|Super Mario Brothers 1 Level Map Bytes||S. K. Dumbbus||Super Mario Brothers 1 Level Map Bytes is intended to be used to remap the levels of Smb1 in any hex editor preferably hex workshop or a equivalent hex editor.||Game Specific||NES||Super Mario Bros.||1.0||Adv||19 Apr 2008|
|An Introductory Guide to Hacking Nintendo World Cup||Dacicus||This PDF document presents offsets and descriptions for much of the data needed to hack Nintendo World Cup, including team statistics, graphics, palettes, and passwords. It also contains information about RAM addresses that may be useful to hackers, ….||Game Specific||NES||Nintendo World Cup||1.00||Beg||17 Jun 2008|
|VWF Routine for Dragon Slayer Jr. - Romancia on the NES||DvD||You asked for it!
Here is the commented source code and notes for the variable width font routine DvD wrote for DvD Translations’ translation of Dragon Slayer Jr. - Romancia, the first VWF released for an NES game.
It also includes 2 png file….||Source Code||NES||Romancia||1.0||Adv||27 Apr 2008|
|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|
|FF1 Disassembly||Disch||Reassemblable disassembly of Final Fantasy for NES. Includes everything required to reassemble.
Fully commented with all variables and routines labelled.
Data formats outlined, bugs highlighted, etc.
Everything you could ever want to know a….||Source Code||NES||Final Fantasy||1.0||Adv||05 Jun 2015|
|SMB3 Level and Pointer Data||Quick Curly||This document is for the NES version of SMB3. It basically explains how to change the data of the level pointers so that you can make Mario go to any level you want from any level you want. This document provides you visually easy-to-understand data…..||Game Specific||NES||Super Mario Bros. 3||1.0||Beg||27 Aug 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|
|MegaMan 2 (NES) Password Crack||jayz299||A useful little document that will explain you to crack & create MegaMan 2 Passwords on your own, It’s fun and easy it has a pattern which I known after playing and loving this classic NES gem.||Cheat Codes||NES||Mega Man 2||1.0||Beg||16 Oct 2008|
|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|
|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|
|Startropics Level Format Notes||Jigglysaint||This is a text file archiving some level format notes posted by Jiggleysaint and ETG in a thread on RHDN’s Message Board on October 8,2007.||Game Specific||NES||StarTropics||1.0||Beg||08 Oct 2007|
|Lost Woods & Lost Hills Hacking||Dr. Floppy||Comprehensive guide to altering the special sequences of the Lost Woods and Lost Hills in The Legend of Zelda.||Game Specific||NES||The Legend of Zelda||1.0||Beg||17 Jun 2009|
|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|
|SMB3 Object Data & Enemy Data Orders||Quick Curly||This document is for Super Mario Bros. 3 for the NES.
There is nothing really “new” in this document. I made it to organize the enemy data and object data as it appears in the SMB3 ROM. This is useful if you intend to expand the enemy da….||Game Specific||NES||Super Mario Bros. 3||1.0||Beg||25 Feb 2009|
|Tilemaps - Identifying, Modifying and Applications||Knirt||This document mainly covers techniques to identify and then modify tile maps. NES games are used as example to the techniques, but the content of this doc can be expanded to virtually any console. Finally, you can find some applications for the tile ….||Graphics Hacking||NES||N/A||1.0||Beg||07 Aug 2009|
|How to Make NES Game Genie Codes With a Debugger||Tony Hedstrom||Explains how to use the debugger in FCEUXD to make NES Game Genie codes. No assembly knowledge needed. This also serves as an interesting backdoor introduction to assembly language and debugger usage.||Cheat Codes||NES||N/A||0.7a||Beg||17 Oct 2003|
|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|
|Metroid Source Code Expanded||Dirty McDingus||This compressed file contains 9 text files that make up the entire source code for the original Metroid game for the NES. These files are an expansion of SnoBro’s Source code he posted a few years ago. The code has been changed to be assembled ….||Game Specific||NES||Metroid||1.0||Beg||29 Mar 2010|
|Mega Man Disassembly||Bisqwit||A disassembly of Mega Man. Banks 5,6, and 7 are included. This includes the main logic but no sound, music or graphics.||Game Specific||NES||Mega Man||1.0||Adv||19 Sep 2010|