB1, recreated. Two non-mirrored idle stances, and also crossing his arms and thinking, which might have been an idle stance triggered after a few seconds. (There are sketches of another pose similar to his standing pose but with arms crossed.) Also what looks like a two-frame death animation- either that or he's trying to get our attention.

Image

The Family BASIC sprites and backgrounds mixed ideas from Mario Bros and Donkey Kong games with Pinball and other ... stuff. There are some enemies in Family BASIC which don't really appear elsewhere.

Mario and Pauline have a dirt effect on their skidding sprite, which was also intended for Super Mario Bros at that point.

There is evidence that the Mario Bros enemies were intended for Super Mario Bros at one point, and do turn up in the "Special" PC games and this hack. There are some unused enemies and objects in the code, two of which seem to translate to Sidestepper and Fighter Fly. Some code was commented out but turned up in an "All Stars" code leak that we don't talk about.

https://tcrf.net/Prerelease:Super_Mario_Bros.
https://tcrf.net/Super_Mario_Bros.

Mario Bros/Donkey Kong enemies added to this hack:
Sidestepper / Chockichoki
Fighter Fly / Makaji
Icicle / Tarusaur
Fireball / Sigebo
Barrel / Tsurara

Unused enemies include a Koopa who mans a cannon. The Koopa Troopa was also supposed to come out of his shell when hit, wearing a white t-shirt. This behavior exists in Mario Bros in the arcade, and to an extent on NES, and in Super Mario World.

https://www.spriters-resource.com/arcad ... eet/93677/
https://www.spriters-resource.com/nes/m ... eet/64512/

The game would also have had side-scrolling space shooter sequences, similar to the vehicle shooter scenes in Super Mario Land. Here, Mario would ride a cloud and hurl fireballs at enemies in the clouds.

There is one image which might be Mario's cloud, but also resembles Bowser's flame, as seen in the final game. The graphics could actually be reused.

A rideable Yoshi was considered for the game, but was too complex to do in a 1985 NROM NES game, where graphics space is tight. (A bootleg of Super Mario World features the character.)

Podoboo fireballs would have had eyeballs, as in Super Mario World.

Powerups added to this hack:
Hachisuke - The bee from the Hudson Soft logo, gives 8000 points
Hammer - Hammer from Donkey Kong, kills enemies it touches
Clock - Adds 100 ticks to the game clock
Wing - Gives Mario the ability to fly
Lucky Star - Kills all enemies on the screen

There's also the matter of all the unusual properties of Super Mario Bros 2 (Japan), AKA The Lost Levels, which had graphical changes, an extended ending, wind, poison mushrooms, and a higher difficulty.

It would be interesting to "expand" Super Mario Bros more so that more enemies and ideas could be played with.

Super Mario Bros only has two CHR graphics banks, and does a lot with very little space.

You could free up about five tiles pretty easily. More than that is difficult.

(The Piranha Plant stem is duplicated, and the Goomba's head. SMB2J has a mirrored Princess, which saves two tiles. There's a blank tile which may be there for code reasons. Toad and Princess Peach could be moved to the background tile section. The scoring system sprites could be removed.)

That's not much space. So how does one free up space?

In this hack, the two CHR banks are expanded to eight. Three slightly different CHRs are used for sprites. Among other things, the space normally used for Bowser (and his fireballs), Toad and Peach is given to new enemies and items, with the pages swapped as necessary.

Arguably, a lot of space could be freed up by just having two more CHR banks (CNROM).

One background bank could have the title screen and water-level elements. Another wouldn't, and might feature Toad and the Princess as background, as well as the backgrounds from Family BASIC (Donkey Kong Jr elements and so on).

You could move Bowser and his fireballs (along with Toad and the Princess) to a different sprite sheet. You could also move water-level sprite elements including the swimming sprites which are rarely used above ground.

You could also swap back and forth between "old" and "new" enemies depending on the level.

It would be interesting to try to set up an expanded framework for Super Mario Bros, with elements from Mario Bros, Family Basic, Donkey Kong, Donkey Kong Jr, The Lost Levels, and Super Mario Land, and see what people can do with it.


P-Tux7 writes:
— A couple more graphical optimization ideas;
-Hammers using 2 tiles in a "diagonal" arrangement, instead of the 4 cardinal directions (2 tiles)
-Spiny Eggs merely horizontally flipping as animation (2 tiles)
-Shaking Koopa shell like Buzzy shell - no legs (1 tile)
-Recycled 1st and 2nd frame of springboard (1 tile)
-Merging the squished Springboard and Platform tiles (1 tile)
-Replacing the Coin Heaven platform with the normal platform or the first frame of the fireball explosion, recoloured white to be "clouds" (1 tile, 2 tiles if combined with the above)
-Removal of air bubbles (1 tile)
-2-frame coin bump sprite (2 tiles)
-Making Lakitu symmetrical like SMB3 (1 tile)
(Hmm... the fireball explosions's first frame would need to be centered, though)
Oh you know, as for tile... tiles, possibly getting rid of the unused letters of the alphabet.

