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BobSchneeder45

@bobschneeder45.bsky.social

Romhacker working mostly on SNES games.

50 Followers  |  11 Following  |  24 Posts  |  Joined: 13.11.2024
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Posts by BobSchneeder45 (@bobschneeder45.bsky.social)

Yeah I've been thinking about simultaneous multiplayer all throughout the projectπŸ˜…. Seems like it would be more feasible in a port though, just to avoid sacrifices.

23.02.2026 14:33 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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That will have to do... The disassembly of Bubble Bobble 2 is now available on GitHub! Both US and JP ROMs can be built.
github.com/bobschneeder...

22.02.2026 23:43 β€” πŸ‘ 17    πŸ” 6    πŸ’¬ 1    πŸ“Œ 0
Bubble Bobble 2 (Japan) (Debug menu enabled).ips

Here's a patch for the Japanese version to show the menu at bootup. Controls:

2P UP/DOWN: Increase/decrease number
2P A: Start round
1P A: Play sound
1P B: Play music

drive.google.com/file/d/1JMq9...

04.02.2026 22:01 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Indeed it has! The number is used to pick a sound, music track or round depending on what you press.

04.02.2026 21:44 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Looks like the Japanese version has a debug menu! So far I've seen code for level select and sound+music test.

04.02.2026 21:14 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Working on making the Japanese version buildable. Aside from the various enemy differences, there are a ton of invisible differences only found in the code.

04.02.2026 18:22 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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And apparently there's a scrapped cutscene with three actors listed after the intro πŸ€”

02.01.2026 04:27 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Getting back to the disassembly now that another project's done. Now labeling the cutscene scripts. There's also a similar, larger scripting language used for enemy projectiles.

02.01.2026 01:06 β€” πŸ‘ 4    πŸ” 1    πŸ’¬ 1    πŸ“Œ 0
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Look at him go!

22.11.2025 12:55 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Breaking things to find what's what in RAM.

19.11.2025 21:33 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Doing a disassembly of Bubble Bobble 2 for the NES just for fun. Soon buildable but will also need further cleanup so that the code can be freely edited.

13.11.2025 14:32 β€” πŸ‘ 23    πŸ” 7    πŸ’¬ 0    πŸ“Œ 0
The Ticking Memories: A Clock Tower Fan-Animated Short
YouTube video by Roskiart The Ticking Memories: A Clock Tower Fan-Animated Short

"The Ticking Memories"
A Clock Tower fan-animated short
By @roskiart.bsky.social
Starring:
@solarianights.bsky.social
@skylarxene.bsky.social
@ashlieh-ajc.bsky.social
@dfletchervo.bsky.social
@mariavoiceactor.bsky.social
youtu.be/xBD6hOeZE4o?...
#クロックタワー #clocktower #horror #animation #fanmade

18.09.2025 21:18 β€” πŸ‘ 8    πŸ” 6    πŸ’¬ 1    πŸ“Œ 3
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More mischief from Bobby.

16.09.2025 19:14 β€” πŸ‘ 4    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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First test run of a panic event didn't go according to plan.

16.09.2025 19:13 β€” πŸ‘ 10    πŸ” 6    πŸ’¬ 2    πŸ“Œ 0
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Some more footage from the development of Clock Tower Advance. You may have noticed how there is much less lag in this port compared to the original, thanks to the newer hardware. I wanted to be sure scrolling wouldn't bog it down though so I made this test.

16.09.2025 19:12 β€” πŸ‘ 8    πŸ” 6    πŸ’¬ 3    πŸ“Œ 0
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I started out by porting the menus and special cutscenes to test the waters. Made this little timelapse of that initial work period.

13.09.2025 23:23 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

My first GBA homebrew is here! Thanks to the libgba and Maxmod libraries along with @blamerobots.bsky.social's fantastic work on the soundtrack, getting this done was a surprisingly smooth experience!

13.09.2025 15:51 β€” πŸ‘ 7    πŸ” 4    πŸ’¬ 1    πŸ“Œ 0
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Surprise!
The last official release gets an English fan patch thanks to @bobschneeder45.bsky.social !
Download Clock Tower for WonderSwan (English V. 1.1) now on Archive.org!
archive.org/details/cloc...
#クロックタワー #ワンダースワン #clocktower #wonderswan #fanpatch #translation

27.08.2025 04:12 β€” πŸ‘ 51    πŸ” 31    πŸ’¬ 1    πŸ“Œ 3

The Cutting Room Floor article can be found here: tcrf.net/Proto:Clock_...

23.06.2025 22:26 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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I've been helping out on Boogal and Iccanobif's translation of Super Fire Pro Wrestling Special by Human Entertainment, out now! Lots of shared code found in Clock Tower as well. Reworking the name entry screen for the translation was a fun challenge.
www.romhacking.net/translations...

03.03.2025 02:11 β€” πŸ‘ 5    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
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Got smoother turning and analog support working for the first person mode in Clock Tower 2. Still need to fix hotspots behind you being visible in front.

18.01.2025 22:10 β€” πŸ‘ 3    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0

For now, you can try out this mode with the following cheat codes:

(US)
300957EC 0004
3009490A 0001

(JP)
30095A78 0004
30094B96 0001

09.01.2025 01:41 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Scissorman in first person

Scissorman in first person

There's apparently an unused first person mode in Clock Tower 2. Might make this fully playable in the future by adding controls for turning.

09.01.2025 01:40 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Zoom-in on Jennifer and Scissorman with debug text

Zoom-in on Jennifer and Scissorman with debug text

Learning Ghidra has led to a slew of new finds in Clock Tower 2 (PS1)! The demos had some debug menus that could be ported to the retail version. Patches are available here:
romhackplaza.org/romhacks/clo...

04.01.2025 14:01 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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With the available disassembly I was able to implement a save system in Mega Man 7 and turn it into a standalone patch. Download here:
romhackplaza.org/romhacks/meg...

All three regions are supported.

14.12.2024 04:56 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Been tinkering a bit with the Mega Man 7 disassembly (github.com/Yoshifanatic...) and saw the game has the same kind of anti-piracy features as Mega Man X, though not as thorough. Here's what happens after hitting 128 enemies with the Mega Buster if SRAM was detected:

13.12.2024 12:56 β€” πŸ‘ 5    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0