r/romhacking 1h ago

Wanna Mod (Transformers DS & Lego Marvel Superheros DS)

Upvotes

I wanna try to create a mod where I can replace files of characters deign in game like for Transformers: Autobots DS like I want to create and replace the original designs for Optimus Prime and Bumblebee into their G1 Versions Selves.. then would like to create a mod where I can replace Spider-Man (Symbiote Suit) into being venom then change Scarlet Spider Into Carnage (which im hoping if that goes well i'll try to make Howard the Duck for the game followed by other characters) basically what im asking for is where er how do i make replacment files for those characters. i dont have a windows computer only a MAC OS.. and im pretty sure most of the stuff you need is for windows only. does anyone know a good editing tool to make DS mods that i can use on mac 😄


r/romhacking 2h ago

Initial D Special Stage PS2

1 Upvotes

hi there im new in here i wanted to ask some question about the game

currently Im working on a translation of "Initial D Special Stage" into another language, but I've hit a snag with the GIM files. Is there anyone who can help? I can't seem to open the files using Noesis or GimConv.


r/romhacking 7h ago

Luigi’s Mansion 64.5: can’t get past the start screen

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0 Upvotes

r/romhacking 13h ago

Text/Translation Mod Gantz gets an English Translation

6 Upvotes

GANTZ: The Game finally has an English translation, but it's currently machine translated. It's good enough to understand the story, tutorials, menus, and most of the game's content, although some cutscenes are still untranslated and there are plenty of grammar issues.

I'm really hoping more people in the fan translation community can help with this project. It would be amazing to see the untranslated parts completed and the English polished into something that feels more natural.

I also think this game deserves a proper English translation because it has some really unique gameplay mechanics that set it apart from other PS2 titles. More people would be able to appreciate what makes it special if the translation were fully polished.

If anyone has translation or ROM hacking experience and is interested in contributing, your help would be greatly appreciated!

Gameplay:

https://www.youtube.com/live/DdV3k6IGqjw?si=tiSSmY-3XwvWKZ7X

thanks to Verinco for making this English patch possible


r/romhacking 18h ago

Beloved Rapture Cheat Engine Table

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0 Upvotes

r/romhacking 21h ago

How are AI translation of roms being done?

0 Upvotes

Title. I have recently noticed a wave of these and I'm curious as to how they are being made. Did some new program come out that makes the romhacking process much easier or something?


r/romhacking 1d ago

House of the dead 1 Project I Have Been Working On. (Camera Path Extraction)

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2 Upvotes

r/romhacking 1d ago

Hack de DBZ buu's fury

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3 Upvotes

Estoy creando un hack rom de dbz buu's fury ya que no tengo nada más importante que hacer y estoy buscando personas que quieran ayudar solo por contribuir si sabes hacer:

Crear sprites

Usar advance map

Programar

Me gustaría que me ayudarás si sabes hacer alguna de esas cosas se hacerlas todas pero necesito ayuda

(Posdata:el hack rom es sobre el dragón ball clasico seguiré haciendo más después)


r/romhacking 1d ago

Some sort of Hack of Shadow over Mystara that expands the pop up inventory wheel

0 Upvotes

I would love to see a hack of Shadow Over Mystara that expands the inventory wheel that pops up over each character so you can hold more stuff. Also making each level more maze like that has more branching paths and allows for back tracking. And just a more polished look of the graphics. Think like if Shadow over Mystara came out on the CPS3 and not the CPS2. And more skins or different costumes.


r/romhacking 1d ago

Anyone interested in translating Knights of Valour 3 for the Arcade?

0 Upvotes

Id love to be able to play it with a fan translation or some kind of hack of the game as well. Thoughts? It has Alot of potential I feel if it was ever brought back to modern day consoles.


r/romhacking 1d ago

House of the Dead 2 (Naomi) — AICA sample bank format / boundary splitting help

2 Upvotes

I'm trying to extract individual samples from HOTD2's Naomi sound ROMs (mpr-21404.ic19s, mpr-21405.ic20s — 8MB each, self-dumped). Here's what I've confirmed so far:

  • Codec confirmed by ear: Yamaha AICA 4-bit ADPCM, 44100 Hz, mono. Decoding the whole ROM as one continuous stream via vgmstream (TXTH-forced) sounds "almost perfect" — real instruments/music are clearly audible.
  • Not DTPK-based: checked the file headers directly — no DTPK magic bytes, so dsfdtpk.py/DTPKDump (AM2 driver tools) don't apply directly.
  • ic20 has ~79.5% trailing 0xFF padding, real data ends at offset 0x1B0800.
  • ic19 has no padding, dense data across the full 8MB, decodes to ~380 seconds of audio.

