r/romhacking

Release - Mother 1 Partial English Translation
▲ 15 r/romhacking+2 crossposts

Release - Mother 1 Partial English Translation

This is a partial translation of Mother 1 (Famicom). This patch translates most menus, all enemy names and all item names.

This romhack is designed for English players who would like to play through the original game without any of the changes introduced in Earthbound Beginnings. The translation literally only replaces Japanese text, and is therefore rough but readable.

Differences include:

  • Different names for towns.
  • Different Ending and other plot points are different.
  • Many uncensored sprites, such as blood on enemies and religious imagery.
  • No run button in this version.
  • Several glitches are present in this version, such as the bread crumb glitch.
  • Several maps were changed in Earthbound Beginnings, most notably in Magicant.
  • Enemy placement was reworked in places for Earthbound Beginnings.
  • No background effect on learning melodies in this version.
  • Many more minor changes.

Known Bugs:

  • The “Use”, “Eat”, “Give” and “Drop” menu are untranslated.
  • Some minor graphical glitches in some cases, such as when selecting text speed.

Thanks, and enjoy!

  • Pixeleos
github.com
u/Kiba-Da-Wolf — 14 hours ago
▲ 7 r/romhacking+1 crossposts

3DS Mojito Flash Runtime RE

Hi! I made a post a few days ago about Shift DX and the GUI swfs inside the rom. Now i made a first working swf runtime based on that game I used ghidra to rebuild the code for the runtime.

If you are interested check it.

https://github.com/molnarnoah/flash3ds

[flash3ds-runtime-phase10](https://www.mediafire.com/file/08hhjeaz8qxnhw9/flash3ds-runtime-phase10.zip/file)

https://www.youtube.com/watch?v=Z5BZV9drry4

u/molnarnoah96 — 1 day ago
▲ 21 r/romhacking+1 crossposts

Fixed the broken 4 Party Member Patch for Dragon Quest V (SNES/SFC) NoPrgress / DeJap Translation

Note on Community Rules: This project is strictly open-source documentation and a delta patch file ( .ips / .bps ). It contains zero copyrighted game code, or ROM files.

TL;DR: The popular 4 party member hack for DQ5 SNES (NoPrgress/DeJap) hosted on RHDN (#7430) has been broken for years due to a 512-byte header offset error baked directly into the released patch. I’ve re-derived the conversion directly from Mr. 45's original 2007 Japanese hack, verified it, and published a working patch.

What Was Broken?

The original hack was created by Mr. 45 back in 2007 for the Japanese release. In 2022, AustNerevar released an English conversion for the DeJap translation (RHDN Hack #7430).

However, virtually everyone who tried using it hit the exact same wall: the game boots, titles, and lets you enter your name, but permanently hangs right after the initial config prompts with a door-opening sound effect. Most assumed they had a bad ROM header or patched incorrectly, but the patch file itself was flawed and off by 512 bytes (0x200).

1,140 of the 1,210 changed bytes landed at +0x200, writing modified values onto completely unrelated code while leaving the target code untouched.

Links & Code

The GitHub repo contains the full byte-level analysis, Mr. 45's original Japanese notes (with translations), and an automated build script that runs the patch chain against a Japanese base ROM with hash verification. (No ROMs included, bring your own clean files).

u/RadMageIRL — 1 day ago

Seeing the Machine Translations on The Repo gives me hope that other games like these will eventually get(somewhat) translations

Games in order: RPG Tsukuru DS, RPG Tsukuru DS+, Draglade 2, and Shining Force Feather

u/I_hate_everything3 — 3 days ago
▲ 19 r/romhacking+2 crossposts

Almost finished my Game Boy ROM/Save Dumper for the N64 Transfer Pak

I've been working on a small N64 homebrew project called GB Transfer Dumper, and it's almost ready.

It lets you use an original Nintendo 64 Transfer Pak to read Game Boy and Game Boy Color cartridges and dump them directly to a SummerCart64 microSD card.

