Hack Ideas Thread

[Posted this over on RHDN.]

So I was thinking about how on the SNES we have Street Fighter II and Street Fighter II Turbo Hyper Fighting, but no Street Fighter II Champion Edition and was wondering what it would take to turn Hyper Fighting into Champion Edition...

-_-

...Then I was reminded that Street Fighter II Turbo Hyper Fighting has a normal mode based on Champion Edition.

So how about a title screen hack?

When you select normal mode, instead of just changing the background color, actually change the font palette to match the arcade, remove the turbo, and change "Hyper Fighting" to "Champion Edition".

Taking it a step further by changing how the menu works.
When the title screen loads up it'll show the Turbo Hyper Fighting title as normal, but the menu will only have 2 commands; "Turbo ***" and "Options". With Mobi-chan Beta as the top cursor and the Yashichi as the bottom cursor.
Instead of having a menu command for Champion Edition, require the select button to be pressed to switch between the two modes. And when the title is switched to Champion Edition, the "Turbo ***" command is replaced with "Start" and Mobi-chan Beta with Mobi-chan Alpha instead.

Yeah, this doesn't add much to the game itself, but it could be a good exercise in ROMhacking.
 
Capcom vs. SNK 2 (Arcade & Consoles): A hack that will give Cammy her voice track from the first CVS game, I was never a fan of her new voice in CVS2.

Marvel vs. Capcom 2 (Arcade & Consoles): A color hack that will change these palettes:

For Venom's main default colors, change the light blue palettes to these dark grey palettes, but keep all the other palettes intact:
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This will make him look more accurate to his comic book counterpart.

For Jill, change the green blood on the zombie and the Cerberus to red:
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SNK vs. Capcom: SVC Chaos (Arcade & Consoles): A hack that will change the default palettes for Akuma & Sagat to these:
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This will make them look more like their Street Fighter II counterparts.

Sonic the Hedgehog (Sega Genesis): A hack that will add Tails & Knuckles to this game, and it also gives them these custom Sonic 1 style sprites that TheCrushedJoyconTSR made as well:
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rom hack idea based on the minecraft movie mostly a streets of rage or whatever fighting game there is to use for the game its called hunk city rampage or block city rampage or whatever its called in the movie
 
Here's a rather ancient idea I had years ago for an NES style Rom Hack/Homebrew. As such the details for it are rather limited......

MEGA BAT MAN
The way I'd do it is have it play like a middle ground between Megaman and that one NES Batman game thereby allowing him to do that same wall jump he had in the latter, normally he would dash and dash jump like Megaman X does. His default weapon would of course be Batarangs, charged shots resulting in throwing three Batarangs at once that all do heavier damage. He would also have a secondary attack button that has him doing a powerful straight forward Bat Punch or damaging Slide Kick.
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Deadshot
STAGE:
A Military Transport Train currently under control of the mafia carrying plenty of illegal contraband into Gotham.
BATTLE STYLE: Likes to use wall clinging tech to try and keep out of Batman's range and fire three to five laser guided rockets, will then drop down and try to bumrush Batman with dual machetes. Occasionally flings three grenades at once.
WEAKNESS: Bat Toxic, Bat Glue
WEAPON GET: Bat Sniper- The very laser guided rockets that can be shot in eight directions.

Scarecrow
STAGE:
The famed amusement park Wackyland home of the Tiny Toons, under this criminal's usurping rule it is now a twisted nightmare madhouse.
BATTLE STYLE: With the arena filled with fear toxin, Batman is now hounded by slow moving ghosts whilst Scarecrow will take cheap shots with a pistol, if Batman is close enough Scarecrow will slash at him with a scythe. Will occasionally release a sudden strong dose causing Batman to imagine him as a freakish monster for a few moments.
WEAKNESS: Bat Knuckle, Bat Crunch
WEAPON GET: Bat Fright- With a screen filling explosion of modified fear toxin all enemies on the screen see Batman summon a small swarm of homing nightmare bats.

