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

 β„–63360[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 '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

 β„–63361[Quote]

Replace the Fire Guys with troons

 β„–63362[Quote]

File: ClipboardImage.png πŸ“₯︎ (353.71 KB, 1280x720) ImgOps

>>63360 (OP)
This is the color palette we have to work with. You can choose any three of these colors along with black.

 β„–63364[Quote]

File: Chudjak Sprite Sheet 1.png πŸ“₯︎ (337 B, 32x32) ImgOps

>>63360 (OP)
Chudjak sheet 1. Ignore the colors, the actual palette is chosen through the code

 β„–63365[Quote]

File: Chudjak Sprite Sheet 2.png πŸ“₯︎ (750 B, 32x32) ImgOps

File: Chudjak Sprite Sheet 3.png πŸ“₯︎ (687 B, 32x32) ImgOps

Sheet 2 and 3

 β„–63368[Quote]

File: Troondonkeykong.png πŸ“₯︎ (438 B, 330x160) ImgOps

Is this good enough? I kind of eyeballed the palette. (Yes, xer mouth in the second frame will be transparent, but maybe that's ok because donkey kong's background is mostly black.)

 β„–63369[Quote]

>>63368
Use colors #30, #35 and #1C

 β„–63370[Quote]

>>63368
Looks very good

 β„–63373[Quote]

File: hunky troon.mp4 πŸ“₯︎ (12.89 MB, 1280x720) ImgOps

>>63368
geg. Can you make a 2-frame walking animation for it? I made a placeholder one, but you can probably tell it sucks. I know there's not much room to work with, but try to make the troon tweaking a bit if you can since the animation is so fast (I might be able to change the animation speed, but it's a bit of a long shot and another thing I'll leave to see if it's feasible for the ending)

 β„–63374[Quote]

File: Estrogen barrel sprite.png πŸ“₯︎ (321 B, 16x16) ImgOps

Estrogen barrel sprite incase anyone wants to try making it not so bad looking:

 β„–63375[Quote]

>>63373
And 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)

 β„–63376[Quote]

>>63373
I will try my best

 β„–63377[Quote]

Wait give me a sprite of him that's not sized up

 β„–63378[Quote]

File: Hunky Kong Troon Sprite-1.png πŸ“₯︎ (606 B, 32x32) ImgOps

File: troon walking sprite (1).png πŸ“₯︎ (379 B, 32x32) ImgOps


 β„–63379[Quote]

File: Untitled (5).png πŸ“₯︎ (456 B, 16x16) ImgOps

File: ezgif-7da600f9374a6528.gif πŸ“₯︎ (247 B, 16x16) ImgOps

It looks like shit but I tried my best, you can tweak it a bit

 β„–63380[Quote]

File: ClipboardImage.png πŸ“₯︎ (11.11 KB, 901x879) ImgOps


 β„–63381[Quote]

>>63380
Replace "Nintendo Co., LTD." with "Kolyma.NET"

 β„–63382[Quote]

File: Pepe and Soytan.png πŸ“₯︎ (321 B, 50x24) ImgOps

Here's a Pepe replacing the spring and Soytan for Pauline. You'll have to change Pauline's palette to match the chud's.
i could change Soytan to Mymy though

 β„–63384[Quote]

File: NES - Donkey Kong Ripped S….png πŸ“₯︎ (25.22 KB, 484x421) ImgOps

>>63381
Gemmy, I'll add the frog right now. I forgot to send it earlier, but here's the full sprite sheet of every character/item/object in the game. You could try making a Mymy as well if you want to see how it compares, but that Soytan actually looks pretty good.

 β„–63385[Quote]

>>63381
It should instead just be replaced by "SOYJAK.PARTY"

 β„–63386[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

 β„–63387[Quote]

>>63386
I'm considering making the barrels soylent

 β„–63388[Quote]

>>63387
I don't know what else they can be I will just brainstorm for a bit

 β„–63389[Quote]

WAIT YOU CAN MAKE THEM GEMS

 β„–63390[Quote]

File: Identifying Gems with Cob….jpeg πŸ“₯︎ (281.74 KB, 924x1200) ImgOps

>>63389
Doing this

 β„–63392[Quote]

File: Zelligpixelart.png πŸ“₯︎ (589 B, 330x330) ImgOps

>>63384
>>>63386
I tried.

