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rom hacking hentai game


mayaktheunholy

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Re: rom hacking hentai game

If you really want to make a ROM hack with no prior knowledge, your best bet is to use a game that already has a lot of tools made for it. For example, Gen 3 Pokémon - there are tools that will let you edit the maps, add any scripting you want, change sprites, change moves, etc, etc. Here: is a good place to start.
There are also a lot of tools for Super Metroid, as I said before.


But looking into it a bit, it still requires some assembly hacking even for games with established toolsets. Especially if you want to add H elements. You would either have to remove content to make room or expand the ROM (not easy from what I gather). As far as adding animations anyway. Making a simple nude sprite for the player would be pretty simple with the toolsets available for certain games.

As for the debate on whether it's worth it or not, I can't say, I'm not qualified. I've only tried making from scratch. The only one who could give an expert opinion would be someone who has done both. Made games from scratch and hacked existing ROMs.
 

spacegodzilla

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Re: rom hacking hentai game

Pretty much what stuntcock and golwas said. Unless you're going to use it as a learning project, it'll be a lot easier and less frustrating to just find the resources online and make an H version from scratch. Even with tutorials and pre-built tools to modify games, it's far from easy to insert new functions into an existing game.

I think Pokemon is probably the ROM game with the most tools and documentation/tutorial to edit graphics, scripts, etc. but I haven't found any mods for it that are drastically different from the original game.
 

habisain

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Re: rom hacking hentai game

As someone who's done both (at a hobby level, and under a different alias) my assessment is this:

You'd be far, far, far better off doing things from scratch.

"Proper" Romhacking (i.e. not using the specialised tools that exist for e.g. Pokemon) is very hard - whatever you think the difficulty is, you're underestimating it. I'd be surprised if adding additional animations to any of the old SNES games is feasible on a technical level (remember that the more common forms of romhack will at most modify graphics). In addition you've got a problem in that there aren't enough people with the knowledge to work on it, and the fact that modifying code that's already been compiled is really hard work in comparison to writing it. And finally, you're talking about modifying games to contain new elements - this is normally a really bad idea, on the grounds that the games as is are considered "good games" and adding new elements will likely damage the good elements of the original game.

I honestly cannot see how it wouldn't be easier to program your own game and use that instead. Especially considering that most of the art/level assets you'd be after have already been dumped and are easily obtainable.
 

golwas

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Re: rom hacking hentai game

Also programming your own game would leave you with some actual practical skills. Forgive me if this is wrong but I think Rom hacking knowledge is pretty esoteric and useless outside of rom hacking.

And personally I don't see the appeal in turning Metroid into an H-game anyways. Why would you want to slander the great Samus Aran? Hasn't she suffered enough at the hands of Team Ninja?
 
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kamakichi

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Re: rom hacking hentai game

Well, thank you all for you enswers, i now understand why there wasn't any hentai romhack easily foundable out there :) there is too much drawback with rom hacking, no matter what the project is it seems to be a better idea to use the technologies of our time to make the games we want to see.
i guess i wasn't the only one not knowing a lot about rom hacking and asking myself questions about it, i hope this thread might learn things to people who were asking themselfs questions about rom hacking, and the ones that really want to go through the troubles to produce their projects :)
 

mayaktheunholy

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Re: rom hacking hentai game

As someone who's done both (at a hobby level, and under a different alias) my assessment is this:

You'd be far, far, far better off doing things from scratch.

"Proper" Romhacking (i.e. not using the specialised tools that exist for e.g. Pokemon) is very hard - whatever you think the difficulty is, you're underestimating it. I'd be surprised if adding additional animations to any of the old SNES games is feasible on a technical level (remember that the more common forms of romhack will at most modify graphics). In addition you've got a problem in that there aren't enough people with the knowledge to work on it, and the fact that modifying code that's already been compiled is really hard work in comparison to writing it. And finally, you're talking about modifying games to contain new elements - this is normally a really bad idea, on the grounds that the games as is are considered "good games" and adding new elements will likely damage the good elements of the original game.
First, not trying to argue or be sarcastic here. Serious questions.
I get that "properly" hacking a rom without any tools would be harder than making one from scratch, but that isn't what at least I was talking about. I wasn't trying to argue that point in the first place.

