β63360[Last 50 Posts][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 'liggerWell 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=G3By4OVaHIAThe 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 β63361[Quote]
Replace the Fire Guys with troons
β63369[Quote]
>>63368Use colors #30, #35 and #1C
β63375[Quote]
>>63373And if there's no way to make the animation look good, I can always just have the same sprite for both frames (so no animation)
β63376[Quote]
>>63373I will try my best
β63377[Quote]
Wait give me a sprite of him that's not sized up
β63381[Quote]
>>63380Replace "Nintendo Co., LTD." with "Kolyma.NET"
β63385[Quote]
>>63381It should instead just be replaced by "SOYJAK.PARTY"
β63386[Quote]
Also if you wanna replace the items you collect, you can replace the purse with a bottle of Soylent and the Umbrella with a copy of Mein Kampf
β63387[Quote]
>>63386I'm considering making the barrels soylent
β63388[Quote]
>>63387I don't know what else they can be I will just brainstorm for a bit
β63389[Quote]
WAIT YOU CAN MAKE THEM GEMS
β63393[Quote]
>>63392Let's go with Soytan lol
β63394[Quote]
>>63393Gemmy work man! Love your romhack. I should definitely learn to program for the 6502 someday
β63396[Quote]
>>63393Artist 'teen here. It's a total gem. Which are the remaining sprites to be 'jakked? Noticed that not all chud's sprites are altered yet
β63399[Quote]
>>63397Yeah it looks good. You should ask jannies for trusted status to post without MPA. Or you have a dynamic ip?
β63400[Quote]
I'm back but I did suggest that the purses should instead be diamonds (gems)
β63402[Quote]
>>63399Yeah, I always use a VPN. This should be all the Chudjak sprites (you can ignore the other ones)
β63404[Quote]
>>63403I'll redraw the remaining ones. Do I need to keep those colors?
β63406[Quote]
>>63404You don't have to, It only takes a couple seconds to change it back when I put it in. I recommend doing whatever works best for you
β63407[Quote]
I have a idea for the handling for the Pauline replacements
So there would be 3 versions of the game, one where Pauline is replaced with Mymy, Second where she is replaced by Soytan and a third one where she is replaced by Bridget (Crystal Cafe Gapejak not the tranime troon) but you can also make it where you can switch between them using a dipswitch (A thing on the NES where it switch betweens different modes on games, it was only officially used in that ultra-rare Nintendo Championship game) but I think that might be hard to put into the hack
β63409[Quote]
>>63407I don't think I'd be able to do that, but it would be really easy for me to just edit the ROM once it's finished and switch out Soytan for Mymy if somebaldi wanted to make the sprites for that.
β63410[Quote]
>>63407geg I didn't know that 'fe gapejak has a name
β63412[Quote]
Chud is almost done
β63414[Quote]
You can make the blue fire guys (who are troons in the hack) in the last level have a pink and green color palette to make them resemble pooners and you can edit the items you can collect along with Pauline
β63416[Quote]
>>63413Gemmy, I'll ad that rn. In order of priority, we have:
- Captured sprite for Soytan
- Something to replace the HRT can's animated fire on top, which shares a color palette and therefore has to be pink, blue and white. Although if nobaldi can think of anything good for it I suppose troon-colored fire on top of the barrel is kind of funny
- Something to replace the umbrella with. It shares the color palette of the bag, which I'm changing into a gem, so it can only be dark blue, light blue, and white (and black).
I need to check the color palettes for the rest of the items to see what is linked to what. I don't want to have anyone make sprites that we can't use because it's linked to something that needs certain colors.
β63417[Quote]
>>63416For example, moving barrels (the ones that roll at you) share a color palette with the hammer, so it's probably best to think of something that would work for both. The hammer is honestly pretty good as itself though, so it's more about having a color scheme for the barrels that fits the hammer
β63418[Quote]
Dis is a gem
β63422[Quote]
>>63419Geg, I'll add the thrembo and troon flag. I should be able to send a clip in a couple minutes. I don't think the barrel should say hrt, I think it'd add more variety (and make more sense in the very important lore) if it's soy or hunky related.
β63425[Quote]
>>63422there is no lore btw
β63426[Quote]
>>63424finally anpoorved, animations look gemmy. will you change the title text?
β63430[Quote]
Looks like we altered all sprites. Are there any remaining? Like those larger fireballs
β63431[Quote]
>>63430There's quite a few left. I've had problems with the colors for a bit (I just spent a half-hour trying to fix the in-game UI text turning blue; turns out the first color of the umbrella palette also determines the UI color for some reason, so I had to remake and re-put in the item sprites once I figured that out). Basically I'm going to figure out what palettes are connected to which things, and then I'm going to write them out here so it makes this easier for everyone.