 β„–63393[Quote]

>>63392
Let's go with Soytan lol

 β„–63394[Quote]

>>63393
Gemmy work man! Love your romhack. I should definitely learn to program for the 6502 someday

 β„–63396[Quote]

>>63393
Artist '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

 β„–63397[Quote]

File: ClipboardImage.png πŸ“₯︎ (10.2 KB, 418x277) ImgOps

>>63396
I can send them, gimme a sec. I made a second frame for Soytan and I think it looks pretty good. I have no idea how I pulled this off. I also fixed the estrogen barrel so it says HRT now

 β„–63399[Quote]

>>63397
Yeah it looks good. You should ask jannies for trusted status to post without MPA. Or you have a dynamic ip?

 β„–63400[Quote]

I'm back but I did suggest that the purses should instead be diamonds (gems)

 β„–63402[Quote]

>>63399
Yeah, I always use a VPN. This should be all the Chudjak sprites (you can ignore the other ones)

 β„–63403[Quote]

File: all chudjak sprites.png πŸ“₯︎ (8.15 KB, 128x128) ImgOps

>>63402
Whoops, forgot to send it

 β„–63404[Quote]

>>63403
I'll redraw the remaining ones. Do I need to keep those colors?

 β„–63406[Quote]

>>63404
You 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

 β„–63407[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

 β„–63409[Quote]

>>63407
I 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.

 β„–63410[Quote]

>>63407
geg I didn't know that 'fe gapejak has a name

 β„–63412[Quote]

Chud is almost done

 β„–63413[Quote]

File: 1778885122017d.png πŸ“₯︎ (4.03 KB, 128x128) ImgOps

>>63409
Done. Any other sprites to edit?

 β„–63414[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

 β„–63415[Quote]

>>63384
>Total Hammer Death

 β„–63416[Quote]

File: Soytan Sprites.png πŸ“₯︎ (837 B, 54x24) ImgOps

>>63413
Gemmy, 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.

 β„–63417[Quote]

>>63416
For 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

 β„–63418[Quote]

Dis is a gem

 β„–63419[Quote]

File: 1777592572061m.PNG πŸ“₯︎ (21.53 KB, 749x754) ImgOps

File: 1782685516100u.png πŸ“₯︎ (751 B, 48x48) ImgOps

>>63416
'tan is done, and I replaced fire with troon flag. We can write hrt on barrels too, idk what to do with umbrella doe

 β„–63420[Quote]

File: 1779291793755h.png πŸ“₯︎ (254 B, 16x16) ImgOps

it will be a thrembo

 β„–63421[Quote]

File: 1780755270762l.png πŸ“₯︎ (241 B, 16x16) ImgOps

version with bolder bottom line

 β„–63422[Quote]

>>63419
Geg, 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.

 β„–63424[Quote]

File: fjghdjfkbgjkdfhg.mp4 πŸ“₯︎ (10.46 MB, 1280x720) ImgOps


 β„–63425[Quote]

>>63422
there is no lore btw

 β„–63426[Quote]

>>63424
finally anpoorved, animations look gemmy. will you change the title text?

 β„–63427[Quote]

>>63426
Title goes last

 β„–63428[Quote]

File: 1782369205140k.PNG πŸ“₯︎ (7.95 KB, 517x518) ImgOps

>>63427
cement can be recolored into brimstone. Or if it shares color with hunky it'll be poop

 β„–63430[Quote]

Looks like we altered all sprites. Are there any remaining? Like those larger fireballs

 β„–63431[Quote]

File: jflkdgdfg.mp4 πŸ“₯︎ (5.89 MB, 1280x720) ImgOps

>>63430
There'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:

 β„–63432[Quote]

>>63431
It'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

 β„–63433[Quote]

>>63362

Connected 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.

 β„–63434[Quote]

>>63433
I'll experiment with fires for now, I have some ideas

 β„–63436[Quote]

File: its over hanging cobson.jpg πŸ“₯︎ (183.63 KB, 768x859) ImgOps

>>63432
>why is there no hunky climbing animation?
I hadn't even thought about that. I figured maybe it was only for the final stage. So I looked it up, and I realized I got the fucking pozzed version where he just doesn't climb evendoe they left half of the assets in the game

 β„–63437[Quote]

>>63436
Apparently 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.

 β„–63439[Quote]

>>63432
The gem is an 8x16 sprite so you could make it really tall geg, but it can't get any wider

 β„–63440[Quote]

File: Replace Purse With Gem.png πŸ“₯︎ (149 B, 8x16) ImgOps


 β„–63442[Quote]

>>63436
Are you planning to find a non-cut version? And how hard will it be to transfer stuff done on this rom to another one?

