|Ms Pac-Man Hacking Document||Techokami||Details on level and palette hacking in Ms. Pac-Man. This version has been updated from DahrkDaiz’s document with some extra details.||Game Specific||NES||Ms. Pac-Man (Namco)||3.0||Int||09 Jul 2020|
|Ms. Pac-Man (NES) Maze Data Format||BMF54123||Map data & compression info in Ms. Pac-Man.||Game Specific||NES||Ms. Pac-Man (Tengen)||1.0||Int||06 Aug 1999|
|How to Change Wild Pokemon||Philip Reuben||A document on hacking pokemon which covers the games Pokemon Red, Blue, Yellow, Green, Silver, and Gold.||Game Specific||GB||Multiple Games||1.0||Beg||15 May 2008|
|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|
|Tile Locations||Piken||This file gives hex locations for graphics in various games.||Game Specific||SNES||Multiple Games||2004-04-04||Beg||04 Apr 2004|
|SNES Chip Labels||Piken||A document outlining the actual chip markings found on the SNES circuit board. Also has chip information for various special chip cart games with the SuperFX, DSP, SA-1 and other chips. Very useful to help obtain chip data sheets and other informatio….||Hardware Info.||SNES||Multiple Games||2004-04-04||Adv||04 Apr 2004|
|FX Graphics||Piken||A little bit of information outlining the FX chip’s graphics formats for StarFox and Yoshi’s Island.||Graphics Hacking||SNES||Multiple Games||2003-04-04||Int||04 Apr 2003|
|Pseudo 16x16 Tiles||Piken||Detailed information on a special type of graphics storage used by Mario World, Zelda: ALTTP, Super Metroid and other SNES games. This has to do with level layout.||Graphics Hacking||SNES||Multiple Games||2004-04-04||Adv||04 Apr 2004|
|WindThunder Script Format||D||This is a script file format, and while it contains dialogue, ’script’ in this example refers more to scripted actions. The extensions for this format are .SC0 or .SC1. The scripts are generated by WindThunder’s in-house event editor.||File Formats||PC||Multiple Games||2006/2/7||Int||07 Feb 2006|
|WindThunder Package File Format||D||WindThunder Package Files are used for graphics storage in Heroine Anthem I&II, and possibly in a few other titles from WindThunder. Their proper extension is ‘.bin.’||File Formats||PC||Multiple Games||2006/2/7||Int||07 Feb 2006|
|WindThunder ANI_FILE V1.0 Format||D||All animations in WindThunder’s Heroine Anthem I&II are stored in the proprietary ANI_FILE format. Their extension is usually .APS, .000 or .001.
The ANI_FILE format is a running format designed to be streamed and played in real time. It&….||File Formats||PC||Multiple Games||2006/2/7||Int||07 Feb 2006|
|WindThunder AMP_File V1.0 Format||D||AMP files are WindThunder’s transparent PCX format used in Heroine Anthem I&II. Their extension is usually .AMP, .000 or .001.||File Formats||PC||Multiple Games||2006/2/7||Int||07 Feb 2006|
|SoftAction Resource Files||D||These files are used in some games by Korean publisher SoftAction SDT. More specifically, they are used in SoftAction’s Langrisser I&II remakes, where the author encountered them. Their extension is .RES.||File Formats||PC||Multiple Games||2006/2/7||Int||07 Feb 2006|
|QDA Package Format||D||The QDA package format is used by buster in all his latest Windows games, like Guardian of Paradise and Akuji the Demon.||File Formats||PC||Multiple Games||2006/2/7||Int||07 Feb 2006|
|NEC Interchannel Package Format||D||NEC Interchannel’s package format is used in the Sentimental Graffiti games to store scripts and other data. The format appears in both Sentimental Graffiti on Sega Saturn and Sentimental Graffiti 2 on Dreamcast.||File Formats||Multiple||Multiple Games||2006/2/7||Int||07 Feb 2006|
|Digisalt's SNES Palette Tutorial||Digisalt||This tutorial teaches you how to use Digisalt’s a SNES PaletteTools to find and replace palettes.||Palette Hacking||SNES||Multiple Games||1.0||Beg||19 Mar 2006|
|Megaman 3 - 5 Level Formats||Matrixz||A document explaining how level data is laid out in Megaman 3, 4 and 5. It also explains how the various data works. Kind of outdated.||Game Specific||NES||Multiple Games||1.0||Beg||01 Jan 2002|
|Capcom "6C80" Sound Engine/Music Format Documentation||Matrixz||Explains the music data format used in newer NES Capcom games such as Megaman 3 and Mighty Final Fight, and how it is stored.
Updated document covers sound effects, instruments, and some info on the Super NES variant of the music format.||Miscellaneous||NES||Multiple Games||4.0||Beg||22 Apr 2013|
|Pokémon Gold/Silver Scripting Compendium||Tauwasser||A compendium providing an overview of all the scripting codes present in Pokémon Gold and Silver.
Gives brief statements of scripting codes and additional information, e.g. asm routine offsets, lists, tables etc.||Game Specific||GB||Multiple Games||1.0||Int||21 Jul 2006|
|GBA Palette Changing FAQ||ETK||A beginners faq to show how to edit palettes in GBA games.||Palette Hacking||GBA||Multiple Games||1.0||Beg||07 Dec 2005|