Right now it can:

  • Dump GB/GBC ROMs as .gb / .gbc
  • Backup cartridge saves as .sav
  • Restore .sav files back to the cartridge
  • Display cartridge info such as mapper, ROM/RAM size, battery, RTC and rumble support
  • Show transfer progress, speed and estimated time

Everything runs directly on the N64 using libdragon + libtrpak. ROMs are streamed to the SD card, so it doesn't need to keep the entire cartridge ROM in RDRAM or require an Expansion Pak for larger dumps.

Still doing some testing and cleanup, but it's getting pretty close.

GitHub:
https://github.com/alexishida/gb-transfer-dumper

Would love to hear what you guys think, especially if anyone here has a Transfer Pak + SummerCart64 and wants to test it.

u/nbsuicida — 2 days ago
▲ 78 r/romhacking+1 crossposts

Pokemon FireRed/LeafGreen Greek Development In Progress!

Hi, i'm Sckosta nad this is the development of Firered and LeafGreen Greek Translation!

FINALY! The games your dreaming to have greek letters (at least) and words is finaly under constructure!

Tell me your honest opinions about the fonts and for the other thinks i'm showing.

This is early Progress of the games...

ENJOY!!!

u/Sckosta_Official — 3 days ago

What ROM hacks turned frustrating or plain bad games into something actually worth playing?

Hello

I want to make a video about rom hacks that saved bad games from being really hard, frustrating of almost unplayable.

I know of those:

1.Bubsy: "Less Bad Edition" SNES
2.Super pitfall 30th anniversary NES
3.Ghostbusters 2 NES
4.Bad to to the future NES
5.TMNT Nes (a few, most recent is "Back to New York)
- not a bad game, but very frustrating at times
6.Mega Man X6 PSX -
7.I played it back in the day. I know one of the major complains is the multiple
bosses in each level. Not sure if it fixes this one.
8.E.T. - Atari VCS -
Makes the collision detection for falling into holes more forgiving and adds a few more game modes

Most of those are pretty old, so I must be missing some.

*Castlevania 2 and 3 are bit too large for my scope, I played much of the GB and modern ones :-(
also, I don't to focus on NES2SNES, I think it deserves its own video.

reddit.com
u/itay2k — 3 days ago

Super Ghouls ’N Ghosts – Knight/Maiden Artoria Edition v3.0 Released

Launch Trailer: https://www.youtube.com/watch?v=swu9OdaxcAw

Version 3.0 is a ground-up remake and full Artoria conversion, now available for both the USA and Japanese versions. The update introduces redesigned sprites, unique titlescreens, improved dialogue, armor and death-sprite fixes, and new unique green/gold armor spin-jump frames.

The biggest addition is a new Player 1 Secret Menu, accessible by holding L + Start on the EXIT option in the Options menu. It includes optional gameplay features such as Chest Hints, a Slower Timer, Enhanced Gameplay, Better Armor, Weapon Collect, Better Shield, and 1-Up Fix.

The hack also introduces 16 leaderboards, with separate CLEAN, MINIMAL, ENHANCED, and OTHER leaderboards across four difficulty levels. Settings and rankings are saved through SRAM.

Additional FastROM patches are included, along with the Basket 3.0 patch, which restores Artoria's original idle sprite while using the basket.

Version 3.0 highlights:

  • Complete ground-up sprite remake
  • USA and Japanese versions
  • Full Knight/Maiden Artoria conversion
  • Unique titlescreens for each version
  • Improved dialogue and uncensored content
  • New armor animations and sprite fixes
  • Player 1 Secret Menu with seven optional gameplay enhancements
  • SRAM support for settings and rankings
  • 16-board ranking system
  • FastROM patches
  • Basket 3.0 patch (Apply on any patched Artoria rom; restores Artoria's original idle sprite and replace Shield with Basket))

The release also includes four main versions each for Knight and Maiden Artoria, with Briefs and Nightgown variants.

