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(161 to 180) of 730 Results
Title AscendingAuthorDescriptionCategoryPlatformGameVerLevelDate
Donkey Kong DisassemblypditinchoPartial disassembly of Donkey Kong (NES/FC) - WIP - Revision 5.AssemblyNESDonkey Kong0.5Adv26 Mar 2012
Donkey Kong DisassemblyDennis DebroDisassembly of the Atari 2600 game Donkey Kong. Compiles with DASM and vcs.h.Source Code2600Donkey Kong1.0Adv04 Sep 2010
DOOM 32X Hacking NotesSaxmanThese are notes I collected during the period of time I was hacking DOOM. They’re sort of sloppy because I’m a sloppy note taker. That said, I think most seasoned hackers will be able to understand most everything written.Game Specific32XDOOM1.0Adv07 Jan 2011
Double Dragon III Enemies ValuesDANGER XThis document contains the types and hp hex addresses of enemy from the game.Game SpecificNESDouble Dragon III: The Sacred Stones1.0Beg11 Jun 2018
Downtown Nekketsu Monogatari CompressionTomaitheousDowntown Nekketsu Monogatari’s LZ77 compression scheme explained. (Also shows were the font for the in-game text is located.)Graphics HackingTGCDDowntown Nekketsu Monogatari1.0Int07 Jul 2007
Dragon Warrior BytesSliver XHere is a very complete listing of all the offsets to data in Dragon Warrior. There are notations and sections for everything you may want to modify ranging from music and graphics to shop and monster data!Game SpecificNESDragon Warrior1.0Beg08 Nov 2011
Dragon Warrior SRAM GuideJohn David RatliffA guide to the data stored in SRAM for Dragon Warrior (NES).Game SpecificNESDragon Warrior1.0Beg01 Jan 2007
Dragonball Z 3: Killer Androids ASM Source CodeRedCometThe source code for all of the (documented) ASM changes made to Dragonball Z 3 for Twilight Translations English translation. The code assembles with x816 and is commented fairly well.Source CodeNESDragon Ball Z III: Ressen Jinzou Ningen2.0Int08 Oct 2006
Dragonball Z Gaiden: Plan to Eliminate the Saiyans Source CodeRedCometThe source code for all of the (documented) ASM changes made to Dragonball Z Gaiden for Twilight Translations English translation. The code assembles with x816 and is commented fairly well.Source CodeNESDragon Ball Z Gaiden: Saiya Jin Zetsumetsu Keikaku1.0Int30 Oct 2006
Dragonball Z: Assault of the Saiyans Source CodeRedCometThe source code for all of the (documented) ASM changes made to Dragonball Z 1 for Twilight Translations English translation. The code assembles with x816 and is extremely well commented.Source CodeNESDragon Ball Z: Kyoushuu! Saiya Jin1.0Int13 Oct 2006
Dragonfire SourceRobert Graves Smith IIIAppears to be the original source for the Atari 2600 game, Dragonfire.Source Code2600Dragonfire1.0Adv04 Sep 2010
Drakengard 2 EU undubtheo1996Drakengard 2 EU undub and included a rebuild guide by Corimo.Audio HackingPS2Drakengard 21.0Beg21 Nov 2017
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 Daibouken1.0Int02 Nov 2011
DSP-1 Emulation CodeAndreas NaiveDSP-1 emulation (commented) code. The DSP-1 is implemented as a C++ class with a minimal interface giving access to the DSP-1′ SR and DR. The emulation is thought to be bit-perfect (after extensive testing).Source CodeSNESN/A3.0Beg13 Jul 2006
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/A2.0Int05 Jun 2008
DTE RoutineGideon ZhiThis is the source to a DTE decompression routine for Megami Tensei 1, on the NES. When properly optimized, DTE will allow a romhacker to fit, on average, an extra 50% of text data into any given space. This code is highly adaptable, although probabl….Source CodeNESDigital Devil Monogatari: Megami Tensei3.0Int20 Apr 2006
Dual-Tile Encoding: NES/Famicom ImplementationRedCometA document describing one method of implementing Dual-Tile Encoding in an NES game.AssemblyNESN/A1.00Beg01 Dec 2006
DuckTales2 full disassembly + .idb baseTinamed 95% functions and variables + some comments. separate code file(.asm) + resources files. 100% code/data/pointers disassembled (means you can edit/insert code in any way). .IDB base (if you have IDA PRO). note: you need original ro….Source CodeNESDuckTales 21.0Adv20 Sep 2015
E.T. the Extra-Terrestrial DisassemblyDennis DebroDisassembly for the game E.T. the Extra-Terrestrial. Use DASM, vcs.h and macro.h to compile.Source Code2600E.T. the Extra-Terrestrial1.0Adv18 Jul 2006
Easy Way to Find Level Data in Some NES GamesGil GaladA guide which details a method for detecting level data using the NES emulator Nesten.MiscellaneousNESN/A1.0Int14 May 2008
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