Firefly
STAGE:
The Casino Strip of Gotham is even hotter than usual as several fire trap bombs have ignited setting much of the place ablaze.
BATTLE STYLE: A coward to the core he'll keep mostly to the air carpet bombing the arena below, only setting down when Batman goes upward to the higher plain and will thus take diagonal cheap shots upward. Will occasionally turn himself into a human fireball and dive down.
WEAKNESS: Bat Sniper, Bat Fright
WEAPON GET: Bat Plasma- Used special Batarangs that now emit such intense heat energy they flat out erupt into flames upon impact.

Mr. Freeze
STAGE:
A Nuclear Power Facility with all manner of experimental reactors and energy battery systems. And lasers, lots and lots of lasers.
BATTLE STYLE: Being quite the tank he feels no need to do any fancy maneuvering and will simply walk back and forth taking straight shots with his freeze ray, can even shoot diagonally upwards and will give a fierce punch when Batman is too close. Will occasionally shoot straight up causing ice spikes to fall from the ceiling or shoot straight down freezing the floor for a few seconds.
WEAKNESS: Bat Shocker, Bat Plasma
WEAPON GET: Bat Laser- A straight up copy of the freeze ray modified to even punch through shields.

Poison Ivy
STAGE:
A Botanical Forest Reserve that has been closed off to the public due to a sudden case of giant man-eating plants and serpentine tentacles taking over the place.
BATTLE STYLE:Likes to teleport about by letting her giant flowers "eat" her up and spit her out in new locations, all the while she attacks with organic gas grenades and a thistle whip. Will occasionally start running right for Batman just to grab onto him and kiss him with poisonous lips.
WEAKNESS: Bat Plasma, Bat Laser
WEAPON GET: Bat Toxic- A gas grenade that releases a large cloud of poisonous mist which deals continuous chip damage.

Jinx
And yes when I say "Jinx" I am specifically referring to the animated Teen Titans version.
STAGE: Titans Tower has been hijacked and it seems the Titans are captured making Batman the one who must navigate all of Cyborg's advanced traps and auto-defenses to reclaim the tower.
BATTLE STYLE:Using several acrobatic maneuvers to play keep away whilst firing off magical bursts of "bad luck" that turn the very arena against Batman.
WEAKNESS: Bat Fright, Bat Sniper
WEAPON GET: Bat Sparkle- Finding a way to combine magic and technology to replicate the magic bursts of "bad luck" that form nasty energy traps that remain stationary in the air, if an enemy projectile hits one of these traps that projectile is twisted into a homing shot that goes right back at the enemy!

Maxie Zeus
STAGE:
Arkham Asylum has been taken over by the inmates and has been refitted into a rather beastly looking coliseum like maze of death traps and enemies seemingly ripped straight out a Castlevania game.
BATTLE STYLE: Believing himself to be the very god Zeus he carries his own "Sword Of Olympus" which can fire off all manner of electrical bursts taking on either straight forward lighting bolt attacks or giant slash waves. Will occasionally charge at Batman ready to deliver a devastating uppercut or diving hammer slash.
WEAKNESS: Bat Sparkle, Bat Fright
WEAPON GET: Bat Shocker- A straight forward energy sword weapon that uses intense EMP energy, very limited range but insane slashing power.

Killer Croc
STAGE:
Oh great, a Sewer Level, probably the worst level in the game....
BATTLE STYLE: Will seemingly vanish into the mucky water and leap out without warning hoping to either slash with his claws or give one nasty bite. Will occasionally charge tackle back and forth relentlessly knocking Batman down from the wall. Also likes to throw a rock or two.
WEAKNESS: Bat Knuckle, Bat Shocker
WEAPON GET: Bat Crunch- A somewhat slow moving drill bomb that uses a giant pair of rapidly snapping jaws instead of a drill.