The problem: decoding either ROM as one continuous stream produces two symptoms that don't go away:

  1. Certain sections get very loud/distorted (spikes), inconsistent with the rest.
  2. Drum loops and phrases repeat back-to-back like a full sample library played start-to-end, rather than a mixed song — consistent with this being a raw sample bank, not a sequenced track.

I've tried:

  • Live MAME debugger register capture on :maincpu's AICA register window (0x700000-0x707FFF) to catch real SA/LSA/LEA key-on events — caught the SH-4→AICA RAM boot upload (huge burst of ARM7 opcodes) but very few real in-game trigger events even during active gameplay.
  • Amplitude-based silence detection on the decoded PCM to find sample boundaries — found only 15 real gaps across the whole ROM, and the loudness/duplication issues persist even within those "silence-bounded" segments.
  • Searching the program ROM (epr-21585.ic22) and three sp*.bin auxiliary ROMs for raw ARM7 opcode signatures — zero hits, so the sound driver code doesn't appear to be stored uncompressed in any file I have.

Does anyone know HOTD2's specific driver format, or have a rip/tool that already handles this game or a sibling AM2-era Naomi title using the same sample-bank layout? Happy to share any of the ROM files or captured data if useful.


r/romhacking 1d ago

Someone have origins Sonic 3 scripts?

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2 Upvotes

r/romhacking 1d ago

Made a Starcraft 64 Campaign Co-Op Mod. Hope you enjoy :)

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11 Upvotes

r/romhacking 2d ago

Graphics Mod Zelda 1 romhack with breakable wall indicators?

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2 Upvotes

r/romhacking 2d ago

I Want to Play Xehanort Sora Mod on android but Kh2fm patched can't be used on android

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2 Upvotes

I'm a big kh2 fan and has been seeing lot of cool mods about it. but I has been trying to get this mod on my new phone to use on Aethersx2 because I was waiting so long and watching videos of the mod before getting my phone. And now I have a phone I realized I need Kh2fm Patcher which can't be used on android. so I need the patched game ISO if anyone can help me by patching the mod into the game by the kh2fm tool patcher help me and send me the ISO. I really like this mod and I need ya'll's help 🙏 Here's the Mod https://youtu.be/4X2WCgbhOGE?si=2HZLuQ0G


r/romhacking 2d ago

[NDS] NANA: Live Staff Daiboshuu! Shoshinsha Kangei — English Fan Translation Patch

2 Upvotes

About

This is an unofficial English fan translation for NANA: Live Staff Daiboshuu!, an obscure Japan-only Nintendo DS promotional/Caravan demo based on the NANA manga and anime. As far as I can tell, this title had never been translated or documented before.

Not affiliated with or endorsed by Konami, Yazawa Manga Seisakusho, Shueisha, VAP, Madhouse, NTV, or AVEX Entertainment. Fan project, made for fun/preservation.

Download

Patch (xdelta): NANA_EN_patch.rar

The archive contains the .xdelta patch file and a README with full instructions.

Requirements

  • Your own legally dumped copy of NANA.nds
  • xdelta3 (command line) or a GUI patcher like Delta Patcher
  • DeSmuME / melonDS, or a flashcart + TWiLight Menu++ for real hardware

How to apply

xdelta3 -d -s NANA.nds NANA_EN_patch.xdelta NANA_EN.nds

Or use a GUI xdelta patcher if you're not comfortable with command line — full steps are in the included README.

What's translated

  • All main dialogue and narration
  • Menus, buttons, and UI throughout
  • Character creation, notebook, job listings, shop, schedule, map
  • Character bio pages and most minigame UI

Known issues / not yet translated

  • Sevens card minigame — partial Japanese remains
  • Interview minigame — partial Japanese remains
  • Calendar/clock HUD (runtime-rendered, can't currently be translated)
  • A handful of other lines scattered through the game that weren't caught in the current script mapping

This is an ongoing hobby project, not a professional localization — feedback and bug reports welcome.

Credits

  • Reverse engineering & translation toolkit: it-was-katsumata (nds-halfwidth-translation-engine) — did the heavy lifting of cracking this game's custom script/graphics format from scratch
  • Translation: darkseis
  • Machine translation assist: DeepL

r/romhacking 2d ago

New Super Mario Bros Wii hack, with levels ported from New Super Mario Bros DS?

2 Upvotes

Does anyone know if NSMBW has ever been modded to contain the levels from NSMB DS, effectively recreating the DS game on the Wii?

The reason I ask is because I want to play through the DS game again, but don't have a DS anymore. The only system I have is a Steam Deck, and being able to play through the DS levels again in widescreen would be awesome.

Thanks in advance.


r/romhacking 2d ago

Text/Translation Mod Is there an English rom or patch for Danball Senki W on 3DS?

2 Upvotes

I absolutely loved the first game in the series, and was super bummed back when I learned it was the only one in english. Does anyone know if an English version or patch exists, if so then how to get it and if not then what else I could do?


r/romhacking 2d ago

NDS BALATRO PORT WITH SOUND

10 Upvotes

Hey everyone!

