|Automatic Line-Wrap Example ASM||KingMike||This is some source code to a automatic word-wrap hack from KingMike’s Translations Shell Monsters Story translation.
It was useful as the translation had used some long names and it would have been difficult to format the line-breaks used in t….||Source Code||NES||N/A||1.0||Adv||06 Jun 2014|
|EUC-JP Table||KingMike's Translations||EUC-JP table.
Contains additional mappings: |
Compatible with CP51932 and eucJP-ms.
Table is encoded in UTF-8.
- NEC special characters
- NEC selected IBM extended characters
|Table Files||N/A||N/A||1.0||Beg||11 Sep 2009|
|Shift-JIS Table||KingMike's Translations||The popular Shift-JIS encoding scheme in table format.
The table is itself encoded in Shift-JIS.||Table Files||N/A||N/A||1.0||Beg||25 Mar 2001|
|Dream Maze: Kigurumi no Daibouken (SFC) Font||KingMike's Translations||A detailed look at where to find and how to edit the 12×16 font in Dream Maze: Kigurumi no Daibouken.||Graphics Hacking||SNES||Dream Maze: Kigurumi Daibouken||1.0||Int||02 Nov 2011|
|Ys III DTE||KingMike's Translations||Using Ys III as an example, KingMike walks you through the steps of implementing DTE compression in a NES game.||Assembly||NES||Ys III: Wanderers from Ys||1.1||Beg||16 May 2010|
|NES Rom Expansion||KingMike's Translations||A document describing how one would go about expanding NES ROMs.||Assembly||NES||N/A||1.0||Adv||05 Feb 2008|
|DTE - You can do it, we can help||KingMike's Translations||A document detailing how you can implement DTE compression in your NES hacks, saving space and resulting in a potentially more professional reading hack.||Assembly||NES||N/A||2.0||Int||05 Jun 2008|
|NES Dictionary Code w/DTE support||KingMike's Translations||This is sample code of a combined DTE and dictionary compression scheme for the NES. It also supports DTE within the dictionary.||Source Code||NES||N/A||1.0||Adv||21 Feb 2008|
|Converting SNES pointers to 24-bit||KingMike's Translations||This is a document to explain how to convert SNES 2-byte pointer tables (”absolute addressing”) to 3-byte pointer tables (”long addressing”).||Assembly||SNES||N/A||1.0||Int||24 Jan 2011|
|SDAT File Format||kiwi.ds||A description of some of the details in the Nitro composer format, the format used for sound and music in a lot of DS games.||File Formats||NDS||Multiple Games||4.0||Int||23 Jun 2007|
|Kiwibonga's Table-File Making Doc||Kiwibonga||A basic tutorial on table creation.||Table Files||Multiple||N/A||1.0||Beg||30 Oct 2000|
|Console Graphics Document||Klarth||Descriptions of graphics storage methods for the NES, SNES, NGPC, Virtual Boy, SMS, Game Gear, WSC, and Genesis.||Graphics Hacking||Multiple||N/A||0.7||Int||18 Jul 2000|
|TIM Graphic Formats 1.0||Klarth||This is an indispensable resource for anyone interested in learning to work with 2D PlayStation graphics.||Graphics Hacking||PSX||N/A||1.0||Adv||19 Jan 2003|
|TableLib||Klarth||C++ library for table reading, dumping, and insertion. Functional samples with source included.||Source Code||N/A||N/A||1.0||Beg||30 Dec 2006|
|Miniguide on Virtual File Systems||Klarth||A mini-guide to playstation (and playstation 2) virtual file systems. A generalized overview of VFS: what they look like and how to extract the files within.||File Formats||PSX||N/A||1.0||Int||12 Dec 2006|
|Tilemaps - Identifying, Modifying and Applications||Knirt||This document mainly covers techniques to identify and then modify tile maps. NES games are used as example to the techniques, but the content of this doc can be expanded to virtually any console. Finally, you can find some applications for the tile ….||Graphics Hacking||NES||N/A||1.0||Beg||07 Aug 2009|
|Gameboy Pointer Hacking||Koolboyman||A nice and detailed document on Gameboy pointers.||Pointer Hacking||GB||N/A||1.0||Beg||26 Nov 2008|
|Everything You Always Wanted To Know About GAMEBOY||kOOPa||Despite its age, this seems to be a pretty comprehensive document detailing the inner works of the old green-screen Gameboy.||Hardware Info.||GB||N/A||1.00||Int||17 Mar 1998|
|Super Gameboy Tech Doc||kOOPa||This is a document dealing with various technical details concerning the SGB.||Assembly||GB||N/A||1.0||Adv||15 Feb 1998|
|Atari 2600 Memory Map||Kroko||A memory map of the Atari 2600. As you may notice, the memory of the Atari 2600 is very limited.||Assembly||2600||N/A||1.0||Int||08 Sep 2010|