<That being said, Stage 2 is basically complete:
β63432[Quote]
>>63431It's, like, already 70% of all stuff is done in 1.5 days. We're fast geg
Why is there no hunky climbing animation? Not ready yet?
And gem looks small, I can redraw it if you want
β63433[Quote]
>>63362Connected color palettes that I know of (there may be unforeseen consequences like w/ the thrembo and gem and UI). The numbers are the color palette they share. I can change those colors to anything.
06 27 02 - Hammer and Moving Barrels
15 2C 06 - (Second Level) Steel Beam Platforms and Ladders and Oil Barrel (marge what oil barrel)
2C 27 02 - (Third Level) Platforms and Ladders and Removable Supports
16 30 27 - Fire Ball and Fire (coming out of barrel) and Fire Guys (Third Level) [that's the guy we haven't made into something else yet, this color palette is the troon now btw]
I believe not connected to anything are:
30 12 24 - (Third Level) Items (For Extra Points)
27 02 17 - Barrels (the stacked First Level decoration)
06 30 12 - Hammer (Third Level, shares Stage 1 sprite though)
30 12 24 - (Third Level) Items
30 27 16 - Pulleys (Second Level)
2C 16 13 - Blue Fire Guy (Third Level) [I like the idea of inverting its colors so its orange and red instead and making it a seething feraljak face, if possible]
And there's the title text and stuff, but I'm going to do all of that. We don't have to change a few if those if we don't want, like the ladders and platforms.
β63434[Quote]
>>63433I'll experiment with fires for now, I have some ideas
β63437[Quote]
>>63436Apparently Nintendo only released the good version of NES Donkey Kong in 2010 on the Wii and DS, although it runs perfectly fine on an actual NES I guess. Wtf.
β63439[Quote]
>>63432The gem is an 8x16 sprite so you could make it really tall geg, but it can't get any wider
β63442[Quote]
>>63436Are you planning to find a non-cut version? And how hard will it be to transfer stuff done on this rom to another one?
β63444[Quote]
>>63442Pretty hard unfortunately, especially if I go as far as to make custom sfx or music (not that I'm able to do much; this is done by literally editing each individual byte and seeing what happens)
β63447[Quote]
>>63373I've grown to like the troon animation. The spastic annoying stimming fits
β63448[Quote]
Can't do anything wholesome with fires, tried to draw trannyfur (same colors), jartycuck and brandon sprites but they look way too bad. I'll leave the fires for someone else to 'jak
β63449[Quote]
Issa gem.
β63475[Quote]
Make the princes cobblestone
β63478[Quote]
>>>63430
>>>63431
You could make the big fireballs into the hanging troonjaks I drew yesterday. Also, maybe you could recolor the moving platforms on 75M to use the same color as the frog's lips. That way they'd still be red instead of white.
You could make the HRT barrel purple too, it would make the girder shading a little less ugly. Use color #04 o algx
β63479[Quote]
>>63478#03 would also work.
β63480[Quote]
>>63478I mean, don't actually change the palette of the moving platform/frog. Just redraw the moving platform sprite to be red (it can still be shaded doe)
β63485[Quote]
>>63843
>Exploring 4chan's HATEFUL Donkey Kong ROM Hack (DO NOT DISTRIBUTE)
>The Most Disturbing Mario Game Ever Made
>The Racist, Transphobic Hack that Romhacking.net refised to Take Down
β63489[Quote]
>>63488it's very impressive
β63494[Quote]
>>63488Isn't that hack by failtroll niggers
β63504[Quote]
>>63488GEG what a gemerald. It might be gemmy to make a ROMhack of this and soyify everything (/calm/ clouds, scaled down pngs for every big graphic, and putting in soy pixel art people have made in the past would be easy for me to do), but it'd probably still take a lot of people pitching in. Has anyone actually make a sharty Super Mario World ROMhack yet btw?
β63505[Quote]
>>63504I like the frog-colored platform, it adds a bit of variety
β63506[Quote]
>>63478The problem I have with that is that it's really unintuitive for a live enemy to look hung. And it'd look a bit goofy wandering around like that.
<One of the main things I wanted to add when I started this was a seething feraljak. I'm gonna try to make the "Blue Fireball" (not blue once I change his palette) into this, and if it doesn't look good I'll go back to the drawing board.
