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New Hacks Added to the Database

21 November 2017 3:31AM EST - Update by RHDNBot

ROM Hacks News

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):

Complete

Improvement

New Hacks Added to the Database

12 November 2017 7:27PM EST - Update by RHDNBot

ROM Hacks News

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):

Complete

Improvement

007: Agent Under Fire Reloaded

06 November 2017 10:00PM EST - Update by aleckermit

ROM Hacks News - RHDN Project Page

The goal of AUF R is to create an improved version of the original 2002 Gamecube game 007: Agent Under Fire, specifically in the multiplayer mode which was excellent to begin with but had a handful of glaring issues such as: Slow match setup times due to having to constantly change the bad default settings with no way to save preferences, an overabundance of OP armor jackets, horrible automatic weapon accuracy, ugly bullet tracers, slow default running speed etc. The single player mode has also been tweaked for added challenge and more enjoy-ability as well. The mod is currently in version 1.1 and will likely not see another update unless better modding tools become available. The creator of this mod hopes that this improved version of the game, which is very much a blend of Bond and Quake, will give you and your friends hours of fun together. You can enjoy AUF R on emulators or on Wii/Wii U via Nintendont.

Full list of changes that the mod makes:

[1.0]

1. Armor jackets are no longer found in multiplayer maps, this makes for faster paced matches and gives weaker weapons significance. The optional powerup pickup Shield works very similarly to armor jackets and can be placed in up to two spots in a level.

2. Bond now runs, climbs ladders, and grapples 25% faster in single player, the same speed changes have been applied to players 1-4 in multiplayer as well (run speed can still be adjusted higher or lower in the modifiers menu as usual).

3. The bullet tracer effect has been improved to look more realistic. The player can also choose to have tracers removed entirely for a more competitive multiplayer environment and slightly more challenging single player mode.

4. The number of armor jackets in single player has been reduced to increase difficulty, 00 Agent poses a decent challenge now.

5. Some multiplayer modes have been renamed and re-described to more accurately represent the mode and explain rules better.

6. Various text across multiplayer menus have been re-worded for clarity and aesthetics.

7. The main menu music (generic Bond theme) has been changed to Wine Cellar’s music.

8. The infamously annoying DA DA DA DAAAAH! bond move jingle has been replaced with a more subdued sound during less action-packed scenarios in the game.

9. Sniper rifles used by AI in single player emit a thinner and more realistic looking red beam and dot. The sniper rifle in multiplayer now emits a smaller red dot as well.

10. Since this mod uses version 1.00 of the game as its development base, rocket jumping (AKA explosion boosting) physics are present regardless of which version ISO you apply the mod to!

11. New AR codes are included that change and lock a handful of multiplayer options to their must-have setting, to reduce match setup time.


[1.1]

1. Accuracy has been greatly improved for all automatic weapons in single and multiplayer.

2. Bullet spreading no longer becomes broader as you hold down the fire button (all weapons, single and multiplayer).

3. The Photon Cannon’s charge-up secondary fire mode now fires energy balls in a cross configuration, no longer in a straight horizontal line.

4. The default running speed has been increased by 10% for both single and multiplayer (now 35% higher than in vanilla game).

5. The clawshot gadget has been removed from the single player level Fire & Water, for added challenge and better gameplay. The mission’s briefing text now mentions its absence… There are two ways to complete the final area, use your noggin!

6. The lockbox containing an SSR4000 sniper rifle at the beginning of the single player level Evil Summit is no longer openable, for added challenge and better gameplay.

7. The game now has a custom banner image which appears in Dolphin’s games list and on Gamecubes modded to run burned game ISO’s.

8. Minor menu text changes have been made for clarity and aesthetics.

9. A new AR code has been included that instantly changes multiplayer defaults to all of the preferred competitive settings, with the pressing of L+R+START on controller 1 anytime in-game. These settings can be further changed manually after the code has been activated, unlike in 1.0.


Included AR Code - Press L+R+START on controller 1 anytime in-game to apply the following defaults:

Single Player:

Controller Setup is set to 3

Multiplayer:

Time Limit/Point Limit for multiplayer matches is set to 8 minutes/20 points

Keep Changes is set to ON

Players 1-4 have Controls set to 3

Players 1-4 have Crouch Toggle set to ON

Players 1-4 have Auto Switch Weapon set to OFF

Players 1-4 have Auto Aim set to NONE

Players 1-4 have Radar set to OBJECTIVE

Friendly Fire is set to ON

Safe Restart is set to ON

No Falling Damage is set to ON

Powerup 1 is set to SHIELD

Custom Weapon Set 1 appears as the default weapon set

Custom Weapon Set 1 is modified to contain the following:

DEFENDER KS7

KA57

FSU-4

FRINESI

SSR4000


Known Bugs:

1. Bullet tracers shot from AI weapons in single player look like the original unimproved version when using “Improved Bullet Tracers”.

