(1741 to 1750) of 1834 Results
New Project - Hexa Space 01: Seren
22 March 2006 1:59PM EST - Update by filler
I’ve started work on a short doujin game called Hexa Space 01: Seren. It is by a 3D CG artist I like. It turns out that the game is VERY easy to hack, not requiring any of the usual technical know-how other than how to use a hex editor. Consequently I’m working on this one by myself and progress has been really good so far. All of the battle menus, items, stats, characters, etc. have been translated and inserted. Some of the script has been dumped, translated, and inserted including the intro and the first bit of dialog. This game is for over 18 only. Check the linkage for more info.
Seiken Densetsu 3 - Spanish Release
22 March 2006 6:56AM EST - Update by KaOSoFt
Magno, from Traducciones Magno, has released a patch translating the legendary Seiken Densetsu 3 into spanish. The patch is based off Neill Corlett and Co. english translation (as this message based off Nightcrawler last message. Heh). This patch translates EVERYTHING that is in english: INN/PUB cartels, credits… and when I say everything, I mean it. Plus it fixes some bugs the original one (in english) had, like one in the inventory, where some letters appeared where they should NOT.
Read more about it on:
This project has been waiting to be released for almost 6 years already. Now I see it was well worth.
Dual Orb 2 PL - Polish Release
20 March 2006 4:08PM EST - Update by Nightcrawler
The Polish ROM hackin’ team, mteam, has released a patch translating Dual Orb 2 into Polish. This patch is based off TransCorp’s English translation. This patch translates 100% of the story dialog text and even fixes some bugs that were in the original English patch!
Read more about it on:
We’d like to take this time to say we encourage submissions of foreign translation news. We may not be set up yet to handle foreign patches, but we embrace our foreign ROM hacking communities and welcome news from them.
SNES palette tools / tutorial
19 March 2006 1:05PM EST - Update by FloBo
This is a set of some little commandline tools I wrote quite some time ago. They help you finding palettes within an SNES-rom and let you then extract them as a Tile Layer Pro compatible palettefile which can then be edited and reinserted into the rom.
No programming knowledge needed as well. Just follow the instructions of the tutorial I wrote for the tools enjoy :)
Eien no Filena teaser patch
19 March 2006 10:54AM EST - Update by satsu
I’ve released a teaser patch for Eien no Filena, a turgid, but graphically and phonically flaccid SNES RPG, which translates dialogue for the first couple hours of the game. Naturally, this includes time going around and talking to every single person instead of advancing the story.
This patch is the very latest that Disnesquick and I have in-house for the game. As such it’s got a couple bugs and typos, but it does its job of teasing well enough, I think. It’s enough to give you a quick introduction to the game, but it’s not a very significant amount of progress in terms of script translation.
- First couple hours of dialogue translated and reinserted
- Non-dialogue text nearly entirely translated
- Patch is 25.6% more good, with 17% less carbohydrates
Megaman in the Mushroom Kingdom
16 March 2006 8:49PM EST - Update by AlexAR
Dr. Wily finally concedes that Mega Man may be too much for his evil robotic creations. Determined to get the best of the blue bomber, Dr. Wily contacts another famous villian, Bowser! Having combined their forces, Dr Wily and Bowser unleash their new destructive creations upon the Mushroom Kingdom. After hearing news of Wily’s new plan, Mega Man decides to travel to the Mushroom Kingdom himself to stop Wily again. Mega Man now finds himself in a strange new world filled with obstacles and locales very foreign to him. Fearless, Mega Man presses on to Super Mario’s old stomping grounds to defeat these new foes.
Mega Man in the MK is set in various classic Mario games. Including Super Mario Bros1, 2, 3 and World. Megaman faces off against Wily’s Bosses as well as Bowser’s minions. This being Super Mario’s World, he gladly helps out Mega Man by increasing his jumping power as well as outfitting the Blue Bomber with some of his old garbs.