Nesdraug writes:
I get rid of J And X
Also if you just say "welcome to warp" there's no need for the Z.
And if you get rid of the word "QUEST" in the victory message there's no need for the Q.
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Re: ROMHacking Thread

Post: # 11688Post Garrett Gilchrist »

There are some unused CHR graphics banks in (Kemco NES) The Bugs Bunny Crazy Castle (and more in some hacks). It would be interesting to have the CHR used for character sprites change on every level, to allow for five or six or more sets of (four) enemies. This could even be random. Ideally it would be accompanied by palette swaps so the enemies look correct.

(There's a lot to choose from, as the Game Boy games used different enemies.)

This is the only NES Crazy Castle unless you count Blowout, and it's primitive and less advanced than the Game Boy games became. But more variety could certainly be added.

--

The Bugs Bunny Birthday Blowout (Kemco NES) has unused cutscenes with Porky Pig, Marc Anthony and Pussyfoot, and the Road Runner. Two cutscene images are unused (Porky and a group shot), and the final (group shot) image, similarly has more characters in the prototype ending data.

There was clearly a decision to scrub characters who don't appear as enemies.

Speedy Gonzales also appears as an enemy in the prototype data.

It would be interesting to reinstate the two cutscenes, and include, perhaps, more Looney Tunes characters as common enemies (Marc Anthony? Speedy? Porky?)

Many of the Looney Tunes characters here appear as larger bosses. (Foghorn Leghorn is very large, and Sylvester, Pepe Le Pew and Taz larger than usual ...)
--

Bugs Bunny's Crazy Castle NES was originally Roger Rabbit on FDS, and featured an animated ending with large sprites of Roger and Jessica. Nothing like this appears in the NES version, but this scene apparently features in some restoration hacks of it. It could be "Looney Tunes-ized."

There is a level editor for Crazy Castle NES and several hacks which change the levels.

The enemies in Crazy Castle NES are Sylvester, Daffy, Wile E. Coyote, and Yosemite Sam.

Sequels and spinoffs on Game Boy featured Marc Anthony, the Tasmanian Devil, Tweety Bird, Merlin the Magic Mouse, Foghorn Leghorn, Beaky Buzzard, the "Little Ghost" (Ghost Wanted), and a "flame" in the same style. (The Road Runner appeared in non-Kemco games.) By the fourth installment, Elmer Fudd, Pepe Le Pew, Count Bloodcount and a Leprechaun appeared.

Henery Hawk was in Blowout (along with Sylvester Jr, Elmer Fudd, Tweety, Yosemite Sam, etc).

(By the fourth Game Boy installment there was also a larger Gossamer, Witch Hazel, a Cupid, and more bosslike versions of Marc Anthony, Beaky Buzzard, the Tasmanian Devil and other characters. Lola Bunny and Porky appeared in unrelated GBC games, as did Rocky and Mugsy, Barnyard Dawg, Penelope Polecat, Witch Hazel, Mot, Sylvester Jr, Marvin Martian and K-9 ... in forms that might be useable in Crazy Castle.)
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Re: ROMHacking Thread

Post: # 11689Post Garrett Gilchrist »

This is, admittedly, getting into dicey territory, but I'm wondering if there is any kind of ASM (or other) framework out there for assembling NES/Famicom multicarts as ROMs.

As in: a script or application or framework which could assemble many 40k NROM NES ROMs into a single ROM. Or alternately could assemble NES ROMs of varying sizes into a single ROM. Or alternately could assemble 2k or 4k Family BASIC minigame NES ROMs (which all use the same graphics) into a single ROM.

We all know those pirate multicarts which turn up as ROMs or as their own systems. Here's an example ...

https://bootleggames.fandom.com/wiki/Famicom_Yarou

Famicom Yarou 54 contains 54 games, mostly hacked versions (by Inventor) of early 40kb NES NROM games, and a few bootleg originals by Nice Code, which seem to be 64kb in their original form but also run off of two CHR graphics banks like a 40kb game. There is a bunch of empty CHR space in the ROM code.

The menu seems to just set which PRG and CHR banks are being used.

It is possible (and straightforward) to copy/paste the original ROM data, minus the header, into this multicart ROM, replacing their weird hacked versions of the games. The original games' PRG data appears in the first half of the ROM in various banks, and the CHR data appears toward the end somewhere in various banks.

Twinbee appears to be cut down to NROM size here.

Other multicarts use games of varying size, and even this one seems to do that to an extent.

Here's a "1280-in-1" multicart whose "524-in-1" section seems to include the elusive, undumped original Pikachu5 version of "Wonder Rabbit/Monster Brother."

https://www.youtube.com/watch?v=0QWX8AZDc8s

If I were making ROMhacks and original NES games, it would be at least interesting to combine several of them into one Multicart ROM. This could also be useful for combining several related minigames, which might not be as interesting on their own, into one coherent idea.

