(1051 to 1060) of 1834 Results
New Documents Added to the Database
01 September 2011 2:44AM EST - Update by RHDNBot
This is an automated message generated by ROMhacking.net’s RHDNBot.
The following Documents have been submitted and approved to the database (in submitted order oldest to newest):
- Crystalis Monster Data (Game Specific)
- Crystalis Shop Prices Data (Game Specific)
- Archive formats in Gyakuten Kenji 2 (File Formats)
- Kaeru no Tame ni Kane wa Naru Technical Notes (Game Specific)
- Memory Address List (Game Specific)
- Alter Ego C Source Code (Source Code)
- Color Dreams Lockout Chip Stunner (Source Code)
- Crystal Mines Source Code (Source Code)
- Boogerman (Source Code)
- Pocahontas Source Code (Source Code)
- Freefall Source Code (Source Code)
- Hero Quest Source Code (Source Code)
- John Smith Source Code (Source Code)
- Magician Source Code (Source Code)
- OneBus Clone Unit Source Code (Source Code)
- Secret Scout in the Temple of Demise Source Code (Source Code)
- SH657X ICE Source Code Development Package Famicom Clone Unit (Source Code)
- Color Dreams NES Programming Manual (Assembly)
- Electronix Corp NES Schematic (Hardware Info.)
- PDS 6502 Programming Manual (Assembly)
- Alien 3 Music Source Code (Assembly)
- Beauty and the Beast Music Source Code (Source Code)
- Bram Stoker’s Dracula Music Source Code (Source Code)
- Overlord Music Source Code (Source Code)
- Robocop 3 Music Source Code (Source Code)
- Technocop Music Source Code (Source Code)
- Everynes - Nocash NES specs (Hardware Info.)
- NES Music Ripping Guide (Miscellaneous)
- NES Music Format Specification (File Formats)
- Final Fantasy 1 Music Driver Disassembly (Source Code)
- Famicom Disk System Technical Reference (Hardware Info.)
- FDS Sound (Hardware Info.)
- FDS Loader Documentation (Hardware Info.)
Maten Douji Translation Released
26 August 2011 11:17PM EST - Update by Pennywise
Today I have released a translation for Maten Douji. I am extremely satisfied with how the hacking turned out for this project and I implore all of you to spend an afternoon to enjoy this wonderful game splendidly hacked by me and beautifully translated by Eien ni Hen.
Debias: Legendary Space-Time Hero English Translation Released!
26 August 2011 5:33PM EST - Update by Gil Galad
Debias: Legendary Space-Time Hero, formally known as Jikuu Yuuden Debias has been released as a 100% full English translation. This game is a Famicom game with an accessory that can be viewed at my website that will help you during your adventure in using the Zodiac like wheel. I also have maps given to me by reyvgm and the original manual from Pennywise.
This game somewhat resembles Cadash and has day/night cycles similar to Castlevania II without the messages. After passing Elbos Gate, you’ll find three doors leading to very large areas to explore. You can read more about it in the readme file I provided with the patch.
A big thanks to Steve Martin for translating the scripts and also to Paul Jensen who translated the title for the game.
Have fun and enjoy!
Monster Rapist Updated To Version 2.0
23 August 2011 9:38PM EST - Update by Jomb
Jomb’s been hard at work on his Monster Party editor since the initial release over a year ago.
The changes are too numerous for me to even remember them all, but here are some of the major ones:
- Now there is has a sprite editor. You can rearrange all the sprites in the game, you can change which palette each tile uses and what it’s draw style is. Furthermore, you can remove a tile from one sprite, then add it to another sprite as a new tile.
- All the enemies and bosses in the game can be edited, you can change practically everything about them from where they start at, how much life they have, how fast they animate, what item they are carrying, you can change their collision detection information making them larger or smaller, how many points they are worth if defeated, what type of projectile they have if they have one and how it behaves.
- You can now view where enemies are on the round maps, and move them around.
- There is now a place in the editor to arrange the tiles for the static screens of the game (such as the title screen), and most of them can also have their palette arrangements changed.
- You can now edit how any block on the level maps behave by changing it’s perceived type. For example, you can make any block be a platform, a spike, water, a doorway, etc.
- There are now thousands of gameplay hacks you can apply to the game which do anything from making Mark jump higher, have a longer bat, crawl or walk faster or slower. These hacks can also be used to make bizarre and crazy behavior in the game, for example its possible to make the imp on round 7 telekinetically throw mark around the screen, or the minotaur boss on round 3 pull you to him to attack.
