DUNE2: The Battle For Arrakis Full Version AE
m3troDUNE II: Battle For Arrakis Full Version (30 Anniversary Edition) by Ti_ & M3tro
List of Content
- Screenshots & Videos
- Important info for Players
- What is my romhack different from the Vanilla?
- Links
- Credits
- F.A.Q.
The game’s plot is based on the original (GEN-version) and partly on the plot of the 1965 novel «Dune» by Frank Herbert. Also, some visual elements from the Dos-version and film adaptations (David Lynch and Denis Villeneuve) of the novel were transferred. The purpose of the modhack is to return the game to its classic form with ultimate preservation of vanilla balance (as much as possible within the console and the game itself) and adaptation of new Rebuild’s features, as well as the implementation of 5 additional units (4 ground units + 1 air unit) in the formation of the original balance of the Westwood Studios developers. Approaching the GEN-version to the standard Dos-version of the game from 1992 (a kind of merging of the two versions) with a slight tone towards modern RTS.
*30 Anniversary Edition — in 2024 the modhack has been updated (after a 6.5-years break from october 2017), that was dedicated to 30 anniversary of the original game (1994 MD/Genesis port).




• Download (rom-file) here
• Download the modhack with CDDA-music here
• Play the modhack in your browser without downloads
Important info for Players:
- Mode+A (when a unit selected) — forcefire attack;
- Mode+X (when a building selected) — sell a structure;
- X (when a unit selected) — order a unit to go to Area Guard mode on desired location;
- X (when a building selected) — repair selected structure;
- Y+A (when a unit selected) — call for Carryall to send the unit to Repair Facility;
- Y+B (when a building selected) — cancel a production;
- Z — camera ×2 scrolling.
If Carryall takes a unit for repair, it will return it back (without having to block the Repair Facility).
You can build slabs under units.
Cursor on obJects is red for enemies and green for allies.
AI can build an MCV to restore their Construction Yard.
AI accumulates its units near factories, and also gathers Teams near a harvester.
AI can capture your structures.
What is the modhack different from vanilla?
•A new title screen (and Westwood logo);
•a new background for pause/options menu and password menu;
•the font for ingame text is like in Tutorial (or Prototype-version) and a new bold-italic font instead the vanilla bold font;
•iX Research Center allowed at 6th mission, requires Starport, War Factory, Outpost;
•Palace allowed at 7th mission, requires iX Center, Starport, Refinery, it is capturable, when captured its superweapon id remains an initial and charge progress doesnt reset;
•the new missions for all 5 Houses (brand new campaigns for Fremen and Corrino, vanilla Houses’ missions have been harder);
•new maps with unique landscapes for Fremen and Corrino missions (Fremen 8th and 9th missions are on the Atreides maps);
•included a few new units with their new graphics (Heavy MLRS, Sonic Fremen Squad, Sandstorm, Annihilator, Flanker-D Bomber);
•aircraft units do not attack ground units, they are only capable of targeting and bombarding structures and turrets;
•outpost now requires the barracks, so WoR/Barracks cost has been reduced, and energy use has been reduced slightly;
•added "reinforcement" notice;
•all structures are capturable, except Barracks, WoR, Outpost (also Walls and Slabs, of course, because they are not buildings);
•damage/reload configs for the turrets have been improved (R-Turrets are almost useless against grounds targets, Gun Turrets have been enhanced for this), their build time has been increase, armor has been incresed slightly (Gun Turret requires Outpost, Rocket Turret requires War Factory), now their (missed) proJectiles do not deal a damage to all structures;
•separated own weapon type\damage\reload\sight\cost (almost all, except hp armor) parameters for Fremen/Corrino trooper and troopers;
•wheeled and footed units sight range has been increased slightly (Raider Trike and Trike — significantly), trucked units — reduced slightly;
•House Corrino can use Deviator (reinforcements and/or using Starport only), Son!k Tank, Devastator;
•redesigned 1st (00th) palette row a little, Harkonnen units are slightly more redder than burgundy;
•added "harvester under attack" notice;
•all Houses can build ornithopters, but Harkonnen (they can order them using Starport);
•Flanker-D allowed for Atreides, Ordos, Corrino;
•Sandstorm can move over rocks and walls;
•Trooper is available at 2nd mission and Troopers are available at 4th mission for Harkonnen (like in the original game), these footed units can be produce in the WoR, while light infantry and the Barracks cannot be constructed;
•Trooper is available at 4th mission and Troopers are available at 6th mission for Ordos (like in the original game), all their footed units can be produce in the Barracks (both light infantry and heavy infantry), while the WoR cannot be constructed;
•Fedaykin is available at 2nd mission and Fremen Squad are available at 4th mission for Fremen, these footed units can be produce in the WoR, while light infantry and the Barracks cannot be constructed;