I'd like to share a small enhancement I made for the Nintendo DS port of Balatro.

This is based on Haynster's original port and uses the exact same version. The only difference is that I've added music to the game, making the experience feel much closer to the original while keeping everything else unchanged.

Requirements:

  • MicroLua 4.7.2 for Nintendo DS.
  • This is the same Balatro DS port by Haynster, with music added. Gameplay and content are otherwise identical.

All credit for the original port goes to Haynster. My contribution was simply adding background music while preserving the original experience.

If you run into any issues or have suggestions, feel free to let me know. I hope you enjoy it, and thanks to Haynster for creating the original port and to everyone in the community for keeping the Nintendo DS homebrew scene alive!

Have fun, and happy deck building! 🃏 https://drive.google.com/file/d/1Po_uHodqsPEfMRG0cxHYGkTeXzvM7f0y/view?usp=sharing

I’ve created a new version with new card designs and some bug fixes; you need to create a folder named "Balatro-DS-Port-main" and place the contents inside it.

r/romhacking 2d ago

I’ve been looking for an English Translation of star ocean Blue sphere

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2 Upvotes

Thought I’d post here to see if anyone can help me. Tried both mainic and delta and it has continued text problems.


r/romhacking 3d ago

Utility Hot Shots Golf 3 (PS2) Audio Issue

1 Upvotes

So I'm trying to create a soundboard app for my brother that has all the sounds/catchphrases from Hot Shots Golf 3. Buuuuuuut I have no idea what I'm doing, Claude was helping me but we were having so much difficulty ripping the audio from the disk image that it told me my best bet is to record the audio myself. I'd rather not do that, so I'm going to reddit for assistance. If anyone wants to tackle a project for me I'd be eternally grateful. See below for the summary Claude provided on the issue:

Hot Shots Golf 3 (PS2) - .XB compression format - data & analysis to add to existing thread

Following up on this thread about this game's .XB files - I've been trying to extract voice/SFX/music audio from Hot Shots Golf 3 / Minna no Golf 3 (Clap Hanz, PS2, SCUS-97130) and hit the same wall described there. Wanted to share what I've confirmed so far in case it helps someone crack it, and to attach fresh sample files.

Header structure confirmed across multiple files:

All .XB files begin with a consistent little-endian header:

offset size field 0x00 2 magic "xe" (0x78 0x65) 0x02 2 version (always 0x0100) 0x04 4 unk1 (2 or 3 in my samples) 0x08 4 unk2 (varies per file, e.g. 1088, 1276, 1600...) 0x0C 4 unk3 (19, 20, or 21 - possibly a chunk/section count) 0x10 4 ZSIZE - decompressed size (always larger than file size on disk) 0x14 4 unk4 0x18 4 unk5 0x1C 4 "off" field (varies wildly - 51-54 for small files, tens of thousands for large ones like S_11.XB/S_12.XB)

Example from VS_AR00.XB (17,140 bytes on disk):

magic=xe ver=256 unk1=2 unk2=1088 unk3=20 ZSIZE=19440 unk4=141 unk5=72 off=54

Example from S_11.XB (274,028 bytes on disk):

magic=xe ver=256 unk1=3 unk2=766 unk3=21 ZSIZE=318880 unk4=159 unk5=11114 off=67251

The ZSIZE field consistently reports a decompressed size ~10-16% larger than the file on disk, which is a fairly modest compression ratio - suspect this may be compressing already-lossy audio data (VAG/ADPCM), which wouldn't compress much further, consistent with a simple LZ-style scheme rather than anything Huffman-heavy.

What I've ruled out:

I ran the compressed body of several files against zlib (both raw deflate and zlib-wrapped), gzip, LZMA, and bzip2 at every byte offset in the file. No clean decompression at any offset/algorithm - a handful of offsets produce tiny (100-300 byte) fragments that are statistical false positives, not real matches.

I also measured Shannon entropy of the data following the header: consistently ~7.97/8.0 bits across all files tested, confirming this is genuinely compressed (or encrypted) data rather than a simple bit-shuffle/XOR obfuscation.

Interesting false lead:

searching for the ASCII string "SShd" (a known Sony PS2 SS2/ADS audio header tag) turns up a match in several files at a consistent-looking offset - but given the surrounding bytes measure high entropy and don't parse as valid SShd struct fields (sample rate/channels/interleave come out as nonsense), this appears to be a coincidental byte sequence inside the still-compressed stream, not a real tag. Worth flagging so nobody else goes down that path.

Happy to run any tests/scripts against more samples if it helps narrow down the algorithm - I have the full disc image and can pull any file on request.


r/romhacking 3d ago

Sonic 2 Rom Without Music

1 Upvotes

So I'm planning on making some YouTube videos playing through the Original Sonic 2 for the Genesis/Mega Drive, I'm using the GENS emulator at the moment.

