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Author Topic: Hack ideas: for those without the skill but with all the ideas.  (Read 6 times)
BRPXQZME
Guest
« Reply #285 on: September 18, 2011, 06:35:35 pm »

zomg spoilers
SargeSmash
Guest
« Reply #286 on: September 19, 2011, 03:10:59 pm »

Quote from: Spooniest on September 18, 2011, 02:17:22 pm
SE would Cease-And-Desist it before we could say hex editor, but a hack of Chrono Trigger that changes it into Final Fantasy VII would be the freakin' bomb.

Of course, it'd take years. And I wish they'd just remake Final Fantasy VII in the style of Chrono Trigger themselves, and put it up as DLC on VC, PSN and XBLA. Totally would rock to see Nomura's take on these characters in 2-D.
That's a remake of Final Fantasy VII I could get behind.
southark2
Guest
« Reply #287 on: September 22, 2011, 09:47:03 am »

I think some one should Hack the Football game Super High Impact for either SNES or Sega Genesis, and add some more modern teams in place the ones it has Like Europa, The Africa, and probably Vegas. With Like New England Minnesota or something.  I can't do it or I would go for it myself. For the SNES the graphics are totally compressed, the Sega version looks like the one that would be easier to do although some stuff is still compressed, I have never had any luck with hacking the SNES.

Anyway just had this Idea that I know is beyond my skills..
Plint Michigan
Guest
« Reply #288 on: September 25, 2011, 04:52:35 pm »

I might have said this many a year ago, but I'd kind of like to see a Megaman hack that works like a Donkey Kong Country game where you have to go through a few different levels before reaching a robot master. Unlike all those Endless hacks, the levels are not random, but they're about as short. Possibly the name of the level appears on the screen before you start a level instead of "Ready!"
Cryomancer
Guest
« Reply #289 on: September 29, 2011, 04:35:46 pm »

Two ideas.

1) A hack of Phantasy Star II to re-create the text adventures into little episodic RPGs.  I enjoyed the text adventures, but I would totally play them again in this form.

2) This one involves spoilers for Secret of Evermore, so don't read this one if that worries you, I Guess.  There is a gigantic thread on the somethingawful forums about videogame myths, and one of the long-discussed ones was a hoax about Secret of Evermore having a late-cycle narrative shift from some kind of heavy dark psychological thing into something more goofy and kid friendly.  Primarily that the people running their little failed utopian domains that end up being revealed to be evil robot clones were actually the real people, so like the Queen robot that falls to its death would actually be the real Queen killing herself, etc.  This page is the source of it: http://rainwoodworks.blogspot.com/2010/09/secret-of-evermore-was-one-of-my.html    (and this one talks about actual pre-release changes:  http://www.unseen64.net/2008/05/14/secret-of-evermore-beta/  ).  The main evidence talked about was the fact that the robot stuff could have been pretty easily shoehorned in, and that the earlier bosses in the game are mostly huge, screen-spanning monsters and the later ones are smaller, spritebased robot things.  Also the general bugginess of the final area.  They also discussed the game's commercial, which is pretty hardcore ( http://www.youtube.com/watch?v=dEu8wDAQuDk ) but dismissed that mostly as the type of aggressive/gross game marketing being used at the time.

That took a lot longer to explain than I intended, but anyway the hack idea here is to actually edit Evermore to match the myth.  Get rid of the robot clones, tone down the goofier dialog, and hey why not just rename the game "Evermore" as it was originally intended while you're at it too?  I think it could be neat, anyway, and if nothing else the hoax is fun to read about.  I'd certainly play a hack based on it.
justin3009
Guest
« Reply #290 on: September 30, 2011, 11:07:17 pm »

I'm actually on board with that idea Cryo with Secret of Evermore.  That actually sounds a lot more creepy and interesting than what it was.  I'd love to see a hack like that done.
Daniel Eakins
Guest
« Reply #291 on: October 01, 2011, 03:33:50 pm »

Chrono Trigger: No Single Tech Challenge

Basically a difficulty mod of Chrono Trigger that removes all the Single Techs, so that you'll have to rely on Dual/Triple Techs only (keep the Tech Point system so that you still need to learn the latter). Alter the enemy's stats and/or the tech powers to keep the difficulty fair.

I think this would change the entire dynamic of the game's battle system since you wouldn't be able to spam 3 Single Techs all the time. Battles would be much more strategic since obviously when you cast a Dual Tech with two characters you'll be left with a third character that can either do a weaker attack or use an item OR wait until the other characters get a new turn so that they can cast a new Dual Tech.