Clayface
STAGE:
An Oil Rig quite a few miles from the coast of Gotham that is now being taken over by strange blob like creatures and abstract glob constructs.
BATTLE STYLE: After spending some time moving along the walls and ceiling throwing two to three sticky globs that can actually trap Batman in place for a few moments, Clayface will them split into three clones of Batman that will relentlessly run at the real one. Will occasionally turn into a speeding ball of clay that rebounds off the walls diagonally.
WEAKNESS: Bat Laser, Bat Toxic
WEAPON GET: Bat Glue- A straight forward glue shooting gun that fires off instantly solidifying globs of clay that form temporary platforms when they collide with walls.

Solomon Grundy
STAGE:
A large Gothic Cathedral overlooking a massive acre spanning Graveyard. You'd think this zombie filled nightmare world would be the level that Scarecrow inhabited, go figure.
BATTLE STYLE: Has only one strategy, relentlessly chase after Batman and try to beat the shit out of him and even try to power throw Batman into the walls or ceiling. Will occasionally cause deathly hands of the dead to rise from the ground at random locations to try and grab onto Batman.
WEAKNESS: Bat Glue, Bat Sparkle
WEAPON GET: Bat Knuckle- A forward dash attack using a rocket powered pile bunker gauntlet, can even be used in the air resulting in an air dash. Weapon energy is only spent when it actually hits an enemy.
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Yeah I'm borrowing a bit from Megaman 3 here. After the initial ten "Criminal Masters" you'd have to revisit some modified versions of previous stages fighting the AMAZO Android.

AMAZO 1
STAGE:
Nuclear Power Facility
BOSS: Copy Data Superman- Will fly about the screen at diagonal paths firing heat lasers and occasionally striking the ground with a power stomp. Will also try to use a powerful charging fist and rising uppercut.

AMAZO 2
STAGE:
Wackyland
BOSS: Copy Data Blue Beetle III- Deploys spinning blade projectiles and rocket powered sword dashes, will also try to use a powerful proton cannon attack.

AMAZO 3
STAGE:
Titans Tower.
BOSS: Copy Data Starfire- Will slowly fly about after Batman firing green fire bolts, will suddenly erupt into green flames and fly fast while carpet bombing the floor.

AMAZO 4
STAGE:
Arkham Asylum
BOSS: Copy Data Wonder Woman- Uses a sword, shield and golden lasso for attack, leaping across the arena trying to out pace and out maneuver Batman.
 
MEGA BAT MAN (PART 2)
(Damn 1000 character limit....)
________________________________________
The last level would be a large militia controlled castle built on an island somewhere in the Bermuda Triangle. Here Bane awaits with a full arsenal of nuclear warheads that make him an immediate international threat. And instead of a standard boss rush it would have the "Criminal Masters" sprinkled about the four stages at key locations just like in the first Mega Man.

Bane's Castle 1
STAGE:
Arriving in the Coastal Jungle that leads into a mysterious Old Temple, these ancient catacombs are the ideal alternate path for which Batman can bypass the heavily guarded outer gates of the castle.
BOSS: The Guardian- The cyclops awaiting at the end of this underground odyssey. Instant death awaits Batman should he allow this beast to even see him.

Bane's Castle 2
STAGE:
Leaving the last remnants of the Old Temple and going right to the Outer Hangar where many of Bane's acquired war machines are stored and being primed for battle.
BOSS: Deathstroke- A battle taking place atop a flying harrier jet, Deathstroke using his swords and guns to try and force Batman off to his doom.

Bane's Castle 3
STAGE:
A rather unusual Medical Wing that can't decide if its a dingy blood ridden torture dungeon or a makeshift super girly theme park with quite a lot of pink.
BOSS: Harley Quinn- Pilots a giant alicorn mecha that deploys all manner of robot critter drones to keep Batman from focusing on the main threat.

Bane's Castle 4
STAGE:
The Weapons Development Lab where not only are the nuclear warheads found but a whole maze of experimental weapons and death traps await.
BOSS: Joker- Forces Batman to tackle an entire room of death traps to try and reach the main control panel.

