Aurum's Mods

On this page, I occasionally write in more detail about my mods and projects. Think of it as a lite-version of a typical blog. Furthermore, you can also find some information about some of my scrapped projects here.

Blast Corps Save Editor

The Github repository and downloads can be found here.

My very first real program was a save game editor for a game you may have never heard of: Blast Corps, an action puzzle game created by the legendary developers at Rareware. I played it a lot when I was a young kid and messed around with cheat codes and the RAM of that game. Frankly, the controls and graphics of this game did not age well, but the kick-ass soundtrack and fun levels still make me revisit the game occasionally. The first version of this tool was developed in late 2016 and... wow, it was really bad code. Regardless, it was decent enough to edit save files.

Blast Corps uses 512 bytes of EEPROM to store progress. I found it hard to believe that these few bytes could store all the information like the player's name, unlocked levels, clear times for all the levels and more. I was able to figure out the format by inspecting value changes whenever I progressed during my playthroughs. However, there was a big problem for me to grasp... checksum values. This number is used to verify the integrity of the stored save data. In other words, an invalid checksum makes the game interpret the data as corrupted and the player is forced to create a new save file. Huge thanks to queueRAM who reverse-engineered the game's checksum algorithm.

In Autumn 2020, I reviewed my old code and decided to rewrite the entire tool from scratch. This was quite fun because I could directly check how my coding skills have improved over the years. It may be a simple save editor, but this program will always have a special meaning for me since it was my very first proper programming project.

Neo Mario Galaxy

Click the logo for screenshots, credits, download links and setup instructions.

Neo Mario Galaxy is the very first big and completed Super Mario Galaxy 2 hack of all time. I decided to mod one of my favorite games of all time when I discovered a trailer for another modding project called SMG2.5 in 2014. Unfortunately, I had a lot of trouble dumping the game's files and getting the proper tools. Once I figured everything out, SMG2.5 was already cancelled...

As the time passed, I got my first custom levels working. In retrospect, the overall designs of these levels were not great at all. Regardless, I wanted to go for my own full-sized SMG2 hack! That project was initially known as Super Mario Galaxy 3.A. Luckily, I came up with a better name: Neo Mario Galaxy, a new SMG2 experience! I gathered a small team (shoutout to Splitwirez) of interested people and worked on more ideas and concepts... but things never really took off, there was little progress. The only galaxy with decent progress was Galactic Greens, also known as Galactic Apex. You can find a bunch of videos of this galaxy on my Youtube channel. Up until 2017, I developed a few more custom levels that were not related to NMG at all.

In May 2017, I gathered my best ideas and finished levels and decided to put them into one big thing. About 4 of the 8 galaxies were in a playable or in a finished state by that point. The first teaser showing the reincarnated project was uploaded in June. In the course of one month(!), I was able to finish the four other galaxies as well. The Neo Mario Galaxy Discord server was founded by me around that time and I met some nice and helpful people there. That server is now Luma's Workshop. On July 26th 2017, the first playable version was released to the public. Oh boy, it was major success! The downloads counter skyrocketed and several streamers played the game. There is a small speedrun community dedicated to NMG as well.

Over the years, the mod received a few major updates. In 2020, I added Green Stars, the possibility to play as Luigi and more custom models. A few galaxies were drastically redesigned as well. Finally, in 2023, Neo Mario Galaxy received the last major update that includes an improved Daredevil Mode, tons of new objects and even more custom models.

To this day, Neo Mario Galaxy remains the most famous Super Mario Galaxy hack ever. It has been downloaded over 25,000 times and people still love to play it.

Touchstone Mines

Download this custom level here.

Captain Toad Treasure Tracker is a gem, a masterpiece regarding level design and creativity. Super Mario 3D World introduced Captain Toad puzzle levels, but these are lackluster compared to the stages you can find in Treasure Tracker. It came as a surprise that this game was not only re-released for the Nintendo Switch, but also introduced multiplayer and the Special Episode DLC. The base game also features four very large and creative levels based on kingdoms from Super Mario Odyssey.

Likely by accident, the Nintendo Switch version covers a large portion of unused content. This includes debugging assets, various leftover models from Super Mario 3D World, prototype models, unused objects and tons of unused stages. Among these are the levels that were shown in the E3 2014 trailer. One unique level from that trailer is seemingly lost in the final game, but its unfinished assets still exist! I wanted to restore the unfinished concept and turn it into a well-polished level. This includes improved lighting, object placement, sounds for objects, a setup for Pixel Toad, custom text and a preview picture. It was a lot of fun to mess around with this level. Maybe there will be more custom levels for this game in the future.

Flip-Swap Galaxy Remake

Download this custom level here.

In 2016, I modded Super Mario 3D Land for a short period of time. The game had a somewhat functional level editor and a stage format that resembles Super Mario Galaxy's so that I quickly got used to the essentials. I experimented with several objects to create small custom levels, but most of them were scrapped due to bad level design. Nevertheless, one of the levels I worked on was a recreation of Flip-Swap Galaxy from SMG2. SM3DL does not have many electrical-themed obstacles and enemies, so I decided to go with spiky elements instead. The Boomerang Flower, one of the new power-ups introduced in this game, also makes an appearance here as it is rarely used in the original game. This is the only finished original level of a scrapped project called - you guessed it right - Neo Mario 3D Land.

Li'l Brr Battlefield

Click one of the screenshots to watch the trailer on MTLenz' Youtube channel.

