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Gaming Discussion / Kunio-Kun English Translation/Localization List
« on: August 03, 2021, 06:11:05 pm »
I just started playing games in the Kunio-Kun series and realized that there are lots of fun and diverse titles (beat-em-ups, sports spinoffs, puzzle games, etc.). However, a lot of these games never left Japan, and so the Western world may not be aware that many exceptional and unique games in this series exist at all, specifically some of the translations that exist on this site for those games. So I'd like to compile a list here of English translations or relocalizations for the Kunio-Kun series, and hopefully anybody who's interested in giving this series a shot will know what options are available to them to play those titles (beyond the obvious official localizations from decades past).

Breaking it down by console, we have the NES Kunio-Kun translations first:

Hello all! Sorry if this thread already exists somewhere, but I wanted to compile a list of GBC DX hacks so that people can be aware of all the fantastic Colorizations that have come out recently. My goal is to update this list regularly, like NesDraug's Co-op/Multiplayer Hacks list. I'll include those hacks that put the GBA upgrades some GBC games got when used in a GBA back into the original games as well.

Starting with the GBC DX Hacks, we have:

WIP DX Hacks to keep track of:

I'll also throw in the Konami GB Collection hacks that autoboot to one of the GBC rereleases of a GB game on that particular collection. Several of these hacks incorporate Quality of Life features from some hacks of the original GB games:

The GBC to GBA Enhancement Hacks are:

Feel free to post here and let me know of anything I missed!

ROM Hacking Discussion / Adventure Island 1 NES - Palette Location Issue
« on: February 13, 2021, 11:17:03 pm »
Hey all, so I've been working on a hack of Adventure Island for the NES, and I am 99% done with it as of now. All that stands in my way are a handful of palettes that I can't locate in the ROM for some reason (I can find them in NES and PPU Memory, but not in the ROM memory where I can permanently change them). Can anybody help me locate them so I can alter them however I need to? All of these palettes are associated with the boss at the end of each stage, both the environment and the boss' head (that changes every time you encounter him).

26 06 36 - Boss Head (the boss' body is tied to the player's sprite palette, so I've already dealt with that)

15 05 35 - Boss Damaged Palette (flashes)

16 26 36 - Foreground (boss 1), 15 26 36 - Foreground (boss 2), 19 29 3A - Foreground (boss 3), 13 23 33 - Foreground (boss 4), 16 26 36 - Foreground (boss 5), 15 25 35 - Foreground (boss 6), 17 27 37 - Foreground (boss 7), 17 27 37 - Foreground (final boss)

23 04 13 - Background (boss 1), 27 07 18 - Background (boss 2), 2C 0B 1B - Background (boss 3), 24 04 14 - Background (boss 4), 27 06 17 - Background (boss 5), 25 05 15 - Background (boss 6), 29 09 18 - Background (boss 7), 21 01 11 - Background (final boss).

Thanks in advance for any help you guys can provide! :thumbsup:

PS - I am using a rom with the following information:
Database match: Adventure Island (USA)
Database: No-Intro: Nintendo Entertainment System (v. 20180803-121122)
File SHA-1: 22EE75B82F4A6412AA6BB940E109704975B95185
File CRC32: B78C09A2

Personal Projects / Howl's Moving Castle (Kid Icarus hack)
« on: December 07, 2020, 03:50:17 pm »
Just wanted to let the community know what I've been working on for a month or so, just finished the first level (all enemies, settings, and palettes have been changed). The first level is based off of Market Chipping from the beginning of the movie. Enemies are based off of Wizards in Madame Suliman's service or the Witch of the Waste's creations. Let me know what you guys think of Sophie's adventure!

December 11, 2020, 02:52:29 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Level 2 is complete! This level represents the transition from Market Chipping to the Wastes, including a new enemy and some new background elements.

Gaming Discussion / New Game Plus Podcast - the best podcast out there!
« on: November 06, 2020, 07:30:07 am »
So about a year ago, sometime last May. I was looking for something new gaming-wise to delve into, something that I could listen to and enjoy without having to put my full attention towards if I'm working in another task. After some research, I stumbled upon this podcast called New Game Plus - a Retro Gaming Podcast on Spotify. I listened to one of their then newest episodes: Castlevania Symphony of the Night, and was immediately hooked. I then spent the next year going through their back catalog of always entertaining content and finally finished all 230 episodes by the end of this July. And there is still more content coming!

