|Gimmick! Rom Hacking Document||Commando125||A ROM hacking document for assistance in hacking specific areas of Gimmick! for the Nintendo Entertainment System. These areas include level data, attribute tables, block properties, level properties, some sprite (aka object) data, bank selection for….||Game Specific||NES||Mr. Gimmick||1.0||Int||05 Mar 2008|
|Comprehensive Guide to SMB1 Music Hacking||Dr. Floppy||At long last, everything you ever wanted or needed to know about hacking the music of Super Mario Bros. is finally revealed!||Game Specific||NES||Super Mario Bros.||1.0||Int||01 Apr 2008|
|Gameboy Programming Manual||DP||This neatly presented PDF manual is a comprehensive compilation of several other Gameboy (color) information docs.
Optimized to be printed out, beware though, it’s 139 (Din A5) pages.
Original sources from: Pan of Anthrox, GABY, Marat Fay….||Hardware Info.||GB||N/A||1.01||Int||13 May 2008|
|Kid Chameleon Hacking Info||Saxman||These are notes I have put together over the time that I have researched this ROM. All my information was originally intended to help me create K-E. However, I was careful to note additional findings al….||Game Specific||GEN||Kid Chameleon||09/25/2008||Int||25 Sep 2008|
|Miniguide on Virtual File Systems||Klarth||A mini-guide to playstation (and playstation 2) virtual file systems. A generalized overview of VFS: what they look like and how to extract the files within.||File Formats||PSX||N/A||1.0||Int||12 Dec 2006|
|Mega Man Title Screen Sound Code||insectduel||Teaches you how to restore the Rockman title screen sound that was cut from the US and European versions of Mega Man.||Game Specific||NES||Mega Man||1.0||Int||27 Sep 2010|
|Silva Saga 2 VWF||Bongo`||I wrote this Variable Width Font routine for Silva Saga 2 and decided to post the source code minus the other game specific stuff. I just wanted to show how a routine can be done efficiently when the game uses a text window buffer as oppose to the 16….||Source Code||SNES||Silva Saga II: The Legend of Light and Darkness||1.0||Int||25 Oct 2008|
|Captain Tsubasa 2 Hacking Guide||Whipon||Useful info to hack the game, lots of RAM and ROM addresses to customize the ROM as you like.||Game Specific||NES||Captain Tsubasa Vol. II: Super Striker||1.0||Int||29 Nov 2008|
|NES Sound demo||TFG||NES demo using basic native PPU features as well as native sound features. Ready to assemble with x816, commented source code included.||Assembly||NES||N/A||1.0||Int||01 Dec 2008|
|Super Castlevania IV: Graphics decompression||TFG||Unfinished graphics codec for Super Castlevania IV. Includes documentation on the format and routines (65816) and the codec’s source code (VB .NET). The codec works to some extent, it needs some fine-tuning in several spots; nonetheless, it will….||Graphics Hacking||SNES||Super Castlevania IV||0.1a||Int||01 Dec 2008|
|How to make raster effects with the NES ?||Bregalad||This document presents how to do raster effects by writing to PPU registers during the frame, without going too much into technical details that are irrelevant when programming a game or tech-demo.
Also, it includes some practical tips to produce ….||Hardware Info.||NES||N/A||2.0||Int||21 May 2015|
|Programming the 65816||Western Design Center||Official programming guide to the 65816 microprocessor. Also includes documentation on the 6502, 65C02 and 65802 microprocessors. 469 pages covering basic assembly language concepts, microprocessor architecture, instruction sets, simple and complex….||Assembly||SNES||N/A||1.0||Int||28 Apr 1992|
|SNES translucency FAQ||Bregalad||This document talks about how translucency works on the SNES, and shows a few examples how to use the hardware to your advantage.||Hardware Info.||SNES||N/A||2.0||Int||21 May 2015|
|Final Fantasy Advance and Chrono Trigger DS Font Specifications||Dragonsbrethren||Explains the format used by the fonts in Final Fantasy IV, V, and VI Advance. Also covers Chrono Trigger on the DS, but the information is untested with that game.
Now contains information about editing the fonts with the [url=http://www.romhackin….||File Formats||Multiple||Multiple Games||1.2||Int||24 Jul 2009|
|How to Make Genesis Game Genie Codes With Gens Tracer||Tony Hedstrom||Explains how to make Genesis Game Genie codes using memory traces and assembly trace logs. This also serves as an interesting backdoor introduction to assembly language.||Cheat Codes||GEN||N/A||0.4||Int||05 Jun 2007|
|D88 File Structure||JPN Translations||Describes the the structure of the D88, a disk format commonly used in computers such as the PC88 and the X1. The original text was in Japanese.||File Formats||Multiple||N/A||1.0||Int||06 Nov 2009|
|PlayStation Video Format (STR)||Michael Sabin||Sony PlayStation videos, usually with the extension STR, MOV, or BIN, contain compressed video data similar to an MPEG1 movie. They also contain interleaved audio using a unique form of Adaptive Differential Pulse Code Modulation (ADPCM) compression…..||File Formats||PSX||N/A||1.1||Int||01 Mar 2013|
|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|
|Pharaoh Man AI||coldIced||This document explains, line-by-line, a disassembly of Pharaoh Man’s AI in Mega Man 4. It also has a list of RAM locations used by the routine.||Game Specific||NES||Mega Man 4||1.0||Int||27 Sep 2010|
|GBA "Sappy" sound engine information||Bregalad||This documentation contains info about the “sappy” sound engine that the vast majority of commercial GBA games uses.||Miscellaneous||GBA||Multiple Games||1.4||Int||25 Mar 2016|