Pac-Man Vs.
Smash Rookie
- Joined
- Feb 2, 2011
- Messages
- 15
I don't have anything tangible to bring to the table. How about we just talk about our feelings for a little bit?
I love the hacking work that has been done so far. Does anyone have any ideas on where to go from here? Although some of my ideas may not be possible, these are places I'd like to see explored:
I have in my possession a few demo discs for SSBM. Boring, right? Let's hope not. Two areas that have been problematic for hackers thus far: adding new characters to the character select screen, and doing the same for stages. Well, the demos include modified stage and character select screens. They show the default character and stage select, but with nothing unlocked. However, there are no ? icons! Examining the difference between the files on the demo and in the real game should help us reverse-engineer these screens. I'd advise any interested hacker to find a copy of the following demo discs: January 2002 or March 2002 (they are identical demos) or Europe's May 2002 disc.
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edit: Now in order from easiest to hardest.
I love the hacking work that has been done so far. Does anyone have any ideas on where to go from here? Although some of my ideas may not be possible, these are places I'd like to see explored:
- Editing stage thumbnails (already do-able! Just hardly ever done.)
- Additional / alternate stages on the stage select screen
- Additional / alternate characters on the character select screen (Giga Bowser, wireframes, Master Hand...)
- Neuter or remove the YOSHIKI (memory card testing) function of the debug menu
- Default the debug menu to English
- Edit menu description text ("64 player tournament" -> "debug menu")
- Swap the placement of single-player and vs. mode, so the first menu option when you start the game is vs.
- Remove the trophy timer of the figureget stage to allow it to be fought on
- Add in a function that awards the unobtainable trophies (Samus Unmasked, Mario and Yoshi, Tamagon)
- Proper widescreen conversion: AR code to DOL modification
- Thinner HUD icons, so that when the game stretches them out they look normal
I have in my possession a few demo discs for SSBM. Boring, right? Let's hope not. Two areas that have been problematic for hackers thus far: adding new characters to the character select screen, and doing the same for stages. Well, the demos include modified stage and character select screens. They show the default character and stage select, but with nothing unlocked. However, there are no ? icons! Examining the difference between the files on the demo and in the real game should help us reverse-engineer these screens. I'd advise any interested hacker to find a copy of the following demo discs: January 2002 or March 2002 (they are identical demos) or Europe's May 2002 disc.
---
edit: Now in order from easiest to hardest.
- Editing stage thumbnails (already do-able! Just hardly ever done.)
- Proper widescreen conversion: AR code to DOL modification
- Default the debug menu to English
- Remove the YOSHIKI (memory card testing) function of the debug menu
- Thinner HUD icons, so that when the game stretches them out they look normal
- Remove the trophy timer of the figureget stage to allow it to be fought on
- Edit menu description text ("64 player tournament" -> "debug menu")
- Add in a function that awards the unobtainable trophies (Samus Unmasked, Mario and Yoshi, Tamagon)
- Additional / alternate stages on the stage select screen
- Additional / alternate characters on the character select screen (Giga Bowser, wireframes, Master Hand...)