Title | Author | Description | Category | Platform | Game ![]() | Ver | Level | Date |
---|---|---|---|---|---|---|---|---|
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 |
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 |
V Gundam Source Code | RedComet | The commented source code for the VWF in Twilight Translations’ patch for V Gundam. Also included is C source code for a decompressor and recompressor. | Source Code | SNES | Kidou Senshi V Gundam | 1.0 | Beg | 25 Oct 2006 |
Dual-Tile Encoding: NES/Famicom Implementation | RedComet | A document describing one method of implementing Dual-Tile Encoding in an NES game. | Assembly | NES | N/A | 1.00 | Beg | 01 Dec 2006 |
Graphics Hacking | RedComet | A tutorial that covers the basics of graphics hacking using Final Fantasy 1 (US) and Tile Layer Pro as an example. | Graphics Hacking | N/A | N/A | 1.0 | Beg | 24 Dec 2005 |
Text Routines: Locating them with FCEUXD | RedComet | This takes a look at one method of locating a text routine using FCEUXD. Intended for ASM newbies. | Assembly | NES | N/A | 1.0 | Beg | 25 Sep 2006 |
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