(1631 to 1640) of 1781 Results
Translation Complete for the First Adventure Game Relased on the Famicom!
19 June 2006 10:48PM EST - Update by DvD
After years of work it’s finally done! Now all of the Enix NES games can be played in English.
FYI: This is the first adventure game released on the Famicom. Yuji Horii ported this, his successful NEC PC-8801 game, to the Famicom to determine whether the Famicom action game crowd would take to an adventure game. The game did quite well. Because of this, Horii was able to release the game he really wanted to make for the Famicom, the first Japanese console RPG: Dragon Quest.
Being the first, it’s not the best but it had a great impact on the Japanese video community. It even inspired Hideo Kojima to want to make video games.
I have also made a complete walkthrough for the game which I will be releasing after a few people actually try to pass the game without using the walkthrough!
Heracles beta coming soon!
12 June 2006 3:46PM EST - Update by DaMarsMan
Still making progress with the game. Working out the nasty bugs. For the most part it’s starting to be playable. So I have decided an open beta patch will be coming soon! I also got around to coding an intro. A list of fixes in the past week include…
- Pesky bug where s appeared before the first sentence after loading a save
- Loads all non-town scripts directly from ROM and not into memory. (much cleaner code, no limit on space!)
- New intros can now be added with the click of a button!
- Intro now requires key press (this way it stays even with frameskip)
vSNES version 2.91 has been released
13 June 2006 3:16PM EST - Update by creaothceann
- GUI: added controls for displaying CRC32 and Hi/LoROM checksums
- GUI: moved the IPS checkboxes in the options to the cartridge page
- GUI: fixed a small issue with the CHT Editor and changed its glyph
- GUI: added Edit control to display SMV UIDs as Unix dates
- SRC: fixed IPS patching again added more messages in case it fails
- SRC: fixed the SMV code to use the new SyncOptions flag location
- SRC: added more functionality for managing extended SPC ID666 tags
- SRC: disabled ZMV loading button since the ZMV code is broken
Staff note: You can grab this utility here on our site as well as at the authors site linked to below.
11 June 2006 11:39AM EST - Update by evo
So you’ve spent precious weeks working on perfecting that Variable Width Font in your hack. You’ve even got the perfect font chosen. Do you really want to spend another 10 to 15 minutes putzing around counting pixels by hand (or worse, coding a utility specificly to) generate a width table for that font? Putz no more! With this tool you’ll have a widthtable without the fuss or muss!
It currently works with 1 and 2 bpp (gb and snes mode) fonts.
You can get it here.
Genesis: A New Beginning
11 June 2006 7:27AM EST - Update by RedComet
For years now the NES and SNES have received the most attention from hackers and translators alike leaving untranslated Genesis classics like Surging Aura and Rent A Hero to grow cold and lonely in the annals of video game history. But with the latest release of g8z et al’s Gens Tracer, things are looking bright for the Genesis and the Sega CD!
If you tried out the initial release you know that, while a godsend for us hackers interested in the Genesis, it could use a little tweaking. And that’s just what happened. I happened to make a few suggestions to g8z’s and they ran with it. Now we’ve got a truly formitable tool for Genesis and Sega CD hacking.
Here’s a list of features and changes since the last build:
- All hook files have now been integrated into one main file - hook_log.txt.
- DMA and VRAM logging.
- Memory dumping - VRAM, RAM, CRAM, SRAM, Nametables, Sprite Attribute Table, and CD Memory.
- Layer toggling.
- Sega CD tracing and logging.
- Support for Sega CD save states has been added.
- Support for logging EVERY instruction as it occurs.
- Setting a “breakpoint” that, when executed, automatically enables tracing.
I can say from experience, this last feature is particularly useful in hunting down bugs when you’re adding new code to a game.
And if that wasn’t enough, g8z et al were kind enough to provide examples using two games. The first examples illustrates how to find the intro text for Golden Axe II using the tracer, while the second (and this is the really good part) illustrates the tracer’s Sega CD support.
