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Nekketsu! Street Basket: Ganbare Dunk Heroes Ganbare Goemon 3: Shishi Juurokubee no Karakuri Manjigatame Ganbare Goemon 2: Kiteretsu Shougun Magginesu Sakigake!! Otokojuku: Shippuu Ichi Gou Sei

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Super Soccer: Euro Edition full release

04 April 2011 8:27PM EST - Update by Penta Penguin

ROM Hacks News

After 3 months of finding data and modifying it for the hack, I have brought to you my first completed hack ever; Super Soccer Euro Edition. Most things are changed, including the player’s stats, the team’s stats, the team’s music and the palettes to suit each team.

You can play from 16 teams, starting with the highest ranked: Spain, Holland, Germany, Italy, Portugal, Ukraine, Croatia, Slovenia, England, Serbia, France, Sweden, Greece, Denmark, Switzerland and finally Luxembourg.

After you beat those teams, you will go against one more team which is tougher than Nintendo to become the top champion.

New Hacks Added to the Database

20 March 2011 2:36PM EST - Update by RHDNBot

ROM Hacks News

This is an automated message generated by’s RHDNBot.

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

Final Fantasy VI Advance Sound Restoration v1.1

15 March 2011 7:12AM EST - Update by Bregalad

ROM Hacks News - RHDN Project Page

My revision of Final Fantasy VI sound restoration is finally released. It fixes all the major synchronization issues there was with the original with the intro, opera and ending (the opera was completely redone) !

I also did a few fixes here and there in various songs. Enjoy !

New Hacks Added to the Database

07 March 2011 10:22AM EST - Update by RHDNBot

ROM Hacks News

This is an automated message generated by’s RHDNBot.

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

GoldenEye: X - Third Official Patch Released

28 February 2011 4:48PM EST - Update by Dragonsbrethren

ROM Hacks News

This is the third official, full-point release, of GoldenEye: X, a project that ports GoldenEye’s stages, weapons, and characters to Perfect Dark. Over the last few months, we’ve been busy adding in new content, as well as addressing certain issues that cropped up in the most recent versions of the game. We’ve not only been focusing our efforts on the multiplayer ‘Virtual Reality’ aspect of the game, but have also made advances with the mission campaign. However, we’re still not quite at the point where those are good enough to be made public. In the meantime, you can play solo (or co-op) against up to eight Simulants in any of the VR levels available. Here is a summary of the edits and updates in this version…

  • There is a lot more available to the player from the very start of a new file. From Virtual Reality, you should have access to every weapon, weapon set, music track, scenario, game option, and Simulant type (with the ability to use up to eight).
  • Two new levels are available in VR… Bunker ii and Archives. They are (mostly) complete with glass, doors, metal crates, and all the weapons you can handle. The Simulants perform very well, and are able to fully traverse the stages. The only hiccup lies in the metal crates. They’ll eventually drop through the floor after being destroyed and disappear for the remainder of the match. It may take a few cycles for it to happen, however.
  • There’s a very special treat in this release. Expertly ported from The World Is Not Enough on the N64, the “Labyrinth” multiplayer map by Zoinkity. He’s brought this fun level over to GoldenEye, which was then converted for Perfect Dark and updated to have more spawns, additional ammo crates, Capture the Flag bases, and even five Hills. It’s a brand new experience for those not familiar with TWINE, and a great bit of nostalgia for those who are.
  • Get your hands on some new hardware! Take out your opponents in stealth by using the silenced variations of the PP7 Special Issue and D5K Deutsche. The destructive Shotgun is also now at your disposal. Like some of the other weapon ports, the muzzle flashes and bullet origins aren’t perfect, but the weapons themselves and their positioning matches the originals. Once we learn more about how the weapons in PD are setup, these issues will be taken care of.
  • An additional eight bodies and five heads have been added to the character roster. Choose from the Russian Soldier, Jungle Commando, Siberian Guard (Black) [which also completes Mishkin], or Siberian Special Forces. Feeling invincible? Than select Boris as your on-screen persona. Want to use some voodoo magic against your foes? Baron Samedi is just waiting to put on a hex. And whether you’re tall or short, there’s somebody for you. Jaws and Oddjob, the polar-opposites in GE, are ready to duke it out again… whether you want your friends to use them or not is up to you.
  • From the first patch, the Moonraker Elite has been using a customized arm/hand model. Since then, the other characters have been matched up with more appropriate models. Most of those have also been customized, since PD only offered so many styles. There’s a couple that still require better textures, but the majority of characters are complete.
  • Simulants are now fully supported in the Caves map. Thanks to a base AI Path Network created by Octan Baron for his custom mission in GoldenEye, Sims are capable of navigating all areas of the stage. Hopefully this will breath new life into a level that most would consider to be the least appealing multiplayer choice in GoldenEye.
  • Egyptian has seen some architectural modification since the last release. There are three chutes that normally contain ceiling-mounted drone guns in the mission. They have been edited and changed into ramps. It was a decision made to better performance, for both humans and Sims. Before, people were capable of falling through the lower edge of the chute and dying. As a ramp, this occurance is eliminated. Simulants now use these ramps without any issues.
  • The left-handed Phantom and Sniper Rifle now draw correctly, and not inside-out. Their bullet origins are still inaccurate, but the Phantom does have a slightly improved muzzle flare. It also uses the appropriate sound effect, and has been adjusted to better replicate the original. The Sniper Rifle has also been slightly modified, and now deals the same amount of damage as in GoldenEye.
  • The AR33 Assault Rifle and RC-P90 are now capable of penetrating through objects and characters. I’m not sure why they weren’t setup by Rare to do this in the first place, but it has since been fixed.
  • Certain doors in various levels weren’t using the proper flag to prevent them from being seen through walls. Those that appeared in Temple, Facility and Egyptian are now all taken care of. Others also close portals when shut, which may help slightly with the framerate in certain areas.
  • The glass in Facility is now, once again, indestructible. You may still fire through the glass with a weapon capable of penetrating through objects, so beware of Sims who are packing an AR33 or RC-P90.
  • Two songs have been removed and replaced in the Virtual Reality soundtrack list. Silo X didn’t loop, and once finished, would continue on in silence. The End Credits theme was taken out, since it was never included in the original game’s multiplayer soundtrack. Both Elevator songs (from Control and Caverns) have been included as their replacements.
  • For those of you who are able to play this game on console, through the use of a backup device, you’ll be pleased to hear that both Complex and Egyptian no longer crash during loading. There was an error in the background file that didn’t seem to cause any problems via emulation, but wasn’t nearly as kind on the actual hardware. Both files have been updated, and are confirmed to work on console. HOWEVER, it is recommended that you DO NOT use GoldenEye character bodies and heads. There is a bug that is causing the console to crash when they are loaded into the level. It might not happen right away, but it eventually rears its ugly head. Only a few heads have been confirmed to play properly, but none of the bodies. So, until this is sorted out, please stick to the Perfect Dark leftovers.
  • The Character Profiles & Other Information in the Information Room, as well as the Vehicles listed in the Hangar PC, have begun taking after their GoldenEye replacements. All of the characters (with exception to Ourumov and Valentin) are available to view, but the informative articles have yet to be dealt with. Also, most of the vehicles are still displaying the PD objects, and not all descriptions have been written. These things are being left in to demonstrate the progress we’re making outside of Virtual Reality mode.

