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Daisenryaku VII Itadaki Street: Watashi no Mise ni Yottette DOOM Sengoku Denshou

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LaSalle Ishii's Childs Quest SMW The Crown Tale Mario is Missing Done Right Mega Man the Wily Wars SRAM+

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AGTP Releases TwinBee Rainbow Bell Adventure

14 November 2013 7:42PM EST - Update by Gideon Zhi

Translations News - RHDN Project Page

Today sees the release of TwinBee Rainbow Bell Adventure for the SNES! Translation is 100% complete, so enjoy! It can’t be claimed that this is the best platformer on the SNES or even that it´s one of the best, as it frankly can´t hold a candle to Mario, Metroid, Megaman X or Front Mission Gun Hazard (heh!) But it´s still a damn good game, and if you´re itching for a cute but challenging platformer with plenty of secrets to find, here´s a great chance to have a good scratch.

Next AGTP release is currently slated for two weeks from today. Keep your fingers crossed!

Mappy Kids English Translation!

09 November 2013 6:21AM EST - Update by Zynk Oxhyde

Translations News - RHDN Project Page

In search of another game to translate, Zynk has found a very, very obscure game from the Mappy series, Mappy Kids.

The game is very simplistic in terms of graphics & gameplay, which deviates from the original Mappy game. Mappy Kids–unlike another Mappy game title called Mappy Land–doesn’t involve trampolines.

Anyways, while very simplistic, Zynk thought this needed translation as he tried out the game, what confuses him about it is the bonus games. There are three bonus games: a flag game, sumo-like game & a spot-the-difference game. The latter two games are easy to understand but the flag game. The flag game is like a Simon says game where you need to raise or lower colored flags. At first, that game requires mere luck on which flag to move, but after Zynk edited the graphics, then it was easier to tell which flag to move.

The location of the texts are somewhat mess out. A lot of repeated names are scattered. With the shop item names, its so cramped that squishy tiles are implemented.

Aside from translation, as Zynk beta tested the game, he found a lot graphical errors in the game. Why does such a game as this get campy graphics? Also the background has messed up tile locations that he can’t fix. Plus, the most graphical mishap this game had is the Elephant. His trunk was cut off in-game while the ROM’s CHR had it whole! That was easily fixed & the Elephant has his nose whole. Another one is Goro (aka Nyamco). He has his whisker in an odd pattern that can be easily spotted on the sumo game while he jiggles his stuff. He got a face lift after that.

This poor game didn’t get much love by Namco in Zynk’s opinion. It could have better graphics since it was published late 1980s. Namco could have added the trampoline mechanics per title suggests.

In conclusion, the game is finally translated. There are other texts that maybe unused were translated, but Zynk doesn’t have the energy to find those after play-testing it multiple times (even on two-player mode). If ever there were errors found, please report it here on the news topic. That’s all!

New Hacks Added to the Database

04 November 2013 7:01PM 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

04 November 2013 7:00PM 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 Documents Added to the Database

04 November 2013 6:59PM EST - Update by RHDNBot

Documents News

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):

Want to play some SPOOKY hacks this halloween?

31 October 2013 12:48AM EST - Update by Darkdata

ROM Hacks News

Princess Sidestory

A cursed Mario Party board forces Peach to defeat one of Bower’s sons to restore it to normal this Halloween!

Pokemon Knife

I ain’t afraid of no Ghastly. Why deal with Pokemon Scary Pasta? You’re a young trainer, with a knife. No event can stand in your way. Stab over 150 NPCS!

Sweet Home

Why not solve puzzles in a wonderful safe home? Can you keep everyone safe while solving the puzzles within?

So take your time this Halloween, eat some candy, and play some SPOOKY GAMES.

New Utilities Added to the Database

12 October 2013 12:18AM 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 Hacks Added to the Database

01 October 2013 7:21AM 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

01 October 2013 7:20AM 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):

FCEUX 2.2.2 released!

25 September 2013 4:42PM EST - Update by AnS

Utilities News - RHDN Project Page

The recent release of the most powerful NES emulator has brought some new features useful for romhacking.

First, the built-in Hex Editor got a new feature called “Highlight Activity”, which helps monitoring memory changes (e.g. when you’re comparing two savestates, searching for a certain discrepancy).

Also, remember that annoying quirk of all known NES Debuggers, where you couldn’t scroll the disassembly up by whole instruction? That’s because 6502 instructions have variable len… ok, forget it.

More importantly, Symbolic Debugging finally works like it should have been working all these years since FCEUXDSP. Basically, you right-click any address and label it with a name. From this point FCEUX will substitute the address with the name everywhere: in disassembly listings, in trace logs, in Hex Editor window caption. This immensely helps reverse-engineering games.

Usually, when beginning a new hacking project, you stumble upon walls of incomprehensible assembly, and you start searching for certain memory addresses which could lead you to the necessary part of the code. Sometimes it’s enough to set a breakpoint onto a visual variable (like sprite coordinates/tiles map/etc), but more often you have to dig through the game, documenting data structures (in a text file) and figuring out the code control flow. Well, now you can forget Notepad and use Symbolic Debugging. Even when you barely understand why e.g. this certain code branches over there, right-click the address and call it something semi-definite, like “GotoHereIfVerticalCoord=1F“, then keep reading and doing the same to the following lines - soon you’ll notice you understand the situation better and better. Because you’re actually restoring a part of the source code of the game, without diving deeper than necessary, only looking at things relevant to your current needs.

For more info, see updated docs on FCEUX Debugger here.

Other debugging tools (Trace Logger, PPU Viewer, Code/Data Logger) were also improved in this new version. Read the whole changelog here.

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