If that sounds interesting, here's an excerpt from their website:
"We are New Game Plus! We have been making weekly podcasts since September 2015. Every episode is devoted to a different game that is at least fifteen years old. It can be any genre and on any console. It can be a game that is overwhelmingly loved OR a game that is universally hated. Each week’s game is randomly selected from our ever-growing, listener-generated Retro Master List."

In addition to that, they have a wonderful and inviting Discord that you can join (link is in their website:, that is most likely my favorite online community of people, besides RHDN. Just know that this podcast and it's Discord server come highly recommended, and I hope you give it a try!

PS - you can find this podcast almost anywhere you can listen to podcasts, Spotify, Soundcloud, etc. :thumbsup:

ROM Hacking Discussion / Kid Icarus - Pit Palette
« on: November 05, 2020, 09:10:24 pm »
So I just started working on my next hack, Howl's Moving Castle, of Kid Icarus for NES. As I've been working on the main character (Pit) sprite to start off my journey, I've decided to change Pit's palette to fit my new main character, Sophie. Pit's palette is 20 26 07 in hex, but there's so many of those lines in the ROM that I was overwhelmed with finding which one corresponds to his palette. So I went through and changed each one individually, to no effect at all (the only change I could see was in the selection screen arrow after pressing start on the title screen, address 006750, which uses the same colors as Pit, but obviously not the same line of hex). Can anybody help me find the right line I would need to fix to change his coloring in game? Do I need to change multiple lines of the same hex code to get his colors to change (I tried a little of this, but still to no avail :-[)?

If you need it, my new palette would be 11 37 10

My rom info is:
Database match: Kid Icarus (USA, Europe)
Database: No-Intro: Nintendo Entertainment System (v. 20180803-121122)
File SHA-1: 11713A9514934B60724960DB9FD1F367ABCC8D07
File CRC32: B30E036
ROM SHA-1: 920B7E56F917690B89258A627EDACF2A4650685D
ROM CRC32: D9F0749F

Thanks in advance! :beer:

ROM Hacking Discussion / Replacing Music in a PS1 game (as a hack)?
« on: October 28, 2020, 08:06:23 pm »
I just got into playing Initial D for the PS1, but was disappointed to learn that the game has no eurobeat tracks, which the anime it's based on is chock full of. I would love to insert some of my favorite Eurobeat songs into the game, but have no idea how. Can anybody steer me in the right direction or let me know how much of a pipe dream this is?  :D

Also it would be great if someone made a translation for this, an area in which I am very poor at as I know absolutely NO Japanese.

Before I say anything, I just wanted to let the people reading this know that the only documented work on this game is a simple document on editing Mazes for this port made in 1999.

Which is why I cannot figure out how to hack some of the elements of this game. I cannot find certain color palettes within the hex code (I can find them within the NES ROM and PPU Memory though, but those effects are not permanent), and a study of the games text graphics led me to a failed table file and an inability to edit any of the messages within the game to match my hack. Can anybody shed some light on this issue? I will try to provide as much info as possible to ease the process:

Possibly Compressed Color Palettes:
11 01 30 - Score Text
21 01 30 - Ghost Score Text Colors
05 1A 30 - Cherry, Strawberry, and Apple Colors
1A 16 30 - Orange (fruit), Pretzel, and Pear Colors
28 30 0F - Banana Colors

I was able to find these in the Hex, but editing them (for some reason) had no effect as far as I could tell:
11 25 30 - Blue and Pink Ghost
05 16 30 - Red and Orange Ghost

Main Text Tile Locations:
0-9: 80-89
: (corresponds with) 8A
': 8B
<: 8C
!: 8D
-> (arrow): 8E
?: 8F
©: 90
A-Z: 91-AA
(Again, I made a table file in Tblater.exe, but all it gave me in FCEUX was a bunch of gibberish when I loaded it up).

