|Atari 2600 TIA Map||Kroko||This chip makes all the video displays and sounds for the 2600 VCS. It also has 6 registers which are used as A/D converters and for the trigger buttons on the joysticks. The chip also controls the RDY line of the CPU to initiate horizontal syncroni….||Hardware Info.||2600||N/A||1.0||Int||08 Sep 2010|
|Atari 2600 RIOT Map||Kroko||This is a memory map of the RIOT chip/device that reads all the console switches excluding power, including joysticks and controllers. It also contains the only RAM in the system and a general purpose timer.||Hardware Info.||2600||N/A||1.0||Int||08 Sep 2010|
|Mega Man III Hacking Documents||kuja killer||This is a collection of documents and other notes for hacking Mega Man III (NES) created by kuja killer.||Game Specific||NES||Mega Man 3||1.0||Int||04 Mar 2016|
|Golden Sun Text Compression Workaround||Labmaster||This document describes how the text compression system in Golden Sun can be circumvented using simple assembly techniques.||Assembly||GBA||Golden Sun||2.0||Int||27 Apr 2006|
|Locating graphics with VBA-SDL-H||Labmaster||An example of how to use breakpoints with a debugger (VBA-SDL-H) to locate graphics data in a GBA ROM. Target is the title screen logo for The Legend of Zelda, The Minish Cap.||Graphics Hacking||GBA||The Legend of Zelda: The Minish Cap||1.0||Int||24 Feb 2006|
|FF2 Monster Bytes||Lenophis||This document explains in detail the format of monster stats, and delves into the AI a little bit. It hasn’t been updated in quite some time though.||Game Specific||NES||Final Fantasy II||1.0||Beg||10 Jun 2007|
|FF2 Shop Bytes||Lenophis||The shops of FF2 at first looked to be insanely coded. Turns out it’s a bunch of table look-ups, which appears to be this game’s motto. The format the shops use is explained in vast detail.||Game Specific||NES||Final Fantasy II||v1.0||Beg||10 Jun 2007|
|Stat Growth||Lenophis||FF6 left out natural stat growth in favor of the esper bonus system. This source code gives natural stat growth to all characters, including those evil temporary ones that nobody ever cares about.||Source Code||SNES||Final Fantasy III||v1.0b||Int||28 Mar 2010|
|(6502) Assembly in One Step||Leo Scanlon||A resource guide to 6502 assembly. A good reference tool.||Assembly||NES||N/A||1.0||Int||23 Jul 1997|
|Galaxian (NES) Disassembly||lidnariq||Galaxian’s FamiCom port has the unique property of being the smallest NES/FC game of all, at 16KiB. (The original arcade version was 12KiB). When frantik released his disasm6, the smallest game of all felt like an obvious test.
Hundreds of ho….||Source Code||NES||Galaxian||1.0||Adv||13 Sep 2011|
|Pokemon Red Tileset Configuration||Lin||A short document I wrote on how the Pokemon Red tilesets work. It also works for Pokemon Blue, but I’m pretty sure the addresses are different.||Miscellaneous||GB||Pokémon: Red Version||1.0||Beg||09 Oct 2009|
|Displaying a 2BPP Tile||Lin||A brief document explaining how 2BPP graphics (Gameboy, other systems) are displayed. It’s really simple, but there seems to not be an easy-to-find document out there.||Graphics Hacking||GB||Multiple Games||1.0||Beg||18 Feb 2010|
|Megaman Xtreme Graphics Decompressing||Lin||A document contain the ASM with comments on how graphics decompression works in Megaman Xtreme.||Game Specific||GB||Mega Man Xtreme||1.0||Adv||27 Sep 2010|
|Lunar Magic Class 3 - Overworld Editing||Lordlazer||A description on how to set up in game events such as path uncovering in Super Mario World using the Lunar Magic editor.||Game Specific||SNES||Super Mario World||1.0||Beg||09 Dec 2002|
|FEDA VWF Routine||LordTech||Bongo wrote a Variable Width Font for a translation of FEDA and had the foresight to comment it rather well. If you’ve ever wondered what a VWF looks like, wonder no more.||Source Code||SNES||FEDA: The Emblem of Justice||1.0||Int||14 May 2008|
|Romancing Saga 2 VWF||LordTech||Example of VWF on SNES.||Source Code||SNES||Romancing SaGa 2||1.0||Adv||08 Nov 2011|
|Phantasy Star II Disassembly||lory1990||This is a disassembly for the US/EU version of Phantasy Star II. It targets the Macro Assembler AS.
The ASM code produces a byte-perfect copy of the original US/UE ROM.
The code can be changed freely without worrying about shifting data since e….||Source Code||GEN||Phantasy Star II||1.0||Adv||23 Aug 2019|
|Phantasy Star III Disassembly||lory1990||This is a disassembly of the UE version of Phantasy Star III. It can be re-assembled using the Macro Assembler AS which was modified to make writing both M68K and Z80 code easier on the Mega Drive/Genesis.
Many pointers and offsets were labelled i….||Source Code||GEN||Phantasy Star III: Generations of Doom||1.0||Adv||23 Aug 2019|
|Phantasy Star IV Disassembly||lory1990||This is a disassembly of Phantasy Star IV: The End of the Millennium. It can be re-assembled using the Macro Assembler AS which is already included in the package.
Pointers and Offsets are calculated by the assembler allowing you to expand or redu….||Source Code||GEN||Phantasy Star IV: The End of the Millennium||1.0||Adv||23 Aug 2019|
|Golden Axe Disassembly||lory1990||This is a disassembly of Golden Axe for Sega Genesis. It can be assembled using the Macroassembler AS||Source Code||GEN||Golden Axe||1.0||Adv||09 Mar 2016|