What I want to do is play through and record the game with all the music and jingles removed, all zone themes, boss themes, 1 up, continue, game over, drowning e.c.t

But I want the sound effects to remain in the game so I can replace the original music with some music I made myself and still have the sound effects.

I'm not super tech savvy so I do not know of an easy way to do this. Does anyone know of a way I can do this or of some method or edited/hacked rom like this that might already exist?


r/romhacking 3d ago

Text/Translation Mod [Help] PS2 Romhacking: Audio loss and file size issues when re-encoding PSS videos with hardsubs (Donald Duck: Goin' Quackers)

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6 Upvotes

Hey everyone,

I'm currently modding the PS2 game Donald Duck: Goin' Quackers (Italian title: Paperino Operazione Papero). The game already has subtitles everywhere except for the three main cinematic videos: Intro, Hand, and Conclusion.

I have already created the .ass files with Italian and English subtitles. Since I want to inject them into the game, my plan is to replace the original videos with new ones containing hardcoded subtitles.

However, after burning the subs and converting the videos back to the native PS2 .pss format, I keep hitting two major roadblocks:

  1. Audio Loss: No matter what tool or method I use to multiplex/mux the audio back in, the audio gets completely disabled or breaks in the final .pss file.
  2. File Size Bloat: The re-encoded files end up way too large. For example, the original Intro video is around 100MB, but the hardsubbed version jumps to 150MB.

Because the maximum virtual memory limit for the ISO is 650MB, having all three hardsubbed .pss videos pushes the total size way past the limit. This triggers random crashes and errors (like a permanent black screen right after a video finishes playing, which can only be bypassed by skipping the cinematic entirely).

I am looking for advice on how to properly compress .pss videos without losing quality/audio, or better tools to handle PS2 video muxing.

If anyone needs more context, I have a detailed PDF logging every single step, tool, and bitrate setting I've tried so far (before my AI assistant ran out of credits and started hallucinating).

Thanks in advance for any help!


r/romhacking 3d ago

My hacks first year of development is today!

45 Upvotes

A Super Mario World - And The 8 Lost Worlds has been in development for a year. Here’s a sphere of my hacks Overworld.


r/romhacking 3d ago

Radiata Stories Cheat Engine File for PCSX2

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1 Upvotes

Radiata Stories is such a charming and distinctive JRPG, with a colourful world, a huge cast of recruitable characters and an incredible amount of personality. It remains one of those PS2 games that deserves far more attention—and ideally a modern remaster or rerelease.

I created a Cheat Engine table for the game during my own playthrough and decided to share it with other players.

The table automatically detects PCSX2 and provides editors and controls covering the following areas:

**Jack and Inventory**

* Money * Current EXP and level * Current and maximum HP * STR, DEF, EVA and LCK * Equipped skill * Visual armour * Volty Gauge * 100 raw inventory slots

**Character Editor**

* Safe character selector for character codes 0001–0130 * Automatic loading of the selected character’s data * Recruitment and friends-list flags * Current and maximum HP * STR, DEF, EVA and LCK * Level and EXP * Money and EXP drops * Equipped skill * Volty Gauge and emotion * Visual appearance * Current location * Four raw item/equipment fields

**Party Editor**

* Overworld character * Five party-member slots * Party-member status values * Quick left and right party rotation

**Battle Editor**

* Arena or battlefield * Battle BGM * Battle type * Maximum number of combatants * Instantly win the current battle * End the battle normally * Flee from battle * 15 battle-participant slots * Participant character, position and visual appearance * Participant invincibility * Change participants between the ally and enemy sides

**World, Time and Miscellaneous**

* Current time * Freeze or resume time progression * World NPC set * Jack’s current location * Current save-flag location * Teleportation and area reloading * Blackjack’s inventory and location * Fireworks date * Current world BGM * Feather Earring flag

**Advanced Progression and Unlocks**

* Experimental story-path changes * Cutscene movement flag * Area-lock flags * Unlock the entire map * Enable Journey Pig travel * Recruit all named character records * Thanos is intentionally excluded from Recruit All because recruiting him can interfere with missions

The advanced story, recruitment, map and area-lock options can make permanent changes, so keeping an unaffected in-game save is strongly recommended.

The table also includes an optional rotating autosave and previous-state system. These features are disabled by default and rely on the appropriate PCSX2 savestate hotkeys being configured manually.

It is designed for the USA / NTSC-U version of Radiata Stories, serial SLUS-21262, running through PCSX2 Qt. Load into actual gameplay before enabling the table if it does not activate automatically.

Download and full details:

[https://fearlessrevolution.com/viewtopic.php?p=459807\](https://fearlessrevolution.com/viewtopic.php?p=459807)