Super Mario Galaxy 64 is a hack of SMG2 which consists of remaked levels from Super Mario 64 and its DS upgrade. While it aims to stay faithful to the original game, it is not an exact remake, as several assets and mechanics have been altered for a more unique experience. This is how MTLenz – the project's creator – describes his mod. Just in time with Christmas, a Holiday Special demo was released in 2017 to promote the project. It featured recreations of Cool Cool Mountain and Snowman's Land as well as a winter-themed version of Bob-omb Battlefield. Whereas the first two levels were created by MTLenz himself, I designed and created Li'l Brr Battlefield. To this day, I would rank it among my best custom levels considering level design. Despite the apparent camera issues, the boss fight against Sorbetti is my personal highlight in this stage. This galaxy shows a lot of potential and I would really like to see a remastered version with updated models and cameras someday.

ACDLC and ACWC24

Before I created ACDLCinst, I researched Animal Crossing City Folk's DLC item format as I wanted to create my own items. This has been accomplished already a decade earlier by the people over AiboHack. They added crazy HDLC (Hacked DLC) items that swarmed people's save files. Among these were the infamous Shiny Blue Pikmin hat, Guitar Axes, Lightsabers and more. My younger self was fascinated by this and it further boosted my interest in video game modding in general. I cannot recall how and why I got the motivation to look into this matter back in 2019. Anyway, I was able to break down the basics needed to create my own items and I started to write Python scripts to help me with that. My first custom item was flooring, the so-called Gracie tile which you can see in the screenshot above.

However, there was no way other people could receive new DLC such as my new item. So I had to create another tool to set up the distributable packages, including the DLC header, Pete's letters and item data. It caused a lot of trouble first, to say the least... Nevertheless, I managed to fully understand the basics of the DLC system and I created the first working distributables and injected them into my save data. What a success, Pete actually delivered the letter and special item!

As far as I'm aware, WiiLink24 uses ACWC24 along with scripts to generate the distributables automatically. I presume both ACDLC and ACWC24 would have succeeded a decade earlier, but I was too young to grasp the idea of programming in general.

ZeldaDX

The first The Legend of Zelda game did not age well due to its heavy reliance on the game's manual and confusing world design. Nevertheless, the game was a major success back in the 1980s and it sparked one of the largest video game franchises of all time. It may be one of the first (more or less) open world games in history. Around 2018, I became interested in developing my own small games from scratch. As I did not want to bother with my own game design and conceptualization, I wanted to recreate the original Zelda game in Java to learn the essentials. While the project had great progress overall, I wanted the game to grow larger. I realized that the NES style was not visually appealing at all and the code contained was very convoluted. Especially the assets manager was pretty much non-existent and all objects used the same animation frames at the same time...

In 2020, I rebooted the project and a lot of progress was done in a short amount of time. First, I decided to go with Link's Awakening's appealing graphical style. Then, I began to experiment with the underlying core of the engine and got the basics done. Some day, I discovered a discontinued project by Iris Hurt who recreated Link's Awakenings engine in GameMaker. It turned out that they originally worked on a The Legend of Zelda remake by themself as well. They mapped the entire maps of Hyrule and Level 1. Their work is great and should not be lost in time, so I converted their maps to my project. Now, one could be asking why I did not continue their GameMaker project. However, my plan was to create my own engine in order to practice and learn more about game development in general, so that was not an option.

ZeldaDX is not only a remake of the very first Zelda game. I also planned a lot of extra content and aspects to spice things up. For example, the rings from the Oracle games make a return in this remake. More dungeons and the integration of the Second Quest are among the considered features. As of now, there are no playable builds and the project is kept closed-source for the time being. I occasionally return to this project when I'm really bored.

Cutting Room Floor

This section is dedicated to abandoned projects. I am 100 % certain that this is an incomplete listing.

"Zelda"

A Java clone of the very first The Legend of Zelda game that I developed back in 2017 and 2018. Although I made decent progress, I scrapped the project due to really bad code quality and unoriginality in terms of gameplay. Instead, I started working on a Game Boy-styled remake of the first Zelda game. Most of the items did not work; only the bow had proper functionality if I recall correctly.

Secret Mario Galaxy

Originally envisioned as a spin-off of Neo Mario Galaxy, featuring variations of the secret levels from Super Mario Sunshine. The only published build contains three awful levels. The best of the three was eventually reworked into Turnlog Galaxy and included in Neo Mario Galaxy. The Yoshi level was recreated in 2020 and slated for inclusion as a bonus level in Neo Mario Galaxy, yet to be scrapped again.

Neo Mario Bros. Rii

There were a few Neo Mario titles that have been abandoned. One of them was a hack of New Super Mario Bros. Wii. A halloween-themed demo was in the works but all that remains of that is an unfinished ghost house level. It also featured a couple new objects (well, reskins) including Fake Star Coins and Giant Monty Moles.

Neo Mario 3D Land

The series of scrapped Neo Mario hacks continues... At some point, I wanted to create a pack of custom levels for Super Mario 3D Land as well. A five-level version consisting of one new level, the Flip-Swap Galaxy remake detailed earlier on this page, and four remixed ones was finished but never released as its quality was deemed bad.

Pokémon SpaceGold and SpaceSilver

When the Spaceworld demo of Pokémon Gold and Silver leaked, I knew what had to be done. Lack of motivation, so it was abandoned... All of the maps were already imported and a couple of new areas were implemented as well. At one point I encountered a strange glitch that messed up Pokémon sprites on the status screen... You may check out the recreations of the Spaceworld incarnation of Pokémon Gold and Silver made by other people.

Pokémon Royal Sword and Royal Shield

A mod of Pokémon Sword and Shield that aimed to improve the core game with updated base stats, restored moves, new items, new encounters, updated trainer parties and much much more. Although a decent amount of work was finished, I eventually lost motivation since there are enhancement mods of these games already.

Pokémon Azure

A Pokémon fangame created using Pokémon Essentials. I do not recall much about this project, but it featured a tropical islands setting. Some of the islands were named after chemical elements. The game was also meant to include secret bases and some sunked ship dungeon.

Other