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Joji Fuku O Kite: In Which For The Player's Amusement, Young Girls Do NOT Strip

04 April 2013 3:39PM EST - Update by Flake

ROM Hacks News - RHDN Project Page

Having learned some of the history of Nintendo’s classic old 8-bit system and how the company tried to enforce content controls through its licensing scheme, the unlicensed games that somehow managed to escape this censorship always seemed rather fascinating. As might be expected, a lot of these “unofficial” games were just about as low-brow and sleazy as the Nintendo’s publicists warned us they would be. A remarkable number of them, including the subject this latest experiment, Idol Shisen Mahjong, featured pictures of naked women.

As many half-witted humorists have already pointed out, if pictures of naked women are all one wants, enormous sections of the internet are dedicated to nothing else. The pictures in these old games are interesting not so much because of their blatant appeal to players’ baser instincts, but simply because they are pictures someone saw fit to adapt to the system’s primitive 8-bit color scheme. With some effort, it seemed one could turn these old games to more truly artistic purposes; hence the decision to hack a game that was already a hack of another game (AVE’s Tiles of Fate, in case anybody is asking).

Whereas most of these old play-for-the-pretty-pictures games were either ridiculously easy to win (AV Poker comes to mind) or else well-nigh impossible (e.g. Miss Peach World), Idol Shisen Mahjong seems both sufficiently challenging and winnable to merit playing it. It also had an ample supply of material to hack: two title screens, twelve pictures (of four women), an ending screen, and even the menus.

Since graphics hacks are a dime a dozen for old NES games and the music of Idol Shisen Mahjong gets very irritating very quickly, this is also intended to be a full musical hack. Though this lone hacker is no musician and certainly no composer, certain people who are provided five fairly famous old tunes capable of being adapted to fit the minimalist and repetitive style of 8-bit music and, more importantly, the very tight space into which the game’s original tunes had been squeezed.

Most of these songs should be recognizable to people from… a certain generation. If they seem unrecognizable, one should try playing them for one’s parents and grandparents to see if they recognize them. If one happens to recognize all of them… well, no prizes are available for such impressive knowledge of such trivial matters, but as TV Tropes (http://tvtropes.org/pmwiki/pmwiki.php/Main/AWinnerIsYou) would say, “A Winner Is You!”

While playing, one may notice some progression in the quality of the artwork and music. This is in direct correlation to the progressive development of hacking skills, which ultimately included having to learn some basic ASM coding in order to reassign some sprites from one screen to another. With the music, this progression ran backwards while experimenting with changing the fifth and last tune in order to keep from having to move the other tracks and reassign the pointers, and then worked upward through the other tunes from there. The first tune, which plays only once very briefly for the title screens, was also the one most pressed for space once all the others were adapted, which is one reason why it’s so bare-bones minimalist. (On the other hand, so is the original performance from which it was adapted.)

Speaking of the title screens, one may notice the English one flashes by rather quickly. This oddity actually arises from having fixed an error in the original game while shuffling the sprite assignments. Unfortunately, this error seems to have been an intentionally introduced inefficiency to keep the title screens from shifting so quickly, and all efforts to reproduce it with the new sprite assignments have proved futile. Moreover, the error in the original did cause lockups in the emulators on certain hand held devices, so on the whole the game is probably better off without it.

Considering that the graphic tiles tables (all of which are altered) alone take up almost two thirds of Idol Shisen Mahjong’s ROM and the graphics pattern tables and music data (all of which are also altered) consume another significant portion, perhaps the only surprise is that the patch for this 96 kilobyte game comes to no more than a little over 64 kilobytes. In any event, with this patch, every picture in the game should now be perfectly safe for work (though playing it when one is supposed to be working is still inadvisable; competent bosses tend to frown on such frivolities). Enjoy!

New Hacks Added to the Database

27 March 2013 10:06AM 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):

Suikogaiden Vol. 1: Swordsman of Harmonia English Translation Released

23 March 2013 4:20PM EST - Update by Pokeytax

Translations News - RHDN Project Page

After nearly five years, the English translation of Suikogaiden Vol. 1: Swordsman of Harmonia is completed.

