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/v/ - Vidya Games

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File: Hunky Kong.mp4 πŸ“₯︎ (14.66 MB, 1280x720) ImgOps

 β„–63360[View All][1][2][Quote]

Hello 'teens. I've been working on a ROMhack that's been progressing quite well, and I'd like your help. I can do every part of the modding, for me that's easy, but I am so damn bad at pixel art. I would also like gemmy suggestions and ideas for what to replace things with. For context, each sprite is limited to four colors, one of which is always black. That limits what's possible by quite a bit.
<
Here's what we have so far:
Donkey Kong is Hunky
Jumpman is Chudjak
>Doesn't even have the 'stika? Offsiter coal jannies JSID!
I tried to do Nate (I originally planned for Nate to be saving Soytan), but it wasn't possible with the limited color palette. Also not enough room for the 'stika, so I chose to just do a cross. I'm going to be posting all the sprites I've made here if any artistGODs want to improve them, especially Chudjak.
Pauline is Mymy
>automatic brimstone you 'ligger
Well do you have a better character in mind? Mymy even has a very close color palette, that makes it a lot easier for me. It also makes this a canon prequel in the MegaChud universe lore evendoe that guy has nothing to do with this project
<
I haven't decided anything else yet. Here's a full playthrough if you'd like to see everything we have to work with:
https://www.youtube.com/watch?v=G3By4OVaHIA
The most notable things are:
Thrown Barrels
Barrel Decoration (what Hunky grabs from)
Hammer
Bouncing Spring Enemy - maybe a laughing frog?
Oil Barrel
Fire Guys (Stage 1)
Fire Guys (Stage 3)
Blue Fire Guys (Stage 3)
Objects:
Purse
Umbrella
Heart
Pies
Conveyor Belts (and other platforms maybe)
<
I'm leaving music, sfx, and maybe even gameplay changes for the very end, if I choose to do those at all, as that's the most difficult and annoying thing to do. I will change the title screen to say "HUNKY KONG", but it's also a very tedious process, so I'll leave that for the end.
<
If any really talented artistGOD wants to make a parody of the NES cartridge/box/art, that would be great too.
<
Original thread on /soy/: https://soyjak.st/soy/thread/16587299.html
116 posts and 45 image replies omitted. Click reply to view.

 β„–63587[Quote]

>>63567
Yeah, I just reverted it though. I did change the Stage 1 theme and it turned out good I think.

 β„–63593[Quote]

I think it's done. I recorded a full perfect playthrough, but I guess I can't post .mkv files on the soybooru.com, the premium soyjak archive. I'll post a .mov or .mp4 playthrough in a minute. As for the ROM, what would be the best way for me to share it? I can either just post the 25KB ROM itself or I could post it in a folder containing a bunch of extra goodies and stuff (.txts explaining the process, cancelled content and sprites, etc) if anyone would be interested in that.
<
Here are my future plans for this: probably nothing. I might make a 'ligger version since we already have a Mymy sprite, and I could recolor Chud to look like a 'ligger (I don't remember what the non-derogatory term is for them geg). I'll look at the 2010 Original Edition that has the missing level and Hunky climbing animation, but if I see anything difficult or annoying at all to deal with, I'm not porting it to that, so just assume nothing will happen unless I post otherwise. That's about it I think.

 β„–63594[Quote]

File: Smiling Happy Gapejak Hold….jpg πŸ“₯︎ (117.12 KB, 676x1021) ImgOps

>>63593
But this genuinely might be one of the best NES Donkey Kong ROMhacks. That's just because everyone just makes ROMs of the Arcade version, but still. And I think I'm gonna go with the folder w/ goodies as I have a credits .txt I'd like to be included, as without the help of you 'teens I never could've completed it myself

 β„–63595[Quote]

File: 1782380435462q.gif πŸ“₯︎ (38.04 KB, 600x1053) ImgOps

>>63593
Do the folder, I wanna see what you had in mind during developing this.
<
This whole thread is a gem, shows that even the most niche boards are capable of gem production.
Also, try to convert it to an IPS so you can upload it to RH.net and see what happens

 β„–63599[Quote]

File: Hunky Kong Complete Playth….mp4 πŸ“₯︎ (56.38 MB, 1920x1080) ImgOps

It's probably because of my VPN, but I can't upload it (it just says "upload failed" every time). I'd appreciate it if one of you could do it in my place.

