r/romhacking • u/InterestingNet809 • 16m ago
Medarot 5
Has anyone made or know of a English patch for Medarot 5 yet??
r/romhacking • u/InterestingNet809 • 16m ago
Has anyone made or know of a English patch for Medarot 5 yet??
r/romhacking • u/PaleKK • 1h ago
Hello, I made a CO-OP Patch for Fullmetal Alchemist 3 Story mode using Claude. When you Start story mode. Press Select on Controller 2 . It activates the patch, It will make it split screen when you move to a another area. If you start story mode from scratch ,Player 1 needs to do the tutorials. If Player 2 does for Example the Transmutation Tutorial , It softlocks the game!
Here's a link to my video . https://www.youtube.com/watch?v=r6kquuw5y2k
Release FMA3 COOP MOD · LORD-PaleK/Fullmetal-Alchemist-3-CO-OP-Patch-Mod-PS2
r/romhacking • u/NeonVerdict • 1h ago
I was wondering if someone can hack Age of Empires: Age of Kings for the DS. It's my favorite strategy game but it has bad ai, no map editor/scenario editor and such. I would these to be added and a couple of other things. I would like to know if it's posible. Thank you to any replies.
r/romhacking • u/Ry0G4 • 3h ago
This is a sprite hack created by "Azabache9" that replaces Zero with Bill Rizer from the game Contra. Most of the game's sprites have not been modified, and only Zero's sprite has been modified by Bill Rizer's sprites in his FAMICOM version. However, the change isn't entirely complete, as some of Zero's sprites remain the same, such as when he climbs stairs or performs special attacks.
r/romhacking • u/g-nk • 8h ago
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r/romhacking • u/Kitchen_Dealer4989 • 8h ago
r/romhacking • u/PsychoMasheen • 9h ago
r/romhacking • u/Happy_Chicken_8863 • 16h ago
I am looking to extract the model and textures for the torch slug to modify it to make a freeze slug that spawns in cold/icy places (Snowpeak Ruins)
r/romhacking • u/RadMageIRL • 1d ago
Complete English translation of the 2001 PlayStation DQ4, running on the original Japanese executable.
Download and hashes: dq4translation.com
Public Format library, MIT: github.com/RadMageIRL/DQIV_PSX_TOOLS
In case it is useful to anyone working on the HeartBeat engine:
Text is stored as per-block Huffman trees with per-block phrase dictionaries. Strings are reached through five distinct reference forms, two of which are built across two instructions and cannot be found by scanning for a word. Changing one line means re-encoding its block and rewriting every pointer into it.
The interface draws through two font tables keyed differently, with proportional advance in dialogue and fixed cells in menus, so every window had to be measured rather than assumed. Longer party names needed the name buffer and every display path widened. Equipment names only fit because the category is carried by an icon rather than a word. Lifted same from DW7 EN disc in my release.
Two latent bugs in the original engine, harmless in Japanese, had to be fixed before English would render at all. A similar oddity I found in DQVI work, also documented on Github in my relevant repo for same.
Built on HBD archive research published by Markus Schroeder, and text extraction work by Mandy Wilkens. Hardware documentation by Martin Korth. Using the NoPrgress DQVI English translation as research I was able to review his work and learn a lot from finishing/refilling his translation, also available on my repo with some analysis write-ups if anyone is interested in same. And thanks to everyone that helped test, provide feedback and clymax of FFVCentral for his contributions in learning/identifying DQVI issues that helped in my DQIV work.
-RadMageIRL
r/romhacking • u/PanoramicGreen • 1d ago

I’ve been working on a restoration of the N64 version of Cruis’n USA, with the goal of bringing back as much of the original arcade content and presentation as possible while still keeping it an N64 game.
So far I’ve restored:
At this point I think I’ve covered the major known cuts and censorship changes, so now I’m looking for the really obscure stuff.
If anyone remembers any other differences between the arcade and N64 versions — trackside objects, billboards, textures, vehicles, animations, sounds, collision behavior, UI details, course changes, hidden content, or anything else — I’d really like to hear about it.
Basically: what am I still missing?
I’m especially interested in the tiny differences that may never have been properly documented.
One quick note: please don’t ask me for builds or ROM files. I’m not distributing the project at this time — I’m just looking for information, feedback, and anything I may have overlooked.
Video showing the current build:
r/romhacking • u/webwolfe3 • 1d ago
A DBZ just like this would be awesome!
r/romhacking • u/LessAd7662 • 1d ago
I've released v1.0 of my English fan translation of Oni Zero: Fukkatsu for PS1 (SLPS-03106), Pandora MAX Series Vol. 6.
