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(381 to 400) of 746 Results
TitleAuthor AscendingDescriptionCategoryPlatformGameVerLevelDate
Mario's Picross Level DataKilla BInformation on the Mario’s Picross level format.Game SpecificGBMario's Picross1.0Beg25 Nov 2009
Automatic Line-Wrap Example ASMKingMikeThis 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 CodeNESN/A1.0Adv06 Jun 2014
EUC-JP TableKingMike's TranslationsEUC-JP table. Contains additional mappings:
  • NEC special characters
  • NEC selected IBM extended characters
Compatible with CP51932 and eucJP-ms. Table is encoded in UTF-8.
Table FilesN/AN/A1.0Beg11 Sep 2009
Shift-JIS TableKingMike's TranslationsThe popular Shift-JIS encoding scheme in table format. The table is itself encoded in Shift-JIS.Table FilesN/AN/A1.0Beg25 Mar 2001
Dream Maze: Kigurumi no Daibouken (SFC) FontKingMike's TranslationsA detailed look at where to find and how to edit the 12×16 font in Dream Maze: Kigurumi no Daibouken.Graphics HackingSNESDream Maze: Kigurumi Daibouken1.0Int02 Nov 2011
Ys III DTEKingMike's TranslationsUsing Ys III as an example, KingMike walks you through the steps of implementing DTE compression in a NES game.AssemblyNESYs III: Wanderers from Ys1.1Beg16 May 2010
NES Rom ExpansionKingMike's TranslationsA document describing how one would go about expanding NES ROMs.AssemblyNESN/A1.0Adv05 Feb 2008
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
NES Dictionary Code w/DTE supportKingMike's TranslationsThis is sample code of a combined DTE and dictionary compression scheme for the NES. It also supports DTE within the dictionary.Source CodeNESN/A1.0Adv21 Feb 2008
Converting SNES pointers to 24-bitKingMike's TranslationsThis is a document to explain how to convert SNES 2-byte pointer tables (”absolute addressing”) to 3-byte pointer tables (”long addressing”).AssemblySNESN/A1.0Int24 Jan 2011
SDAT File Formatkiwi.dsA 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 FormatsNDSMultiple Games4.0Int23 Jun 2007
Kiwibonga's Table-File Making DocKiwibongaA basic tutorial on table creation.Table FilesMultipleN/A1.0Beg30 Oct 2000
Console Graphics DocumentKlarthDescriptions of graphics storage methods for the NES, SNES, NGPC, Virtual Boy, SMS, Game Gear, WSC, and Genesis.Graphics HackingMultipleN/A0.7Int18 Jul 2000
TIM Graphic Formats 1.0KlarthThis is an indispensable resource for anyone interested in learning to work with 2D PlayStation graphics.Graphics HackingPSXN/A1.0Adv19 Jan 2003
TableLibKlarthC++ library for table reading, dumping, and insertion. Functional samples with source included.Source CodeN/AN/A1.0Beg30 Dec 2006
Miniguide on Virtual File SystemsKlarthA 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 FormatsPSXN/A1.0Int12 Dec 2006
Tilemaps - Identifying, Modifying and ApplicationsKnirtThis 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 HackingNESN/A1.0Beg07 Aug 2009
Gameboy Pointer HackingKoolboymanA nice and detailed document on Gameboy pointers.Pointer HackingGBN/A1.0Beg26 Nov 2008
Everything You Always Wanted To Know About GAMEBOYkOOPaDespite its age, this seems to be a pretty comprehensive document detailing the inner works of the old green-screen Gameboy.Hardware Info.GBN/A1.00Int17 Mar 1998
Super Gameboy Tech DockOOPaThis is a document dealing with various technical details concerning the SGB.AssemblyGBN/A1.0Adv15 Feb 1998
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