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Metroid II: Return of Samus Fushigi no Dungeon - Fuurai no Shiren 2 - Oni Shuurai! Shiren Jou! Yu-Gi-Oh! 5D's Tag Force 6 Adventure Island III

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TKMK00 to MIO0 Super Zelda Editor Move Animation Creator Text Pattern Finder

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SD Keiji Blader Bass Kirby's Dream Land DX - Service Repair Ginga Ojousama Densetsu Yuna

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Another NES Snake Varooom 3D Lumberjack Rolling Pumpkins

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Mario Runner Panic in the Mushroom Kingdom 2 Final Fantasy Tactics 1.3 The New Mario World

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Minna no Taabou no Nakayoshi Daisakusen Dragon Quest V: Tenkuu no Hanayome Mega Man V Space Squash

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(1 to 5) of 5 Results
TitleAuthorDescriptionCategoryPlatformGameVer AscendingLevelDate
NES 16×16 Tile FormatGideon ZhiA document detailing instructions for dealing with 16×16 NES tiles.Graphics HackingNESN/A1.0Int13 Jun 2007
Using Pointers EffectivelyGideon ZhiA document which describes how to save space by optimizing pointers.Pointer HackingMultipleN/A1.0Int09 Apr 2002
DMA Transfers, Compression, and YouGideon ZhiAn explanation on how to bypass compression routines to insert and use uncompressed data in your project.AssemblySNESN/A1.0Int06 Aug 2002
The Gameboy ROM Hacking DocGideon ZhiA few details on Gameboy pointers.Pointer HackingGBN/A1.00Int16 Jun 2009
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
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