r/romhacking 14h ago

Queen's Gate: Spiral Chaos - English Patch

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39 Upvotes

English translation patch for PSP game. I made it for myself, but hope it will be useful for others too. AI used for coding, translated text​ was provided by leecherboy in his blog. ​​​​​​​

You can download in from GitHub, all instructions also here:

https://github.com/Neokitsune5/QG_English_Patch


r/romhacking 1h ago

The Evolution of Pokemon Red, Blue and Yellow Rom Hacks

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Upvotes

r/romhacking 2h ago

Utility Midnight Club: Los Angeles Complete Edition No Traffic and restored R35 Gtr (By Supertype1) and buyable Audi R8

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1 Upvotes

I had decided to get rid of all the ugly american traffic cars that infested this game,thanks to OXM0DD3RS RPFTOOL,i managed to get rid of all the traffic vehicles and prevent them from ever trying to spawn! And i couldn't forget about restoring the Audi R8 and the Nissan GTR R35. (Made by Supertype1)

Download it from this mediafire link.(You need to dump your legal copy of MCLA,use xiso to extract into a folder,and then replace it with the file insides the romhack folder,the r35gtr is a dlc file so its easier if you just want the car)


r/romhacking 7h ago

Question about Giygas Strikes Back (new EarthBound revision hack)

2 Upvotes

(crossposting from r/earthbound, this is about the revision hack that came out a few weeks ago but I'm pretty sure the same coding principles apply: https://ebbr.neocities.org/ )

Has anyone ever tried to go into the ROM to change Pokey's name to "Porky"? It's a change I personally prefer and tried to implement myself, but I couldn't quite wrap my head around hex and script editing. If anyone's succeeded or knows of a project that's done this, I encourage you to share it here! Thanks!


r/romhacking 3h ago

Is it possible to create a Super Mario 64 ROM hack from a mobile phone?

0 Upvotes

Hey, I'm super new here, I literally just joined this subreddit, and I've always been curious to learn to program, and I've always wanted to create a Mario 64 Romhack, But honestly, I don't know where to start, what to do, and more importantly, if it's even possible to do it from an Android phone.

I wish someone could help me understand the basics and tell me what to do to, for example, change models, textures, and sounds—something super basic.


r/romhacking 16h ago

Japanese exclusive PlayStation 2 game gets an English Translation!

8 Upvotes

The newest PlayStation 2 English translation is here! Fullmetal Alchemist 3 :The Girl Who Succeeds God

Tested working on ARMSX2 (PlayStation 2 Emulator for Android)

Gameplay:

https://www.youtube.com/live/Xlqnu3dOwKo?si=Igufo9jSXdXtlJlP


r/romhacking 12h ago

Please help with first time Charac Extraction form a PS2 Game

2 Upvotes

Hello Everybody,

I would love to build a new Battle Arena similar to D.O.N Battle Stadium ( if you played it you know its the goat of crossovers)

But for that i would need to download the sprites etc, this is where i need your help on how to do it
?

I found the Rom : https://cdromance.org/ps2-iso/battle-stadium-d-o-n-jpn/

How would i go about that from now ?


r/romhacking 23h ago

Looking for N64 developers interested in porting Zelda Spirit Tracks to Nintendo 64

8 Upvotes

Hello everyone,

I am starting a project to create a Nintendo 64 port/demake of The Legend of Zelda: Spirit Tracks (Nintendo DS).

The goal is NOT to emulate the DS, but to recreate the game as a native N64 game using tools like libdragon.

I already have:

- N64 toolchain working

- libdragon compiled

- a basic N64 project compiling to .z64

- basic engine structure started (renderer, player, train systems)

The idea would be:

- Recreate Spirit Tracks gameplay on N64

- Adapt the touchscreen mechanics to N64 controls

- Create a single-screen version

- Use N64-style graphics if needed

I am looking for:

- People experienced with N64 development

- libdragon users

- Reverse engineering / asset extraction people

- Anyone interested in helping or giving advice

Do you think this project is possible?

Does anyone here have experience with N64 ports or homebrew development?