•Sardaukar Trooper is available at 3rd mission and Sardaukar Troopers are available at 5th mission for Corrino, all their footed units can be produce in the WoR (both light infantry and heavy infantry), while the Barracks cannot be constructed;
•all ai-enemies are always allies among themselves (like in the original game), and tech tree is shared with allies (like in the original too);
•some unit and building large icons have been improved;
•fixed the sprites of Medium Tank, MCV, Heavy Tank, Frigate;
•the new cursor when the game, bright-green now;
•"okay" button is blue-gray (almost as in the vanilla), forbidden icon and infantry blood spots are more redder, lightning symbol is more yellow (bright-yellow);
•added some new sounds for unit outshoots;
•Death Hand’s accuracy has been increased to 99%, recharge time has been increased, max miss = 1 block (metatile);
•mentat briefing texts are in English for all the Houses;
•Heavy Tank, Heavy MLRS, Sandstorm, Flanker-D owned by all Houses, but Fremen (they can order them using the Starport);
•the enemy infantries can capture your structures, if you will gape;
•Fremen ending planet colour has been changed to sand (previouse was grey);
•combat aircraft’s armor type has been increased (hp remain the same, i.e. like in the original game);
•Tank Factory’s graphics (its sprite) looks like in the DuneAMC editor (a factory with 2 tanks), and WoR’s graphics looks like WoR in Dos-version;
•also, WindTrap, Barracks (not WoR), iX Research Center, Sky-Tech graphics (their sprites) have been edited slightly;
•GRocket accuracy has been increased unsignificantly;
•producing wheeled and trucked units is forbidden when there is no energy (no windtraps);
•Refinery/Starport landing field lights have been replaced by bright-green;
•all the laser weapon units of any House shoot with a green-blue laser;
•harvester’s graphics fully replaced for the appearance (like in David Lynch’s Dune movie);
•threat levels have been improved: AI attacks primarily air units, next ground units, next R-Turrets, CY, Palace, next Starport, iX Center, Tank Factory, APC Factory, and then rest structures;
•Diversionist’s efficiency has been increased because Player now can controls him, damage, rate of fire, explosion damage have been increased, his move speed equals Raider Trike’s move speed;
•light infantry move speed has been increased to heavy infantry move speed, rate of fire has been increased for all infantry types;
•the Starport melody (the soundtrack from Tutorial) can play when the game if you switch ALL music on (in options/pause), added some more tracks from other games as well, 11 new tracks, all melodies and sounds can be listened in music test/sound test;
•improved sprites for Atreides, Fremen, Corrino mentats, now their sprites look more like in the Dos-version of the game;
•added the Difficulty Levels (diff_levels): 900/500 for Easy, 700/700 for Normal, 500/1000 for Hard, 300/900 for Muad’dib (Player/AI), the number of units, which the AI collects beside factories and barracks, depends on them as well (that is not the Teams‼);
•enabled quite frequent spice regen at 6th—9th missions (it is sparse at 3rd—5th missions, it is disabled at 1st—2nd missions);
•Trike is allowed to all the House since 2nd mission (Raider Trike instead Trike for the Ordos);
•conflicting sides at 2nd and 3rd Atreides, Ordos, Harkonnen missions have been interchanged, and due it their region map is redesigned too;
•mode1 and CDDA-music allows you to preload a disc with music (on RetroArch or MEDNAFEN) or a real disc (on SEGA Mega CD plugged into SEGA Genesis/MegaDrive), you can download some bundles with CD-music here;
•movement type check is disabled for the units, which crowd up as a Team near a harvester, that means everything crowds up along with each other: footed, wheeled, trucked, etc, but Deviator, Son!k Tank, Devastator, MCV, Crawler, Annihilator have been excluded from Teams;
•new elements for the rocks and the landscape: new single rocks, rock edges next to sand, and rock edges next to rock edges;
•Sonic Fremen Squad and Sandstorm sprites has been updated;
•a new algorithm for unit pathfinding (for Player and AI as well), now the units use less turns and detours;
•added the arrows to the Region Map indicating the location of the next skirmish;
•small icons for iX Research Center, Deviator and Raider Trike are like in Prototype-version;
•fixed Death Hand’s palette, it’s firetail is now bright red, if it was launched from the Harkonnen (or any other House), not sand colour;
•added the dark palette for some missions from Ordos and Fremen campaigns;
•fixed and tuned the Teams for AI, it accumulates the units around a harvester by 3—5 units, some cases even more;
•added "harvester lost" notice;
•added "worm sign approaching" notice;
•added "a new spicefield" notice;
•new sprites for Death Hand missile;
•added new voiceovers for Atreides, Ordos, Corrino Houses;
•added "building captured" notice;
•added "you failed mission" notice for a defeat;
•added "our building captured" notice;
•all infantry sprites have been improved (light infantry have now rifles in their hands);
•large icons for iX Research Center and Raider Trike are like in Prototype-version.
