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(281 to 300) of 733 Results
TitleAuthorDescriptionCategoryPlatformGameVerLevelDate Ascending
RecompressionBongo`A helper file to show how to re-compress data. This routine is for Light Fantasy 2. I have seen that some people find it hard recompiling after they may have decompressed game.Source CodeSNESLight Fantasy 21Int20 Apr 2006
DTE RoutineGideon ZhiThis 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 CodeNESDigital Devil Monogatari: Megami Tensei3.0Int20 Apr 2006
Deinterleave MD ROMDPHP routine to quickly detect and deinterleave a Megadrive ROM in SMD format. Takes a filename and returns the deinterleaved binary as a string variable.Source CodeGENN/A2.0Int20 Apr 2006
Reverse Pointer ScanDPHP routine that uses a block of text and an end signal to scan a file for pointers. Includes a sub-function for any arithmetic you need to perform on the absolute address. Error rate of 1%.Source CodeN/AN/A2.0Int22 Apr 2006
Golden Sun Text Compression WorkaroundLabmasterThis document describes how the text compression system in Golden Sun can be circumvented using simple assembly techniques.AssemblyGBAGolden Sun2.0Int27 Apr 2006
Cinepak for Sega - BreakdownTasco DeluxeA breakdown of the Cinepak video codec used for several Sega CD games.File FormatsSegaCDN/A2.0Beg27 Apr 2006
EDICT Format Onomatopoeia ListfillerThis 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….MiscellaneousN/AN/A1.0Beg30 Apr 2006
Stunt Race FX Hacking NotesMatrixzThis document contains various hacking information, including ROM data offsets, track data, and RAM locations.Game SpecificSNESStunt Race FX2.0Beg10 May 2006
N64 Survival Guideg8z et alVery brief set of documents for N64 newbies. Covers the absolute hardware basics and shows several practical examples.Hardware Info.N64N/A1.0Beg12 May 2006
Notes - Dragon Warrior IIIg8z et alMMC1 PRG bankswap example. Intended for understanding mapper expansion.Hardware Info.NESDragon Warrior III1.0Int13 May 2006
Compression - Phantasy Star Gaideng8z et alA bitmap ASM trace with sample source code.Source CodeGGPhantasy Star Gaiden2Int13 May 2006
Compression - Cyber Knight 2g8z et alDynamic LZ parameter selection. With example code.Source CodeSNESCyber Knight II2.0Int13 May 2006
Compression - Phantasy Starg8z et alRLE bitplane grouping. Font replacement trace.Source CodeSMSPhantasy Star2.0Int13 May 2006
Compression - Shining Forceg8z et alMultiple Huffman. 68k code more intriguing. No example source.Source CodeGENShining Force2.0Int13 May 2006
Compression - Shining Force Gaideng8z et alMultiple Huffman text compaction. Bitmap interleaving. All three gaidens.Source CodeGGShining Force Gaiden: Final Conflict2.0Int13 May 2006
Compression - Sylvan Taleg8z et alSimple LZ. ASM trace with method comparisons.Source CodeGGSylvan Tale2Int13 May 2006
Compression - River City Ransom Zerog8z et alTilemap compression. ASM trace.Source CodeNESRenegade2.0Int13 May 2006
Compression - DTE Packerg8z et alPossible method to improve DTE performance.AssemblyN/AN/A2.0Int16 May 2006
Text Demo - Source CodeSpardaJust the sources to a simple “Text to Screen” demo. It should be helpful for beginner SNES programmers.AssemblySNESN/A1.0Beg17 May 2006
SNESGT savestate formatGIGOThis file describes the format of the blocks in a SNESGT savestate file.File FormatsSNESN/A3.0Beg26 May 2006
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