Super Robot Wars Alpha
# Posted on Oct. 7, 2026, 8:47 a.m. by Gideon Zhi
Hey everyone, in light of the flood of AI translation patches lately, and in light of various questions from the community on how these might affect Aeon Genesis and its projects, I feel it's necessary to make a short statement.
In general, I want to assure folks that as far as the day-to-day and overall scheduling of Aeon Genesis projects goes, nothing is going to change. If a project we're working on gets thrown together by someone prompting an AI, with no oversight or community input , and *especially* if that means their text is translated by AI, that does not take away from the work I and my colleagues am doing, and it does not impact our work. I want to be perfectly clear: none of the projects I'm working on are or will be translated by AI. Everything that Aeon Genesis releases, past present and future, is done by humans with care at every step of the process, and consequently I believe that means it will be of a higher quality standard than anything AI produces in a short timeframe, especially if there's no human oversight on its output.
In specific, this means that nothing is being dropped, and that progress has not been impacted for Lady Stalker, for SRW Alpha, or for anything else in the in-progress list. For Alpha particular, and I recognize that it's been a bumpy road, the main scenario (re)translation wrapped about two years ago, and progress on hacking the game itself resumed in earnest at that point. I've been hard at work at it ever since, working on it in pieces as more translated non-scenario blocks came in, and we actually started beta testing a few months ago. The issues that the test has raised are small and mostly resolved at this point, but Alpha is an enormous game and we want to be thorough so that the release is absolutely as polished as possible, so it'll still be a short bit. And make no mistake -- this project has the sauce. Absolutely no corners have been cut. So if you want to play Alpha and you want to play the absolute best version of it possible, I'd implore you to wait just a little longer.
Normally I'd attach screenshots to any updates but with the way things have been cannibalized recently I'm not even going to give them the chance. But I will say that if you played the recent SRW 4 SNES release, you can expect something of even higher quality from this one. And I do intend to re-hack Alpha Gaiden as well to apply the engine knowledge I've gained from working on Alpha and make it the best possible version of itself as well, but that's a bit further down the road. Alpha comes first.
Thanks everyone!
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Super Robot Wars 4
# Posted on Aug. 22, 2026, 9:32 a.m. by Gideon Zhi
This project has been a long time coming, and has not been without difficulty. Between an unusable initial translation pass and technical challenges around name entry, the karaoke mode timings, the title screen animation, battle popup sprites, etc, this was a fairly challenging game to work with end-to-end. The results however are spectacular, and I am proud of what's been achieved here. The patch is fully complete and without issues. Enjoy!
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Crime Crackers
# Posted on May 25, 2026, 4:22 p.m. by Gideon Zhi
Hi everyone! If you've been following my bsky posts this won't be too much of a surprise, but I've just finished playing through the first stage in Crime Crackers. The tech work is solid and more or less complete, with only two nontrivial tickets on my to-do list that don't involve just testing and making sure things work. Since the hacking is basically done I figured I'd get it announced on the site!
Translation work proceeds; so far it's just Act 1 and most of the items/descriptions that have been done, so plenty more work to go, but there aren't really any technical blockers for this at the moment so it should hopefully just be a matter of time! Of course, do bear in mind that everything in the screenshots so far is of course subject to change as the project continues.
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Real Robots Final Attack
# Posted on May 24, 2026, 11:57 a.m. by Gideon Zhi
Today I present a completed translation for Real Robots Final Attack on PS1. It's sort of Super Robot Wars does Virtual On, with a console-first control mindset. Z Gundam, Gundam X, G Gundam, L-Gaim, Xabungle, Dunbine, Dragonar, SRX. It's a decent enough game, a fun curiosity if nothing else. Lots of unused stuff on the disk too; be sure to check out the readme for some notes on cut content including the game's story!
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Splatterworld
# Posted on Jan. 18, 2026, 3:41 p.m. by Gideon Zhi
Hey folks! Just dropping a quick update on Splatterworld today. I'm releasing v1.1 of the patch, which fixes a number of minor typos and the text that Paracelsus says when you load your game. All in all the initial release was really pretty solid though!
I'm also open-sourcing the project. You can find the code on Github, here. Thanks!
