|Megaman 2 Sound Engine Document||infidelity||Here is a document for Mega Man II which lists the addresses in the ROM where all the sound effects can be located and how the sound engine works within the ROM.||Assembly||NES||Mega Man 2||1.0||Int||08 Sep 2008|
|FF1 Disassembly with Bugfix & Enhancement Patches||Anomie||Anomie’s disassembly of Final Fantasy 1 for the NES. Although now largely superceded by Disch’s version, this one does include Anomie’s many useful bugfixes and enhancements of the ga….||Source Code||NES||Final Fantasy||1.0||Adv||07 Dec 2008|
|Sunsoft NES audio engines analysis||Matrixz||This is a document with miscellaneous notes about the sound engines in various Sunsoft games. It doesn’t cover data formats, but for each game there is misc. info, like bankswitching, DPCM usage, and Init/Play (or other) addresses. For some of t….||Miscellaneous||NES||Multiple Games||1.0||Int||28 Oct 2013|
|FF1 Disassembly Companion||Joe73ffdq||A comprehensive document to go along with FF1 Disassembly.
This gives you an index to find just about everything.||Game Specific||NES||Final Fantasy||1.0||Beg||04 Feb 2014|
|The P'radikus Conflict||Color Dreams||This is the source code to the unlicensed NES game “The P’radikus Conflict” by Color Dreams, programmed by Jim Treadway and Mike Hunley. File timestamps and source code comments date the source files between April and July 1990.
The….||Source Code||NES||The P'radikus Conflict||2.0||Int||20 May 1990|
|Final Fantasy 1 GFF Hacking Documents||Joe73ffdq||This is an extensive breakdown of the code for GFF.
Why did I choose GFF instead of a clean rom. All the INT features are covered, and there is also the really cool feature of animated tiles.
Now, the most novice of hackers can do advanced work….||Game Specific||NES||Final Fantasy||.80||Beg||29 Jun 2014|
|Automatic Line-Wrap Example ASM||KingMike||This is some source code to a automatic word-wrap hack from KingMike’s Translations Shell Monsters Story translation.
It was useful as the translation had used some long names and it would have been difficult to format the line-breaks used in t….||Source Code||NES||N/A||1.0||Adv||06 Jun 2014|
|Zelda II Music Document||Optomon||This document describes the music data for ZELDA II, with details on how to read and modify it.||Game Specific||NES||Zelda II: The Adventure of Link||0.5||Adv||25 May 2015|
|Infidelity's Dissection of DuckTales ROM||infidelity||Hacking notes, addresses, and data formats from DuckTales for the NES.||Game Specific||NES||DuckTales||1.0||Adv||14 Nov 2009|
|Capcom MMC3 Sound Engine Information||za909||Here is some information regarding MMC3 Sound channels||Audio Hacking||NES||N/A||1.0||Adv||27 May 2015|
|Balloon Fight Level Hacking||Quick Curly||This collection of documents is intended to cover a range of ROM hacking related topics and aspects specifically for the NES game, Balloon Fight.
Information documented includes the level header format, platform detection, graphics, enemy data, cl….||Game Specific||NES||Balloon Fight||1.1||Int||05 Aug 2015|
|Bomberman Level Hacking||DANGER X||A small document with some hex values of the game levels:
- enemies values
- power ups values
- enemy points (for score)
|Game Specific||NES||Bomberman||1.0||Beg||28 Sep 2015|
|CNROM CHR to MMC3 CHR||infidelity||Here is a document which explains how you may be able to change a ROM with a CNROM mapper to one with a MMC3.||Assembly||NES||N/A||1.0||Adv||26 Nov 2013|
|Custom CHR + Bankswap Routines For MMC1 to MMC3 Conversions||infidelity||Here is a document which explains Custom CHR & Bankswap Routines For MMC1 to MMC3 mapper conversions.||Assembly||NES||N/A||1.0||Adv||27 Jul 2013|
|Bomberman II Level Hacking||DANGER X||A small document with some hex values of the game levels:
- Enemies Values
- Enemies data
- Stage Passwords for testing
- Arena Width Values
|Game Specific||NES||Bomberman II||1.0||Beg||16 Dec 2015|
|Kinnikuman characters hex values||DANGER X||A document with all the fighter values.
Punch, kick damage, speed and much more.||Game Specific||NES||M.U.S.C.L.E.||1.0||Beg||10 Nov 2015|
|Musashi no Ken sword man's values||DANGER X||Document for all 10 characters Values in 2 players Versus mode. Speed, power, sword art etc…||Game Specific||NES||Musashi no Ken: Tadaima Shugyou Chuu||1.0||Beg||26 Mar 2015|
|Mighty final fight enemy values||DANGER X||Here are some hex values to change, you can change the enemies type even add bosses in the stage (except Belger)||Game Specific||NES||Mighty Final Fight||1.0||Beg||24 Mar 2015|
|Hiryuu no ken 3 allies & opponents hex values||DANGER X||It contains all the values for your characters and enemies from 1 on 1 fights.
fighting style & special move
etc||Game Specific||NES||Hiryuu no Ken III: 5 Nin no Ryuu Senshi||1.0||Beg||13 Oct 2015|
|Moon Crystal hex values||DANGER X||Documents contains
- boss Hp
- all Object values (bats, flames, platforms, switches, birds)
- all Enemies values (Knive man, Bow man,spiders, etc)
- all Chests values
- and more other surprises
|Game Specific||NES||Moon Crystal||1.0||Beg||26 Nov 2015|