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Monster Rapist Updated To Version 2.0

23 August 2011 9:38PM EST - Update by Jomb

Utilities News - RHDN Project Page

Jomb’s been hard at work on his Monster Party editor since the initial release over a year ago.

The changes are too numerous for me to even remember them all, but here are some of the major ones:

  • Now there is has a sprite editor. You can rearrange all the sprites in the game, you can change which palette each tile uses and what it’s draw style is. Furthermore, you can remove a tile from one sprite, then add it to another sprite as a new tile.
  • All the enemies and bosses in the game can be edited, you can change practically everything about them from where they start at, how much life they have, how fast they animate, what item they are carrying, you can change their collision detection information making them larger or smaller, how many points they are worth if defeated, what type of projectile they have if they have one and how it behaves.
  • You can now view where enemies are on the round maps, and move them around.
  • There is now a place in the editor to arrange the tiles for the static screens of the game (such as the title screen), and most of them can also have their palette arrangements changed.
  • You can now edit how any block on the level maps behave by changing it’s perceived type. For example, you can make any block be a platform, a spike, water, a doorway, etc.
  • There are now thousands of gameplay hacks you can apply to the game which do anything from making Mark jump higher, have a longer bat, crawl or walk faster or slower. These hacks can also be used to make bizarre and crazy behavior in the game, for example its possible to make the imp on round 7 telekinetically throw mark around the screen, or the minotaur boss on round 3 pull you to him to attack.

Basically this is now a platform by which even a ROM-hack beginner could make a new game based on the Monster Party engine instead of just being a level editor.

Also this is likely the final version of this editor, as Jomb feels there is little left to do with it and wants to move on to other projects.

New Utilities Added to the Database

29 July 2011 8:49AM 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):

New Utilities Added to the Database

02 May 2011 12:07PM 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):

Aridia 2.1 released

11 April 2011 6:26PM EST - Update by hugues

Utilities News - RHDN Project Page

Aridia, a ROM editor for Phantasy Star III, has been updated to version 2.1. The major recent changes are:

  • Identified just about every palette in the game - cinemas, sprites, portraits, overworld, dungeons, enemies and more
  • Added descriptions for enemy animations
  • Upgraded to .NET 4
  • Increased the size of the window and most fields
  • Added feature to create IPS files
  • Changed permissions to allow other applications to open a ROM being edited in Aridia in read-only mode
  • Added warning message if something other than a Phantasy Star III ROM image is opened
  • Removed troublesome text validations for text editing
  • Removed the Level Template field from the Characters tab because its intended purpose is served by the Level Tables tab

As always, Aridia is 100% free and open-source.

Aridia home page

Aridia user guide

Download source code and report bugs on the Aridia Google code page

SBWin 3 RC1 Released

09 April 2011 2:03AM EST - Update by vectorman

Utilities News - RHDN Project Page

The first release candidate of SBWin 3.0, the SEGA Genesis (Megadrive) ROM conversion utility, has been released. This version will probably be the last before version 3.0 stable. The following features were added:

  • Options screen (various options can be turned on or off)
  • Path column for conversion queue
  • Settings are stored in a configuration file
  • Scheduled update checking
  • Along with these new features, every issue found in the previous release has been fixed. Please report any issues you may find with SBWin on the official bug tracker here: http://projects.codeisle.com/smd-bin-win (click ‘New Ticket’).

    Grab a copy now on the RHDN Project Page or at my download section here: http://www.codeisle.com/downloads/?did=6

SonED2 updated to v11.03.27

30 March 2011 11:35AM EST - Update by Stealth

Utilities News - RHDN Project Page

SonED2, the Sonic the Hedgehog level data editor, has received various minor-to-moderate data handling and interface fixes and enhancements. For specifics, please see the What’s New document

ROMulan Data Extractor/Injector Utility Released

25 February 2011 1:09AM EST - Update by Stealth

Utilities News - RHDN Project Page

A new utility with a simple interface, but powerful functionality. Through the use of scripts that describe the layout of the target game file, it eases the re-integration of edited data by automatically relocating data that has grown in size, and updating program and pointer list references to the data. It is also capable of batch operations such as the initial extraction of the data, and the calling of external conversion utilities immediately after extraction, or immediately prior to injection.

For more feature information on the “Batch” and “Inject” files, see the documentation

SonED2 updated to v11.02.24

25 February 2011 1:07AM EST - Update by Stealth

Utilities News - RHDN Project Page

SonED2, the Sonic the Hedgehog data editor, has received the following updates:

  • Level editing support for Sonic 3 (& Knuckles), Sonic CD, and Knuckles’ Chaotix/Sonic Crackers
  • Support for editing Sonic 1 Rotating Special Stages
  • Project support for custom level data format combinations
  • Level layout import from image support in addition to existing tile graphic importing
  • Integrated functionality of the new ROMulan data Extractor/Injector utility
  • Better settings modifying support- larger click areas and delayed-repeat hotkeys
  • Various other feature and interface enhancements and fixes

For a more detailed list, see the “What’s New” documentation

New Utilities Added to the Database

30 January 2011 8:55AM 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):

LAZY SHELL v3.4 released (2011-01-23)

23 January 2011 7:56PM EST - Update by giangurgolo

Utilities News - RHDN Project Page

Lazy Shell v3.4 has been released. Click here for the editor’s home page.

*This is now 64-bit and 32-bit supported and vastly superior to older versions*

Click here for a full history of changes from version to version.

_________________________________________________________________

INTRODUCTION

Lazy Shell is a third party .NET application written in the C# programming language which is capable of editing a wide range of elements within the Super Mario RPG (US) ROM image file.

PROGRAM REQUIREMENTS

  • Microsoft .NET Framework 3.5 or higher must be installed on the

system for the application to run at all.

  • Minimal system requirements: 1GB of RAM, 10MB of hard drive space.

_________________________________________________________________

Click here to view the full readme.txt included with the program.

Lazy Shell was first released 2 years ago, and has been a project for nearly 4 years. It has made huge improvements since its first release due to strenuous debugging sessions, positive (and negative) community feedback, numerous bug reports by users, and in-depth experimentation through full, partial, and demo hacks. I imagine there are still probably some more bugs to sort out, but this is as good as it’ll get unless users decide to report any bugs they encounter in this thread. Also, I highly recommend checking out the palette editor’s effect features, which is capable of doing many neat things that might ease the creation of new palettes and “palette swaps” of levels and sprites. Another mention is that you can mirror/invert an entire battlefield simply by selecting it, right-clicking and clicking “Mirror” or “Invert”. It somewhat gives the battle system a new feel/appearance.

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