And how does it do that you might ask? Well, I’ve got one word for you - Shadowrun. That’s right, these guys show you not only how to find the text, but they explain what’s going on. Hopefully this will be the motivation someone needs to tackle this cult classic.
There you have it, in my opinion, one of the greatest things (and I’m not just saying that because I helped!) to happen to Genesis and Sega CD hacking in a long time.
Grab it here.
Like weird SNES RPGs? It's your lucky day!
06 June 2006 11:14AM EST - Update by KingMike
Today I present a finished translation patch. It’s for an SNES RPG called Magna Braban. It’s fun, it’s weird, it’s pretty easy to beat, but it’s unique. Give it a try.
(yeah, suppose I could’ve worked on a more “demonic” game to release on 6/6/06 (and uploaded at (I hope) 06:06 universal time), but we all know patches for old games are evil in themselves :D but it was close enough to finished, I said why not release something today?)
Grab it here on RHDN.
vSNES version 2.9 has been released!
02 June 2006 9:52AM EST - Update by creaothceann
- new tools: Movie Editor (SMV, ZMV), CHT Editor
- new fields in the Cartridge window due to new SNES documentation at romhacking.net
- GUI: added checkbox for keeping the MemViewer memory source after loading a cart
- GUI: added Ctrl+? shortcuts for accessing the buttons
- SRC: added code for rendering 256-color BGs in DirectColor mode
- SRC: fixed sprite tile wrapping, incorporates DMV27’s sprite visibility info
- SRC: fixed sprite rendering (ypos. was off by one pixel)
- SRC: added better support for SNESGT savestates (still not perfect though)
- SRC: using a new, stream-based library for handling compressed files
- SRC: fixed screen rendering to output 5 bits per color channel, not 8
- SRC: added padding bytes to records ($align seems to have no effect)
- SRC: fixed some ListEditor issues
- SRC: IPS patching (hopefully) fixed
Megaman Zero German Translation
28 May 2006 1:31PM EST - Update by xdaniel
After months of working on it on and off, a testing phase with very few testers and some other problems, my German translation of Capcom’s Megaman Zero for the GBA was released yesterday.
The patch is 100% complete, the ROM was expanded from 8MB to 12MB to fit the German script and the menus were slightly hacked for the, sometimes longer, German menu text to fit.
More information about the translation and the game here.
vSNES v2.86 beta13
26 May 2006 8:31AM EST - Update by creaothceann
A new beta version of vSNES 2.86 has been released. Changes:
- added better support for SNESGT savestates
- added checkbox for keeping the MemViewer’s memory source after loading a cart
A document describing the SNESGT savestate file blocks has also been submitted.
Staff note - Get it here.
Update5/28/2006 6:53AM EST: Per the vsnes thread on the zsnes board, the archive has been updated. Not sure what exactly was updated as I don’t see a changelog, but I’m sure it does something better than the last one.
New Submitted Documents Added to the Database
24 May 2006 11:08AM 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 since the last report (in submitted order oldest to newest):
- EDICT Format Onomatopoeia List (Miscellaneous)
- Cinepak for Sega - Breakdown (File Formats)
- Description of the Sega FILM/CPK File Format (File Formats)
- S-DD1 algorithm documentation (Source Code)
- Stunt Race FX Hacking Notes (Game Specific)
- N64 survival guide (Hardware Info.)
- Notes - Dragon Warrior III (Hardware Info.)
- Compression - Phantasy Star Gaiden (Source Code)
- Compression - River City Ransom Zero (Source Code)
- Compression - Sylvan Tale (Source Code)
- Compression - Shining Force Gaiden (Source Code)
- Compression - Phantasy Star (Source Code)
- Compression - Shining Force (Source Code)
- Compression - Cyber Knight 2 (Source Code)
- Compression - DTE Packer (Assembly)
- Text Demo - Source Code (Assembly)
- Megaman 3 - 5 Level Formats (Game Specific)
- Capcom “6C80″ Sound Engine/Music Format Documentation (Miscellaneous)