ROM Info:
Database match: Ms. Pac-Man (USA) (Tengen) (Unl)
Database: No-Intro: Nintendo Entertainment System (v. 20180803-121122)
File SHA-1: 93010514AA1300499ABC8F145D6ABCDBF3084090
File CRC32: A4A116F1
ROMCRC32: 43D30C2F


Database match: Ms. Pac-Man (Tengen) [!].nes
Database: No-Intro: Nintendo Entertainment System (v. 20180803-121122)
File SHA-1: 93010514AA1300499ABC8F145D6ABCDBF3084090
File CRC32: A4A116F1
ROM CRC32: 43D30C2F

Some emulators display the game wrong, with vertical glitches, so here's a patch I made in NESTopia to fix the issue:

Thank you for any help you can give me!

So I've been working on a hack of 1943 (the NES port) based on the movie Porco Rosso by Studio Ghibli. The hack (as of this post) is 98% done, with all I have left to do being the ending cutscene and a few more text edits. However, even though I've found some text info here:, which has allowed me to modify a lot of the intro text, game over text, and some of the mission text, I still cannot find the text addresses of lines like "Found Enemy Bombers", "We've discovered the main fleet; that was only a trap using.....", etc (the majority of my problem lies in the text after you beat the fake final ship, the Totaku, and the ending text after you beat the real "final boss").

Is there any chance this text is compressed (and virtually inaccessible to me based on my limited skills other than graphical edits)? I've tried playing my way to the spots with my text problems and using the PPU Viewer to find Tile Locations for the "inaccessible" text and make table files with them, but it never seems to work out, sadly. Any clarification or assistance is welcome, as I can't find any information about this specific issue online (as there are few hacks of this game).

ROM Hacking Discussion / Castle in the Sky Co-op - Title Screen Fix
« on: August 21, 2020, 08:23:21 pm »

Can I get some help (or some serious guidance :-\) with how to fix the title screen in the Co-op port of my original hack? If anybody could at the very least point me to the right hex code that could help me change the title screen and explain to me which bits of hex correspond to which tiles. All I really need changed is the "title" part of the title screen.....

You can find my latest demo patch here: (apply over the most current version of CorpseGrinder and Ti's Super Mario Bros. Two Player Hack)

Current Title Screen:

Original Title Screen (from original Hack):

August 22, 2020, 05:46:26 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
After a lot of research and some self-education in SMB Title Screen Hex Editing (found mostly in this thread:, I was able to get the Title Screen to look like this:

I still need some help though! The far right column reuses tiles for everything but the top right and top bottom tiles, but I need to complete the "Y" letter in that column and don't know how to do it. I also need to finish the word "Castle", but I don't know where the upper right hand section of the title box's hex code is located.

Please can somebody help me!?!? I'll include the WIP Title Screen update to minimize the effort needed:

I noticed that dougeff and Dr. Floppy have experience in this area, would either of you be willing to help?

ROM Hacking Discussion / Sonic H3roes (and Knuckles)
« on: August 07, 2020, 10:27:19 pm »
I absolutely adore Sonic Classic Heroes. :crazy:

I hold it in higher regard than both of its source material (Sonics 1 and 2) and come back to it time after time to just try more of its new features and explore more ways to play the original games (you can find it here:

After playing Sonic Classic Heroes, I decided to give Sonic 3 and Knuckles a try for the first time last year, and I loved it too! However, there were several levels where I thought the ability to play as Tails or Knuckles spontaneously would be amazing (I'm looking at you Marble Garden), so I got to thinking.......

How feasible would a Sonic Classic Heroes styled hack be for the Sonic 3 and Knuckles complete experience? I'm really not even asking for more than the ability to switch between characters, with their respective capabilities intact (though I wouldn't object to the addition of the Chaotix, as well). The addition of a new ending after you beat the game with both Sonic/Tails and Knuckles would be cool too.

Gaming Discussion / Save States Discussion
« on: August 07, 2020, 10:15:34 pm »
Hey guys, just wanted to hear your guys' thoughts about save states, like where would you use them (or not at all), what generation of consoles would you draw the line at and why, when does a save state become a cheat and where does it become a lifesaver?

