|Famicom Disk System Technical Reference||Brad Taylor||This is a Famicom Disk System technical reference document and there is also a BIOS disassembly included.||Hardware Info.||FDS||N/A||1.0||Adv||23 Apr 2004|
|F-Zero Climax Data||samurai goroh||Here is a document which shows locations of certain data in F-Zero climax.||Game Specific||GBA||F-Zero - Climax||1.0||Int||08 Sep 2009|
|EX-Mutants Source Code||Chris Shrigley||This is the source code archive for the game EX-Mutants. This archive has very few tools inside, so a conversion may be necessary. Chris Shrigley was one of the programmers for this game.||Source Code||GEN||Ex-Mutants||1.0||Adv||20 Apr 1993|
|Everything You Have Always Wanted to Know about the PlayStation But Were Afraid to Ask||Joshua Walker||A compilation of details on the hardware of the PlayStation.||Hardware Info.||PSX||N/A||1.1||Int||06 Nov 2011|
|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|
|Everynes - Nocash NES specs||Martin Korth||This is a very detailed NES/Famicom/FDS hardware specification document by the author of No$NES emulator. Anything from general operation to the many mapper controller specification, this document about has it all.||Hardware Info.||NES||N/A||1.0||Int||01 Jan 2004|
|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|
|Equinox Hacking Document||Jigglysaint||This is a ROM Hacking document for the SNES puzzle-action game, Equinox. Included are offsets and explanations for a few level basics such as room editing, door editing, and other assorted things.||Graphics Hacking||SNES||Equinox||1.0||Beg||14 May 2008|
|Enemy and Equipment Stat Editing Guide||caminopreacher||This guide will show you how to locate Enemy and Equipment data within Castlevania: Aria of Sorrow and edit their stats as you please. You will need a Hex Editor to access the Rom. Enjoy!||Game Specific||GBA||Castlevania: Aria of Sorrow||1.0||Int||22 Jan 2017|
|Electronix Corp NES Schematic||OEM||This is a schematic of the Nintendo Entertainment System, of the chips and circuit board inside as well as the controllers. This is not an official Nintendo schematic document. It was drawn by Electronix Corp.||Hardware Info.||NES||N/A||1.0||Adv||12 Jul 2011|
|Editing Fonts without the Aid of a Graphics Editor||Partial Translations||A document explaining how to edit bitplane fonts with a hex editor.||Graphics Hacking||Multiple||N/A||1.0||Int||01 Oct 2009|
|EDICT Format Onomatopoeia List||filler||This is a list of onomatopoeic words and interjections compiled from various web sources and submitted by contributors to romhacking.net. This document was compiled to assist fan translators working on game translations with this often frustrating an….||Miscellaneous||N/A||N/A||1.0||Beg||30 Apr 2006|
|Easy Way to Find Level Data in Some NES Games||Gil Galad||A guide which details a method for detecting level data using the NES emulator Nesten.||Miscellaneous||NES||N/A||1.0||Int||14 May 2008|
|E.T. the Extra-Terrestrial Disassembly||Dennis Debro||Disassembly for the game E.T. the Extra-Terrestrial. Use DASM, vcs.h and macro.h to compile.||Source Code||2600||E.T. the Extra-Terrestrial||1.0||Adv||18 Jul 2006|
|DuckTales2 full disassembly + .idb base||Ti||named 95% functions and variables + some comments.
separate code file(.asm) + resources files.
100% code/data/pointers disassembled (means you can edit/insert code in any way).
.IDB base (if you have IDA PRO).
note: you need original ro….||Source Code||NES||DuckTales 2||1.0||Adv||20 Sep 2015|
|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|
|DTE Routine||Gideon Zhi||This 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 Code||NES||Digital Devil Monogatari: Megami Tensei||3.0||Int||20 Apr 2006|
|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|
|DSP-1 Emulation Code||Andreas Naive||DSP-1 emulation (commented) code. The DSP-1 is implemented as a C++ class with a minimal interface giving access to the DSP-1′ SR and DR. The emulation is thought to be bit-perfect (after extensive testing).||Source Code||SNES||N/A||3.0||Beg||13 Jul 2006|
|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|