|NES 16×16 Tile Format||Gideon Zhi||A document detailing instructions for dealing with 16×16 NES tiles.||Graphics Hacking||NES||N/A||1.0||Int||13 Jun 2007|
|The Gameboy ROM Hacking Doc||Gideon Zhi||A few details on Gameboy pointers.||Pointer Hacking||GB||N/A||1.00||Int||16 Jun 2009|
|Using Pointers Effectively||Gideon Zhi||A document which describes how to save space by optimizing pointers.||Pointer Hacking||Multiple||N/A||1.0||Int||09 Apr 2002|
|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|
|DMA Transfers, Compression, and You||Gideon Zhi||An explanation on how to bypass compression routines to insert and use uncompressed data in your project.||Assembly||SNES||N/A||1.0||Int||06 Aug 2002|
|Giegue's Master Guide to Hacking Pokemon Games Red-Crystal||Giegue||A guide for hacking pokemon games. It covers Pokemon Red, Blue, Yellow, Gold, Silver, and Crystal.||Game Specific||GB||Multiple Games||1.0||Beg||01 Jan 2002|
|SNESGT savestate format||GIGO||This file describes the format of the blocks in a SNESGT savestate file.||File Formats||SNES||N/A||3.0||Beg||26 May 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|
|The Mad Hacker's Guide to Pointers (Appendix B)||Gil Galad||An unofficial appendix to the famous pointer document containing some additional information not found in the main document.||Pointer Hacking||NES||N/A||1.0||Int||14 May 2008|
|20 Levels of NSF ripping||Gil Galad||A very large and inclusive NSF ripping document translated and re-worked. It includes 20 steps, seven of which have yet to be completed.||Assembly||NES||N/A||0.8||Adv||10 Dec 2005|
|Final Fantasy 1 Music Driver Disassembly||Gil Galad||This is a commented disassembly of the Final Fantasy 1 music driver and organized in such a way that it can possibly be used to compose music with. The assembly format is ASM6.||Source Code||NES||Final Fantasy||1.0||Adv||18 Aug 2010|
|Atari 2600 VCS Precise Sound Values and Distortion Breakdown||Glenn Saunders||This document is a description and chart of the various values for notes and distortion of the Atari 2600 sound.||Miscellaneous||2600||N/A||1.0||Int||02 Apr 1997|
|Indy 500 Disassembly||Glenn Saunders||Disassembly for the game Indy 500. Use DASM and vcs.h to compile.||Source Code||2600||Indy 500||1.0||Adv||04 Sep 2009|
|TIA Color Charts||Glenn Saunders||A TIA color chart for NTSC,PAL and SECAM. A valuable chart to have when hacking or programming colors in a game.||Miscellaneous||2600||N/A||1.0||Beg||08 Sep 2010|
|Golden Axe 2 Palette Addresses HivePal format||godulator||Requires HivePal utility to use.
This contains the locations of Golden Axe II palette’s and a description providing where each is used.
It is in the HivePal format, install instructions ….||Palette Hacking||GEN||Golden Axe II||1.0||Beg||03 Nov 2017|
|Mega Man Title Screen Chart||Googie||Here’s something that’ll help people who wants to hack the Mega Man title screen.||Graphics Hacking||NES||Mega Man||1.0||Beg||19 May 2007|
|Binary Land Data||Googie||This is the data necessary to edit the palettes in the game. Using the notes will make it a breeze since the data is stored in two different places in the ROM.||Game Specific||NES||Binary Land||1.0||Beg||05 May 2008|
|Battle City Title Screen Hacking||Googie||Here’s something that’ll help people who wants to hack the title screen in Battle City, enjoy. ;)||Game Specific||NES||Battle City||1.0||Beg||28 Aug 2008|
|Grog’s Guide to DMA and HDMA on the SNES||Grog||This guide explains DMA on the SNES and gives an example of how to use it. A few details are incorrect.
- ROM-RAM example uses the wrong DMA mode.
- Incorrect phrase: “you can actually use one HDMA transfer over multiple frames….
|Assembly||SNES||N/A||1.0||Int||01 Jan 2001|
|Homebrew Handbook for SNES||Grog||This guide goes over the basics of coding 65816 assembly for the SNES. Only the Introduction and first chapter are complete.||Assembly||SNES||N/A||1.0||Adv||27 Feb 2006|