Title ![]() | Author | Description | Category | Platform | Game | Ver | Level | Date |
|---|---|---|---|---|---|---|---|---|
| Chrono Trigger Compression | Geiger | A document pertaining to compression in the Chrono Trigger rom. | Game Specific | SNES | Chrono Trigger | 20031216 | Adv | 16 Dec 2003 |
| Coding Dictionary/DTE compression routines in SNES roms | Bongo` | A very nice document describing the basics behind implementing a dictionary/DTE compression routine in SNES ROMs. | Assembly | SNES | N/A | 1.0 | Int | 19 Jan 2001 |
| Compression - Cyber Knight 2 | g8z et al | Dynamic LZ parameter selection. With example code. | Source Code | SNES | Cyber Knight II: Chikyuu Teikoku no Yabou | 2.0 | Int | 13 May 2006 |
| Compression - DTE Packer | g8z et al | Possible method to improve DTE performance. | Assembly | N/A | N/A | 2.0 | Int | 16 May 2006 |
| Compression - Phantasy Star | g8z et al | RLE bitplane grouping. Font replacement trace. | Source Code | SMS | Phantasy Star | 2.0 | Int | 13 May 2006 |
| Compression - Phantasy Star Gaiden | g8z et al | A bitmap ASM trace with sample source code. | Source Code | GG | Phantasy Star Gaiden | 2 | Int | 13 May 2006 |
| Compression - River City Ransom Zero | g8z et al | Tilemap compression. ASM trace. | Source Code | NES | Renegade | 2.0 | Int | 13 May 2006 |
| Compression - Shining Force | g8z et al | Multiple Huffman. 68k code more intriguing. No example source. | Source Code | GEN | Shining Force | 2.0 | Int | 13 May 2006 |
| Compression - Shining Force Gaiden | g8z et al | Multiple Huffman text compaction. Bitmap interleaving. All three gaidens. | Source Code | GG | Shining Force Gaiden: Final Conflict | 2.0 | Int | 13 May 2006 |
| Compression - Sylvan Tale | g8z et al | Simple LZ. ASM trace with method comparisons. | Source Code | GG | Sylvan Tale | 2 | Int | 13 May 2006 |
| Compression Library | Jay | This is a companion package to Jay’s Compression Document, and contains source code that could be included in an extractor or inserter to dump/insert compressed text in ROM images. | Source Code | N/A | N/A | 1.2 | Int | 01 Jan 1999 |
| Compression of SNES ROMs | Czar Dragon | A document detailing some LZx, sliding window type SNES compression examples. | Assembly | SNES | N/A | 1.0 | Int | 31 Mar 1999 |
| Compression Tutorial | Jay | An introduction to several of the most common compression methods. | Assembly | NES | N/A | 1.0 | Beg | 24 Apr 1998 |
| Decompressing and Recompressing NBA Jam T.E. PSX Image Files | eskayelle | This Double Z tutorial provides step-by-step instructions on how to extract, decompress, view, recompress, and re-insert certain NBA Jam T.E. image assets for PSX. | Graphics Hacking | PSX | NBA Jam T.E. | 1.0 | Beg | 14 Apr 2021 |
| Decompression of SNES fonts | Bongo` | A document which discusses a way to find and decompress SNES fonts and graphics. | Assembly | SNES | N/A | 1.0 | Int | 20 Apr 2006 |
| DMA Transfers, Compression, and You | Gideon Zhi | An explanation on how to bypass compression routines to insert and use uncompressed data in your project. | Assembly | SNES | N/A | 1.0 | Int | 06 Aug 2002 |
| Downtown Nekketsu Monogatari Compression | Tomaitheous | Downtown Nekketsu Monogatari’s LZ77 compression scheme explained. (Also shows were the font for the in-game text is located.) | Graphics Hacking | TGCD | Downtown Nekketsu Monogatari | 1.0 | Int | 07 Jul 2007 |
| FAQ for the LZSS Compression | Nemesis | A detailed tutorial that’s all about LZSS which is commonly used in video games. Tells how to find it, crack it, or implement it. (Translated from French by DaMarsMan) | Text Hacking | N/A | N/A | 1.0 | Int | 06 Jun 2006 |
| FCEUd, Tutorial #3 (Compression in ROMs) | Parasyte | Parasyte explains how to use FCEUd to locate and reverse engineer graphics compression in NES roms. Hackers will see a real world example on The Goonies II. (Applies equally to FCEUXD SP debugging) | Assembly | NES | The Goonies II | 1.0 | Adv | 30 Apr 2003 |
| Golden Sun Text Compression Workaround | Labmaster | This document describes how the text compression system in Golden Sun can be circumvented using simple assembly techniques. | Assembly | GBA | Golden Sun | 2.0 | Int | 27 Apr 2006 |
| Mega Man X3 Decompression Routine | Euclid | A brief document explaining the graphics compression used in Mega Man X3 with commented disassembly. | Game Specific | SNES | Mega Man X3 | 31.1.06 | Adv | 31 Jan 2016 |
| Megaman Xtreme Graphics Decompressing | Lin | A document contain the ASM with comments on how graphics decompression works in Megaman Xtreme. | Game Specific | GB | Mega Man Xtreme | 1.0 | Adv | 27 Sep 2010 |
| Ogre Battle Compressed Graphics Locations | FinS | Document which contains the locations for compressed graphics in the game Ogre Battle for the SNES. | Graphics Hacking | SNES | Ogre Battle: The March of the Black Queen | 1.0 | Int | 14 Apr 2011 |
| Recompression | Bongo` | A helper file to show how to re-compress data. This routine is for Light Fantasy 2. I have seen that some people find it hard recompiling after they may have decompressed game. | Source Code | SNES | Light Fantasy 2 | 1 | Int | 20 Apr 2006 |
| Rob Northern Compression Format | Zoinkity | Description of the Rob Northern Compression format. Includes a breakdown of the standard compressed file, indexed mode, and archive mode headers, as well as the related method used by Acclaim for multipart files. Encryption and locking are …. | File Formats | Multiple | N/A | 1.0 | Int | 28 Nov 2012 |
| Super Castlevania IV: Graphics decompression | TFG | Unfinished graphics codec for Super Castlevania IV. Includes documentation on the format and routines (65816) and the codec’s source code (VB .NET). The codec works to some extent, it needs some fine-tuning in several spots; nonetheless, it will…. | Graphics Hacking | SNES | Super Castlevania IV | 0.1a | Int | 01 Dec 2008 |
| Super Metroid Compression | Unicorn_Poop | This is a short little table of notes about the decompression routine in Super Metroid. | Game Specific | SNES | Super Metroid | 1.0 | Adv | 10 Nov 2011 |
| Zelda Decompression Code | Piken | A commented trace log of the Zelda graphics decompression routine. | Game Specific | SNES | The Legend of Zelda: A Link to the Past | 1.0 | Int | 22 Feb 2001 |
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