My opinion is that save states are of upmost importance in many games, especially those with little to no in game save features or games that are impossible to beat/would require many hours to become good enough at it to beat it.

I use save states all the time, as I am not an amazing gamer, but have a massive passion for playing retro games! I would love to play as many retro games as possible before I just can't play them anymore, and I don't want to either put in tens of hours just to beat something as "basic" as platformers like Mega Man or Castlevania, and save states have given me the chance to appreciate series like those much more than if I were trying to play through them on original hardware or something (Mega Man and Castlevania are 1st and 3rd on my favorite series of all time, respectively). I also only have a few hours at a time (at most) to play many games throughout the week, so the ability to come right back to a place I left off at is invaluable to my schedule.

I know that many others will say that the point of playing games is to master their techniques and "get gud" enough at them to accomplish all of their challenges, but I don't know if I can completely agree with that. I think a game is all about the experience you have playing it and and fun you can gain from completing it all the way through. If I have to redo the same section of a game over and over because of a few dumb mistakes or an extreme difficulty (I'm looking at you stage 6-3 of Ninja Gaiden, well....actually the whole game after level 3  ;)), my happiness with the game diminishes quickly and my frustration just seems to grow. I tend to have more patience when I'm not subjected to the sometimes extreme frustration of retro games when you're dealing with older hardware and its capabilities.......

Welp, what are your thoughts? I'd love to hear some other perspectives from people who also love retro games as much as I do. :laugh:

So I just rewatched Antdude's video on the Portable Mario Series (mainly GBA, but with a section on the GBC port too):

I was really interested when he said that these games would be the definitive version of each respective experience, if they weren't marred by the limitations of there hardware (ex: smaller screen size and washed out color palettes).

I was wondering if it would be possible to implement the new features in their original versions on SNES (yes, I know that the SMB All Stars collection was based on the NES games, I played those NES games first).

Here's a small list of the differences I remembered him pointing out:
Super Mario Bros. Deluxe (SMB 1):
- New Level Select (adds a map)
- Challenge Mode
- You vs. Boo Mode
- Luigi's gameplay differences

Super Mario Advance (SMB 2)
- New Stretched Sprites
- Opening Cutscene
- Large, bouncy Shy Guys
- Voice Clips (though I would personally make this an optional patch or add a menu option to turn them off)
- Yoshi Challenge Mode
- Robirdo Boss Fight

Super Mario Advance 4 - Super Mario Bros 3 (SMB 3)
- Opening Cutscene
- E-Reader Levels with new World E
- Cape Powerup from Super Mario World

Super Mario Advance 2 - Super Mario World (SMW)
- Opening Cutscene
- Luigi's gameplay differences (and sprite differences)
- Dragon Coin (100% completion and Peach Coin conversion after)

Super Mario Advance 3 - Yoshi's Island (SMW2 - YI)
- New Secret Levels in each world

How hard would it be to add these features? I would love to see something based on any of these versions for the SNES. :thumbsup:

ROM Hacking Discussion / Zelda 1 NES best graphical update/hack?
« on: August 01, 2020, 11:47:33 am »
Hey guys, I was on the lookout for Zelda 1 NES hacks lately that improve upon the, let's face it, rather aged and dull graphics of the original. The graphics are really what has put me off from playing this game for so long, just because of the game's tendency to get the player lost.  :-\

I found, so far, Cute Zelda, Modern Classic Edition, and Relocalized DX in my search, with Cute Zelda seeming to get the highest praise in reviews.

I don't require the retranslation found in Relocalized DX, so that won't pull me in over the others btw

What are your guys' thoughts on the subject? Which hack would you recommend and why? Are there any hacks or graphical updates I've missed so far? Also, side note, I've also been considering playing BS The Legend of Zelda Third Quest instead of the original, due to its updated visual style (even though I'm not usually picky about graphics). What are your thoughts about that?

Thanks in advance. :thumbsup:

Newcomer's Board / Captain Toad Treasure Tracker SNES I and II
« on: July 31, 2020, 10:19:25 pm »
Quick question here, what emulators do the Captain Toad SNES hacks work on? I'm specifically looking to see if anybody can confirm it working on Canoe or SNES9x2005 if at all possible. I know they use the SA-1 chip, which may not be supported by older emulators or Canoe, but please let me know either way.