Such as, let's say, original minigames made in NESMaker.

Alternately: Recently, ozidual of Gaming Alexandria and others have been preserving games made in Famicom Family Basic back in the 80s and 90s. This was a keyboard/ programming add-on for the Famicom which allowed for 2k of programming RAM, or 4k in the 1985 V3 update. Programs for Family Basic were published in magazines at the time and on audiocassettes. These can, through a convoluted process (STTONES), be typed up and converted into standalone NES ROMs as minigames, in a standardized format.

These games all use the same graphics banks (unless hacked). The amount of code is only about 2k or 4k plus a background nametable. (Possibly two, although I've yet to see an example of that.) This is compiled from about 100 lines of code or less.

(Family Basic V2 was copied as GBASIC and FBASIC on the knockoff Subor and Dendy Famiclone computers, and most "educational" unlicensed multicarts included Family Basic in some form as the main attraction, such as Bravesoft Windows 2000.)

These games are not all that interesting as standalone releases but would work well as a multicart combining many examples of what Family Basic can do. In this case every game would use the same graphics, and much of what's in the ROM wouldn't be needed (theoretically) as it's the same each time. Theoretically this could use a more common Mapper.

Basically I'm looking for a framework which would make it easy to compile minigames or NES ROMs into a multicart, with a multi-page menu and title screen artwork.

There's mulitcart NES Maker 1.8 (not to be confused with the current game creation software) ...
https://drive.google.com/file/d/17zpooT ... sp=sharing

.... which was VTXX based. I am not aware of any emulator which can even run these, although Nintendulator would have been my guess.

"forgotusername" made a very interesting multicart which was a hack of an existing VT02 cart. That's not quite what I'm looking for, especially with Family Basic which are mapper 0 and reuse the same graphics each time (so could theoretically use a common mapper). But obviously a multicart has unusual Mapper needs so maybe a hack of existing multicarts is the easiest way to go.
http://bootleg.games/BGC_Forum/index.ph ... 0#msg21960

I was hoping someone had made an ASM framework, and there is one for CoolBoy/CoolGirl which can even be run for common games online, but it uses an unusual Mapper, which requires the CoolBoy/CoolGirl hardware or a modded version of FCEUX.
https://clusterrr.com/coolgirl/
https://github.com/ClusterM/coolboy-multirom-builder
https://github.com/coolgirl-multicart/c ... om-builder


I got this message (edited):

"The only other thing I can think of is if you used the source code from the Supervision 52-in-1, which was also used for Action 52. As for something on a common mapper, there's the 11-in-1 by "MottZilla" which runs on MMC1 and can include 11 NROM Mapper 0 games. There's not really any way to customize it, it's just a plain selection menu.
"

https://www.romhacking.net/games/4217/
https://github.com/chimaera66/Supervisi ... isassemble
https://thegaminguniverse.org/ninjagaid ... ebrew.html


https://github.com/pinobatch/action53
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Re: ROMHacking Thread

Post: # 11695Post Garrett Gilchrist »

https://github.com/Techokami/RandomCrap ... alConv.exe
Genesis save state to palette file command line tool, but should work with drag-and-drop. Take a save state from Gens (the filename ends in .gs*) and feed it to the tool. It will spit out a palette file.
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Re: ROMHacking Thread

Post: # 11700Post Garrett Gilchrist »

Here's Super Mario Bros 8, inspired by a common bootleg cart but much improved in this hack by Cryin Onion.
https://romhacking.net/hacks/6062/

Here's Famicom Jump: Heroes History, a translated NES RPG where many well known manga characters cross over.
https://www.romhacking.net/translations/6637/

Similarly, here's Nakayoshi to Issho, an RPG featuring manga characters including the cast of Sailor Moon.
https://www.romhacking.net/translations/1723/


Bruce Campbell's Ash from Evil Dead stars in this NES Splatterhouse hack ...
https://www.romhacking.net/hacks/5087/

Mario Kart NES is a hack of RC Pro Am by Elbobelo.
https://www.romhacking.net/games/2453/

The Real Ghostbusters Remastered is a much fancier hack of NES Ghostbusters by Mario NESRocks, that also switches up the gameplay. A simpler hack also exists which makes it look like the SMS version.
https://nesrocks.com/blog/rom-hacks/

The Beatles Adventures In Pepperland brings Yellow Submarine and Sgt. Pepper's Lonely Hearts Club Band to Super Mario Bros 2, changing the levels and gameplay along the way.
https://www.romhacking.net/hacks/6311/

Here's a fun translation hack of Samurai Pizza Cats by Tecmo, based on the popular anime Kyattou Ninden Teyandee. As with Power Rangers/Zyuranger, the opening theme has been changed to the American theme, which is pretty impressive.
https://www.romhacking.net/translations/1741/
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