Suikogaiden Vol. 1 (as well as its sequel Vol. 2) is a PSX visual novel spin-off of the Suikoden series, taking place at the same approximate time as Suikoden II and featuring many of that game’s characters. Suikoden completionists, or anyone interested in the Suikoden world and characters, will find it worth playing.

The translation was completed by an appropriately broad cast of characters, led by rin_uzuki, at the Suikogaiden Translation Project. She got signficant assistance from Niahak and Raww Le Klueze on the translation side, and Rufas, David Holmes and Pokeytax on the coding side - but many others helped get this patch released.

New Hacks Added to the Database

23 March 2013 12:10PM 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):

New Translations Added to the Database

23 March 2013 12:04PM EST - Update by RHDNBot

Translations News

This is an automated message generated by ROMhacking.net’s RHDNBot.

The following Translations have been submitted and approved to the database (in submitted order oldest to newest):

New Utilities Added to the Database

23 March 2013 12:04PM EST - Update by RHDNBot

Utilities News

This is an automated message generated by ROMhacking.net’s RHDNBot.

The following Utilities have been submitted and approved to the database (in submitted order oldest to newest):

FF4kster v0.3

14 March 2013 6:34PM EST - Update by pinkpuff

Utilities News - RHDN Project Page

FF4kster, the all-in-one editor for Final Fantasy 4 has been updated. In addition to some minor bug fixes, the menus can now be navigated much more easily and quickly with the PgUp and PgDown keys, and menus now have an “indexed mode” that can be toggled with the “/” key, which displays a number next to each menu item that indicates its position in the list (useful for cross-referencing information such as map indexes and the like).

As well, two new editor components have been added: First, an “Item Range” editor, which currently allows you to edit which weapons are two-handed and which items are key items, and hopefully in future more item properties will become editable as well, as more information emerges. Second, a “Map Info” editor which allows you to edit certain properties of the maps such as whether they’re magnetic, what song plays, what background the battles have, etc.

New Hacks Added to the Database

13 March 2013 1:02PM 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):

New Utilities Added to the Database

13 March 2013 4:36PM EST - Update by RHDNBot

Utilities News

This is an automated message generated by ROMhacking.net’s RHDNBot.

The following Utilities have been submitted and approved to the database (in submitted order oldest to newest):

Chrono Trigger - Envy Hack

05 March 2013 9:35AM EST - Update by topcat

ROM Hacks News - RHDN Project Page

Chrono Trigger is one of the most beloved RPG’s of the SNES era, and arguably of all time. It is the story of 3 teenagers that, while venturing through different eras in time, discover that the future lie in ruins due to an attack from a monstrous, evil beast named Lavos. They set out to save their world and future by defeating this monster. Along the way they travel to many time periods and make friends that will help them in their quest.

This project began in November of 2012 and was just a way to test what could be done w/ the editors that were available. It was set to be an update to the author’s preferences. As the game is viewed as “kid friendly” being that any reference to alcohol is changed to soda or lemonade in the pubs. This project was designed to correct that and make the reality of the game more consistent with real life. Due to learning of what bugs these programs can cause only as they come up during testing, this release is the fifth go through of the project, ie version 1.5 In the end most of the dialogue available in the game and in the endings had been changed one way or another. With a few ideas and desires for “better” weapons and armor, all of the deleted equipment has been made available in the game. As this was not done w/ temporal flux, the only way to put them into the game is via enemy drops/steals, so no treasure chests have been added or changed. Some of the already existing equipment in the game has been changed as well, either by name, parameters, or both. Also, enemies have slightly increased hp while giving less exp & tech points. Enough to make gameplay a little more challenging, but not enough to be considered a “hardtype.”

This hack contains spoof elements naturally as the author is a vulgar comedian. There are cuss words, adult situations, sexual references, and humor that may be offensive to some. It is not overdone, and the dialogue should not come across as “forced” to fit a joke in. Player discretion is advised.