|Phantasy Star III Disassembly||lory1990||This is a disassembly of the UE version of Phantasy Star III. It can be re-assembled using the Macro Assembler AS which was modified to make writing both M68K and Z80 code easier on the Mega Drive/Genesis.
Many pointers and offsets were labelled i….||Source Code||GEN||Phantasy Star III: Generations of Doom||1.0||Adv||23 Aug 2019|
|Phantasy Star IV Disassembly||lory1990||This is a disassembly of Phantasy Star IV: The End of the Millennium. It can be re-assembled using the Macro Assembler AS which is already included in the package.
Pointers and Offsets are calculated by the assembler allowing you to expand or redu….||Source Code||GEN||Phantasy Star IV: The End of the Millennium||1.0||Adv||23 Aug 2019|
|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|
|Pitfall! Disassembly||Thomas Jentzsch||Disassembly of the game Pitfall!. Use DASM and vcs.h to compile.||Source Code||2600||Pitfall!||1.0||Adv||04 Sep 2010|
|Playstation Pointers||ambyra||A general guide for PlayStation game translation with a focus on finding pointers. Uses SD Gundam G Century as a base.||Pointer Hacking||PSX||SD Gundam: G Century||A||Int||15 Dec 2007|
|PlayStation Video Format (STR)||Michael Sabin||Sony PlayStation videos, usually with the extension STR, MOV, or BIN, contain compressed video data similar to an MPEG1 movie. They also contain interleaved audio using a unique form of Adaptive Differential Pulse Code Modulation (ADPCM) compression…..||File Formats||PSX||N/A||1.1||Int||01 Mar 2013|
|Pocahontas Music Source Code||Jeroen Tel||This source code was donated by Jeroen Tel, the composer and audio programmer for the game. Unfortunately, most of the tools are missing in this package. Some tools may need to be written to use the code.||Source Code||SNES||Pocahontas||1.0||Adv||27 Jan 1996|
|Pokémon Gold/Silver Scripting Compendium||Tauwasser||A compendium providing an overview of all the scripting codes present in Pokémon Gold and Silver.
Gives brief statements of scripting codes and additional information, e.g. asm routine offsets, lists, tables etc.||Game Specific||GB||Multiple Games||1.0||Int||21 Jul 2006|
|Pokémon GSC Supplment||Maximum Potion||This guide is meant to supplement Giegue’s guide to hacking the Gold, Silver, and Crystal versions of Pokémon. It contains data on how to edit the starter Pokémon, how to change the attacks of enemy Pokémon and more information on trainers an….||Game Specific||GB||Multiple Games||1.1||Beg||01 Jan 2008|
|Pokemon Red Tileset Configuration||Lin||A short document I wrote on how the Pokemon Red tilesets work. It also works for Pokemon Blue, but I’m pretty sure the addresses are different.||Miscellaneous||GB||Pokémon: Red Version||1.0||Beg||09 Oct 2009|
|Pokemon Red/Blue Pokedex Data Structure||Sawakita||A simple doc on how info displayed in a pokedex page are stored.||Miscellaneous||GB||Pokémon: Blue Version||1.0||Beg||15 Sep 2010|
|Pole Position Source||OEM||Appears to be the original source code for the game Pole Position.||Source Code||2600||Pole Position||1.0||Adv||19 Nov 1985|
|Power-Up Card Data Doc||LuigiBlood||Power-Up Card Data Description, all about Items, Lives, and Switch Data.||Game Specific||GBA||Super Mario Advance 4: Super Mario Bros. 3||1.0||Beg||24 Jun 2010|
|PPF Patcher||D||A simple, fully-commented PHP function to apply PPF 1.0/2.0/3.0 patches.||Source Code||PSX||N/A||2.0||Beg||03 Jul 2006|
|Print GPU||Doomed||This routine shows how to print text to the screen, by using the GPU.||Source Code||PSX||N/A||1.0||Beg||18 May 1999|
|Programming the 6502||Rodnay Zaks||This is a 408 page book that teaches you how to program on systems that use a 6502 microprocessor. Many basic concepts will be explained, starting with number systems, computer math and then on to flow charting. Many technical aspects will be explain….||Assembly||Multiple||N/A||4.0||Int||01 Jan 1983|
|Programming the 65816||William Labiak||This is a book that teaches you how to assembly program on the 65816 microprocessor. It teaches you many things, starting from number systems, boolean math. Including the technical details about the 65816 microprocessor.||Assembly||Multiple||N/A||1.0||Int||01 Jan 1986|
|Programming the 65816||Western Design Center||Official programming guide to the 65816 microprocessor. Also includes documentation on the 6502, 65C02 and 65802 microprocessors. 469 pages covering basic assembly language concepts, microprocessor architecture, instruction sets, simple and complex….||Assembly||SNES||N/A||1.0||Int||28 Apr 1992|
|Programming the Atari 2600||Andrew Davie||This document is for beginners to learn how to develop games for the Atari 2600. It’s a long read but covers a lot of concepts and doesn’t assume that you know everything about programming on this console.||Assembly||2600||N/A||1.0||Int||04 Jan 2006|
|Programming the Z80||Rodnay Zaks||Programming the Z80 is a very complete book for learning the basics of how to program systems that use the microprocessor Zilog 80. This book covers the basics, starting from various number systems, including hexadecimal and binary. Also covering flo….||Assembly||Multiple||N/A||3.0||Int||01 Jan 1981|