ROM Hacks: Zelda II Rev Edition Graphics Hack Released. Hack of The Legend of Zelda: A Link to the Past. Hack Information; Zelda - A Link to the Past - Master Quest. Picture, if you will, the opening scene of The Legend of Zelda: A Link to the Past. It’s storming outside. The princess is sending you telepathic messages asking if.

Hello out there, I'am IntimFuchtler and I would like to show you my Hack The Legend of Zelda - A Link to the Past: Hylian Legacy Download, Credits included: It's my first released Hack ever, changing all Dungeons and some minor Overworld edits. So it's kind of a half Hack. Hello out there, I'am IntimFuchtler and I would like to show you my Hack A Link to the Dungeons (Name is pending, I still don't know something better) It's my first released Hack ever, changing all Dungeons and some minor Overworld edits. So it's kind of a half Hack.This was totally unexpected. I checked this game with Hyrule Magic and I have to say you have talent and great skills. Lots has been changed and certain rooms really are a wounderful design. Doing so much edits with one rom and not bug it out is also an achievement.

You definitely deserve that green Rom Hacker status (not many people I know can edit dungeons with that kind of skill - note to others: some rooms really are an overhaul with bg1 and bg2 definitions all done correctly, containing bridges and this is difficult to make). Since you didn't change overworlds that much this makes me want to finalize some dungeons even more, change some of the indoor gfx and merge it with Parallel Worlds overworlds to come up with one fine game, which would hopefully be a worthy ancestor of the famous Alttp (this is just an idea, which needs the approval of all contributors). Somekind of a Zeldix presents game, specially if I toss in some of the Goddess of Wisdom dungeons and PW Sheik's hideout, which actually are popular with the general croud. Since I could utilize RT's function to have 320 rooms instead of 295. Whoa, thanks a lot Well some later Dungeons may need some tweaking, I don't know if the game flows that good how it does for me, cuz' I know everything. I tried my best to make some good (in my opinion) design choices. There were/are some bugs left and I think the rom doesn't have much space left for object data because I didn't changed anything regarding this (I used up all Dungeon Rooms and removed some Overworld Sprites to make room for more Dungeon ones).

Anyway, the Game is now 95% done, only many minor things left to do (but i was quite lazy the last few weeks/months, busy with other stuff). If someone is interested in making a Overworld for this game, I wouldn't say no.

But first I need to finish it and give proper credit to all people (there are a few people missing). I think the rom doesn't have much space left for object data because I didn't changed anything regarding this (I used up all Dungeon Rooms and removed some Overworld Sprites to make room for more Dungeon ones).That's really not a problem. With my method of dungeon hex gluing I can have 'unlimited' space for dungeon objects, 25 extra dungeon rooms, and 'unlimited' dungeon sprites, items and max possible space for room-header.

Best nes rom hacks

Basically it is not unlimited, since the emulator/hardware could not handle such an amount of sprites even on FastRom (and would go into a slowdown). If someone is interested in making a Overworld for this game, I wouldn't say no. But first I need to finish it and give proper credit to all people (there are a few people missing).Sure.

PS If this was your first attempt at dungeon design, than this is really great work. Despite the fact I haven't yet tested the rom in-game, we definitely did not expect such work from a fairly unknown name. PPS You can read my Vital hex addresses (the one which contains the info on the ending sequence, should be somewhere in the Documents section or in the Compendium document) to write your name in the ending credits using a hex editor. Post number 4 on the upper link. Last edited by Puzzledude on Tue 5 Apr 2016 - 15:42; edited 1 time in total.

Puzzledude wrote: If this was your first attempt at dungeon design, than this is really great work. Despite the fact I haven't yet tested the rom in-game, we definitely did not expect such work from a fairly unknown name. Well this was my first try editing Zelda 3. The Room you fall into from the Hyrule Castle Garden was my first Room with Hyrule Magic. I hack/hacked other games before but never released anything either because I wasn't pleased with my stuff or I didn't finished it.

Currently I go for an complete Yoshi Island Hack (far frome done). I already saw the credit releated stuff in the guide. There are a few Patches I need to patch into my rom. Like the Mothula fix and stuff.