2. The L+R+START AR code changes may not take immediate visual effect when you are on the same screen as where changes will be take place. Perform any menu action to update the screen, at which time the changes will be then be visible. This needs no attention from you but it can fool you into thinking the code hasn’t worked the first time you encounter it.

3. Some single player missions may freeze or have graphical errors while in progressive scan mode using component cables (forced via Nintendont’s options). Using HDMI-out does not seem to cause this issue. Multiplayer mode is not effected.

Pony Poki Panic - Version 1.1 Gallops In!

06 November 2017 2:20AM EST - Update by RadioShadow

ROM Hacks News - RHDN Project Page

So who here likes “My Little Pony: Friendship is Magic”? Anyone?

So there was this “Pony Poki Panic” NES rom hack by herooftime1000 (rom hack of Super Mario Bros. 2 - USA) that uses the characters from “My Little Pony: Friendship is Magic”. It sounds like a crazy idea, but the characters actually fit in the Arabian style world (unlike the Transformers and Pokémon hacks that exists).

The sprite work that herooftime1000 did is really good, but it was clear that all he had really done was modify the graphics. This meant the rom hack lacked that polish. Issues like the height of the items when the pony’s carried an item/enemy were wrong, and Trixie’s sprite only used 3 colors instead of 4 (due to Toad’s sprite not using the extra sprite).

So this Version 1.1 makes the necessary improvements (with permission from herooftime100) to make this hack 20% cooler! It may have taken a few years, but it can finally be played! Check the readme file for more details.

For those who do download this rom hack, enjoy! By all means, leave any feedback on the changes here: https://www.romhacking.net/forum/index.php?topic=24051.0

New Hacks Added to the Database

31 October 2017 10:26PM EST - Update by RHDNBot

ROM Hacks News

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):

Addendum

Bug Fix

Complete

Improvement

New Hacks Added to the Database

19 October 2017 4:24PM EST - Update by RHDNBot

ROM Hacks News

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):

Addendum

Bug Fix

Improvement

Little Nemo - The Dream Master - A Wonderful Wand Edition

15 October 2017 10:03PM EST - Update by 8.bit.fan

ROM Hacks News - RHDN Project Page

This hack attempts to increase the usage of the WAND and to improve the overall gameplay of the beloved cult classic Little Nemo - The Dream Master. This is accomplished by giving the player the WAND weapon from the start, streamlining the action-platforming aspects of the gameplay, and reducing the cumbersome animal-riding parts of the game. Various re-balancing adjustments and improvements have been made to the game as well.

I’ve always felt that the WAND weapon was introduced very late into the game and even then, the amount of opportunities you are given to use the WAND was very little also. In stage 8, when you are finally given the WAND, you are under the impression that you’ll be using the WAND weapon quite a bit for the enemies. Instead, the game continues to throw obstacles at you in which you are required to continue using animals to overcome, further reducing the usage of the WAND to just merely at the bosses. This hack addresses the issue and attempts to fix this by giving the player access to the WAND from the beginning, and also reworked the levels to utilize it much more than before.

Besides the addition of the early WAND activation, this hack also attempts to streamline the levels to give the player a better overall experience. In the original game, many levels had overly tedious keys fetching quests. This hack eliminates that and reworks the levels with several interesting twists. Other confusing aspects of the game has also been eliminated/changed such as confusing layouts and strange platform/item placements. Several levels has also been streamlined to play more like an action platformer without the key fetching quests and/or the overdone animal-riding. I’ve also expanded MANY empty/unused areas of the game to give each level a more ‘full’ experience.

Each level’s difficulty has now been adjusted and is now incremented fairly. I’ve made the levels more about challenge of platforming/WAND-attacking skills instead of cheap hits and/or deaths. I’ve added many bonuses/secrets in the game that will require advanced skills for this game to reach, and challenges will be pushed to the maximum in Nightmare Land.

Hope you all give this a try and enjoy this hack!

Comments and suggestions are welcomed! :)

New Hacks Added to the Database

13 October 2017 10:45PM EST - Update by RHDNBot

ROM Hacks News

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):

Complete

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Final Fantasy V - GBA Script Port

07 October 2017 11:34PM EST - Update by 121J

ROM Hacks News - RHDN Project Page

Well, it was going to be done at some point.

Presenting a complete port of all text from the English GBA version of Final Fantasy V over the SNES version. All field text, battle text, item, monster and spell names have been ported over the RPGe fan translation using noisecross’ excellent text editor. Sacrifices had to be made to cope with space limitations, but an attempt was to be creative in naming rather than using lots of jarring abbreviations.

Note - This hack is fully compatible with your save data, however all names are stored in SRAM (for whatever reason), so Krile may be named Cara in the menu.

New Hacks Added to the Database

07 October 2017 10:12AM EST - Update by RHDNBot

ROM Hacks News

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):

Bug Fix

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Spoof

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