(1721 to 1730) of 1962 Results
Resident Evil 1 Director's Cut in Portuguese
30 January 2007 9:48AM EST - Update by gamer_boy
Luc of CentralMIB has released a translation in Portuguese of one most popular survival horror games for the Brazilian ROMhacking scene.
It is distributed via torrent and direct download. Details can be found on the author’s page.
La-Mulana translated by Ian Kelley (via Aeon Genesis)
27 January 2007 11:35PM EST - Update by Gideon Zhi
To quote Ian…
La-Mulana is a freeware free-roaming platformer game designed to look, sound, and play like a classic MSX game. It’s heavily influenced by the classic Konami MSX game “The Maze of Galious” and anyone who has played that title will probably recognize the similarities very quickly. You play the whip-wielding Indiana Jones-esque archaeologist Lemeza Kosugi as he investigates the ancient ruins of La-Mulana in an attempt to find its treasure and one-up his father, who is trying to get the same treasure as well.
The game is huge, with many different areas to explore and dozens of items and weapons to find. Each area has a large variety of puzzles and traps (many of them quite fiendish) and you need to solve the puzzles in each area to discover the Ankhs and Ankh Jewels, which allow you to fight the eight Guardians of the ruins. To solve the puzzles you’ll need to be able to read the tablets scattered throughout the ruins, which will require a Hand Scanner and translation software for the portable MSX that Lemeza has brought along on the adventure. Your Hand Scanner will also allow you to find items and search the bones of less fortunate adventurers.
La-Mulana is one of the longest freeware games I’ve played in quite some time–my first playthrough took me 26 hours, and even if you knew exactly what to do for each puzzle in advance I’d still bet the game would take at least 10-12 hours to complete, not counting the bonus dungeon.
It’s now completely translated, and fully enjoyable by an English audience! Enjoy!
You can grab the patch here or at Gideon’s page.
Battle Mania Daiginjou / Trouble Shooter Vintage Translation
22 January 2007 6:46PM EST - Update by MIJET
MIJET finally got around to creating a webpage for the “Battle Mania Daiginjou / Trouble Shooter Vintage” translation patch, thus heralding its “official” release. Please enjoy one of the best Mega Drive games ever, now in English.
Note for distributors: As a consequence of the above, the release archives and readmes for “King Colossus” and the “omake” release of “Battle Mania Daiginjou / Trouble Shooter Vintage” have changed. The patches themselves have not, however.
Staff note - You can get the patch from our database here.
Also, long live the Genesis! Congrats, MIJET! :D Hopefully this isn’t the last Genesis translation we see.
Recca - Pure
22 January 2007 12:29PM EST - Update by Sliver X
During some studying of the game Recca, it was found that there is an alternate mode of the game. However, unlocking it requires beating the standard game, *then* resetting the console.
There is no mention of this in the game itself.
I’ve hacked the game to where this alternate mode is enabled by default. There are 7 levels instead of 4, and enemies are more numerous with much tougher AI routines.
A new title screen has also been added.
If you’re a fan of Recca, this should prove to be a breath of fresh air for you. The difficulty will test your abilities at the game most assuredly.
First Wonder Project J2 Patch released
22 January 2007 12:35PM EST - Update by Ryu
I’ve just released the first patch of my Wonder Project J2 (N64) translation. It translates the beginning of the game, nothing more, nothing less. So this a good chance for you to find out if it’s worth waiting for a complete patch. If everything goes as planned, then there won’t be any other patches between this and the final one.
If you decide to test this patch, be sure to read the readme.txt, the part about the emulation of WPJ2 is especially important.
Aeon Genesis releases "Dicing Knight"
21 January 2007 12:20AM EST - Update by Gideon Zhi
The gameplay making up Dicing Knight is a queer combination of hectic action and roguelike strategy. When you first start the game, you have one dungeon to go after (that of the Lindwurm) and you have one slot for an Orb, although you won’t have anything to put in it at first. After you complete the first dungeon you should have enough total experience to be level 2, and you can go after the next dungeon (and use the lottery ticket from the boss to acquire a powerup orb in a game of chance) and so the game progresses.
Sure, it’s simplistic in nature, but it’s one hell of a lot of fun. You unlock another game mode for completing it, and there’s a huge bonus dungeon as well. It’s all randomly generated as most roguelikes are, but it removes a lot of the element of chance by running everything in realtime and giving you almost complete control over your destiny. All in all, Dicing Knight is a fantastic game, and is not to be missed!
The translation is complete, but untested. Please let the folks at AGTP know if there are any problems with it!
New Submitted Documents Added to the Database
15 January 2007 12:46PM 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 (in submitted order oldest to newest):
- FF1 Facelift Bytes (Game Specific)
- Graphics Hacking (Graphics Hacking)
- Text Routines: Locating them with FCEUXD (Assembly)
- Super Mario RPG ROM Offsets (Game Specific)
- Super Mario RPG RAM addresses (Game Specific)
- Super Mario RPG Byte References (Game Specific)
- TableLib (Source Code)
- GBA Palette Changing FAQ (Palette Hacking)
- SM64 Hacking Doc (Miscellaneous)
- SM64 hacking tutorial (Game Specific)
Cardcaptor Sakura Progress
12 January 2007 6:22AM EST - Update by Rhys Cox
I’ve been making loads of progress with this game with help from Normmatt, Spikeman and Labmaster and I’ve now got quite a few preliminary script dumps finished and a Variable Width Font that can be seen from screenshots.
I still need Kanji identified so I can finish off my table file, and there’s already around 70kb worth of script with the possibility of there being much more, so I’m now at the stage where I can begin requesting help from a translator, if anyone’s interested just email me.
The game’s looking really good with the new font so it’d be a shame to waste it!
YnT: Arabian Nights Script revision & poll
11 January 2007 6:31AM EST - Update by kammedo
The Arabian Nights script revision is underway! Currently 96% of the script is translated, the missing 4% is being taken care by Hector. Also, a small poll about future use of dumped scripts requires your attention!
SMW - The Second Reality Project 2 Released
09 January 2007 1:45PM EST - Update by Nightcrawler
FPI Productions has announced the release of one of the most diverse and unique SMW hacks seen in a long while. It’s also the sequel to a previous top quality SMW hack. Nothing like raising the bar for yourself! It’s got some of the most diverse levels I’ve seen in hack including a Kirby level, Sonic the Hedgehog level, and a Tetris level! I’m talking about SMW - The Second Reality Project 2!
The paltry two images shown here do not do this hack justice. You should head on over to the project’s homepage and check out the many screen shots there. This game has been hacked from top to bottom and much attention to detail has been paid here with all new backgrounds, levels, new music, a large diverse cast of enemies, custom blocks, story and more.
You’ll also find many bits of graphics from several other classic games along with plenty of secrets to keep you busy. It’s the coming together of many different things that makes for a nice melting pot of fun, although it can get difficult at times like most SMW hacks.