Bane's Castle Final
STAGE:
The Hallowed Bastion, an entire hauntingly beautiful castle that looks ripped straight out of a Kingdom Hearts game where the ultimate challenge awaits.
BOSS: Bane- At first uses a freakishly huge and regal looking battle knight mech to try and blast Batman into oblivion, thew very hands it uses to try and crush him could prove to be its fatal weakness. If the mech should fall then Bane will abandon it and fight Batman man to man with fists and power spiking venom.
 
Look I've been on a bit of an Undertale X Hazbin Hotel kick for at least several years now, and in that time I've been spinning yarns about game ideas implementing the two.....including this one. A card game that is about 80% Undertale/Delta Rune, 20% Hazbin and could just be a fun little Master Duel style homebrew set in the same general engine and tone of Undertale.
___________________________________________________________

MONSTER HORDE
A pretty rudimentary card game for the Denizens of Hell that just want some quick stimuli in their day to day nightmare existence…y’know besides drugs and sex. More often than not they play this game to coax each other out of some petty cash.

Deck Size & Building
Ten monsters total. You are allowed up to 3 copies of a given [Lv.1] Monster, 2 copies of a [Lv.2] Monster and only 1 copy of a given [Lv.3] Monster.

Going First;
Dictated by coin flip.

Summoning Monsters;
One the first turn both players draw 3 Monsters from their deck and all 6 are put into play immediately. Each time a Monster is killed, the player it belonged to draws another Monster from their Deck and put it right into play in that empty slot.

Actions Allowed;
Each player takes turns performing 1 available action with each of their 3 Monsters. Most actions require some increment of a given Monster’s PP, a limited resource that is only replenish by 2 PP at the start of each of your turns.
--[Single Attack] Does the Monster’s ATK as damage to a single target.
--[Group Attack] Does the Monster’s ATK as damage to all three of the opponent’s Monsters.
--[Super Attack] Does twice the Monster’s ATK as damage to a single target.
--[Single Heal] Will restore 5 HP to any 1 Monster you control (the Monster able to do this action can heal itself if you so choose).
--[Group Heal] Gives all of your Monsters 4 HP (including the Monster performing this action).
--[PP Gift] The PP spent to perform this action is given to each of your 2 other Monsters. For example, Vegetoid’s “Eat Your Greens” costs 2 PP, therefore your 2 other Monsters are given 2 PP each. For obvious reasons this cannot be used on the User, if paired with a Single Heal then that particular Heal does not work on the User. If paired with a Group Heal then the User only gets healed whilst losing PP.
--[Power Up] Boosts the ATK of any 1 Monster by 2 for a single turn.
--[Meat Shield] An action that can only be performed on the opponent’s turn as an interrupt, redirecting a given attack to the Monster performing this action. Against Group Attacks this action downgrades it to a Single Attack meaning only the Monster performing this action takes damage leaving the other two unharmed.
--[Counter Attack] Is otherwise the same exact action as Meat Shield but the attacking Monster is also dealt said Meat Shield’s ATK damage.
--[Dodge] An action that can only be performed on the opponent’s turn as an interrupt, negates any damage that would be done to the user.
--[Revival Sacrifice] Sends this Monster to your Discard Pile letting you bring back 1 other Monster back from the dead.
--[Suicide] Sends this Monster to your Discard Pile letting you automatically destroy 1 of the opponent’s Monsters.
--[Evolution] Sends this Monster to your Discard Pile letting you bring out 1 specific Monster from your Deck or Discard Pile. Doing the later has that Monster fully healed. This action can actually be performed on the opponent’s turn as an interrupt to cancel out an attack from the opponent. Bear in mind this Action is entirely optional and does not impede your ability to summon certain monsters, if you already drew the specific Monster from your deck beforehand you can still summon it as normal.
--[Trap] An action that tries to “lock” a single target for one turn depending on the dice roll, 4 or less is a fail, 5 or 6 is a success.
--[Shield Token] Puts a single token on any 1 Monster you control (including the Monster performing this action), only 1 token can be placed at a time, this one token absorbed any 1 attack made against it meaning the Monster it protects takes no damage, after which the token is lost.
--[Redraw] Returns this Monster to your Deck and you draw a new one to replace it. This will result in a full heal the next time that Monster is brought out.
--[Monster Trade] Forces the opponent to trade you Monsters in a single column.
--[Summon] Returns 1 other Monster to your Deck and you shuffle your deck pulling out 1 specific Monster as you do so.
--[Necromancy] Returns 1 other Monster to your Deck and you shuffle your deck, then you revive one specific Monster in your Discard Pile to play.
--[Copy Cat] Lets the Monster perform a single action from any other Monster on the field controlled by any player.

