Dragonfire Source | Robert Graves Smith III | Appears to be the original source for the Atari 2600 game, Dragonfire. | Source Code | 2600 | Dragonfire | 1.0 | Adv | 04 Sep 2010 |
Dragonball Z: Assault of the Saiyans Source Code | RedComet | The 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 Code | NES | Dragon Ball Z: Kyoushuu! Saiya Jin | 1.0 | Int | 13 Oct 2006 |
Dragonball Z Gaiden: Plan to Eliminate the Saiyans Source Code | RedComet | The 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 Code | NES | Dragon Ball Z Gaiden: Saiya Jin Zetsumetsu Keikaku | 1.0 | Int | 30 Oct 2006 |
Dragonball Z 3: Killer Androids ASM Source Code | RedComet | The 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 Code | NES | Dragon Ball Z III: Ressen Jinzou Ningen | 2.0 | Int | 08 Oct 2006 |
Dragon Warrior SRAM Guide | John David Ratliff | A guide to the data stored in SRAM for Dragon Warrior (NES). | Game Specific | NES | Dragon Warrior | 1.0 | Beg | 01 Jan 2007 |
Dragon Warrior Bytes | Sliver X | Here 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 Specific | NES | Dragon Warrior | 1.0 | Beg | 08 Nov 2011 |
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 |
Double Dragon III Enemies Values | DANGER X | This document contains the types and hp hex addresses of enemy from the game. | Game Specific | NES | Double Dragon III: The Sacred Stones | 1.0 | Beg | 11 Jun 2018 |
DOOM 32X Hacking Notes | Saxman | These 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 Specific | 32X | DOOM | 1.0 | Adv | 07 Jan 2011 |
Donkey Kong NES Editing | Supergamerguy | This is a compilation of all of the knowledge I gained from my work and hacking on the NES port of Donkey Kong. It contains previously undocumented full descriptions of color palettes and text editing for this game.
I hope this helps any hacker o…. | Game Specific | NES | Donkey Kong | 1.0 | Beg | 11 Nov 2020 |
Donkey Kong Disassembly | pditincho | Partial disassembly of Donkey Kong (NES/FC) - WIP - Revision 5. | Assembly | NES | Donkey Kong | 0.5 | Adv | 26 Mar 2012 |
Donkey Kong Disassembly | Dennis Debro | Disassembly of the Atari 2600 game Donkey Kong. Compiles with DASM and vcs.h. | Source Code | 2600 | Donkey Kong | 1.0 | Adv | 04 Sep 2010 |
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 |
Displaying a 2BPP Tile | Lin | A brief document explaining how 2BPP graphics (Gameboy, other systems) are displayed. It’s really simple, but there seems to not be an easy-to-find document out there. | Graphics Hacking | GB | Multiple Games | 1.0 | Beg | 18 Feb 2010 |
Disch Explains Stack Basics | Disch | Disch explains the basics of the stack to Spliff in an IRC conversation. | Assembly | NES | N/A | 1.0 | Adv | 14 May 2008 |
Disch Explains PPU Writing | Disch | Disch explains the basics of writing background tiles to the PPU in an IRC conversation. | Assembly | NES | N/A | 1.0 | Adv | 17 Dec 2005 |
Disch Explains Mapper Changing | Disch | Disch explains ROM mapper changing concepts to Rockman after he requests information on how to change Mega Man to MMC3. | Assembly | NES | Mega Man | 1.0 | Adv | 14 May 2008 |
Disch Explains FF1 Rom Expansion | Disch | Disch explains the basics of expanding Final Fantasy 1 for the NES in a ZMD post. | Assembly | NES | Final Fantasy | 1.0 | Adv | 20 Dec 2005 |
Digisalt's SNES Palette Tutorial | Digisalt | This tutorial teaches you how to use Digisalt’s a SNES PaletteTools to find and replace palettes. | Palette Hacking | SNES | Multiple Games | 1.0 | Beg | 19 Mar 2006 |
Desert Falcon Source | Bob Polaro | Original source code to the Atari 2600 game Desert Falcon. | Source Code | 2600 | Desert Falcon | 1.0 | Adv | 23 Nov 1985 |