Created by **GoodLuckTrying**, with direct help from FredYeye, End Screen artworks by tran4of3 and some sprites by sleepyren.

u/Albafika — 2 days ago
▲ 138 r/romhacking+1 crossposts

Battle Mania never had 2-player co-op, so I decided to add it

What is Battle Mania 2P Co-op?

Battle Mania (also known as Trouble Shooter) is one of my favourite Mega Drive games. It's a fast-paced shoot 'em up starring Mania and Maria. The original game is strictly single-player: Maria follows Mania and shoots at the same time as Mania.

I've always thought the game would work really well as a two-player co-op experience, so I decided to try to make it happen. The idea is not just to add a second controllable player, but to evolve the gameplay itself into something more cooperative, where both characters are designed to work together and support each other, while respecting the spirit of the original game.

How it started

I'm not a programmer and had never done a ROM hack like this before. I'm using Cursor as an AI assistant to help me with the process. The workflow is fairly simple: the AI creates a notes/knowledge file, a script, and a patched ROM. I then test the ROM using tools like Exodus and EmuHawk, check the results, and explain what happened so we can continue iterating.

What started as a simple experiment quickly turned into a much bigger project: making Maria work as a real second player while keeping the original 1P game intact.

Current progress

  • 1P / 2P mode selection on the title screen.
  • 1P mode works exactly like the original game.
  • In 2P mode, Player 1 controls Mania and Player 2 controls Maria.
  • Both characters can move independently, shoot, and change their shooting direction. Mania currently uses an H-Flip when turning, but a new animation is planned.
  • Mania can use bombs; Maria cannot. Her button will have a different function.
  • A separate life and score HUD has been added for Maria, including new tiles, although it is not functional yet.
  • Maria does not take damage or earn points yet.

What's next

  • Fully functional HUD
  • Maria's independent scoring
  • Adapted bomb scoring
  • Adapted bonus system
  • High Score and extra-life system based on the combined score
  • Maria's own damage system
  • New turning animation for Mania

Since this video was recorded, the project has progressed quite a bit.

I've made a lot of progress since then, but I want to finish and polish a couple of things before making the next video.

I'll post a new update and video in the next few days.

u/Fill_Espectro — 4 days ago
▲ 149 r/romhacking+2 crossposts

Pokemon Gold/Silver Greek Translation/Language! Play now the Sequel of Kanto in Greek!

Hi, I'm Sckosta and today i was uploading the Pokémon Silver and updating the Pokémon Gold in Greek Language!

Now you can play the Johto And Sequel of Kanto Region all in that language!

It have the complete translation which it means the menu, dialogues, items (and descriptions), moves (also descriptions) UI, trainers classes, Pokédex and types!

Next Station is Firered/Leafgreen (Already have done the Titles, fonts and the Oak Intro Speech!)

I hope you enjoy that games as i making them!

I will be in the comments seeing your Opinions !

ENJOY!!!

https://romhack.ing/database/content/entry/-zvQ7u3jRmmZlaWLRf3SWw/pokemon-gold-greek-translation

https://romhack.ing/database/content/entry/bSxO1KyRTaCoHw0bYgyEDw/pokemon-silver-greek-translation

u/Sckosta_Official — 4 days ago

Reco Love: Gold Beach — Unofficial English Translation

An unofficial English translation patch for Reco Love: Gold Beach on PS Vita is now available.

The translation uses MTL with some editing. Most of the script has been translated, though there are still some rough lines, pronoun issues, messy signs, and alignment/length issues in places. The tools are also provided for anyone who wants to improve or build their own translation.

Reco Love: Gold Beach — First Seen in English:

https://www.youtube.com/live/hTUAOW5v6kk?si=7Q-mYTwVwurWDnKH

reddit.com
u/Klonoa18 — 3 days ago

NES Rad Racer Score RAM Location/Format

I've begun a project to parse out and store the high scores from certain 8 and 16 bit games in my Batocera cabinet.

Done about two dozen or so by either studying the CPU memory, or with the data from the fine folks at DataCrystal.

