A short time ago I had to go to a family reunion. I brought my laptop and NES ROMS and ROM
A short time ago I had to go to a family reunion. I brought my laptop and NES ROMS and ROM hacking programs with me. I was messing around with Tile Layer Pro, and I remembered that there's "garbage" data at the top of the ROM when viewing tiles, which represents other things like sounds and level data. So I decided to swap graphic tiles back and forth to make things look messed up. I also edited the tiles directly above the graphic data, which happened to be the music and sound data. Yes, I know what you're thinking. I'm supposed to use a hex editor to do that. Well, scribbling on the tiles that represent the audio data is more fun. :D Additionally, I changed the header from Vertical mirroring to Horizontal mirroring, so that the scrolling looks crazy.
Nothing is changed gameplay-wise, but it's still kinda funny to listen to the crappy music. Here are the results I got for the music:
- Overworld - This one got pretty messed up. Random notes everywhere, and it seems that each instrument channel is going at a different tempo! - Underground - Not all that messed up, and it doesn't have a lot of messed-up potential anyways. But the good news is that a certain part of the song has a messed up tempo. - Underwater - Somewhat messed up, but what's really silly about this one is that the music restarts half-way into the song. - Castle - Didn't turn out too messed up. Must be the note pattern. - Bonus/Star - Pretty messed up. The drums seem off-beat with the other instruments, due to the slower tempo. - Death - I liked how this one turned out. Heh heh. - Game Over - Somewhat messed up, but not as much as I would have liked. - Flagpole Finish - This one got really messed up. I mean, I somehow even got it to do a Portamento Down on the last note in the song, even though the original song didn't have any Portamentos from what I remember. - "Your princess..." - I like this one too. It kind of goes along with what I did to Toad. Hee hee. - "Your quest is over" - I really need to work on this one some more. It's hardly messed up at all. Boo.
Maybe I'll try out one of those Corruptors. Then I'll see if I can uncover more glitchy stuff, and this time, through the gameplay. Yay!
(more)
(less)
Added: 1 year ago
Views: 387,972
Okay, here's my first attempt at using a Corruptor program to corrupt values in a ROM. If
Okay, here's my first attempt at using a Corruptor program to corrupt values in a ROM. If you don't know what a Corrupter is, basically it's a tool that alters a file's data randomly or incrementally in a way that makes glitches appear in the game.
So, here are my first seven good iterations of corrupting Super Mario Bros. The program I used was CORRUPT, which you can find on Zophar's Domain. It's got nice automatic range incrementing, and it automatically launches your favorite emulator each time you click Go or Auto. Here's what I found works best for me: Have a range of $100, and use automatic incrementing of $100 each iteration. Shift the bytes over one step, and only have it corrupt every 16th byte. Also, your range should be low (below $2000 but a little above $0), because that's where the op codes and level/tile/object data are. I'm sure that there's a better, more efficient way to do this, but this is my first time, and that's what I found works well.
So enjoy what fun little glitches I found. :D
Edit: I made a mistake in the video. It says that the start type on Iteration 3 is Type B, when it should be Type A or Type C. Oh well.
(more)
(less)
Added: 1 year ago
Views: 737,392
Well, I'd say. It's been quite some time since my last corruption video. This time it's tw
Well, I'd say. It's been quite some time since my last corruption video. This time it's twelve iterations of the NES classic Metroid, even if it's not my favorite game in the series. Once again, I used a program called CORRUPT to make this, which can be found on Zophar's Domain.
Basically, what I've done is I've taken a ROM of Metroid and put it through a corruption program, which takes certain byte ranges and replaces them with random values, or shifts them over, causing glitches and abnormalities to occur. Sorry, but once again it looks like I won't be able to send you the exact iterations as seen here.
Having said that, I hope you enjoy the video.
(Man, it's about time I got up to speed)
(more)
(less)
Added: 1 year ago
Views: 54,335
|
A few days ago, drx dumped an early prototype of the game Sonic the Hedgehog 2. Keep in mi
A few days ago, drx dumped an early prototype of the game Sonic the Hedgehog 2. Keep in mind that this is _not_ the famed Sonic 2 Beta ROM, but a much earlier version, which many people believe was used in Nick Arcade. This prototype has many differences from the later beta and the final version. Some of the differences:
- Speed is nerfed. Whenever you're pressing forward, it will always return you to your normal running speed if you're going faster, so you won't gain speed while running down a slope. Instead, you have to roll. The spindash is more like that from Sonic CD, and is missing the smoke effect. It's much less powerful than the one in the final game.
- Hitting the wall. If you're running fast and you run head-long into a wall, you'll fly back and hit the ground. This actually uses animations which were unused in the later versions, and, until recently, it was unclear what they were used for.
- Different end signpost images. Sonic and Tails' heads are looking toward the camera.
- Leftovers from Sonic 1. Sonic 2, of course, uses the same engine as Sonic 1, but with alterations. In this prototype, there are many leftovers in the ROM. Sonic 1 music plays in Sonic 2 stages, and Green Hill Zone has been left in the ROM, which even contains old resources such as the old spring sprites.