Elemental Type;
Pokemon rules, either increases damage dealt by 2 or decreases damage received by 2. Damage received cannot be reduced to 0, if it would be it instead just does 1.
--[Beast eats Plant]
--[Beast drinks Water]
--[Beast beats up Fairy]
--[Plant drinks Water to grow]
--[Plant is not affected by the Sky]
--[Plant withstands Electricity]
--[Sky is impossible for Beast to hit]
--[Sky blows out Fire]
--[Fire burns Plants]
--[Fire melts Ice]
--[Fire heats up Metal]
--[Fire melts the super-heated machinery generating Electricity]
--[Metal cuts down Plant]
--[Metal conducts Electricity]
--[Ice freezes Water]
--[Ice is harmful to Plants]
--[Ice withstands Electricity]
--[Water douses Fire]
--[Water sinks heavy Metal]
--[Water fills the Void]
--[Electricity cooks Water]
--[Electricity hits Sky easily]
--[Fairy flutters through the Sky]
--[Fairy embraces Void]
--[Void scares the Beast]
--[Void is the embodiment of Death]
--[Death defeats all]


Win Condition;

Destroy all of the opponent’s monsters. If they can no longer draw any more monsters from their deck they lose, you win.
___________________________________________________________

Here I even got a card list for ya' back on my Deviantart. Over 100 possible cards you can use if you so wish.
 
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Magical Quest 3

Goof Troop: No Blink

JCDenton

So far...these are the only five SNES rom hacks that have removed the distracting "PRESS START" 2P message when playing by yourself.

And unfortunately...there hasn't been more of these hacks at this point.

"Magical Quest 3" removed the blinking on the 2P message when it received two updates back in 2019.

So...as simple as these requests may be...

I need someone on the site...to make "PRESS START BEGONE" patches for the following SNES games:

Ganbare Goemon Kirakira Dochuu: Boku ga Dancer ni Natta Riyuu (Japan)
Ganbare Goemon 3 - Shishi Juurokubee no Karakuri Manjigatame (Japan)
Ganbare Goemon 2: Kiteretsu Shogun Magginesu (Japan)
The Great Circus Mystery Starring Mickey & Minnie (USA)
Teenage Mutant Ninja Turtles IV: Turtles in Time (USA)
Mighty Morphin Power Rangers the Movie (USA)
Pop'n TwinBee (USA, Europe) (Switch Online)
Captain Commando (USA)
Pocky & Rocky (USA)

For the Ganbare games...make sure these patches work with the English Translations.

While I know there are other 2P games on the SNES...

I mainly want to focus on these for the time being.
 
I would love to just generally see more modders modding the PAL versions of games from back in the day or at least make the NTSC versions compatible on PAL hardware so there's no regional lockout. I myself can only do this with a few games but would love to see the community thinking of all regions instead of just one.
 
Hello.

I have a suggestion for Megaman X4, with this idea we can avoid the backtracking in this fantastic game: The changes is only in the volcano stage, here you have the idea:

First: change the position of the robot, to here:

Trick-2.png


Second: increase the time that we can stay in the air and that´s it:
Trick-3.png


Optional: make that this missile destroy the wall:
Trick-1.png


Look a trick on this video:

Here you have a complete playtrough with only one backtracking: Volcano stage.

I hope that someone make this possible.
 


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