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(1 to 8) of 8 Results
Title AscendingAuthorDescriptionCategoryPlatformGameVerLevelDate
Converting SNES pointers to 24-bitKingMike's TranslationsThis is a document to explain how to convert SNES 2-byte pointer tables (”absolute addressing”) to 3-byte pointer tables (”long addressing”).AssemblySNESN/A1.0IntNone
Dream Maze: Kigurumi no Daibouken (SFC) FontKingMike's TranslationsA detailed look at where to find and how to edit the 12×16 font in Dream Maze: Kigurumi no Daibouken.Graphics HackingSNESDream Maze: Kigurumi DaiboukenUnknownIntNone
DTE - You can do it, we can helpKingMike's TranslationsA document detailing how you can implement DTE compression in your NES hacks, saving space and resulting in a potentially more professional reading hack.AssemblyNESN/A2.0IntNone
EUC-JP TableKingMike's TranslationsEUC-JP table. Contains additional mappings:
  • NEC special chatacters (NEC特殊文字)
  • NEC selected IBM extended characters (NEC選定IBM拡張文字)
Compatible with CP51932 and eucJP-ms. Table is encoded in UTF-8.
Table FilesNAN/A1.0BegNone
NES Dictionary Code w/DTE supportKingMike's TranslationsThis is sample code of a combined DTE and dictionary compression scheme for the NES. It also supports DTE within the dictionary.Source CodeNESN/A1.0AdvNone
NES Rom ExpansionKingMike's TranslationsA document describing how one would go about expanding NES ROMs.AssemblyNESN/A1.0AdvNone
Shift-JIS TableKingMike's TranslationsThe popular Shift-JIS encoding scheme in table format. The table is itself encoded in Shift-JIS.Table FilesNAN/A1.0BegNone
Ys III DTEKingMike's TranslationsUsing Ys III as an example, KingMike walks you through the steps of implementing DTE compression in a NES game.AssemblyNESYs III: Wanderers from Ys1.1BegNone
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