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Splatterworld
# Posted on Dec. 3, 2025, 10:10 a.m. by Gideon Zhi
Just shy of five weeks after the initial ROM dump became available (33 days, to be precise) we now have a complete translation patch for the game! Massive thanks to all involved. If you find any issues please hit us up in the public channel on the discord and I'll get the issue ticketed and queued up for a fix, but things should be pretty solid as they are.
As a note/content warning/trigger warning, the game *does* contain depictions of three famously nasty dictators from history, including one from last century that I'm sure everyone with any decency will cringe at. Not a part of the story, but part of the gameplay as summonable spirits. In the interests of historical accuracy and preservation these have not been altered, but I do want to be upfront about this with anyone who plays the patch. Forewarned is forearmed.
Click the big green "Splatterworld" text above this post for a direct link to the project's dedicated page if you want to download the patch!
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Splatterworld
# Posted on Nov. 15, 2025, 3:05 p.m. by Gideon Zhi
Two weeks ago last night, lost media was found: the NES RPG spinoff of Splatterhouse was released onto the internet. I'm here to formally announce its presence as an active project, and to report that the technical work is as of now mostly complete. What remains is text translation (which itself is moving right along) and polish, plus a few extra quality-of-life features like ROM expansion. There are several screenshots on the project page and after this post generates a post on Bluesky I'll be threading before-and-after screenshots for the game's various menus, most of which have undergone a major overhaul to allow for more English text.
See you soon with more news, hopefully!
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Screaming Mad George's Paranoiascape
# Posted on Oct. 11, 2025, 1:27 p.m. by Gideon Zhi
Screaming Mad George's Paranoiascape is a first person surrealist horror pinball game. That one sentence should be all you need to know about whether or not the game is of interest to you -- it's absolutely not safe for work (or anyone/anywhere, really), but it is morbidly fascinating. This patch translates the screens that appear before each level offering objectives and tips, as well as swapping Screaming Mad George's Japanese voice clips for English ones I found unused in the Japanese game.
This is first of a trio of projects for the PS1 that I've picked up to give myself some practice working with the PlayStation and its idiosyncrasies. I will be uploading the source at some point, but honestly there isn't a whole lot here; this was mostly done to gain experience with Ghidra, ARMIPS, the DuckStation debugger, and a handful of other tools.
That said, it is the spoopy season, so enjoy!
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Super Robot Wars 4
# Posted on Dec. 14, 2024, 2:41 p.m. by Gideon Zhi
It's been a while since the last update on Super Robot Wars 4, and while it isn't ready for playtesting yet it's come quite a long way! Stage titles are sorted, the edit is complete, a number of crashes have been resolved, the encyclopedias are alphabetized, and name entry for expanded names is fully functional (at least, according to my ticketing tool.) What really remains is the karaoke mode, the opening and ending credits, the animation on the title screen, and a few other miscellaneous smaller localization things to bring nomenclature for Dunbine and L-Gaim in line with recent SRW releases. The title screen and karaoke modes are definitely nontrivial tasks, however, and they're currently the major blockers.
I'll hopefully have more news for you soon! For now, enjoy a screen capture depicting the fabulous Pinkgust.
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GD Leen
# Posted on Dec. 12, 2024, 9:36 a.m. by Gideon Zhi
Hey everyone, there's a lot to talk about and plenty of more news to come, but for now I'm going to kick things off with recent progress on GD Leen for Super Famicom. Since last update, most of the reverse-engineering work has been completed and what's left should be more or less known quantities; that leaves us with script translation. I've updated the project's page with a new description and new screenshots, a few of which are attached below. Some of the text is still very much placeholder, but at the very least it shows what the new menus are capable of.
On an unrelated note, you may notice that links in the nav bar in the upper right now point to Bluesky. The discussion links attached to earlier newsposts will remain untouched but future news will be echoed on my Blueksy account, so if you want to hop in on discussing news that's the place to do it. At some point in the next little but I'll probably be looking to add an rss feed or something similar over the next little bit for those want to use a newsreader or something similar.
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Magical Pop'n
| Platform | SNES |
| Genre | Platformer |
| Publisher | Pack-In-Video |
| Published On | March 10, 1995 |
| Initial Release | March 7, 2003 |
| Latest Release | March 7, 2003 |
| Current Version | 1.00 |