Also I think the ToT Patch messed something up with my rom (or the minibosspatch asm) because I cant't use the Statue Sprite anymore (the one which you can pull around) without crashing the game when I enter the Room the sprite is in. But I released the game now to get some feedback so I can improve the final game. Edit: Thanks Didn't know about that stuff I hope my Hack can hold up to you're expactions^^.

Hi and welcome onboard. Unfortunately for you I am retired and do only small jobs here and there, especially - or better: only- for PU. As for boss introduction messages you can check this out: The patch would work in any room, except the entrance room of a dungeon. I also hacked in a check whether the boss is defeated. If you intend to use other rooms, and do not want to have respawning messages, you need asm knowledge to adjust my code (as said, I am of no help). You could avoid respawning by using other room specific stuff that goes into sram (opened chests/doors).

Showing up pendants after meeting the priest would be possible for sure with. Again asm knowledge. This is what you need to manipulate (MoN's sram log): Code: Map Icons Indicator 2 (value, not bitwise) $3C7: 0x00 -???? 0x03 - The Three Pendants 0x04 - Master Sword in Lost Woods 0x05 - Agahnim (skull icon at Hyrule Castle) 0x06 - Just crystal 1 shown (Sahasrala's idea) 0x07 - All crystals shown 0x08 - Agahnim (skull icon at Ganon's Tower) All values beyond 8 are invalid, it seems. On a second thought, my patch might be easily adjustable Sniplet of my code: Code: LDA $A0; check whether boss is defeated ASL A TAX LDA $7EF000,x AND #$0800; Isolate Boss bit BEQ $03 Sep #$30 RTL You see it isolates the boss bit. If set the boss is defeated. Here are the room info's by MoN, which can also be used to couple it (as you see, the boss is bit 4 of high byte (AND $0800).

Code: High Byte Low Byte d d d d b k ck cr c c c c q q q q c - chest, big key chest, or big key lock. Any combination of them totalling to 6 is valid. Q - quadrants visited: k - key or item (such as a 300 rupee gift) d - door opened (either unlocked, bombed or other means) r - special rupee tiles, whether they've been obtained or not. B - boss battle won So for example you'd need to change AND #$0800; Isolate Boss bit to AND #$0400 to couple it on a key in this room. Last edited by Conn on Tue 5 Apr 2016 - 17:26; edited 1 time in total.

Rom

High Byte Low Byte d d d d b k ck cr c c c c q q q q c - chest, big key chest, or big key lock. Any combination of them totalling to 6 is valid. Q - quadrants visited A similar code is executed in PU where Euclid made an asm to hear a sound when a key is near in case you have the compass. This is also quadrant specific and cannot be done via room only. Besides the quadrants visited are stored in sram area, you can also check them according to this image in ram $21 and $23 - it is PU adjusted but you get the idea. I was searching for Dungeons Introducing Messages and Boss Messages.

But some of my Boss Rooms are also used by the Dungeons as normal Dungeon Rooms. So I need a Message asm which will only show a Message if I'am in a specific part of the Room (like in the South-West Part in a Room with Layout 0), if this is even possible. Well I have to look into it, I know at least a little bit of asm.You can either go with the Asm, but there is also a much easier solution possible. You use the message stone element and place it on a wall or a big statue. Then you set the telepatic message in the room header to (for instance monologue 170). Now you edit the monologue 170 to your text.

Then you can read the message in any part of dungeons by pressing A infront of the element (can also be in south west, or on bg1 and bg2). I'm guessing you want to tell something to the player in the dungeon (hints on how to solve maybe). The initial asm is actually a lot more complex - it will pop up a message only if Zelda is following you and on exact X and Y of the room. And the boss message asm was initially meant in boss rooms only (boss speaking before the fight). I testet the Water Room Headers many times tow work with my Hack. The 2 Rooms which uses the Turn on Water Header in the original Game only works in the Rooms they where originaly in, otherwise you need to do some Hex-Edits I believe. Also if you don't put them in the same Coordinates they will refill the water very slowly (although this does happen in my hack but it isn't that bad).

The Turn of Water Header works in all Room just fine, just look them up in the original Game to understand how they work. I also encountered the Watergate Bug, so I simply removed it from my Hack (although I read in the forum how to fix it). Level 5 in the Dark World uses these Headers a lot, it's also one of my best Dark World Dungeons I think.

