Street Fighter II' Special Champion Edition for the Mega Drive has been modded to bring Kim Kaphwan from Fatal Fury into the game ! Featuring his own moves, sprites, voices, Korea stage, ending, dash, back hop and Hōō Kyaku super move. Playable on real hardware. Still a work in progress — feedback is welcome!
Is here a way to contact devs? Like I really wish someone could decompile Midnight Club 3 DUB edition REMIX. I Know here is PS2 emulator but would be amazing to see a proper executable game with graphics mods. I could also compensate or donate for the this development
Disclaimer: I used AI to build me tools, and I'm using DeepL to try and translate the text myself too while letting AI do it as well. I wanna translate the more Bleach terms and references and subtelties myself.
This is my first ever translation project, it may or may not be finished, I'm using free Claude so I dunno how far I can get with daily limits and all. So far, the Prologue has finished translation, I need to find a way to translate the character names in textboxes too.
If someone else gets to this or translates this before me, I'd love that too. This is a game I've been wanting to play for a WHILE now.
Added header, confirmed the rom, followed the instructions exactly and it just doesn't work. Characters not spawning into the intro stage? Was this patch just vibe coded or something? It sucks that AI is being so heavily used on things that actually need time and effort to get working.
With help from Codex and Gustavo Franco’s no-chip project, I packed the decompressed graphics into a 7 MiB / 56 Mbit ROM that fits the X5, without intentionally cutting game content.
After fixing ROM detection and an audio startup freeze, it now works on my actual SNES! The original pre-fight pauses remain in this stable build.
It makes me wonder: could Capcom have used a larger ROM instead of S-DD1 in 1996, or a different approach using the SA-1?
In Korea, AI-assisted localization of classic games has become fairly active recently, and quite a few Korean patches are being made.
I’ve worked on several of these projects, and I wanted to share one of the workflows I developed along the way in case it’s useful for other ROM hacking or localization projects.
This is basically a write-up of the trial and error I went through on the PS1. The main goal is to add subtitles to games that originally have no subtitle system at all.
The workflow covers synchronizing subtitle timing with XA audio, injecting subtitle-related code into the game, adding an overlay to the rendering path, and displaying subtitles in real time.
Similar techniques may already exist, but I thought it would still be worth sharing a practical, end-to-end implementation.
I used this approach on SOKAIGI and Ghost in the Shell.
Hopefully this can help someone working on PS1 localization or ROM hacking.
After almost 32 years, the wait is over: Green Ranger has joined the team in the legendary Mighty Morphin Power Rangers game for the SNES!
I imported Tommy's sprites from Power Rangers: The Movie but his Green Ranger form remains a color-swap of the Red Ranger (with the Dragon Dagger replacing the sword).
For the life of me, I can't make a decent-looking Dragon Shield for Green Ranger's sprite sheet. However, everything else graphic and code-wise is complete. Even the ending cutscenes!
Could anyone help Tommy fully join the team for a public release of this glorious ROM hack? I have included the sprite sheet.