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Ganbare Goemon 2: Kiteretsu Shougun Magginesu The King of Fighters R-1 Digital Monster Card Game Ver. WonderSwan Color Pocket Tennis Color

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(381 to 400) of 742 Results
TitleAuthorDescriptionCategoryPlatform AscendingGameVerLevelDate
FF2 Monster BytesLenophisThis 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 SpecificNESFinal Fantasy II1.0Beg10 Jun 2007
FF2 Shop BytesLenophisThe 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 SpecificNESFinal Fantasy IIv1.0Beg10 Jun 2007
NES Memory MappingDischExplains PRG/CHR swapping in NES games, what mappers are and what they do, how to convert between CPU Addresses and ROM offsets, and lays out basic blueprints of the most common NES mappers.Hardware Info.NESN/A1.0Int26 Jun 2007
NES Mapper ListDischDetails for several mappers, arranged by mapper number. Register descriptions, behavior explanations, example games, etc. Everything you’ve ever wanted to know about mappers!Hardware Info.NESN/A0.7Adv24 Mar 2015
Megaman 4 Comprehensive DocumentMatrixzA Document on the inner workings of Mega Man 4. It describes memory locations and use, ROM banks, ROM locations of ASM and its use, and locations for different kinds of data.Game SpecificNESMega Man 41.6Int06 Jun 2016
NTSC 2C02 Technical ReferenceBrad TaylorLow level details of the NES PPU, including timing info. A must-have for emu devers. Note: The blurb about MMC3 IRQ operation is incorrect.Hardware Info.NESN/A5th ReleasAdv23 Apr 2004
Metroid Source CodeSnowBroDisassembled and commented Metroid source code. It can even be reassembled with X816.Source CodeNESMetroid1.0Int01 Jan 1986
Castlevania Enemy DataOptomonThis is a text document that is intended to shed some light on how to modify the properties of enemies in the NES game Castlevania.Game SpecificNESCastlevania0.9Int02 Oct 2007
SMB Utility FAQAPIt’s a FAQ for SMB Utility for newbie’s who don’t know how to use the editor.Game SpecificNESSuper Mario Bros.1.0Beg11 Oct 2007
Fire ‘N Ice DatahukkaNES Fire’N Ice (aka Solomon’s Key 2) level format and other data.Game SpecificNESFire ‘N Ice1.1Int26 Nov 2007
How to Use SMBEDfrantikA guide written by frantik on how to use the Japanese tool SMBED for Super Mario Bros.Game SpecificNESSuper Mario Bros.2.0Beg11 Jan 2008
G.I. Joe PasswordsDischFormat for G.I. Joe passwords outlined. Commented disassembly included!Game SpecificNESG.I. Joe1.0Beg22 Jan 2008
Lode Runner Level FormatDischCompression and storage format of Lode Runner levels outlined in detail.Game SpecificNESLode Runner1.1Int31 Jan 2008
Blaster Master Level FormatBenjamin CutlerDocumentation of the level data structure for Blaster Master.Game SpecificNESBlaster Master1.0Beg07 Mar 2004
NES Rom ExpansionKingMike's TranslationsA document describing how one would go about expanding NES ROMs.AssemblyNESN/A1.0Adv05 Feb 2008
DTE - You can do it, we can helpKingMike's TranslationsA document detailing how you can implement DTE compression in your NES hacks, saving space and resulting in a potentially more professional reading hack.AssemblyNESN/A2.0Int05 Jun 2008
Zelda Overworld Color HackingDr. FloppyEntry-level guide to altering the overworld palettes of The Legend of Zelda. (MSWord document with embedded PNG’s.)Palette HackingNESThe Legend of Zelda1.0Beg07 Sep 2006
River City Ransom Password Algorithmj. mcmahanThis text provides a description of the password algorithm for the NES version of River City Ransom. The information provided should allow the reader to generate passwords for a desired set of character data, or to determine the character data associ….Game SpecificNESRiver City Ransom0.0Int15 Nov 2004
NES Dictionary Code w/DTE supportKingMike's TranslationsThis is sample code of a combined DTE and dictionary compression scheme for the NES. It also supports DTE within the dictionary.Source CodeNESN/A1.0Adv21 Feb 2008
Gimmick! Rom Hacking DocumentCommando125A 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 SpecificNESMr. Gimmick1.0Int05 Mar 2008
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