And be sure to check out the Official GoldenEye: X YouTube channel for the patch 3a trailer.

Pandora's Box sees the light of day once again

25 February 2011 11:24PM EST - Update by Lenophis

ROM Hacks News

It’s been a while since we’ve had any public discussion about this one, but now is not the time for talk. It’s time for action. That’s right, THE FF6 Hack gets a public demo, and one that is long overdue. What does this mean?

  • We’re still working on it yet, and we still have a long way to go before it’s finished.
  • You guys get to rip us once again for what we do and do not have available for play.

Some of the changes you may (or may not) find during this demo:

  • A new dungeon!
  • 118 bugs fixed, all from the original FF6 game. A special thanks to the many patch authors who released the fixes they did.
  • Far too many core changes to improve the game. Having said that, make sure you take a peek in the configuration screen.
  • Restoration of lost and removed content, which is mostly contained in dialogue.
  • Item changes– some old, some new, some gone, so look around!
  • Several event tweaks, a couple overhauls, and lots of additions. Yes, you will get to experience the Auction House, the Magitek Research Facility, and one banquet in particular.

Going into further detail would be long, boring, and tl;dr. In the end, after four years of work to this date, we think many will be pleased. However, since this is the internet, and for some it’s real life, we know that not everyone will be happy with some changes.

On behalf of the whole team, we thank everyone for their patience, their suggestions, and their feedback with this hack.

But enough talk, have at it! Make sure you read the readme, because nobody can help you if you don’t.

New Final Fantasy VI Hack Includes Harder Gameplay & Comprehensive Changes

05 February 2011 5:56PM EST - Update by Gogo13

ROM Hacks News

A brand new Final Fantasy VI gameplay modification has been released, complete with sweeping changes across the board:

  • Much harder enemies
  • New damage curves, HP curves, MP curves, and XP curves.
  • Vast changes to monster AI, skills, and hero skills such as spells, espers, Lores, Swdtech, Blitzes, Dances, Tools, and Rages.
  • Entirely new items, from the slightly different to the game-changing and super-powerful
  • New spell animations
  • Hero stats have been changed, with a focus to make each hero a competitive choice
  • Lastly, the Colloseum has been completely redone, with every item yielding a viable foe and progressing to better items.

Even more surprising is the supporting documentation. A bestiary, a table of the new XP, HP, and MP curves, and even the excel file used to make the game (with way more information than anyone would care to read) is included.

If you love Final Fantasy VI, and have yearned for the challenging and complex game it should have been, be sure to give this new mod a look!

New Hacks Added to the Database

30 January 2011 8:55AM EST - Update by RHDNBot

ROM Hacks News

This is an automated message generated by’s RHDNBot.

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

Zelda3 PuzzleDudes Quest

10 January 2011 8:41AM EST - Update by puzzledude

ROM Hacks News - RHDN Project Page

I started to remodel the original Zelda A Link to the Past game a long time ago. Unlike Goddess of Wisdom this is a modification, but despite that the dungeons are quite different to solve with a lot of new tricks and hidden objects.

I was concentrating to change the gameplay as much as possible, so even a veteran of the game can easily get stuck. The game is also more difficult than the original, but still quite easy at some points. Despite the fact that this is a remodel, it still took a lot of work, specially because of the number of the dungeons. The overworld, however, is less modified, but there are a lot of barriers, that will force you to search for the correct path. A smart player will quickly see, that this is much more than just another vapid master quest.

Final Fantasy VI Once Again Released

02 January 2011 10:24AM EST - Update by Piggy Chan!

ROM Hacks News - RHDN Project Page

I’ve worked on this project, my very first, during most of last year. It started out with humble intentions, but I experimented and implemented more and more until, after several hiccups, four personal test runs, three other beta testers and countless hours of picking at things and ideas, it’s done. Primarily a re-balancing of the original game, likely akin to Eviltype, but with many other subtle changes and touches, which I hope will prove somewhat unique without transforming the game’s story or presentation. I know there is no shortage of Final Fantasy VI hacks, and this one won’t break the mold, but I think fans of Final Fantasy will appreciate it.

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