In this video, I am playing through Sonic 1's Green Hill Zone, left in the Sonic 2 prototype. It is very glitchy. Some of these issues:
- Background collision is wacky. While moving along the gentle slopes on the flat ground, you may fall through if you aren't moving fast enough. The steeper slopes will make you fall through the ground if you're moving to the right, and if you're moving to the left, you will be launched into the air.
- Not surprisingly, Sonic 1's hit-spikes-and-fly-back-onto-more-spikes-and-die is still in GHZ.
- Sprite tiles for spikes, badniks and more are very glitchy and incorrect.
To get to the leftover Green Hill Zone, as well as the other levels, you must use the level-select. The code is:
UDDDDU A+Start
(more)
(less)
Added: 1 year ago
Views: 47,647
I DID NOT MAKE THIS GAME. IF YOU WANT TO LEAVE SUGGESTIONS ON IT, PLEASE CONTACT TAXMAN, N
I DID NOT MAKE THIS GAME. IF YOU WANT TO LEAVE SUGGESTIONS ON IT, PLEASE CONTACT TAXMAN, NOT ME. HE MADE THE GAME, I DIDN'T.
This is a video of me playing a rather old demo of Retro Sonic, a fangame by Taxman designed to play like the old Genesis Sonic games. It has most elements implemented, although some more than others. For example, some objects are missing sound effects, and the Special Stage is barely functional (except without a way to win). Also, the physics aren't quite perfect. For example, going around a loop while you're spinning along the ground should increase your speed, but when I come off the loop, I move rather slow. Also, I seem to be able to jump at a ramp and cling to it, retaining my speed. The classic games would stop me, making me fall back down the ramp. I just hope some of this stuff gets fixed in the next release. And that new release better come soon.
The game can be found here: http://rsonic.randomsonicnet.org/
A working download is here (the official page gives a 404): http://chaos.foxmage.com/AkuKitsune/Hosted/Rsonic.zip
In this video, I am playing Warehouse Zone Act 2, which has the same environment as earlier game demos had. The level's rather barebone, with no upper path to take, but I do like its music.
(more)
(less)
Added: 2 years ago
Views: 17,889
This is actually a game I'm working on. It's in very early stages right now. When the game
This is actually a game I'm working on. It's in very early stages right now. When the game is finished, it may play somewhat like the game Marble Blast Gold, if you've ever played that game. So far I have:
- Simple world loading - Basic camera and controls - Camera collision (camera zooms in when overlapping a wall) - Basic ball physics: movement, collision with world - Jumping - Shadow effects - Bloom shader effect - Ball reflections (not seen in video. They're a tad on the slow side, and there's an artifact from the Bloom shader that is visible. I may or may not use this in the final product)
Things I need to work on next: - Ball movement and physics - The world material resists rotation far too much. In addition, the ball moves through objects when falling too fast with a lower framerate. I'm going to try and figure out a way to fix this. - Reflection + Bloom artifact - I may be able to fix this, but I'm no sure. If I can find a way to turn off the backface on the bloom object, it'll fix the problem. - Shadow effects - Some of the random test cubes I created aren't casting shadows for some strange reason; specifically, the ones near the outer edges. In the video, my ball often darkens because the game is seeing that the ball is under the cubes, but because they aren't casting a shadow, it's a bit strange looking. - Skybox - I need to put in a skybox.
Hopefully I'll get these issues fixed. Then I'm going to try and add more objects.
(more)
(less)
Added: 2 years ago
Views: 3,661
|
Many of you are aware of the numerous ports of DooM out there. Many others will also recog
Many of you are aware of the numerous ports of DooM out there. Many others will also recognize Sonic Robo Blast 2. This is what happens when you try to load one game's data in the other game's engine. Watch the netgame and find out...
Netgame participants:
FoxBlitzz (me as orange Nazi) Penopat (as green Nazi) Sonict (as blue Doomguy) SonicX8000 (as Chexguy) Arf (not shown)
(more)
(less)
Added: 1 year ago
Views: 11,805
Many of you are aware of the numerous ports of DooM out there. Many others will also recog
Many of you are aware of the numerous ports of DooM out there. Many others will also recognize Sonic Robo Blast 2. This is what happens when you try to load one game's data in the other game's engine. Watch the netgame and find out...
Netgame participants:
FoxBlitzz (me as orange Nazi) Penopat (as green Nazi) Sonict (as blue Doomguy) SonicX8000 (as Chexguy) Arf (not shown)
(more)
(less)
Added: 1 year ago
Views: 5,499
This is a tad old, but two fellows, Glen Coppersmith, and James Dennis, have made a skille
This is a tad old, but two fellows, Glen Coppersmith, and James Dennis, have made a skilled Tetris AI that can survive for very, very long periods of time. I decided to make a little video of it, because I don't think there's one yet on YouTube.
In the first part, you'll see that the game goes on and on and on. I think I remember the computer getting over 200,000 lines once. After that, I decided to add junk rows to try and mess up the computer AI. I shoved the pieces near the top, and the computer held out for a while, but then lost the game.
Music is from OCRemix: "Slavic Roots" by djpretzel
(more)
(less)
Added: 2 years ago
Views: 3,380
|
|
See All 10 Videos
|