β63507[Quote]
>>63506And we need some actual IAS
β63509[Quote]
>>63504Would there be a soyjak party themed SMB3 hack?
β63510[Quote]
>>63509From what I understand SNES hacks are a lot easier than NES hacks, which is why there are so many more SMW hacks. I like Super Mario Bros 3 a lot more so I'd rather have that, but with the SNES we can do gemmier stuff too, especially with the sfx and music.
β63513[Quote]
>>63512Ooh good idea, I'll try this right now.
β63514[Quote]
>>63506I was totally wrong spade barrel/troonjak 'teen, it actually works really well. Once I get the pooner color palette in I'll send a clip
β63518[Quote]
>>63517I think there are a few letters not used at all in the whole game, "X" and maybe "Z". I'll have to double-check that, but I could just replace those with whatever I want too
β63526[Quote]
There exists a version of the game with the Cement Factory level in it, I wonder if you can put the things from your hack into this and try to do something with that level
https://www.mariowiki.com/Donkey_Kong_Original_Edition β63527[Quote]
>>63526Once I complete the hack, I'm going to take a look at that and see if it's possible, but I'll say now that it's very unlikely. If I see anything that would be a headache - for example, not being able to just paste in the sprites I've slowly put into this ROM - then I won't do it.
β63528[Quote]
I just found out there is 2 different types of Fire Guys so you make the one in Stage 3 Neutralpliers
β63529[Quote]
Made a tnew hread on /soy/ so I'd hopefully get a few more 'teens finding it. The last few things I need help with are listed there if anyone wants to check that out. Also the best gameplay clip yet.
https://soyjak.st/soy/thread/16603307.html#16603390 β63534[Quote]
I know this is unrelated but would you help me with a SMB3 hack possibly
I'll do the ideas and you do the hack
I'm writing the replacements for the characters on Notepad and I'm trying to figure what the Goombas and Koopas should be replaced with
β63535[Quote]
>>63534After this I'm gonna take a break for a while. I've spent at least 20 hours the past three days working on this. But Super Mario Bros 3 is one of the most beginner-friendly NES games to mod. There are a ton of tools made for it, especially if all you're trying to do is change the graphics or levels.
β63536[Quote]
Do I make the title theme the Chudbob Soypants song "All The Things She Said", yes or no
β63540[Quote]
>>63515This is a certified diamond in the making, your pixel art is on point
β63543[Quote]
>>63536This is fucked. I should never have done this.
SNCA: So I went to the section of the code where I know the music is, and decided to try and figure out how the music engine works. Ok, looks good so far, each hex value is a different note. But the hex values are just so damn far apart, like I could tell one was only two notes above another but it was like 5A and 80. Ok, whatever, if they're just randomly assigned to each note, then I'll go through each note one-by-one and write in notepad which is which. So I start writing them down, and I realize that there are hex values that… do nothing? and I realized they alter the length of the note before them. Ok, whatever. But the biggest problem is that I don't know these notes. I'm not particularly good with music, and I can't identify the notes by ear. This is about an hour in, so I decide to figure something out. I tried to find a website that would identify notes, but I can't, but then I remember I have FL Studio. So I look stuff up a bit, and find out there's a program built-in that has a feature where it tries to identify each note. Luckily in FCEUX I can disable the other triangle and other square, so that makes things easy for me. So I record it with audacity, put the sound in, figure out how to do that, and it mostly works. Now I'm making slightly more progress writing down each note. But it's still fucked, and some of them just don't work sometimes? And there's only, like, 6 written down, which isn't nearly enough for the song. And I haven't even touched the triangle or other square yet. But at this point I'm like 3 hours into trying to add custom music. I can't give up. Then I remember this was made by Nintendo, and they re-use a lot of their code. So I start researching Super Mario Bros music customization, and I found this document put together by a Chinese dude that barely speaks English. I can tell this shit is ancient because he put his email in it. But after reading through, I tested it and it actually does use the same music engine as SMB, so now I can actually start putting in the song.
