|Donkey Kong Disassembly||pditincho||Partial disassembly of Donkey Kong (NES/FC) - WIP - Revision 5.||Assembly||NES||Donkey Kong||0.5||Adv||26 Mar 2012|
|Donkey Kong Disassembly||Dennis Debro||Disassembly of the Atari 2600 game Donkey Kong. Compiles with DASM and vcs.h.||Source Code||2600||Donkey Kong||1.0||Adv||04 Sep 2010|
|DOOM 32X Hacking Notes||Saxman||These are notes I collected during the period of time I was hacking DOOM. They’re sort of sloppy because I’m a sloppy note taker. That said, I think most seasoned hackers will be able to understand most everything written.||Game Specific||32X||DOOM||1.0||Adv||07 Jan 2011|
|Double Dragon III Enemies Values||DANGER X||This document contains the types and hp hex addresses of enemy from the game.||Game Specific||NES||Double Dragon III: The Sacred Stones||1.0||Beg||11 Jun 2018|
|Downtown Nekketsu Monogatari Compression||Tomaitheous||Downtown Nekketsu Monogatari’s LZ77 compression scheme explained. (Also shows were the font for the in-game text is located.)||Graphics Hacking||TGCD||Downtown Nekketsu Monogatari||1.0||Int||07 Jul 2007|
|Dragon Warrior Bytes||Sliver X||Here 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 Specific||NES||Dragon Warrior||1.0||Beg||08 Nov 2011|
|Dragon Warrior SRAM Guide||John David Ratliff||A guide to the data stored in SRAM for Dragon Warrior (NES).||Game Specific||NES||Dragon Warrior||1.0||Beg||01 Jan 2007|
|Dragonball Z 3: Killer Androids ASM Source Code||RedComet||The 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 Code||NES||Dragon Ball Z III: Ressen Jinzou Ningen||2.0||Int||08 Oct 2006|
|Dragonball Z Gaiden: Plan to Eliminate the Saiyans Source Code||RedComet||The 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 Code||NES||Dragon Ball Z Gaiden: Saiya Jin Zetsumetsu Keikaku||1.0||Int||30 Oct 2006|
|Dragonball Z: Assault of the Saiyans Source Code||RedComet||The 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 Code||NES||Dragon Ball Z: Kyoushuu! Saiya Jin||1.0||Int||13 Oct 2006|
|Dragonfire Source||Robert Graves Smith III||Appears to be the original source for the Atari 2600 game, Dragonfire.||Source Code||2600||Dragonfire||1.0||Adv||04 Sep 2010|
|Drakengard 2 EU undub||theo1996||Drakengard 2 EU undub and included a rebuild guide by Corimo.||Audio Hacking||PS2||Drakengard 2||1.0||Beg||21 Nov 2017|
|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|
|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|
|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|
|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|
|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|
|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|
|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|
|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|