If you do get it working at all, please post what rom worked (not the site you got it from necessarily, just rom info would be fine)

Thanks in advance! Love this community and am happy to be a part of it!

I've tried everything..... :-[

I've been attempting to patch 2 Super Mario Kart hacks for about a year now: Mario Kart R and Hyper Street Kart. I've also been trying to patch the recent Super Mario Kart: Super Circuit for a while now as well. Through some miracle, I finally was able to successfully patch the Hyper Street Kart rom and get it working! :P

But I STILL haven't been able to get the other two working. I've used the correct undheadered .smc rom for Mario Kart R several times now and tried many different roms for SMK: Super Circuit (it has a very general description of SMK (USA/Canada)).

Can someone who has successfully gotten these to work guide me in the right direction? I've been patching roms for several years and checking SNES rom headers for a while, so I would think I understand how that works, but maybe I'm overlooking something...... I've also used several different roms from around 3 to 4 different sites, so any help would be appreciated! :thumbsup:

(PS- I prefer to play these games on my SNES Classic (Canoe or SNES9x2005), though I've tested them on my PC through SNES9x2005 in Retroarch, so if theres any conflict there, please let me know)

So my latest (and hopefully final) graphical edit (V1.2) of Super Mario Bros 1 was just completed and added to the Castle in the Sky (SMB1 hack) page. That is all I have planned for my initial hack with regards to an almost complete revamp of every sprite and palette set.

However, I would love to have custom music (as long and as smooth as possible) based on the amazing soundtrack from the movie (Castle in the Sky) itself. Who would be interested in making custom music for the hack, and/or adding it to the rom itself? This is my first hack and my hex editing skills are minor at best.

Heres a link to my hack:

Here's some ideas I had for clips from the movie and their connections to the different levels of SMB1:

Overworld (0:26 to 0:55):

Underground (around 1:15 to 1:25):

Water (0:16 to 0:32):

Castle (0:50 to 1:10):

Stage Clear (0:13 to 0:22):

World Clear (0:00 to 0:10):

Death SFX (0:48 to 0:55):

Game Over SFX (0:00 to 0:07):

Time Warning SFX (1:04 to 1:08):

Now these are just rough estimates, I'm not exactly sure how much "sound space" is available for each track, so feel free to PM me or reply here for clarification.

Hey guys! I'm a NES and SNES Classic user and I love to have distinction beyond just titles on my menus and I couldn't find some box arts I just made them myself. They're not professional level Photoshop edits as my skills in that area are minor, but they get the job done for me. Feel free to use these as you wish (but as long as it's pubic use, please give me credit!):

Rex Run (Gameboy Homebrew):

Dr Mario DX:

Castlevania the Adventure DX (GBC Autoboot and faster Christopher hacks):

Castlevania II: Belmonts Revenge DX (GBC Autoboot hack):

Kirby's Dreamland DX:

Operation C DX (GBC Autoboot hack):

Pokemon Red DX (Color Hack):

Pokemon Blue DX(Color Hack):

Bugs Bunny Crazy Castle 2 DX (Color Hack):

Hey guys! I just released my newest hack of Super Mario Bros based on my favorite movie, Castle in the Sky. But while I was bug testing, I found a palette error in one of the "Treetop" stages (I went back and checked and I'm pretty sure it was 6-3), does anybody know how to fix this and align it with the correct palette for the rest of the treetop stages?

This is my first hack and I used a lot of tools with this one, so I believe the solution to be a simple hex edit, but I'm not sure exactly where to look. I also might be able to fix it myself (after watching John Rigg's color edit video), but I can't specifically find the line of hex that would pertain to that level.

If anybody needs the link to my hack, here it is:
(I promise this is not self-promo, just trying to be helpful)

Thanks for any help and guidance you guys can provide! :thumbsup:

What it should look like (color wise):

What it currently looks like (color wise):

The main issue I have is with the trees, ground, and platform palettes, the black Background and character palettes seem to be fine.

EDIT: added pictures to Imgbb. Thanks Jorpho! First time user mistake I guess.  :D

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