But what about something like Super Metroid, where you have multiple established tools and a wealth of information on hacking it? Would it be easier to create an engine *that polished* from scratch? Would it live up to what people would expect from a game using Super Metroid's graphics? Surely you know people would piss and moan incessantly if it was even slightly off from what they have built up in their minds as one of the greatest platformers ever made.

And I can't think of any SNES roms that do this off the top of my head, but there is at least one precedent for adding a lot of new content (yes, including animations) for an NES rom. Zelda - the Legend of Link (original Zelda hack, expands it from a 129k rom to a 2049k rom and adds a lot of content, new mechanics, new items etc.).

Probably comparing apples and oranges though. Don't know if NES would be easier due to simplicity or harder due to limitations.

I honestly cannot see how it wouldn't be easier to program your own game and use that instead. Especially considering that most of the art/level assets you'd be after have already been dumped and are easily obtainable.
This has been done for Chrono Trigger at least, Humbird0 made several mini-games with the sprites. But those were just mini-games, nothing even approaching an actual recreation (of course they weren't intended to be, no offense to Humbird0). And that's the only example I can think of.

Again, it goes back to the fact that you'd be trying to recreate from scratch an experience most of your players would be *highly* biased about. (even more than players usually are)

Also programming your own game would leave you with some actual practical skills. Forgive me if this is wrong but I think Rom hacking knowledge is pretty esoteric and useless outside of rom hacking.

And personally I don't see the appeal in turning Metroid into an H-game anyways. Why would you want to slander the great Samus Aran? Hasn't she suffered enough at the hands of Team Ninja?
Well apparently there is this thing called rule 34, and some people find it rather appealing. (ok that was sarcastic)
 
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habisain

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Re: rom hacking hentai game

First, not trying to argue or be sarcastic here. Serious questions.
I get that "properly" hacking a rom without any tools would be harder than making one from scratch, but that isn't what at least I was talking about. I wasn't trying to argue that point in the first place.

But what about something like Super Metroid, where you have multiple established tools and a wealth of information on hacking it? Would it be easier to create an engine *that polished* from scratch? Would it live up to what people would expect from a game using Super Metroid's graphics? Surely you know people would piss and moan incessantly if it was even slightly off from what they have built up in their minds as one of the greatest platformers ever made.
OK, serious answers. At the very least Super Metroid tools don't have anything (to my knowledge at least) on adding new AI or new animations - I'd speculate that both of these would be an absolute bare minimum to make a decent H-hack. I'd also speculate that tools of this nature are fantastically rare for any game, especially on modifying the AI. There's been a lot of discussion about the physics of Super Metroid, so I think that there's enough info out there to reimplement the physics (and to be fair, they're pretty simple physics really). Of course, it could be easier - there's multiple reimplementations of the Sonic engine for example, which are completely imperceptible compared to the Genesis version.

And I can't think of any SNES roms that do this off the top of my head, but there is at least one precedent for adding a lot of new content (yes, including animations) for an NES rom. Zelda - the Legend of Link (original Zelda hack, expands it from a 129k rom to a 2049k rom and adds a lot of content, new mechanics, new items etc.).

Probably comparing apples and oranges though. Don't know if NES would be easier due to simplicity or harder due to limitations.
I think the bits where he goes into detail about how hardware errata limit compatibility with newer hardware/emulators illustrates exactly how hard it is, though. In any case, my area of concern with the SNES is that this is the first generation of console to have a concept of VRAM, and my suspicion is that this would constrain the number of animations you could add to most games as VRAM would be at a premium. Of course, in a cartridge based format there's likely some way around it, but adding new emulated hardware to a game is quite likely to be infeasible - if not impossible.