Basically this is now a platform by which even a ROM-hack beginner could make a new game based on the Monster Party engine instead of just being a level editor.
Also this is likely the final version of this editor, as Jomb feels there is little left to do with it and wants to move on to other projects.
New Hacks Added to the Database
21 August 2011 12:28AM EST - Update by RHDNBot
This is an automated message generated by ROMhacking.net’s RHDNBot.
The following Hacks have been submitted and approved to the database (in submitted order oldest to newest):
- Super Mario Bros Rebirth (Complete)
- Phantom Hourglass D-Pad Hack (Improvement)
- Mega Man - The Hedgehog Trap (Complete)
- GoldenEye: X (Complete)
- Pony Poki Panic (Spoof)
- SMB Bowsers Castle (Complete)
- Final Fantasy Negative One (Complete)
- Overkill 32,000 (Improvement)
- The Bob-omb Mafia (Complete)
- Nintendo World Cup: Pause Fix (Improvement)
- Final Fantasy VI: Stand Guard (Improvement)
Final Fantasy VI: Stand Guard released
18 August 2011 8:36AM EST - Update by Spooniest
After two and a half months of caffiene-induced stupor and a bit of well-deserved remonstration by the RHDN Staff (who have been great, by the way), Final Fantasy VI: Stand Guard is ready to go.
This is a revision of Final Fantasy VI with fans of the 1994 SNES release in mind, polishing the story without making it unrecognizable. I also made three versions of the game, one Easy (where you get nifty equipment and everything’s where you think it is), one Normal (nearly identical to the original SNES release), and one Hard (where the encounter rate is maxed out, you start with terrible equipment and many of the rare items are removed).
The glory days of Square are now gone, and we may never get a decent version of the game from them, but luckily, we have the means to bring to the forefront the great work by their wonderful team of Hironobu Sakaguchi, Yoshinori Kitase, Yoshitaka Amano and Nobuo Uematsu. “Shosan!”
Special thanks goes out to Lenophis for his patient advice, and to Ted Woolsey for his original 30-day marathon translation session back in the day, without whom this would not have been possible.
Magic Poipoi Poitto Translation Released
12 August 2011 4:43AM EST - Update by KingMike
I’ve finished a translation patch to a SNES puzzle game. Fairly standard, but it has some nice graphics and sound, so you should check it out.
GoldenEye 007 Spanish translation released!
07 August 2011 10:00PM EST - Update by Sogun
Almost after 14 years of its release, the Nintendo 64 classic is now 100% playable in Spanish!
All texts and textures have been translated, and some corrections have been done to adapt names and quotes from the Spanish dubbing of the 1995 film.
This is a revision of a first translation released late 2010. This 1.1 version should be definitive.
GoldenEye: X Patch 4a Released!
04 August 2011 5:52AM EST - Update by Wreck
Get your hands on the newest release of the GoldenEye: X project! This update includes additional levels, the entire character roster, modified scenarios, improvements to weapons, and much more. The multiplayer (Virtual Reality) mode is bursting with content. For those with backup devices, you’ll be very pleased to know that this mod now runs on console. If you haven’t already played GE:X in the past, now is the perfect time to try it out for yourself. You can even play it online with your friends via Mupen64!
Also, check out the official GE:X YouTube Channel for trailers and gameplay videos…
Zelda3 Goddess of Wisdom final release
02 August 2011 1:52PM EST - Update by puzzledude
After starting this project in early 2010, it has finally come to its end. I’ve decided to work on it one last time and came up with the very final version 3-0. At first I was lacking some technical knowledge to fix certain things, but now I could go back to my previous problems and I could solve them all. In the global room net, that I didn’t do before, I’ve seen some empty space, so I’ve decided to expand the game further.
Two brand new big dungeons were added (tomb dungeon and ice dungeon), Ganon got his tower, one more big darkworld area was added. I could also add one more semi dungeon and expand the MoonPearl dungeon. Some other things were updated also: monologues, exits and entrances, indoor blocksets, village, overworld drawings. All dungeons were reviewed and updated. I’ve also updated the ending sequence. This is a lot of work, since I had to rewrite all dungeon names in hex.
All together working on this project was sometimes fun, sometimes tedious, because I was learning more and more, so I could update the game over and over. I’m just glad I can finally close the work on this game for good.