Thanks!


r/romhacking 19h ago

3ds single screen romhacks

3 Upvotes

What if people made rom hacks of 3ds games that changed the UI to fully exist on one screen, this is so that people emulating the games on single screen handhelds such as the Retroid Pocket 6 or AYN Odin 3, just throwing this idea out there.


r/romhacking 1d ago

Text/Translation Mod Looking for tools and tips to make badly google translated romhacks such as Funky Fantasy IV or Vietnamese Crystal

1 Upvotes

I can hardly find any resources to make stable badly-translated hacks, i.e. tools that will extract the text and reinsert it correctly in the game without crashing and messing everything up (surprisingly the easiest part seems to be running the text through multiple translations back and forth).

Which tools can I use to create such hacks/mods? I don't have any specific game in mind, it depends on which ones are more hackable/supported.

Examples of what I want to achieve:

Mario RPG ReGoogled

Funky Fantasy IV

Google Translated Pokémon Emerald

So far I have found this one tool for Nintendo games that use MSBT files: MSBT Editor Pro + Translations


r/romhacking 2d ago

Soul Sacrifice Delta PS Vita Models aren't there???

4 Upvotes

I have, tried and failed, to pull out everything I can in this game. I love it to death, and I want to preserve its assets, especially the bosses. However, I've been rather incapable of getting anything but mp4 files and game manuals. I'm using psvpfstools-2.0 and have formatted everything, and I've downloaded and unpacked it multiple times with multiple different site downloads. I'm wondering if I'm missing something in where I'm downloading this from. I've spent two days formatting and cleaning it up till it works, so I don't think its that. I honestly think its just not in the files.


r/romhacking 2d ago

I got FF7’s final-battle high-resolution Cloud model working throughout the game... maybe?

9 Upvotes

Hi everyone! I’ve been working on something I’ve wanted to see in the original PlayStation version of Final Fantasy VII for a long time.

At the very end of FF7, during the final one-on-one confrontation between Cloud and Sephiroth, the game uses a special high-resolution battle model for Cloud. It has significantly more detailed geometry than his normal battle model, but it’s only used for that brief final sequence.

Project HiCloud makes that high-resolution model usable during regular battles throughout the NTSC-U game.

Repository and patcher:

https://github.com/maddogx2x/FF7-Project-HiCloud

This turned out to be much more complicated than simply redirecting Cloud’s model file. The high-resolution model is substantially larger than the normal one, and FF7’s battle engine was never designed to load it alongside a full party and large enemies.

There were two separate problems to solve.

Main-RAM collisions

FF7 normally reserves a 0xF000-byte slot for each player model. HiCloud’s body reaches 0x167F4 bytes, meaning it extends 0x77F4 bytes beyond its normal slot.

In smaller formations it might appear to work, especially if the following party slot is empty. In larger battles, however, another character or enemy data can overwrite part of the model and cause corruption or a crash.

Midgar Zolom was the battle that really exposed this. It would consistently fail with HiCloud under the standard 2 MiB configuration.

The current release therefore requires a platform with 8 MiB PSX RAM support. I’ve tested it using the SuperStation One and DuckStation. With 8 MiB enabled, the Midgar Zolom battle loads and can be completed normally.

VRAM and palette collision

After fixing the RAM crash, there was still a horizontal strip across the skybox in some battles.

HiCloud uses an 8-bpp texture with a 256-entry CLUT upload. That upload was overwriting palette data used by certain battle backgrounds. Several early attempts removed the skybox line but broke the only textured parts of Cloud’s model—his eyes and belt.

The eventual solution was to keep the original texture dimensions, UVs, 8-bpp format, TIM layout, CLUT origin, geometry, and model data intact, while carefully remapping the texture to a 64-entry palette.

The final Palette64 version changes 989 of 24,576 texels, preserves transparency and PSX STP behavior, and keeps the CLUT upload inside a region that was unused in the affected backgrounds.

Most importantly, in actual gameplay Cloud’s eyes and belt still look correct, while the skybox strip is gone.

Testing so far

I’ve played through and tested a number of battles across Disc 1, from the beginning of the game through the Gold Saucer area. I’ve also tested Midgar Zolom and several large late-game battles.

So far I’ve confirmed:

  • The high-resolution final-battle Cloud model appears in regular battles
  • Midgar Zolom loads and the battle completes
  • The Midgar Zolom skybox strip is gone
  • Cloud’s eyes and belt render correctly
  • Numerous Disc 1 battles through the Gold Saucer work
  • Several large late-game battles load successfully
  • The patch works with 8 MiB RAM on

I can't claim this is fully tested and working and won't introduce unintended glitches. I would love for others to test it out and provide me any feed back they can. Maybe even better solutions than what I've come up with.