This would also make some of the less powerful characters (like Marle) more useful since curative Dual Techs are rare. Also Magus would be useless in this hack but hey, it's a different experience.
curses
Guest
« Reply #292 on: October 01, 2011, 04:35:08 pm »

Wow, that's a really, really good idea. Almost too good...
ElBlocko
Guest
« Reply #293 on: October 15, 2011, 04:47:27 pm »

Hey everyone. I've got some level editing experience under my belt, but now I'd like to try something a little more advanced regarding Super Mario Bros. 3. Here's the general outline of what I'd like to do:

Like in Paper Mario 2/Super Paper Mario, I'd like to have a Pit of 100 Trials style hack where Mario has to wade through a level that's composed of 100 individual segments, each separated by a pipe or door. I'd like to use one of two formats regarding the timer:

    * A timer that resets whenever you enter a pipe/door, so you've got either 10, 20 or 30 seconds to clear each room before you die of time-up.
    * You start out with 999 seconds in the first segment, and you keep the same timer until the end. If I go this route, I'd also like to see if I can program certain pickups to add bonus time as 999 seconds to clear 100 rooms won't be enough (you'd need to spend an average of 10 seconds per room).

Both these routes would require me to actually hack the game's code, and I'm unfortunately not the greatest hex editor around.
\t
KingMike
Guest
« Reply #294 on: October 15, 2011, 10:36:56 pm »

One of the last raocow videos was him playing the results of this SMW Contest where people had 24 hours to make a "9th door" of Bowser's Castle. One of them actually hacked the game into a sort of beat-em-up, where the screen will stop scrolling until you clear each screen. Impressive.
Spooniest
Guest
« Reply #295 on: October 27, 2011, 10:11:02 pm »

This one is very "pie in the sky" but what about a hack of Super Castlevania IV that turns it into a Metroidvania?

Be interesting to say the least.
Azkadellia
Guest
« Reply #296 on: October 28, 2011, 12:27:52 am »

Quote from: Spooniest on October 27, 2011, 10:11:02 pm
This one is very "pie in the sky" but what about a hack of Super Castlevania IV that turns it into a Metroidvania?

Be interesting to say the least.

Someone was doing that with Castlevania 3. Don't know if he's still working on it though.
Millemann
Guest
« Reply #297 on: November 03, 2011, 08:37:13 am »

Hey guys,
first of all best wishes from Germany! What brings me here is a game called "Geocaching". Geocaching is a real-world, outdoor treasure hunting game using GPS-enabled devices. Participants navigate to a specific set of GPS coordinates and then attempt to find the geocache (container) hidden at that location.
So in order to hide a new cache I probably need your help.

My question: I wonder if it is likely possible to manipulate or hack the game "Super Mario Land" (http://en.wikipedia.org/wiki/Super_Mario_Land) for the Game Boy Pocket showing some "wanted" coordinates at the end of a succeeded level? What does it need to hack a game like this?
I have to admit that I have  no clue in programming etc., and therefore I really would like to get some informations from you guys  Smiley

Greets
Millemann
Frank15
Guest
« Reply #298 on: November 05, 2011, 02:07:45 pm »

It's definitely a hackable game, though I'm not sure what "wanted" coordinates are.
creeperton
Guest
« Reply #299 on: November 05, 2011, 03:04:43 pm »

Quote from: Cryomancer on September 29, 2011, 04:35:46 pm
2) This one involves spoilers for Secret of Evermore, so don't read this one if that worries you, I Guess.  There is a gigantic thread on the somethingawful forums about videogame myths, and one of the long-discussed ones was a hoax about Secret of Evermore having a late-cycle narrative shift from some kind of heavy dark psychological thing into something more goofy and kid friendly.  Primarily that the people running their little failed utopian domains that end up being revealed to be evil robot clones were actually the real people, so like the Queen robot that falls to its death would actually be the real Queen killing herself, etc.  This page is the source of it: http://rainwoodworks.blogspot.com/2010/09/secret-of-evermore-was-one-of-my.html    (and this one talks about actual pre-release changes:  http://www.unseen64.net/2008/05/14/secret-of-evermore-beta/  ).  The main evidence talked about was the fact that the robot stuff could have been pretty easily shoehorned in, and that the earlier bosses in the game are mostly huge, screen-spanning monsters and the later ones are smaller, spritebased robot things.  Also the general bugginess of the final area.  They also discussed the game's commercial, which is pretty hardcore ( http://www.youtube.com/watch?v=dEu8wDAQuDk ) but dismissed that mostly as the type of aggressive/gross game marketing being used at the time.

That took a lot longer to explain than I intended, but anyway the hack idea here is to actually edit Evermore to match the myth.  Get rid of the robot clones, tone down the goofier dialog, and hey why not just rename the game "Evermore" as it was originally intended while you're at it too?  I think it could be neat, anyway, and if nothing else the hoax is fun to read about.  I'd certainly play a hack based on it.
I wouldn't be surprised if most of the original dialog is still in the game.  You might even find whole events.  Why?  Because it might take more time to remove all the original dialog and scenes and replace them with the new ones than it would to use some form of compression.

Does this game have a debug menu?  Hint: Check the Cutting Room Floor - it's a wiki.

Has anyone tried contacting the author, Ed Kann?  And what other projects did Brian Fehdrau, the lead programmer, work on?  Did he say who was responsible for event planning and text compression?  Do the end credits say who was?  Can you contact him and find out who was?  This is important, because then you can look up other games those programmers worked on, and see if any rom hackers did any work on decompressing data from those games, and see if those other game's programmers did the same thing with the Secret of Evermore.
« Last Edit: November 05, 2011, 03:19:54 pm by creeperton »
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