 β„–63443[Quote]

File: 1778803898194q.png πŸ“₯︎ (223 B, 8x16) ImgOps

taller gem

 β„–63444[Quote]

>>63442
Pretty 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)

 β„–63447[Quote]

>>63373
I've grown to like the troon animation. The spastic annoying stimming fits

 β„–63448[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

 β„–63449[Quote]

Issa gem.

 β„–63453[Quote]

File: ClipboardImage.png πŸ“₯︎ (15.53 KB, 953x913) ImgOps

Last update for tonight. Added spade barrels

 β„–63475[Quote]

Make the princes cobblestone

 β„–63476[Quote]

>>63475
Princess*

 β„–63478[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

 β„–63479[Quote]

>>63478
#03 would also work.

 β„–63480[Quote]

>>63478
I 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)

 β„–63483[Quote]

File: 1780550100135q.jpeg πŸ“₯︎ (5.25 KB, 172x219) ImgOps

>posting this to romhacking.net

 β„–63485[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

 β„–63488[Quote]

File: 1779144397674c.jpg πŸ“₯︎ (11.8 KB, 407x435) ImgOps

File: 1781408672992y.mp4 πŸ“₯︎ (5.09 MB, 720x540) ImgOps

>>63485
>Racist, Transphobic Hack
That's apparently a real thing geg
https://www.smwcentral.net/?p=viewthread&t=126116&__cf_chl_f_tk=sS25tjMzauCdD4LUG2WGtkke2GBPsCwr1xPtkC0Jow0-1782742686-1.0.1.1-crci8MPmZIiNzc9z1cA.mXhz1IkICc35Vhi0lprrE5I
>It's racist, sexist, transphobic, and insensitive all-round. It straight up has doxing info inside it.
>It's horrible, and the tech inside does not make up for how awful it is.

 β„–63489[Quote]

>>63488
it's very impressive

 β„–63494[Quote]

>>63488
Isn't that hack by failtroll niggers

 β„–63504[Quote]

>>63488
GEG 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?

 β„–63505[Quote]

>>63504
I like the frog-colored platform, it adds a bit of variety

 β„–63506[Quote]

File: ClipboardImage.png πŸ“₯︎ (20.09 KB, 421x776) ImgOps

>>63478
The 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.

 β„–63507[Quote]

>>63506
And we need some actual IAS

 β„–63508[Quote]

File: ClipboardImage.png πŸ“₯︎ (470 B, 63x56) ImgOps

>>63507
Update: it's over. The blue "scared" form of the Stage 3 fireball shares the same sprite as its non-blue form, it just has a different color palette. And the first form uses the same palette as the Stage 1 fireball that we made into troon. So our options in terms of what would look good are very limited, unfortunately.

 β„–63509[Quote]

>>63504
Would there be a soyjak party themed SMB3 hack?

 β„–63510[Quote]

>>63509
From 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.

 β„–63512[Quote]

File: Pooner-ACK.png πŸ“₯︎ (261.94 KB, 837x850) ImgOps

>>63508
Make it resemble a pooner with the color palette

 β„–63513[Quote]

>>63512
Ooh good idea, I'll try this right now.

 β„–63514[Quote]

>>63506
I 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

 β„–63515[Quote]

File: ClipboardImage.png πŸ“₯︎ (9.63 KB, 717x634) ImgOps

No clip rn, my internet connection is horrible right now and can barely load anything. Screenshot though

 β„–63517[Quote]

File: ClipboardImage.png πŸ“₯︎ (2.23 KB, 580x172) ImgOps

We have a couple things to work with here. On the left is what used to be a copyright symbol, and is an 8x8 sprite. I tried to make a swede but couldn't do it. The ".," is not actually two characters, it's another 8x8 sprite. What we could is actually put them side-by-side and make a 16x8 sprite if there's no way to come up with something gemmy out of two 8x8 ones.

 β„–63518[Quote]

>>63517
I 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

 β„–63519[Quote]

File: ClipboardImage.png πŸ“₯︎ (16.52 KB, 581x257) ImgOps

>>63518
I'm gonna get a bit crazy here. I know the hex values for the characters, so I'm going to see if I can put in values past those and get these other sprites. If I can, I can get an exclamation mark for something, idk what, maybe Soyjak.Party!, and I can get one that looks like an apostrophe for when I change the "GAME OVER" text.

 β„–63526[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

 β„–63527[Quote]

>>63526
Once 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.

 β„–63528[Quote]

I just found out there is 2 different types of Fire Guys so you make the one in Stage 3 Neutralpliers

 β„–63529[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

 β„–63533[Quote]

File: ClipboardImage.png πŸ“₯︎ (62.9 KB, 1464x626) ImgOps

Title is happening. Progress is really slow, but I might - only might - be able to do something really cool here. If I can, I'll show everybaldi with a screenshot

 β„–63534[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

 β„–63535[Quote]

>>63534
After 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.

