|SNES Palette Format||Jay||A document on the SNES palette format, and converting colors between it and standard RGB24 format.||Palette Hacking||SNES||N/A||1.0||Adv||24 Apr 1998|
|FF4 Advance - Command Pointers||PowerPanda||This file gives addresses for the character command list data, as well as the pointers to that data. It can be used to change out characters’ abilities, or expand their list. For example, with this information, you could give Yang’s “K….||Pointer Hacking||GBA||Final Fantasy IV Advance||1.0||Int||24 May 2020|
|Hero Quest Source Code||Chris Shrigley||This is the source code to the game Hero Quest which was donated by Chris Shrigley, the founder of Eurocom and owner of the source code.
This source code won’t be easily assembled and requires a very old development kit called PDS. Other opti….||Source Code||NES||Hero Quest||1.0||Adv||22 Oct 1991|
|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|
|TurboGrafx-16 Hardware Notes||Charles MacDonald||A fairly comprehensive overview of the PC Engine’s hardware and quirks. Everything contained within has been tested, but, by the author’s own admission, may not be 100% accurate.||Hardware Info.||TG16||N/A||1.0||Int||28 Feb 2002|
|John Smith (James Bond Jr. Prototype) Source Code||Chris Shrigley||John Smith is the prototype to the game James Bond Jr. John Smith is slightly different, with different characters but then was overhauled by Eurocom and changed to be James Bond Jr.
This is the entire source code package donated by Chris Shrigley….||Source Code||NES||James Bond Jr.||1.0||Adv||27 Aug 1992|
|FF4 Advance - Spell List Data||PowerPanda||This document lists the offsets for spell lists for each character, as well as the pointers to those lists. Using this document, you can edit (1) Which spells are learned by each character and (2) What level they are learned at. For example, if you w….||Pointer Hacking||GBA||Final Fantasy IV Advance||1.0||Int||26 May 2020|
|NEC SuperGrafx Hardware Notes||Charles MacDonald||Covers the hardware for the SuperGrafx, which is something of a beefed up TurboGrafx.||Hardware Info.||SGFX||N/A||1.0||Beg||17 Apr 2004|
|Magician Source Code||Chris Shrigley||Magician is a game programmed by Eurocom and is a action RPG. The source code was donated by the owner, Chris Shrigley.
This package requires the PDS software and hardware development kit to assemble. Other options include manually converting the ….||Source Code||NES||Magician||1.0||Beg||02 Feb 1990|
|FF4CC (PSP) - Spell List Data||PowerPanda||This document lists the offsets for spell lists for each character in both Final Fantasy IV and Final Fantasy IV ~Interlude, as well as the pointers to those lists. Using this document, you can edit (1) Which spells are learned by each character and ….||Pointer Hacking||PSP||Final Fantasy IV: The Complete Collection||1.0||Int||07 Jun 2020|
|The Mad Hacker's Guide to Pointers (Appendix B)||Gil Galad||An unofficial appendix to the famous pointer document containing some additional information not found in the main document.||Pointer Hacking||NES||N/A||1.0||Int||14 May 2008|
|PC Engine Programmable Sound Generator||Paul Clifford||As the title suggests, this covers the PC Engine’s programmable sound generator. All(?) of the PSG’s registers are covered.||Hardware Info.||TG16||N/A||1.0||Int||04 Jan 2008|
|OneBus Clone Unit Source Code||OEM||OneBus or VT02/03 is a clone unit designed to play Famicom and NES games. There is a great deal of information within this package, including applications, datasheets, memory maps and register documentation about this clone unit. Extremely useful if ….||Source Code||NES||N/A||1.0||Adv||22 Mar 2011|
|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|
|Using Pointers Effectively||Gideon Zhi||A document which describes how to save space by optimizing pointers.||Pointer Hacking||Multiple||N/A||1.0||Int||09 Apr 2002|
|CD-ROM BIOS Functions (8)||David Woodford||This covers the paramaters and return values of 8 of the PC Engine CD’s BIOS functions:
|Hardware Info.||TGCD||N/A||1.0||Int||14 Apr 1997|
|Secret Scout in the Temple of Demise Source Code||Roger Deforest||Secret Scout in the Temple of Demise is a Color Dreams game programmed by Roger Deforest and donated by him to public domain.
Most of the tools that you need should be in the package should you wish to assemble.||Source Code||NES||Secret Scout in the Temple of Demise||1.0||Adv||08 Jun 2003|
|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|
|Turbografx-16 CD BIOS Math Functions||Dave Shadoff||This covers the BIOS functions that are used for mathematical operations.||Hardware Info.||TGCD||N/A||1.0||Int||08 Aug 1996|
|Text editing in Hebereke's Popoon||LucianoTheWindowsFan||This is a document on text editing in Hebereke’s Popoon (in British English), it would be useful for translating the game.||Text Hacking||SNES||Hebereke's Popoon||1.0||Beg||01 Aug 2020|