Anyway, thanks for the compliment^^ Edit: Yes this is my first Zelda 3 Hack, but it isn't that great. I only wanted to test out my Dungeon Design Skills until I start a full Zelda 3 Hack (but I already had hacking experience from other games, metroid for example).

I intended to make that extra dungeon a bit harder early on, cause' you can get that one required item pretty easy, skipping roughly half of the dungeon, leaving the other part optional but rewarding. The central room on B3 took a while to make.

Also in my current version I made that one Eye Laser in the bottom room of B3 a bit easier, because it's pretty hard to dodge (but still, there is no point where you have to take damage in my hack, everything is possible). I just finished editing the ingame Credits, except the Quest History. Now only the messages and map tiles remain. And of course some balancing after I get more feedback. By the way, I made a list of all Hex Pointers regarding the Credits, if they aren't already uploaded here somewhere.

Edit: I came up with a new Name: The Legend of Zelda - A Link to the Past: Hylian Legacy Pretty long though Last edited by IntimFuchtler on Sat 9 Apr 2016 - 7:52; edited 1 time in total. Puzzledude wrote:notes on level-4 not sure if you know, but the game will not allow a pipe and hurting pits at the same time, namely if you use the pipe and fall down and get respawned back to the entrance you have entered, you can not use the same pipe anymore (I will probably ask Conn to be able to fix this with some small ASM trace to figuere out what to edit in hex, so that the game will not do that - usually he will need a ROM and snes9x savestate in the room with the problem to be able to trace)I noticed that strange behaviour during my testruns but I didn't know how to fix this. Eventually I forgot about this a bit later in development.

It would be great if you guys know a way how to fix this. Puzzledude wrote:notes on level-5 very well utilizing of the water effect (it's a miaracle the game does not bug out on so many water effect rooms)This was one fun dungeon to make^^ It had many bugs while creating it, for example Link occesinally jumping up stairs instead of going upstairs/downstairs normaly, sometimes stairs leading to differnt rooms didn't worked as they should and so on. But in the end it all worked out good, although there were some more water puzzles planned, but they would bugged the level. Puzzledude wrote:notes on level-6 some parts may be to difficult for average player and players in general, improvement possibility - the path in which you need to hit the arrow target to move the wall is altogether optional (the same path reversed is a dead end - must be picked up by falling hand - wallmaster) This dungeon was meant to show players that things are getting serious now. Maybe that one room with the 2 BigSpikeBlocks right next to each other (where the compass is) is too hard, you have to be pretty perfect to avoid damage. But still, I could tune down the difficulty a bit if others are feeling the same. What do you mean the path to the arrow target is optional?

You need to remove the wall in order to get access to the gauntlet in order to get one of the last keys to reach the boss. Edit: Found it. You could hookshot over some spikes and get that key. I know if you missed to destroy the wall right before the boss you have to wait for the wallmaster, but this was intended, although you should have the mirror at that point. Puzzledude wrote:notes on level-8 trick to throw the somaria block pass the ganon statue more obvious, the path for the big chest is optional, main problem: when you first encounter a peg switch, which you need to hit with somaria blast while running the long horizontal room - when you hit this switch, you can make it to the first room, while blue is down, get the big chest, defeat vitrous and come back the wrong way (you don't have that one small key and can come back while the locked door is on). This return should be blocked off - so that the player is thus forced to go the right way - through the second big key door (this room is very well made).

Also the same room 88 should be put all transition-plane settings to 0, instead of 2 - otherwise one staircase will bring you falsly to plane 2 (when in fast is on bg1)I don't know how I could oversee this big mistake, fixed it know (so you never went the intended way to get the red mail? I also wanted to make that mail optional, but usefull for the final floors. But if you skip it you can also skip one hard last challenge to get the last key on the final floor befor Agahanim).

Room 88 is part of Level 7. Did you encounter that one graphic bug I mentioned in the readme? Where pots and such all looks messed up. I don't know how this happens and how to fix it.

Puzzledude wrote:ganon dungeon maybe open that one door, so when you get the big key, you can return for the small key, insead of repeat the whole pathWell, that was intended. If you really wanna the Lv4 Sword, you have to beat this boss rush again (Also I thought of adding a way to one final optional extra dungeon but I hadn't any free rooms left for it. Anyway, thanks for your feedback^^ I'am still working on it, putting some messagestones in some dungeon that makes some thinks more obvious for casual players and such. Also do you have a list of dungeons you liked the most and dungeons who aren't as good as the others?