β63545[Quote]
>This is fucked. I should never have done this. SNCA: So I went to the section of the code where I know the music is, and decided to try and figure out how the music engine works. Ok, looks good so far, each hex value is a different note. But the hex values are just so damn far apart, like I could tell one was only two notes above another but it was like 5A and 80. Ok, whatever, if they're just randomly assigned to each note, then I'll go through each note one-by-one and write in notepad which is which. So I start writing them down, and I realize that there are hex values that⦠do nothing? and I realized they alter the length of the note before them. Ok, whatever. But the biggest problem is that I don't know these notes. I'm not particularly good with music, and I can't identify the notes by ear. This is about an hour in, so I decide to figure something out. I tried to find a website that would identify notes, but I can't, but then I remember I have FL Studio. So I look stuff up a bit, and find out there's a program built-in that has a feature where it tries to identify each note. Luckily in FCEUX I can disable the other triangle and other square, so that makes things easy for me. So I record it with audacity, put the sound in, figure out how to do that, and it mostly works. Now I'm making slightly more progress writing down each note. But it's still fucked, and some of them just don't work sometimes? And there's only, like, 6 written down, which isn't nearly enough for the song. And I haven't even touched the triangle or other square yet. But at this point I'm like 3 hours into trying to add custom music. I can't give up. Then I remember this was made by Nintendo, and they re-use a lot of their code. So I start researching Super Mario Bros music customization, and I found this document put together by a Chinese dude that barely speaks English. I can tell this shit is ancient because he put his email in it. But after reading through, I tested it and it actually does use the same music engine as SMB, so now I can actually start putting in the song.
β63549[Quote]
>>63543Honestly idk what music to suggest
What will be hanging tranny's "scared" pallette?
We can use excessive letters
>>63517 here to add a small picture, like swede's eyes
I'm busy today so I won't be of any help. (everything is already drawn doe) And I like the idea of SMW romhack, let's make it after we finish this one
β63556[Quote]
>>63555Why it sounds so bad is that the length of the notes is coded somewhere in the music engine. In SMB it's not like that. So the game start sound for example, if the exact notes are placed in the title music, they're turned staccato. That means Square 1 and triangle, the other two "instruments", are almost useless in a fast-paced song like this (and square 1 isn't even able to play noise because of it)
β63557[Quote]
>>63556I should clarify, the length of the notes is determined *per song* in the sound engine.
β63558[Quote]
The random sfx in it I just forgot to get rid of for the clip, so it's not that bad. But it's bad. Man. JSID
β63559[Quote]
>>63555On the bright side, there's the really cool thing I wanted to show off. I managed to get Hunky's face on the title screen.
β63561[Quote]
>>63555Repeating same note multiple times sounds annoying, but it's not equivalent to 'g
>>63559Yeah it's a gem. How did you do that? And is it possible to place full body hunky there?
β63562[Quote]
Also I 'chived first /soy/ thread
megalodon.jp/2026-0630-1647-11/
https://soyjak.st:443/soy/thread/16587299.html β63563[Quote]
>>63561What I did was I repurposed the extra tiles from the removed letter and top of the O (now the U) by lining up their positions and then changing the hex value of their sprite to the corresponding pieces of Hunky. I don't think there's enough spare pieces to make a full Hunky (iirc there were 5, and I used 4 of them for him, and there's only four I can see there that I could steal off by taking one from the G, O, top K and bottom K), but it's still pretty cool imo. I could theoretically make almost anything I want there, including a half-decent Soyjak Party logo, if I had enough tiles to work with. And it obviously shares the palette so I'd have to change that. Hunky was also pretty convenient in that his sprites aren't that far away from the pipe, so it was easy for me to just count to them.
<I looked a bit more and there's a ton of unused graphics available that I could replace with whatever I want. I'm gonna test if I can replace the actual text with random graphics, because if I can, I'll be able to put the imp eyes in the place of where the 2026 is.
β63567[Quote]
>>63555did you do backups? also trips
β63587[Quote]
>>63567Yeah, I just reverted it though. I did change the Stage 1 theme and it turned out good I think.
β63593[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.
β63595[Quote]
>>63593Do 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 β63601[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.
β63605[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.
β63608[Quote]
>>63605Ask quote before posting?
β63609[Quote]
quote upload this seca to the sharty main server
β63613[Quote]
>>63605A '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
β63614[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.
β63615[Quote]
>>63614Idk 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.
β63620[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?
β63624[Quote]
>>63555Could I upload this onto ChudGunner?
β63626[Quote]
Made the 'ki page, it's on anpoorvol now (and its media too)
β63631[Quote]
>>63630Nice, 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 β63635[Quote]
Gemerald
Hunky Kong Country series when?
β63639[Quote]
'emmy work
β63643[Quote]
>>63631The '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.
β63644[Quote]
>>63643The "L" thing doesn't stand for Luigi, it stands for Level
β63645[Quote]
>>63644I might be retarded
β63647[Quote]
>>63646>>63645it's alright fella.
β63649[Quote]
>>63647I'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.
β63651[Quote]
>>63620I 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.
β63652[Quote]
>>63651Forgot 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 β63655[Quote]
>>63651Correction: 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.