 β„–63536[Quote]

Do I make the title theme the Chudbob Soypants song "All The Things She Said", yes or no

 β„–63537[Quote]


 β„–63540[Quote]

>>63515
This is a certified diamond in the making, your pixel art is on point

 β„–63543[Quote]

File: ClipboardImage.png πŸ“₯︎ (224.67 KB, 1624x931) ImgOps

>>63536
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.

 β„–63545[Quote]

File: 1773257961288t.jpg πŸ“₯︎ (107.32 KB, 1000x1000) ImgOps

>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.

 β„–63549[Quote]

File: 1780527635153g.PNG πŸ“₯︎ (1.84 KB, 106x24) ImgOps

>>63543
Honestly 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

 β„–63555[Quote]

File: Its Almost G.mp4 πŸ“₯︎ (2.64 MB, 1152x648) ImgOps

What the hell am I even doing man. I spent 5 hours on this and it sounds so bad it might as well be 'g

 β„–63556[Quote]

>>63555
Why 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)

 β„–63557[Quote]

>>63556
I should clarify, the length of the notes is determined *per song* in the sound engine.

 β„–63558[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

 β„–63559[Quote]

>>63555
On 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.

 β„–63561[Quote]

>>63555
Repeating same note multiple times sounds annoying, but it's not equivalent to 'g
>>63559
Yeah it's a gem. How did you do that? And is it possible to place full body hunky there?

 β„–63562[Quote]

Also I 'chived first /soy/ thread
megalodon.jp/2026-0630-1647-11/https://soyjak.st:443/soy/thread/16587299.html

 β„–63563[Quote]

>>63561
What 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.

 β„–63567[Quote]

>>63555
did you do backups? also trips

 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

 β„–63892[Quote]

>>63713
I 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.

 β„–63895[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.

 β„–63896[Quote]

File: Scrapped Feraljaks.png πŸ“₯︎ (347 B, 16x33) ImgOps

And if nobaldi can think of anything gemmy to replace the pie/cement with (I like the brimstone idea but idk how easy it'd be to sprite), I could try making this scrapped feraljak head a little thinner and turned sideways to be used for it.

 β„–63902[Quote]

>>63896
Nice work so far man

 β„–63913[Quote]

>>63895
Brimstone can be recolored as is, I posted it before
Small item can be a key or soylent bottle from here >>63392
With big item we can make 'za, bigger gem or soylent XL

 β„–63914[Quote]

File: 1780267336411j.png πŸ“₯︎ (277 B, 16x16) ImgOps

for small item

 β„–63916[Quote]

File: 1781272376381s.png πŸ“₯︎ (483 B, 48x16) ImgOps

Pick which one is better. Soylent has same pallette btw

 β„–63947[Quote]

>>63916
The 'za is the best

 β„–64136[Quote]

Up

 β„–64442[Quote]

someone should make a Hunky kong jr o algo

 β„–64553[Quote]

File: Hunky Kong Upgraded Editio….mp4 πŸ“₯︎ (20.32 MB, 1920x1080) ImgOps

Was finally able to sit down and finish Hunky Kong Upgraded Edition. It took longer than I'd expected it to since I ran into a few problems, but I managed to implement everything I wanted to. I even sprited another troon enemy (Alicia) for the brimstone factory and I think it turned out quite good. I'm going to make a post to /soy/ right after this. I think I'll be able to just put the folder with Upgraded Edition in the same MEGA folder as the one that has Hunky Kong so we don't need a new download link, but we'll see.
<imagine this is trailer text o algo below
Hunky Kong Upgraded Edition has officially released. The new content includes:
<
- A whole new level: the Brimstone Factory, where conveyor belts fling brimstone in your way
- 2 new items: 'za and soylent
- 2 new enemies: Alicia, a fat blob of a troon who guards the Brimstone Factory (as you can probably tell, he eats the brimstone), and brimstone, which kills you
- 2 new weapons: Ruby and gem battleaxes (it's not that sharty related, but I thought it would be kind of aryan and what soyteens would want to wield against troons)
- Hunky Kong is now able to climb
- Improved color palettes and small bug fixes/changes

 β„–64558[Quote]

>>64553
Just 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.

 β„–64602[Quote]

>>64553
GEG 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.

 β„–64612[Quote]

>>64602
Fixed it, thanks.

 β„–64650[Quote]

page is ready but not approved yet



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