( Many thanks to Cosmo2389 for making a nice banner!) Lets go over a few things: Well lets go over a few things.These hacks were not made by me!This is a list of hacks for many games,but mostly nes&snes games.If you see anything amazing tell me,and I will add it to the list,and give you credit for mentioning it.Soon when we make a large list I will put them all in one folder,and host it on megaupload. If there are any broken links please report it to me,or if there is anything amazing I did not mention please report it.I will update the list every two days with your contributions.

Tools that are needed. For use with:Metroid From the author: “This is a 100% complete patch: Most of the map was totally deleted so the game was built again from scratch. Items are moved, puzzles are changed, and there is no such thing as a dead end.

It is hard both mentally and physically, but I avoided such design flaws as having to bomb arbitrary points in the floor or placing enemies so that you get smacked in the face on the way in or out of rooms. Metroid fans should love this!

It's essentially a brand new NES Metroid game. Also, minor text and graphics hacks were done, but mostly just for packaging purposes, (As in, the title screen was changed, mostly). If you like Metroid at all, you should pick this up!” Metroid Genocide. This is probably the best Zelda hack out there.

Almost every single thing possible to modify in the game has been modified. This hack exemplifies the talented individuals in our community. Anybody even remotely interested in ROMhacking should give this one a try! The old world map has been completely overwritten by the new one. You are guaranteed not to recognize any locations from the previous game. All location of dungeons and secreats have been changed as well.

Secrets are now locked according to what quest you're playing. For example, the rock you push to find a dungeon won't move on the second quest, so you have to find a new entrance somewhere else in the world.

The game allows each secret to be set to 1st Quest, 2nd Quest, both, or neither. So, many places where you can bomb, burn, push things and use the recorder are quest-specific.

Most of the monsters have new graphics (including all bosses) and some even have new colors. There are 42 possible block, water & statue arrangements for the many dungeon rooms, and all but 3 are brand new. That's just a taste of what has been changed and how much work went into this hack! For use with:Super Mario World This game has the most astounding bosses ever.Bosses from other games are used. This is an awesome hack, I was really feeling like I was actually playing the bosses from other games.

Even that 4 headed giant Yoshi Hidden Boss was awesome in some way. ASMs are out of normal. This should have taken years to create! The level design is not as bad as people say consider that level hacking has been practiced and enhanced since the first day SMW hacking was started.

The hack is not too hard and this is really a good thing. Chrono Trigger: Prophet’s Guile. Created by: FuSoYa For use with: Super Mario World What started out as just a demo of what Lunar Magic could do, turned into a full hack of Super Mario World that's complete right to the end. This patch is so expansive it expands the size of the ROM to 48mbits!

This truly a great hack! NOTE: This patch is made for a 48mbit expanded version of Super Mario World. Please use Lunar Expand to expand you Super Mario world ROM before applying this patch as explained in the 'readme' file! Super Mario Bros. Created by:Golden Yoshi For use with:Super Mario World:Yoshi's Island What this hack features: # 50 all-new levels of classic Yoshi's Island design!

Journey through 5 worlds to reunite Baby Mario with Baby Luigi. # Now unlock an Extra and a Secret level by scoring 100% on each world! # Enhanced Yoshi colors! Every Yoshi now has its own boot colors, as seen in the introduction scene.

Plus, two new Yoshi colors, gray and black, for the Extra and Secret levels. # Pit of 50 Trials, inspired by the Pit of 100 Trials in the Paper Mario series. How many floors can you beat? And what will you win?

# Custom level icons Super Metroid: Cliffhanger. For use with:Yoshi's Island Instead of screenshots, I'll link the three movies to give a sample of what to expect: Features: -54 or whatever brand spanking new levels, ranging from easy difficulty to pretty damn hard difficulty.Lengthly levels, ranging from 5 minutes to half an hour (there are plenty of mid-rings, but you can use save states I guess if you get stuck badly) -The first Yoshi's Island hack to ever have ExGFX, so to speak. All the level icons are edited, and most sprites have slight GFX edits.Some slightly tweaked music, but again, that's another thing I lost motivation on.And more stuff which I don't remember. Patches for Translations,Re-translations,and Spoofs: Chrono Trigger Re-translation.