This has been done for Chrono Trigger at least, Humbird0 made several mini-games with the sprites. But those were just mini-games, nothing even approaching an actual recreation (of course they weren't intended to be, no offense to Humbird0). And that's the only example I can think of.

Again, it goes back to the fact that you'd be trying to recreate from scratch an experience most of your players would be *highly* biased about. (even more than players usually are)
You make one assumption here: that people are playing the hentai version of a game for the same reasons as the original. I do not believe that this is the case. Hence I'd think provided that it is 'close enough', it should do. And as I mentioned earlier, hardcore fans have provided a wealth of info on the physics/design/etc of these games, so close enough should quite easily achievable.

On the specific point of Humbird0's work - he's certainly limited by the Flash engine that he's using. And the fact that most of what I'm aware of isn't really an RPG, and so not really helpful to compare to Chrono Trigger. In any case, I'd point out the example of Cosmic Star Heroine (currently being developed), which from what I've seen gets very, very close to the feel of Chrono Trigger as 'proof of concept' for reimplementing this engine.

However, as a minor flaw to this argument: most H-game teams are quite small, whereas the triple-A games of yesteryear had fairly large teams. Even though re-implementing the games engine would be less work than hacking the existing engine, it's still a lot of work, and this would probably be the reason for any deficiencies of the game when compared to the original as a game. Although, this is in the same way that the H-version would be the better source of porn than the original.
 

mayaktheunholy

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Re: rom hacking hentai game

OK, serious answers. At the very least Super Metroid tools don't have anything (to my knowledge at least) on adding new AI or new animations - I'd speculate that both of these would be an absolute bare minimum to make a decent H-hack. I'd also speculate that tools of this nature are fantastically rare for any game, especially on modifying the AI. There's been a lot of discussion about the physics of Super Metroid, so I think that there's enough info out there to reimplement the physics (and to be fair, they're pretty simple physics really). Of course, it could be easier - there's multiple reimplementations of the Sonic engine for example, which are completely imperceptible compared to the Genesis version.
First, thanks for taking this seriously and answering, it's good to have your insight on this matter. This is actually something I was wondering about for a while now. I would like to test some of this out myself, but I have too many irons in the fire at this time to learn a whole new skillset. And I wouldn't be able to make the H-sprites anyway, I am definitely not a 2d guy. Still talking SM here, I could -probably- take the sprites and try to reproduce the engine (I think I could do at least most of it), but I would still need a spriter for at least the H portions.



I think the bits where he goes into detail about how hardware errata limit compatibility with newer hardware/emulators illustrates exactly how hard it is, though. In any case, my area of concern with the SNES is that this is the first generation of console to have a concept of VRAM, and my suspicion is that this would constrain the number of animations you could add to most games as VRAM would be at a premium. Of course, in a cartridge based format there's likely some way around it, but adding new emulated hardware to a game is quite likely to be infeasible - if not impossible.
Not impossible, unless I am seriously misunderstanding the histories on some of the hacks I've played, this has already been done. Final Fantasy 6 comes to mind, and I know there were others, will look through and get back to you on that, hopefully with links to said hacks. I've played a lot of hacks, that's partly why I'm following this line of thinking so far. That and the original games are part of my childhood and teenage years.