Working on Rad Racer, can't seem to understand what they were doing.

What I've been able to glean so far is that something is stored at $0031, up to decimal 83, hex 53

(Screen shots are from Mesen while game was paused)

https://preview.redd.it/125al1d3syjh1.png?width=196&format=png&auto=webp&s=66c58b32883d14cc4e3028c5ab3778856e2fa8c6

https://preview.redd.it/zh64rhao0zjh1.png?width=337&format=png&auto=webp&s=e39ef040ff8b71a4c4f563ee66cc67377914f554

At 84 it's rolled over to 00, and I can't seem to find any sort of multiplier

https://preview.redd.it/10wnkptuxyjh1.png?width=164&format=png&auto=webp&s=85336a55d2b1f7a51804e03d160fcf4c44ae058d

https://preview.redd.it/s1cq6jsv0zjh1.png?width=349&format=png&auto=webp&s=9891cf1856dcc6a37b7d9d00b8faf9838f620399

If I just do some random higher score.

https://preview.redd.it/icijiarhzyjh1.png?width=152&format=png&auto=webp&s=e7c120e7603930684cfb25a0ed76eeecd2338649

https://preview.redd.it/zol6zs801zjh1.png?width=328&format=png&auto=webp&s=fc80a462da277fe820e7c38cc6c1377064b46941

Most games store their score contiguously, either as BCDs or hex values of the score 10 divisors. But I think there is some sort of multiplier somewhere else, since 1002 = 78 + (84*11), but I can't seem to find it.

reddit.com
u/Nexzus_ — 3 days ago
▲ 2 r/romhacking+1 crossposts

English translation of Mamagoma

So, I love seals, and I have mamegoma, the ds version mainly but I'm pretty sure I have the 3ds version downloaded, would anyone be able to make it English? Ik to play the ds ones it isn't hard to navigate but the 3ds one is, so if it isn't to much to ask, can someone do an English translation of it pls 🥺 and thank you to anyone that does

reddit.com
u/Xethenogenderedender — 4 days ago
▲ 77 r/romhacking+2 crossposts

SM64DS Native PC Port is 43% Linked!

Good Saturday morning to all of you my friends. The port has reached 45% linkage!

Now what does that mean? Well, the decomp is at 98% meaning we have around 11K functions sitting in the repo written in either C or C++. Those functions are all single separate files so they don’t really do anything. Well now I’m making them do something by linking them together into an actual executable that runs native on PC.

“But Tango, I already have Mario 64 DS on my PC!” points at emulator

Yes an emulator will get you the game playable on PC.. but that’s it. You can add some simple cheats, and there are romhacks you can grab, but the game is still written in code that is not made for humans to interpret. It wasn’t originally written in that code, it was written in C++ and put through a compiler. What we have done is used the compiler as an oracle to write 1:1 byte matched C code, which will allow the game to run on PC hardware, not having to use emulated DS hardware.

This unlocks.. well.. you ever seen modded Skyrim? Yeah this is about to be modded Skyrim. Or that video where that guy is fighting the final boss of dark souls in front of the castle? Yeah it’s gonna be like that when I’m done with it..

Anyways, everything is going great! The discord is very active and many many people are helping me out! So a big thanks to everyone who’s not only contributed, but also anyone who’s just messaged me kind or encouraging messages. I literally couldn’t have done this without yall.

If YOU want to play the demo of the port, you can download here: https://tangos.dev/downloads

Or join the discord here: https://discord.gg/GfeXpEjVS

And the repo as always is here: https://github.com/tangosdev/sm64ds-decomp

u/BeansNToasted — 5 days ago
▲ 15 r/romhacking+2 crossposts

All In One House of the dead 2 Naomi Sample Extractor

Features: Correct Pitch and speed, No Distortion, Correct LoopPoints and more. special thanks to egregiousguy on the house of the dead discord server for helping me

drive.google.com
u/Quick_Equal5156 — 4 days ago