Tags: trend:hunky_twink_sex_machine variant:chudjak variant:soytan donkey_kong video_game video pixel_art subvariant:hanging_troonjak troon 4chan yotsoyba meta:tagme variant:impish_soyak_ears chud uncolored_skin romhack animated nintendo



Description:
A Donkey Kong NES ROMhack I made with the help of 'teens on /soy/ and /v/. This is my first time posting to the soybooru.com, the premium soyjak archive, apologies if I tagged it incorrectly.
<
The lore: "Troons have hired Hunky to kidnap Soytan, with the intention of cutting her into a million pieces that they can wear so they can finally look like real women (evendoe that's impossible GEG). Only you, Chud (or Nate if you're multiplayer Soyteen 2), have what it takes to defeat them and save Soytan."

 β„–63601[Quote]

Update: I uploaded the folder to Catbox, then tried to post it here but was instantly permabanned the second it posted. Is Catbox banned now or something? Or maybe I did it wrong, I've never actually had to use it until now. Hopefully the ban appeal doesnt take too long. I guess I can post it from my phone, but idk what I should use to post it if I can't use Catbox.

 β„–63605[Quote]

Well it didn't take too long for the ban appeal to get accepted, luckily. Thanks jannies, I appreciate it. Not sure how I should upload it though. Jakparty Evil posted theirs on 'oogle drive, but I'm not doing that. I saw that the SoyDOOM mods used c*tbox, but I can't for some reason, so idk.

 β„–63608[Quote]

>>63605
Ask quote before posting?

 β„–63609[Quote]

quote upload this seca to the sharty main server

 β„–63613[Quote]

>>63605
A 'teen suggested MEGA so I'm gonna try that, if I don't post it in the next 10 minutes it didn't work. Also I made 'lig edition. All I did was change chud into 'ligger/Zate and Soytan into Mymy using the sprite that artist 'teen 2 made a couple days ago. No animation or special music because I'm not doing all that

 β„–63614[Quote]

Alright, here it is. Included are the ROMs, the two that matter being "Hunky Kong" and "Hunky Kong 'lig Edition", and the other ROMs are just earlier versions still included because why not. I also make a credits .txt and left the .txts from the process of working on it. And most of the sprites are in this unorganized nightmare of a folder, but it has some scrapped content so you might find that useful. https://mega.nz/folder/qHJzQbaR#0ZjwjLDKnaH1dizLxn8MyQ.

 β„–63615[Quote]

>>63614
Idk why I said useful, although I suppose it would be if you were trying to make a ROMhack yourself. It might be interesting I guess.

 β„–63616[Quote]

File: gem.png πŸ“₯︎ (83.72 KB, 600x1053) ImgOps

>>63614
sharty saving

 β„–63620[Quote]

Congratulations on finishing romhack, it's a real 'arty-saving gem. And it's amazing that we made it in 3 days.
C*tbox links are wordfiltered, it previously gave 15 minute ban, idk why it perma's you now.
Will you make any sharty romhacks in the future?

 β„–63624[Quote]

>>63555
Could I upload this onto ChudGunner?

 β„–63626[Quote]

Made the 'ki page, it's on anpoorvol now (and its media too)

 β„–63630[Quote]

File: 1780862533346j.mp4 πŸ“₯︎ (6.27 MB, 360x360) ImgOps

Here's the 'lig version if that matters

 β„–63631[Quote]

>>63630
Nice, why is video blurred doe? And who will be player 2?
'ki article looks decent now, I should add 'lig version and a download link to it
https://soyjakwiki.org/Hunky_Kong

 β„–63633[Quote]

File: 1781946817412y.mp4 πŸ“₯︎ (11.41 MB, 540x540) ImgOps

File: 1778057927217l.jpg πŸ“₯︎ (306.12 KB, 1375x1198) ImgOps

>>63631
That's my shitty chinkwei phone's screen record quality, here's another one.

 β„–63635[Quote]

Gemerald
Hunky Kong Country series when?

 β„–63639[Quote]

'emmy work

 β„–63643[Quote]

>>63631
The 'ki page looks amazing, thank you. Player 2 looks identical to Player 1, but in-game they're called "M" and "L" for Mario and Luigi (Chud and Nate in Hunky Kong), so evendoe Nate looks identical to Chud you can still use your imagination. In 'lig Edition I wanted to have it be "Z" and "L" (Zaryan/Zate and 'ligger), but since I replaced the Z with a / I couldn't do that and decided to be lazy and leave it.