However, as a minor flaw to this argument: most H-game teams are quite small, whereas the triple-A games of yesteryear had fairly large teams. Even though re-implementing the games engine would be less work than hacking the existing engine, it's still a lot of work, and this would probably be the reason for any deficiencies of the game when compared to the original as a game. Although, this is in the same way that the H-version would be the better source of porn than the original.
Yeah, my take on doing this was no matter which way you go, you would have a mountain of work. Just a matter of which mountain is easier to climb.
 

habisain

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Re: rom hacking hentai game

Not impossible, unless I am seriously misunderstanding the histories on some of the hacks I've played, this has already been done. Final Fantasy 6 comes to mind, and I know there were others, will look through and get back to you on that, hopefully with links to said hacks. I've played a lot of hacks, that's partly why I'm following this line of thinking so far. That and the original games are part of my childhood and teenage years.
Well, I had a quick scan through the list of hacks at Romhacking.net and the one thing that leaps out at me is that FF6 is actually a game where this would be relatively easy, because it wouldn't be placing too much demand on VRAM. VRAM would only limit the number of sprites/animations you could display on screen simultaneously; my concern is that adding H-animations which have to display immediately would exhaust VRAM very quickly. As FF6 would be placing fairly low demands on VRAM in the first instance (in battles only small player sprites are animated, limited number of monster types), it would certainly be more 'feasible' to add additonal sprites. Of course, not done SNES hacking specifically so not entirely sure, but that's my feeling on it, anyway.

On another note: look at the credits list for . There are indie game dev teams with less members.
 

freeko

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Re: rom hacking hentai game

Personally I would actually want to see things like this happen. However I also think that the amount of work involved seems like it would be prohibitive to do.

Why not just learn game maker for example, and make something similar to what you want to go about rom-hacking?

The various rpgmakers have nes/snes graphic level sprites in them as well, so for an rpg that you want to re-do, that seems like it would be a fairly viable option as well.

Would I like to see super punch out!! with a bunch of girls that lose their tops and what not, yes I would. Do I think it is worthwhile to just about completely rip apart the snes cart to make it happen? Likely not as I personally do not have the ability to make it happen just yet. Could I instead possibly make something similar in game maker? I think I could actually so for me the choice is pretty clear as to how I personally would go about doing something like this.
 

MajorKagami

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Re: rom hacking hentai game

what about using Garry's Mod? you have so much already there to work with its just getting the H. if some one figures a way to make H game play with that it would be pretty interesting.
 

mayaktheunholy

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Re: rom hacking hentai game

Well, I had a quick scan through the list of hacks at Romhacking.net and the one thing that leaps out at me is that FF6 is actually a game where this would be relatively easy, because it wouldn't be placing too much demand on VRAM. VRAM would only limit the number of sprites/animations you could display on screen simultaneously; my concern is that adding H-animations which have to display immediately would exhaust VRAM very quickly. As FF6 would be placing fairly low demands on VRAM in the first instance (in battles only small player sprites are animated, limited number of monster types), it would certainly be more 'feasible' to add additonal sprites. Of course, not done SNES hacking specifically so not entirely sure, but that's my feeling on it, anyway.

On another note: look at the credits list for . There are indie game dev teams with less members.
Yeah, that is one of the hacks I was thinking about, they added a lot to that one, doubles the size of the rom. I've noticed it tends to be that way with the larger, more recent, hacks. The author built on the previous work of multiple other hacks and patches, including them all in his hack (I think he only directly worked with a couple of them). So it wasn't really a dev "team". I knew it would take a game well established in the hacking community to have a chance at what we are talking about though.

On the subject of VRAM, I have no idea how it works for the SNES. As you mentioned before, it probably depends on the game. One of the advantages of game carts was they could add hardware as well as software. I wonder where consoles would be today if they had stuck with that (or gone back to it)? I know at first it was about the amount of data you could fit on a disc, but now look at what they can fit on a tiny USB drive or SD card.

And I still remember reading somewhere about expanding the VRAM for an SNES rom. Not sure where I read that though. They may have just been talking about the possibility of doing it.


what about using Garry's Mod? you have so much already there to work with its just getting the H. if some one figures a way to make H game play with that it would be pretty interesting.
Like AceofWind said, this is more along the lines of PC game modding, similar to but different than what we are talking about. And he made a thread for it. And there is already a community that makes H content with Garry's Mod and Source Film Maker.
 
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