Thanks to distorted.frequency for mentioning it. For use with:Chrono Trigger Ozzie's name is originally Vinegar.XD All dialogue in the game, as well as all lists of items, weapons, armor, locations, etc.

Have been rendered in English once more. A clearer portrayal of Chrono Trigger as intended by its Japanese creators is now available.

It is not the opinion of this project that Ted Woolsey's official translation was bad or insufficient in any way - only that some essence of the game was lost or altered, given Nintendo of America's censorship standards and the inability of the game to hold all the original text when translated to English. For use with:Clock Tower(J) Clock Tower SFC is the prequel to the game we know in the states as Clock Tower.

And while technically 'The First Fear' is not the proper subtitle for the game (it doesn´t actually have a subtitle), the game was rereleased for the PlayStation under the title Clock Tower - The First Fear, and I´ll be using that name to differentiate between it and the US version (instead of calling this Clock Tower Zero or some bullshit like that.) You play as Jennifer Simpson, fleeing from the insane psycho killer Bobby Barrows (AKA 'the scissorman') in the Barrows Family Mansion. It´s also a puzzle game sort of along the lines of the Discworld games, but the puzzles are a lot less nonsensical Translation´s complete, have fun! Final Fantasy IV. For use with:Final fantasy IV(J) Thanks to FireEmblemGuy our friendly temper for mentioning it.

Final Fantasy IV was released here in the States as Final Fantasy II, and was the game to firmly establish Square as an RPG force to be reckoned with. Sadly though, the release was plagued by censors, edits, and a pretty godawful translation. Later Squaresoft rereleased FFIV in the States for Playstation as part of Final Fantasy Chronicles, complete, uncensored, and retranslated.

Making an SNES translation kind of unnecessary in this day and age. But honestly, before that came along, how else were you supposed to check out the super-cool Programmer's Room?

That's right. You play the part of Cecil, commander of the Baron's airship fleet, known as the Red Wings. You've served your king faithfully over the years, but recently he's been acting weird and demanding that you retrieve the Crystals from all over the world, and by using any means necessary. Cecil questions the king's judgement and is stripped of his command. What follows is a pretty nifty (and kinda weird) tale of good vs. Evil, with some love and loss thrown into the mix.

Granted, it's not the first FF game to have a decent plot, but it's the first to be a good game along with that. FFIV was the last truly traditional Final Fantasy game, with all the characters learning specific skills when they reached a certain level. Just like Dragon Quest! These days the game may not look like much (admit it, the graphics aren't too hot except for all the cool Mode7 stuff), but the gameplay is engaging, and the story keeps you playing. And the soundtrack is pretty sexy as well. Final Fantasy VI.

For use with:Final Fantasy(J) Thanks to FireEmblemGuy our friendly temper for mentioning it. The Japanese version of Final Fantasy III. Or the Japanese version of Final Fantasy VI, if you played the Playstation version. Between this and FF3US, the only big difference is the title screen. Anything else is just nitpicking in the translation itself.

Though I admit, Pearl instead of Holy was kind of weird. But, whaddaya going to do.

Best Link To The Past Rom Hack

When this game first came out over here, the only chance I got to play it was on my friend's SNES when I was housesitting for him and his family while they were on vacation. There weren't any open save slots, though, and I didn't want to risk deleting one that had important stuff on it, so every day I played through the game as far as I could without saving.

The farthest I got was the Lete River. Not too far, but not bad for an afternoon's work. I was absolutely enthralled by the game's story, and characters, and graphical excellence. Once SNES9x was released for the first time, I played through it again on my roommate's computer (with sound even) and got to the Floating Continent. Again, great stuff. Once I bought Final Fantasy Anthology and was set and determined to finish the game, I realized something. While the story is decent, and the characters all have slightly more personality than most RPG characters (with notable exceptions), after the Floating Continent the game does a complete 180 on play style.