- The 6 main starting levels have had extensive level design and graphics modifications.
- Every single enemy graphic had been changed in to a Mario themed bad guy.
- Megaman can jump higher.
- Every boss has been made easier, their shots do less damage, Megaman’s do more.
- The first 2 of 4 Wily stages have had extensive graphic modifications but only minor level design tweaks (Game engine Constraints)
- The last 2 of 4 Wily stages only undertook minor tweaks to make them less utterly frustrating. (Made easier)
- Minor title screen edit, minor text edits here and there.
- Symbols representing their respective powers have been put in place of letters in the pause/power menu. ( A bomb symbol instead of a “B”, Fire ball instead of” F”)
13 March 2006 5:54PM EST - Update by Neil
We’ve added a new utility to the database, a level editor for Super Mario Bros. 3 (NES).
In the author’s own words:
SMB3 Workshop is an editor for the popular NES game Super Mario Bros. 3.
- Supports all NES versions of the game (custom “versions” can be made for hacks)
- Zoomable graphics in a resizable window
- Supports loading actual object graphics from the ROM
- Dialogs for editing such things as pointers, graphics, palettes, variables, level header
Give it a shot, and get started remaking Super Mario Bros. 3 in your own image!
You can grab a copy from us, or from the authors page:
13 March 2006 7:24PM EST - Update by KingMike
ChrisRPG has been coding VWFs lately.
- dialouge font finished.
- battle font 25% done.
Dragon Quest 3 remake
- battle text font almost finished.
- menu translations 95% done. The script is being translated.
In Other News:
- The next FF6 patch will have an option for a bigger font.
- Zoids Saga has a translater. But this is a low priority project.
- Chris has plans to post screenshots when he feels better.
Satisfaction guaranteed! Though it sounds like he’s having some computer trouble.
Help Wanted Section + Shadowrun Mega CD translation developments
14 March 2006 6:58PM EST - Update by Neil
Hello all! We haven’t talked much about the Help Wanted Section of our site, so we thought we’d take this opportunity to point it out to you all and to pimp out a recent addition.
A gentleman by the name of Hikaru has begun work translating Shadowrun for Sega’s Mega CD (see website), into English. Work began only very recently, and he is doing it from screengrabs taken during gameplay, since he lacks the technical skill to hack games and create a text dump. Perhaps someone from the ROMhacking community could lend their technical assistance to further the project? It’s a small start, but hopefully it snowballs and grows bigger. Check out his preliminary site for contact details, further info, and screens! First mention of this project was on GameFAQs’ Sega CD Shadowrun board, which also contains some further info, and is where Hikaru can currently be found.
Sounds promising! Not many translations have ever been attempted for the Sega CD. All the best to him. If any of you think you have the skills to help out with that project, or any of the other projects in the Help Wanted Section, get out there and get networked with other hackers!
VWF Implemented in Sylvanian Families for GBC
11 March 2006 8:49PM EST - Update by Ryusui
The good news: I’ve heard of only one other case where a VWF has been implemented in a Game Boy title.
The weird news: The game is Sylvanian Families, a fairly oddball kids’ title based on the furry figurines that have been around since the 80’s. If you live in America, you’ve probably seen them under the “Calico Critters” name.
Why I’m working on a game whose target audience is probably mutually exclusive from the entire emulation community is a long, strange story best left for another time, but note that I’ve probably gotten five games’ worth of romhacking experience out of this one game. Don’t be fooled by appearances: the game’s script is a mess of bytecode, complete with jumps and a sea of opcodes. Even Klarth’s Atlas required some tweaks to make this game translatable.
In brief: the VWF is in, it appears to be bug-free (any glitches at this point are the fault of assumptions made by the game’s script), and I need to go back over everything I’ve done so far to make it takes advantage of the massive amounts of screen space that are now available. A full translation patch is still a ways off, but the end result will sure look nice…