 β„–63644[Quote]

>>63643
The "L" thing doesn't stand for Luigi, it stands for Level

 β„–63645[Quote]

>>63644
I might be retarded

 β„–63646[Quote]

File: brain injury feral.webp πŸ“₯︎ (29.49 KB, 853x480) ImgOps

Even worse than not checking that at any point while playing, I just remembered having this epiphany years ago as a kid. So I'd already realized that it didn't stand for Luigi before and just forgotten.

 β„–63647[Quote]

>>63646
>>63645
it's alright fella.

 β„–63648[Quote]

File: lost sharty media.jpeg πŸ“₯︎ (112.54 KB, 771x664) ImgOps

>>63624
If you mean the clip with music you replied to, if you really want to, go for it geg. I ended up deleting it from the game after some more failed efforts to improve how it sounds (besides removing the random sfx there) so it's basically lost media now

 β„–63649[Quote]

>>63647
I'm not actually too upset about it, I guess it's probably a funny mistake and kind of expected given it was a three-day project. I was pretty close to having completed this without any major mistakes though.

 β„–63651[Quote]

>>63620
I want to take a break after this one, maybe a week or so, but I'm interested in doing a ROMhack of the original non-super Mario Bros. This time, however, I'll make sure to check out both the original release and the better edition with more content to figure out which I should choose. Dev time should be a lot shorter now that I know how to do everything, and we could even re-use some of the Hunky Kong sprites.
<
I can already see a lot of geg-worthy opportunities in it. This version introduces the deleted ice guy that turns the platform below him to ice, something like it being a Jartycuck that turns the platform to shit could be great. The fireballs in different colors are probably the same sprite, I could make that the hanging troonjak and have the other palettes be hanging yotsoyba and pooner or something else.

 β„–63652[Quote]

>>63651
Forgot to link it. This is the improved Classics Series version that iirc never released in the US, but has more content and better controls.
https://www.youtube.com/watch?v=zll16wdrnsM

 β„–63655[Quote]

>>63651
Correction: the icicles were the deleted feature they reimplemented (og still had the ice guy). This would also be way easier and faster than a SMW or a DKC hack, so more likely to get completed.

 β„–63661[Quote]

>>63651
So this is kind of interesting. I opened up the Original Edition (2010 release of NES Donkey Kong with climbing and the deleted level) just expecting it to look too different and then close it, but the graphics are actually perfectly aligned with the original release, except that it seems like they pasted the graphics in here three times, the first being completely identical to the original, the second being mostly the same but has a bit more from the "new" content, and the last being complete. I assume this means they were just a bunch of lazy fucks and upgraded the cartridge to MMC5 or something and then pasted the contents in there multiple times while working on it and just left all that in there. I still have yet to look at the code - this is what will make or break if I port it or not - but hopefully they were lazy there as well, since this might actually be not that long or difficult of a job.

 β„–63664[Quote]

>>63661
Holy shit. Ok, so I was wrong about why they did that. I pasted in the graphics 1-1 for that "first set" that's identical to the original, and what they ACTUALLY did was they just put in the sprites for the whole game for each level. So each level has a completely new set of graphics, which makes a lot of opportunities. If the code isn't fucked compared to the og release, which I guess I'll check out now, there might be some gemmy opportunities here.

 β„–63674[Quote]

how do you edit both palettes and sprites?

 β„–63675[Quote]

File: Everything I know about ne….png πŸ“₯︎ (90.76 KB, 1806x415) ImgOps

>>63674
Palettes you have to edit through the code, but it's very easy, don't worry. Use a hex editor. This is the message I sent in about it the original Hunky Kong /soy/ thread.

 β„–63676[Quote]

>>63675
thx buddy

 β„–63677[Quote]

>>63676
Additionally, there's a lot of useful info in the Hunky Kong folder since I wrote down everything I knew and learned as I went. For a bit more info on changing color palettes, let's say you want to edit Pauline's color palette (which is shared with the heart item). Her palette is 0F 30 27 24. The first number is not changeable, it's the transparent pixel - the background of an NES game is a solid color, and in the case of Donkey Kong, since it's always solid black it's can therefore be used as a black pixel. The next three numbers are the corresponding NES colors which you can see here >>63362. You can then change those to any others on the NES palette that you want.

