|Rygar Data||Optomon||Information on Doors, Text, and Sprites for the NES game Rygar.||Game Specific||NES||Rygar||1.0||Int||29 Nov 2018|
|Mega Man/Rockman 2 Music/SFX Data Guide||Himajin Jichiku||The document refers specifically to the structure of Mega Man/Rockman 2’s music data. It does not provide a list of offsets to find music at - for that, please refer to infidelity’s [url=https://www.romhacking.net/documents/660/]Megaman 2 S….||Audio Hacking||NES||Mega Man 2||1.1||Int||07 Aug 2016|
|Ninja Gaiden 3 hacking values||DANGER X||This archive includes 1 document with the enemy and item location values to allow you to change them in every stage, 1 image with the enemy types, and another text file with diverse hex values, like weapon nimpo consumption, level and enemy palette,l….||Game Specific||NES||Ninja Gaiden III: The Ancient Ship of Doom||1.0||Beg||26 Jul 2018|
|SMB3 Enemy Document (Organized)||Blue Finch||If you’ve ever been frustrated trying to find the right cheep-cheep, koopa, or other enemy in the SMB3 Workshop bank, then this document will help you.
Neatly arranged by their groups, this ….||Game Specific||NES||Super Mario Bros. 3||2.0||Beg||28 Jul 2018|
|SMB3 — Beyond Pipes||Blue Finch||Super Mario Bros 3 hackers now have a stable and relatively easy method of creating alternate paths and secret exits to different paths in their overworld maps, with the help of this document.
Using unused pipe-sets in the game, the maker will sim….||Game Specific||NES||Super Mario Bros. 3||1.0||Int||31 Jul 2018|
|Rock Man 2 Weapon Data||DragonMage98||This is a hacking document for some various data regarding Rock Man 2’s weapons. This is for the Japanese version of Mega Man II, so far.
It includes data on weapon damage (for the 8 Robot Masters and all Wily Stage bosses), weapon colour pal….||Miscellaneous||NES||Mega Man 2||1.2||Int||03 Nov 2016|
|Rockman 2 Energy Speed Data||Yave||Rockman 2 Energy Speed Data by Yave Yu.
This document will help you to change energy charging speed.||Game Specific||NES||Mega Man 2||1.0||Int||25 Feb 2019|
|Zelda II - Music Info & Expansion||the_icepenguin||This is intended to be used alongside optomon’s music document.
It will cover many things regarding the music of Zelda II, and it will show you how to expand the data to allow more songs. I….||Audio Hacking||NES||Zelda II: The Adventure of Link||1.3||Int||11 Mar 2019|
|SMB3 - Custom Boss Battle Levels||Blue Finch||Create custom boss battle levels in SMB3.
How? Using unused stock levels, we will modify a few things, then the level will be treated as a Hammer Bro level. That means that once the enemies are dead, the treasure chest appears.
Why do something….||Game Specific||NES||Super Mario Bros. 3||1.4||Int||25 Feb 2019|
|Baseball Simulator 1.000 Player & Team Editing Sheet||keithisgood||The Baseball Simulator Hacking Sheet is a .xlsx file detailing ROM locations for player and team statistics, as well as the normal ranges for each individual hitting and pitching stat. ROM locations for both vanilla Baseball Simulator 1.000 and the u….||Game Specific||NES||Baseball Simulator 1.000||1.0||Beg||23 Apr 2014|
|SMB Title Screen Editor - English Manual||NesDraug||If you install the english version of SMB Title Screen Editor by βetaWorld you’ll most likely get some gibberish letters. This manual explain what every button does.
SMB Title Screen Editor:
https://www.romhacking.net/reviews/3400/#review||Graphics Hacking||NES||Super Mario Bros.||1.0||Beg||11 Jul 2019|
|Zelda II - altering Link's palettes after spell usage||ArchAngelleofJustice||A short guide that will help users to alter the palettes used for Link after casting a spell or picking up an item.||Palette Hacking||NES||Zelda II: The Adventure of Link||1.0||Beg||30 Aug 2019|
|Jackal ROM dissection||RayofJay||I estimate about 60% of the ROMs data has been identified and labelled in this excel file. ALL of the level data, enemy locations. Most of the graphics. NONE of the music/sound.
It also includes (in a pale red color) anything that I changed in ….||Assembly||NES||Jackal||2.6||Adv||12 Jan 2020|
|Castlevania II: Simon's Quest Disassembly||Bisqwit||This is a disassembly of Castlevania II Simons’s Quest.
It can be found in Bisqwit personal website, but here it can be more acessible to people trying to hack this game.||Assembly||NES||Castlevania II: Simon’s Quest||1.0||Adv||16 Apr 2013|
|Trog!t Disassembly (Partial, NES/FC)||nattou||This program listing was automatically generated
using Bisqwit’s “clever-disasm” tool from
Inputs used were a trog.ini file available at
[url]https://github.com/micahcowan/trog….||Source Code||NES||Trog!||0.5||Adv||25 Mar 2020|
|Zanac Map Graphics Guide||ManxomeBromide||Describes the basic formats used by Zanac to store both pattern table (pixel level) and name table (map/tile level) graphics, both of which are custom and not really compatible with generic NES graphics hacking tools. Due to how large the maps are in….||Graphics Hacking||NES||Zanac||1.0||Int||23 May 2020|
|Supervision 52-in-1 menu ROM disassembly||chimaera||Supervision 52-in-1 Menu ROM disassembly + Analysis of games
Only link to github availabile: https://github.com/chimaera66/Supervision-52-in-1-Menu-Disassemble
Included in this repository are a commented disassembly of the Supervision 52-in-1 m….||Assembly||NES||Supervision 52-in-1||1.0||Int||16 Apr 2020|
|SMB Utility - Unofficial Help and Reference Document||iridium_ionizer||This is an unofficial help guide and reference document for M.K.S.’s excellent SMB Utility. This guide’s purpose is to fill in some gaps in the official How To document.
It also aims to be a reference guide in listing all of the Edit He….||Program Specific||NES||Super Mario Bros.||1.0||Beg||17 Jun 2020|
|Kickle Cubicle ROM / Level Editing Guide||Quick Curly||Notes from user Quick Curly regarding the workings of Kickle Cubicle. This lays out all of the necessary enemy and tile data and explains how to modify this data to modify levels within the game.||Game Specific||NES||Kickle Cubicle||1.0||Int||18 Jun 2020|
|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|