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Starlight Mario toki enhanced color + sprite Z22: The Adventure of Link and Lonk Chrono Triggered

Newest Translations

Digital Monster Card Game Ver. WonderSwan Color Pocket Tennis Color SNK Vs Capcom - Match of The Millennium Captain Rainbow

Newest Utilities

DashEditor - Mega Man Legends Translation Toolkit Terranigma Data Reader Yoshi's Island randomizer Zanac Graphics Utilities

Newest Reviews

Starlight Mario Nekketsu Kakutou Densetsu Rhythm Heaven Touchless Digital Monster Card Game Ver. WonderSwan Color

Newest Homebrew

fds_keyboard_test fds_joypad_test Escape Obliterizer Deluxe John 3:16
General Information

(461 to 480) of 742 Results
Title AscendingAuthorDescriptionCategoryPlatformGameVerLevelDate
Phantasy Star III Disassemblylory1990This 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 CodeGENPhantasy Star III: Generations of Doom1.0Adv23 Aug 2019
Phantasy Star IV Disassemblylory1990This 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 CodeGENPhantasy Star IV: The End of the Millennium1.0Adv23 Aug 2019
Pharaoh Man AIcoldIcedThis 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 SpecificNESMega Man 41.0Int27 Sep 2010
Pitfall! DisassemblyThomas JentzschDisassembly of the game Pitfall!. Use DASM and vcs.h to compile.Source Code2600Pitfall!1.0Adv04 Sep 2010
Playstation PointersambyraA general guide for PlayStation game translation with a focus on finding pointers. Uses SD Gundam G Century as a base.Pointer HackingPSXSD Gundam: G CenturyAInt15 Dec 2007
PlayStation Video Format (STR)Michael SabinSony 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 FormatsPSXN/A1.1Int01 Mar 2013
Pocahontas Music Source CodeJeroen TelThis 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 CodeSNESPocahontas1.0Adv27 Jan 1996
Pokémon Gold/Silver Scripting CompendiumTauwasserA 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 SpecificGBMultiple Games1.0Int21 Jul 2006
Pokémon GSC SupplmentMaximum PotionThis 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 SpecificGBMultiple Games1.1Beg01 Jan 2008
Pokemon Red Tileset ConfigurationLinA 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.MiscellaneousGBPokémon: Red Version1.0Beg09 Oct 2009
Pokemon Red/Blue Pokedex Data StructureSawakitaA simple doc on how info displayed in a pokedex page are stored.MiscellaneousGBPokémon: Blue Version1.0Beg15 Sep 2010
Pole Position SourceOEMAppears to be the original source code for the game Pole Position.Source Code2600Pole Position1.0Adv19 Nov 1985
Power-Up Card Data DocLuigiBloodPower-Up Card Data Description, all about Items, Lives, and Switch Data.Game SpecificGBASuper Mario Advance 4: Super Mario Bros. 31.0Beg24 Jun 2010
PPF PatcherDA simple, fully-commented PHP function to apply PPF 1.0/2.0/3.0 patches.Source CodePSXN/A2.0Beg03 Jul 2006
Print GPUDoomedThis routine shows how to print text to the screen, by using the GPU.Source CodePSXN/A1.0Beg18 May 1999
Programming the 6502Rodnay ZaksThis 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….AssemblyMultipleN/A4.0Int01 Jan 1983
Programming the 65816William LabiakThis 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.AssemblyMultipleN/A1.0Int01 Jan 1986
Programming the 65816Western Design CenterOfficial 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….AssemblySNESN/A1.0Int28 Apr 1992
Programming the Atari 2600Andrew DavieThis 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.Assembly2600N/A1.0Int04 Jan 2006
Programming the Z80Rodnay ZaksProgramming 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….AssemblyMultipleN/A3.0Int01 Jan 1981
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