β63661[Quote]
>>63651So 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.
β63664[Quote]
>>63661Holy 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.
β63674[Quote]
how do you edit both palettes and sprites?
β63677[Quote]
>>63676Additionally, 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.
β63679[Quote]
>>63651You 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) β63680[Quote]
Oh wait you were already going to base it off of it
β63694[Quote]
>>63648Ah 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
β63701[Quote]
>>63700You should make the cement (or pies I don't fucking know) brimstone
β63702[Quote]
>>63701I 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).
β63706[Quote]
>>63702Here 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
β63707[Quote]
>>63702Here are the sprites if anyone's interested in making new or altered content for Hunky Kong Ultimate Edition.
>Marge why are the colors like thatColors 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 thatThere are two frames, and they both share the top 8 pixels (her head).
>Can I change colors on anything else besides itemsOnly 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.
β63708[Quote]
>>63706Sorry, 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
β63710[Quote]
>>63707And incase you want more help with the Soytan sprites, there's
>>63384 and
>>63403 (Pauline's sprites in the bottom right of the sheet).
β63712[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.
β63713[Quote]
awsome i hope we do get to gamplay stuff i havent doen z80 prog in a while!
>>63360 (OP)>A24 β63892[Quote]
>>63713I wasn't planning on doing on gameplay stuff since the ROMhack was finished and this is just a port to a superior version of the game, but I suppose we could. Or you could, because I'm not nearly skilled or knowledgeable enough to do anything more than very minute changes. It'd probably be better to wait until the Mario Bros ROMhack for that though.
β63895[Quote]
Sorry for no update the past few days, I've been busy. I should actually just make a consolidated post of what I'm doing here since I only half-explained what I'm doing in the last few messages.
<I have successfully ported Hunky Kong to the version of the game where Donkey Kong climbs the ladder, and it also has the pie/cementy level (you can see both here
>>63700). It was actually really easy, I didn't expect that at all. Not only is there the new content in that level available to us to gem up, but because of how Nintendo added those features, we can add totally new content and actually have more than the game itself does. The new content we are able to add is:
- 1 new big item (sharing a palette with the new small item)
- 1 new small item (sharing a palette with the new big item)
- 1 new troon enemy (using the troon palette)
- 2 new hammers/weapons (we never changed the og hammer)
- 1 8x16 object to replace the cement/pie, although it can technically be taller since it's a 16x16 sprite
<The sprites to change, the colors available to us, and other information is above. I'm not going to make a thread on /soy/ until I have a day where I can actually bump it every hour or so and keep it alive, since I'm busy rn. In my opinion, the order of priority for if/what to change is the cement/pie, troon enemy, big item, small item, and hammers. I can always just use the thrembo and gem, and it seems kind of hard to make anything gemmy in the place of the hammer.
<I'm still going to be busy for a while, so I'm going to wait to make a thread on /soy/ (if nophono cares or sees this in /v/) until I can at least reppy it for a couple hours.
β63902[Quote]
>>63896Nice work so far man
β63913[Quote]
>>63895Brimstone can be recolored as is, I posted it before
Small item can be a key or soylent bottle from here
>>63392With big item we can make 'za, bigger gem or soylent XL
β63947[Quote]
>>63916The 'za is the best
β64136[Quote]
Up
β64442[Quote]
someone should make a Hunky kong jr o algo
β64558[Quote]
>>64553Just added an updated Thanks and Credits .txt. Besides that, if a 'kiGOD can add some of this to the Hunky Kong article I'd greatly appreciate it. I think that's the last thing that needs to be done for Hunky Kong to be completely finished.
β64602[Quote]
>>64553GEG Alicia really looks like this, nice work
I'll update the 'ki article tomorrow. I've sent new media to anporval, once it's there I'll add it to page and also link the article from other pages.
There are mistakes in credits, I'm the 'teen who made Hunky in /soy/ (that's why I'm "Hunky artist"). Also some other stuff is not mine. That's how it was:
Hunky artist 'teen - made Hunky himself, some Chud sprites, kidnapped Soytan sprite, troon flag, thrembo and various scrapped items like a giant gem, tall gem, big soylent bottle, and key. Also helped a lot with the 'ki article. Thank you!
Artist 'teen 2 (Spade barrel/troonjak guy) - made Troon, Soytan, Mymy, spade barrel, and various items like mein kampf (scrapped), soylent bottle and pepe. Thank you!
Soyteen "Bob" - Helped with ideas and suggestions throughout the whole process.
β64650[Quote]
page is ready but not approved yet