I would love to get it working on standard hardware but, I've hit a wall there.


r/romhacking 2d ago

Want to learn OoT rom hacking

0 Upvotes

I would love to learn how to make rom hacks for Ocarina of Time, does anyone have any resources or guides I should follow to learn?


r/romhacking 3d ago

How I'm playing the new Zelda GBC hack (Moonrise Regalia)

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12 Upvotes

r/romhacking 3d ago

Graphics Mod BOTW Linkle 3.0 mod starting on black screen in eden

0 Upvotes

I'm not sure if this would be the right place for my question but it's my next best guess. I'm trying to run the Linkle 3.0 Mod for Switch, but every time I launch the game it only has a black screen. It works fine without the mod and I have the most recent update, and I have already tried on multiple emulators with similar results. I suspect that the mod was made for an earlier version or something (although I have yet to test it), but I would really like to get it to work with the current version if possible. Does anyone know of any solution to this?


r/romhacking 4d ago

Utility Are there any gba script editors that are natively for linux? Pokemon Fire Red

4 Upvotes

r/romhacking 4d ago

Pokemon Community Hacks - DAT Files for ROM Managers

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2 Upvotes

r/romhacking 4d ago

HD Hud for Ocarina of Time 3D

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6 Upvotes

r/romhacking 4d ago

yo made my first NES super mario bro rom hack its in demo

3 Upvotes

its currently in demo so it ends at 1-3 i maybe plan to make a full version of this but in SMB3 but time tells enjoy! it is called Mario at the Unknown System here is the google drive link

INSTRUCTIONS first get a patcher since its a ips file to avoid copyright by Nintendo just patch it to your unoriginal rom and your good to go! i listen to feedback ips patch


r/romhacking 4d ago

new project rom hack of SMB3

2 Upvotes

no this isnt the full version of Mario at the Unknown system this is another project i wont update anyway that isnt completed but you can try it out its longer than the MATUS (mario at the unknown system) it spans world 1 to world 2 and is called Corrupted Dream Mario enjoy! link is here just apply patch using a online tool and your good to go here it is link to patch file


r/romhacking 5d ago

Text/Translation Mod how can i start with romhackin?

4 Upvotes

Hi! I'm new to the world of ROM hacking, and I want to create a ROM hack of Rhythm Tengoku (GBA) to translate it into Spanish. I have no idea where to start, so I would appreciate some help with suggestions on what programs to use or how to take the first steps.


r/romhacking 5d ago

DOPA! Game hack

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0 Upvotes

Can anyone teach me how to hack or get coins the amount I want in a game called DOPA! ? It’s usually known for a Japanese game. Is it even possible? If so, can anyone help me out?


r/romhacking 5d ago

Captain Tsubasa 2 graphic editing/replacement

2 Upvotes

I am not on day 1 of trying to edit a rom. In fact after 1-2 weeks I have used tools like 20230428H*ckCT2 and hex edited the ROM to edit palette colors, sounds, players, teams, music selection. I still have to figure out can I use specific modified portraits of my replacing players without they affecting the default players and their portraits. But that's another story.

To add more meaning and context and story to my players, I am editing the Intro. I have to insert an image which kind of is important.

So Intro screen 1 with Tsubasa I customized the colors in palette to be one of the players.

Typically I want to even replace that screen with my own imported image, I have taken care how to make it somewhat visible with 4 colors.

My question is: Since tiles are scattered like puzzle pieces but also PPU viewer shows them from 00 to FF, what does it mean, which tiles I need to replace and can importing/pasting the picture even with Tile Layer Pro gonna keep the whole image together or will it scatter it into puzzle pieces and not get a whole picture? That's really tedious and if one knows from what address to what address I need to change the picture/tiles and how? I did go through some YT tutorials but very easy when the other games have 16x16 images and they are arranged not messed like in CT2.

https://i.imgur.com/wBkG115.jpeg


r/romhacking 6d ago

Graphics Mod Follow up: these are actual captures from FCEUX

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52 Upvotes

Badly cut into pieces but still. It's coming along!

Next steps:

* Polish these

* Make more progress on the design for the second cut-scene (already have a sketch)

* Replace small sprites for both girls (same patterns, different palettes)


r/romhacking 6d ago

Game save files download

1 Upvotes

How can I download a 100% game save file for games. Specifically right now I’m looking for super smash bros brawl as I’d like all the characters unlocked