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This whole segment will need multiple new cutscenes, animations, actors, textures, text, and maps (well at least one) to even work and thus I'm thinking it might not work the way I want it to.įurther on that last point, the reason why is because of what goes on in this segment is something that is supposed to mess with your head. For one level I have this idea for a "mind-screw room" where the level takes you to another level where a mini-dungeon of sorts occurs, though it is restricted to "one" room that keeps changing over time. Lastly, the hardest part, for one of these levels I have a crazy idea that might be better suited to it's own ROM hack. Basically, is this done by using normal hacking tools to make a hack and then turn the hack into a 64DD ROM or do you have to hack it differently? I know someone has done this, but I'm not sure how to do it exactly myself or if it would be worth the effort to do that (given how difficult it may be, but maybe it's easier than I think it is). Then there's idea I have for how I want to make this hack, I'd like for it to be a 64DD disk that an Ocarina cart will load. Also, combined with an improvement someone else made to use the D-Pad to quickly access Boots and Ocarina, possibly other functions. The puzzles in this levels will be reworked to work in Ocarina's rules. I'd like to add some original levels as well as some levels from Majora's Mask (to make a pseudo-URA Zelda hack, or psuedo-beta restoration hack, only adding these levels to extend the adventure). I'm not sure there's enough space for them in the ROM. I want to mainly keep the original levels and add some new ones. These were arcade versions of games.I have an idea for a hack of Ocarina of Time, but I'm not sure if it is fully possible, in both the limits of the game itself and of the Nintendo 64.įirst, there's the levels I want to add to the game. Most of these roms are Japanese, as this practice occured mainly in Japan. O (NP) Nintendo Power magazine has been known to release games only available to its subscribers. Certain carts combined into new games much like the Sonic & Knuckles lock-on technology by Sega. O (ST) The Sufami Turbo device allowed two Game Boy sized carts to be plugged into the SNES. These games were only playable during the show, and thus stop after an hour, and many were timed so that only certain time periods were playable.
#OCARINA OF TIME HOW TO MAKE A ROM HACK TV#
Roms were transmitted along with a TV show which was connected to the game in some way. O (BS) Broadcast Satellaview was a satellite receiver for the Super Famicom in Japan. O Mapper hack: These games have been patched to run on NES boards of type #, following the iNES numbering standard. O Patched for use with Front Far East copiers To prevent piracy, each game used a different permutation of the NES palette, unscrambled by the video chip at run time. O (VS) VS Unisystem, an NES-based arcade game platform. The machines had a choice of 10 games to choose from and ran for about 3 minutes on 25 cents. O (PC10) Pla圜hoice 10 was an arcade unit which played exact copies of NES games in an arcade cabinet. O (PRG #) Same as but more likely to use the publisher's official version numbering O Bung fix: rom has been modified to run on Bung's 1.0 flash carts * (M#) Multiple languages (for example, M3 for three languages) * Trained: A trainer is a combination of an intro and one or more cheats the intro allows the player to turn cheats on or off. * Overdump that contains repeated data that should be discarded * Hack, such as a release group's intro, cheating, compatibility with multiple regions, graphic changes, or even a total conversion of the game engine
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* Cracked, that is, fixed to run better on a copier or emulator More rarely, an FTP upload may have been corrupted.
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* Bad dump: These usually happen with a bad electrical connection or an incompatibility between the game and the copier. * Alternate version of a rom, to fix bugs or to eliminate compatibility with Game Genie or Action Replay codes