Links
- @m3tro_romhack — my hacks and info
- https://donationalerts.com/ — if you want to support my works
- @m3tro — my YT-channel with some romhack videos
- https://docs.google.com/ — D2FV’s parameters table
- https://t.me/ — download RetroARCH with Genesis GX Plus (480x464 & ×7 overclocked) core
- https://archive.org/ — download an overclocked Gens Emulator
- https://romhacking.net/ — download Gens (not overclocked) with R57Shell’s mod
- https://discord.gg/ — the main Discord-server for Dune2 players, PvP mode, cooperate Archon mode, and more
- https://www.vk.com/ — VK Romhack CIS community
- https://disk.yandex.com/ — download the Rebuild r81/r82, which my modhack based on, that is not a complete DuneHack
- https://docs.google.com/ — vanilla Genesis/MD Dune2TBFA’s parameters table
- https://telegra.ph/ — all D2FV’s passwords
- https://disk.yandex.com/ — download other authors’ DuneHacks
Credits
Without these persons, the modhack wouldn’t be what it is.
Ti_ EmperorDune — Rebuild, soft, info about vanilla and Rebuild;
Lipetsk — campaign concepts inspire, testing, bug reports, livestreams;
Dimidrol94 — new large mountains, any help, Emc scripts;
RazorUA — some graphics, some sound effects, advices, any help;
Docm@n — a few help, some info;
SeregaZ — some sound effects, soft;
MilkMax — a new pathfind code for units (Player and AI both);
Emperor175 — beta testing, bug reports, livestreams;
Eduard Havrovskyi — beta testing, bug reports.
F.A.Q.
1Q: What units can target air units?
1A: Trooper/Fedaykin/Sardaukar, Sandstorm, Diversionist/Commando (and Rocket Turret, of course), can target air units. Note: in the original game some units like Troopers and Rocket Launcher could target air units, however in this modhack version these units have lost the ability to target air units for gameplay balance reasons.
***
2Q: Which units are strong against infantry?
2A: Soldier, Infantry, Trooper/Sardaukar (in melee), Troopers/Sardaukars (in melee), Trike, Raider Trike, Quad are strong against infantry.
***
3Q: Which units are strong against vehicles?
3A: Trooper/Sardaukar (with mini-laser), Troopers/Sardaukars (with mini-laser), Fedaykin, Fremen Squad, Tank, Heavy Tank, Devastator, Sonic Fremen Squad, Annihilator are strong against ground vehicles.
***
4Q: Which units are strong against structures?
4A: Rocket Launcher, Sonic Fremen Squad, Son!k Tank, Heavy MLRS, Thopter, Flanker-D Bomber are strong against structures.
***
5Q: How much hits does it take to destroy an ornithopter?
5A: It takes 5 hits with any weapon type (rocket/aa-rocket/bullet), however Trooper/Sardaukar/Fedaykin and Diversionist can one shot an ornithopter.
***
6Q: When can infantry capture a building?
6A: Please, see this table.
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All rights hacked.