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(41 to 60) of 257 Results
Title AscendingAuthorDescriptionCategoryPlatformGameVerLevelDate
Constructing Tables for NES ROM HackingInVerseAn easy to read, no nonsense guide to making tables for NES ROMs.Table FilesNESN/A1.2Beg13 Apr 1999
Contra - Hacking GuideTraxThis is a comprehensive hacking guide for the US version of Contra on the NES. This document is meant for hackers and programmers who are interested in learning about the inner workings of Contra. The document covers these aspects of the game: ….Game SpecificNESContra1.0Beg29 Jan 2016
Contra hex valuesDANGER XContra text that contains many stuff, like enemies hp values, weapons bullets, your lives etcGame SpecificNESContra1.0Beg21 Jul 2016
Crystal Mines Source CodeKen BeckettCrystal Mines is a game by Color Dreams, a unlicensed game company that sold games back in the late 80s, early 90s. This is the source code for the entire game released by Daniel Lawton, the owner of the source code and Color Dreams. The programmer a….Source CodeNESCrystal Mines1.0Adv30 Jan 1990
Crystalis Monster DataWaltgt1Some information about the game’s monster data.Game SpecificNESCrystalis1.0Beg19 May 2011
Crystalis Shop Prices DataWaltgt1Some information about the game’s shop pricesGame SpecificNESCrystalis1.0Beg19 May 2011
Custom CHR + Bankswap Routines For MMC1 to MMC3 ConversionsinfidelityHere is a document which explains Custom CHR & Bankswap Routines For MMC1 to MMC3 mapper conversions.AssemblyNESN/A1.0Adv27 Jul 2013
Disch Explains FF1 Rom ExpansionDischDisch explains the basics of expanding Final Fantasy 1 for the NES in a ZMD post.AssemblyNESFinal Fantasy1.0Adv20 Dec 2005
Disch Explains Mapper ChangingDischDisch explains ROM mapper changing concepts to Rockman after he requests information on how to change Mega Man to MMC3.AssemblyNESMega Man1.0Adv14 May 2008
Disch Explains PPU WritingDischDisch explains the basics of writing background tiles to the PPU in an IRC conversation.AssemblyNESN/A1.0Adv17 Dec 2005
Disch Explains Stack BasicsDischDisch explains the basics of the stack to Spliff in an IRC conversation.AssemblyNESN/A1.0Adv14 May 2008
Donkey Kong DisassemblypditinchoPartial disassembly of Donkey Kong (NES/FC) - WIP - Revision 5.AssemblyNESDonkey Kong0.5Adv26 Mar 2012
Donkey Kong NES EditingSupergamerguyThis 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 SpecificNESDonkey Kong1.0Beg11 Nov 2020
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
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
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
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