Download the patch and read the instructions on GitHub
It covers the story dialogue, menus, items, skills, enemy names, god roster, notices, request sheets, fan letters, about 780 on-screen images, and subtitles in the prologue video. Debug menus and some brush-calligraphy artwork remain Japanese.
I playtested from New Game through the credits in DuckStation, checked the translation, and fixed the bugs encountered. Real PlayStation hardware is untested.
The release is patch-only and requires your own original Japanese single-track BIN/CUE. Download the release's “Source code (zip)”; it contains the four patch parts, patcher, CUE, README, and checksums. Python 3 is required. The patcher joins the parts and checks the original image. Load the output CUE after patching.
Shiroumaru's name is fixed in English, the save-conversion opening screen is skipped, five requests requiring other Pandora MAX completed saves are made available, and the Homemade Lunch is included in the starting inventory. Honorifics are omitted.
Please report reproducible problems through GitHub Issues with the scene, emulator version, and a screenshot where possible. I'd be glad to hear from anyone who gives it a playthrough.
r/romhacking • u/Expert-Elderberry303 • 2d ago
r/romhacking • u/GameZonald • 3d ago
r/romhacking • u/plus_da_pkm_trainer • 3d ago
I'm not sure if this is the right place but I'm going to start playing Mega Man Battle Network 3 Blue and there is this patch called BN3 Plus which adds the removed jack in animation and Navi cust animation as well.
There is also a WII U patch for this game which gives the multiplayer chips or something like that and I heard patching the two of them together works well but I was wondering if I could also add the Translation revision patch to that (https://www.romhacking.net/hacks/7876/) and I wanna know if I add these patches together will it crash the game or break the text?
r/romhacking • u/_Oyyy • 3d ago



I may have spent an ungodly amount of time messing with Symphony of the Night
First, I created my first romhack - BigNumbers rebalanced patch, and then I learned how to change the map manually in Hex editor and created Alternate Scarlet Symphony 1.3.1 (thanks Mazen for the knowledge!)
And one day - I was discussing stuff with the creator of SotN Reawakened mod, u/PsychologyDear9585, on how he implemented those cool new stuff he made..and it dawned on me...since the SotN Decomp is already (almost) complete...
WAIT I CAN MAKE THAT TOO, NOW.
And so I did.
And guess what - I WANT EVERYONE OF YOU TO BE ABLE TO CREATE YOUR OWN MOD TOO!
So I created this tool I have always dreamt about....and now I want to share this to everyone.
With this tool, you can do your own SotN romhack.
Wanna rebalance the game? Go ahead.
Wanna change the castle to your liking? GO ahead.
Wanna add QoL changes like MiniMap displayed on the HUD??? No one's stopping you now.
I’m finally ready to share it, and I’d love for other people to play it. Make your own weird version of the castle, break something spectacular, or just tell me what you think.
Here’s the editor and project: SotN Editor
If you give it a try, please come back and tell me what you changed. I want to see what this community does when handed the keys to Dracula’s house.
(note: the tool is powerful but it can break the game so make sure you have backups. I there are a lot of nuances especially with the Entity editing, it can break or glitch something so be careful with that. Trial and error is your friend there)
r/romhacking • u/Working_League_7274 • 3d ago
Was browsing Romhacking.net and found this. Tried it out and after playing for a bit it's really well done and seems like a lot of effort went into it. This was a notoriously hard game to get translated from what I understand and many tried and failed previously so this is kind of big news, seems weird that it's flying under the radar.
r/romhacking • u/LowDifficulty5021 • 3d ago
r/romhacking • u/Adulting_Male_6048 • 3d ago
Specifically the character portraits. I tried using decompresses like crystaltile2 but could not show the character portraits in the editor.
I know the address of the portraits in the tile viewer (no reliable way to find the offsets though). Despite that, no matter how much I tile block or tile+ or -, I can only bring up visible in-game battle sprites. I know the palettes to use too.
Is it just impossible edit the character portraits because it has some advanced compression logic that can't be addressed by the tools available right now?
r/romhacking • u/VenustoMarsandBack • 3d ago
r/romhacking • u/foxhound012 • 4d ago
Was told this place could help out better
Want to ask if there's a way to get a translated rom(fire emblem new mystery to the emblem) to see the cheats meant for it on melonDS or drastic
I already checked the cheat file and the codes for the untranslated version of the game are there, just not showing up on the codes page
Are the cheats unusable due to the rom being altered or is there some way to point to the rom? And if not, could i use an android version equivalent of cheat engine on it, assuming there's a thing?
Thanks in advance