Instead of following the story, you're now given full control to go wherever you want in your shiny new (old) airship, and the developers expect the gameplay to carry the game until the final dungeon. And it doesn't. Eventually you discover Espers (or Phantom Beasts, or whatever), which work a lot like your equipment in Final Fantasy IX: in battles you get points that go to your Esper. Once your Esper reaches 100% in a particular area, your character gets a certain magic spell. The problem is, (almost) any character can equip any Esper. What the hell is the badass royal martial artist doing casting Ultima?

And why can he do it just as easily as the half-esper magic user? Eventually, all that distinguishes the characters from each other is their special moves. And honestly, why would you ever not have Edgar and Sabin in your party?

Granted, the whole cookie-cutter aspect isn't as bad as FFVII, but unlike FFVII, running around in dungeons, fighting monsters and solving simple puzzles, just isn't any fun. It's enjoyable at first, but by the end all the game's faults just end up being intolerable.

Playing through it becomes a chore, and eventually you'll say to hell with getting the cool Espers and items, let's just fight the stupid boss already. So in short, play until you get to the Floating Continent. You'll enjoy it more.

Granted, the story and graphics are great, and the soundtrack is easily in the all-time 10 best ever, but it's hard to say whether or not having to suffer through the actual game is worth it. Fire Emblem 3-5 Translations. Created by eJap For use with:Tales of Phantasia Tales of Phantasia is a Super Nintendo RPG by Namco that came out in Japan in 1995. In January of 2001, the fan based English translation was released by DeJap Translations. This made it possible for us to experience Tales of Phantasia completely in English via video game emulation.

Tales of Phantasia was the first RPG for the SNES to feature a full J-Pop song and tons of voice acting. Not only that, the battle system is none like anyone had experienced before. They take place in a separate battle sequence like in any other RPG, but it plays like a 2D version of Secret of Mana. Tales of Phantasia was never officially released in North America because they felt RPGs weren't popular enough at the time and that it wouldn't be worth it. Text Translation: Text&Voice Translation: Patches for Improvements and Modifications: Chrono Trigger.

​ This small hack only changes the control setup for the game, to something closer to the newer GBA Metroid games. The opening Options menus have been altered to show the new controls for the game. Item pickup messages and Japanese text have not been altered however.

Control Changes. Run is now toggleable between Run and Walk. Moonwalk has been deleted, and the setting is now used to toggle Auto Run. Aim Up is now the only aim button, ‘Aimlock’. Holding it will make Samus aim at a certain angle, and aim higher or lower if you tap up or down. Samus also has the ability to run and aim straight up at the same time now.

Select Item is still used to select missiles, super missiles, power bombs, or the grapple beam. It no longer selects X-ray, which now has its own button. Items that are empty can be selected, but of course will not be used. Beams can still be used at any time, even when missiles and super missiles are selected. Item cancel has also been removed, as it now activates the x-ray scope.

Aim Down has become Brandish, which, when held, will toggle between Beams and the item currently selected. This is somewhat abusable. Smile Beams can be charged and remain charged while you fire missiles, but you still have to wait for cooldown till you can release a charged shot, or else you’ll just waste your charge.

Powerbomb attacks are also now easy to control, just tap Brandish when you want to trigger them. Spinjump controls have also been improved a bit - Walljumping should be a bit easier on a d-pad, and Samus will fire in the direction you’re pressing instead of just forward, if you press fire. The controls are configurable to ANY combination. Aim is not limited to L and R.

Super Mario World: Graphics Hack. Just wondering, what's the latest version of Shiny Gold? I haven't checked since October. As for hacks, you can't miss the two Dragoon X Omega hacks, or at the very least II. The first one is a complete overhaul of the original Dragon Warrior for the NES, while the sequel is applied to the Final Fantasy rom. Applied to (U) roms, I believe.

DXO: DXOII: If you're looking for retranslations, there are some for FFIV and VI that make the SNES iterations easier to read(apply them to the (J) rom): FFIV: FFVI. @B-Blue:Yes I know ZSS is pretty cool. @Twiffles okemon Shiny Gold is available on GBATemp.I wasn't going to do gba hacks only nes,snes hacks,but if I find a reasonable amount I will include them. @lukereeve:Yes this is a pretty good list,and each hack I have played is amazing @dawn.wan:Yes at least she has cloths on. I am focusing on snes hacks right now,but can't find anything good,because I have listed alot so far.If you can find something let me know. Soon I will start a list of the best nes hacks.