 β„–63679[Quote]

>>63651
You can make the hack based off the Classic Series version which is more accurate to the original Arcade version (it only released in Germoney doe)
https://www.mariowiki.com/Mario_Bros._(Classic_Serie)

 β„–63680[Quote]

Oh wait you were already going to base it off of it

 β„–63694[Quote]

>>63648
Ah alright! I was planning on making it another April Fools upload for next year like past rips featuring this joke, but due to how good this ROMhack is I'll just upload it as normal

 β„–63700[Quote]

File: hunky announcement.mp4 πŸ“₯︎ (4.36 MB, 1920x1080) ImgOps

Guess what chuds

 β„–63701[Quote]

>>63700
You should make the cement (or pies I don't fucking know) brimstone

 β„–63702[Quote]

>>63701
I was thinking that. There are quite a few things going on though that we can do stuff with:
- We can add more stuff now. Because Nintendo were a bunch of lazy fucks, the sprites for each level are completely new for literally everything, although they do share palettes sometimes? Regardless, I think we can have a new small item and big item (that we can give a unique palette on level 2 and maybe 3), a new hammer (if we wanted), new troon enemies, and more. And obviously there's the pie/cement level content.
- We can do more with stuff we already have. For example: we can give Soytan a unique animation each stage. Right now it's meant to be her shouting and waving her hand, but we could do more stuff. Although it's important to keep in mind that she shares the same head sprite for both frames, so only the bottom 2/3rds of her changes (this is why I didn't fully implement the animation somebaldi made).

 β„–63706[Quote]

>>63702
Here is what you can do for replacements of the things in the games in different levels
Level 2 Troons: Pooners
Level 3 Troons: Neutralpliers
Level 4 Troons: Jartycucks
and make it where Hunky starts looking more angry throughout the levels

 β„–63707[Quote]

File: Thrembo.png πŸ“₯︎ (198 B, 16x16) ImgOps

File: gem sprite.jpg πŸ“₯︎ (149 B, 8x16) ImgOps

File: soytan.png πŸ“₯︎ (862 B, 64x64) ImgOps

File: troon sprite.png πŸ“₯︎ (258 B, 32x32) ImgOps

>>63702
Here are the sprites if anyone's interested in making new or altered content for Hunky Kong Ultimate Edition.
>Marge why are the colors like that
Colors are set for sprites in the code. So basically the colors in this you have to map to the colors in the clip (every sprite here is in the clip above), how dark or light the colors are is irrelevant. Easy to do though since there are only three colors and black. Ignore the other stuff on the zoomed out sprite sheets, it just makes it easier for me if I can paste it back in like that. For thrembo and gem-replacing items we get an extra palette (that they share), so you can use any three colors here >>63362 for that rather than just the blue, although you could still use it if you want.
>Why is Soytan like that
There are two frames, and they both share the top 8 pixels (her head).
>Can I change colors on anything else besides items
Only the hammer if you wanted to make a hammer-replacing weapon, which I actually did include the sprite for in the soytan sheet. Fire guys, besides the blue one, share the same palette every stage, so we can only have troon variants.

 β„–63708[Quote]

>>63706
Sorry, I should've worded that differently. We can have more troon enemies as in more enemies with that color palette. The items actually do have a separate palette per stage though

 β„–63709[Quote]

File: the brimstone.png πŸ“₯︎ (162 B, 16x16) ImgOps

>>63707
Oh, and the cement or pie or whatever. I like the idea of making it brimstone. It's a 16x16 sprite, but try to keep it around this height since its hitbox is only 8 pixels tall.

 β„–63710[Quote]

>>63707
And incase you want more help with the Soytan sprites, there's >>63384 and >>63403 (Pauline's sprites in the bottom right of the sheet).

 β„–63712[Quote]

Mostly bad but some good news:
So I did some testing, specifically I tried to implement the 'teen's idea of having Hunky get progressively more angry, and it turns out that Fraudtendo, despite making each stage have a whole set of the game's sprites, still has the Stage 1 sprites apply to stages 3 (laughing frog) and 4 (pegs), and only Stage 2 (cement/pie factory) has a fully unique set of sprites.
<
The good news, however, is that this still allows us to do some cool stuff. We can still have a new big item, little item, hammer/weapon (or two if we really wanted since the original wasn't changed), and troon enemy. It's a shame though, I was going to make Hunky get progressively more angry/unhappy and Soytan get progressively less sperging and actually smiling the last stage and it was going to be kino. For that I'm actually gonna downgrade the name since it's no longer deserving of the title "Ultimate", it's Hunky Kong Upgraded Edition now.

 β„–63713[Quote]

awsome i hope we do get to gamplay stuff i havent doen z80 prog in a while!

>>63360 (OP)
>A24



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