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(201 to 250) of 314 Results
TitleAuthorDescriptionCategoryPlatformGame AscendingVerLevelDate
UPS File Format SpecificationNearThe UPS Patching file format specification.File FormatsN/AN/A1.0Beg18 Apr 2008
Miniguide on Virtual File SystemsKlarthA mini-guide to playstation (and playstation 2) virtual file systems. A generalized overview of VFS: what they look like and how to extract the files within.File FormatsPSXN/A1.0Int12 Dec 2006
Gameboy Pointer HackingKoolboymanA nice and detailed document on Gameboy pointers.Pointer HackingGBN/A1.0Beg26 Nov 2008
NES Sound demoTFGNES demo using basic native PPU features as well as native sound features. Ready to assemble with x816, commented source code included.AssemblyNESN/A1.0Int01 Dec 2008
How to make raster effects with the NES ?BregaladThis document presents how to do raster effects by writing to PPU registers during the frame, without going too much into technical details that are irrelevant when programming a game or tech-demo. Also, it includes some practical tips to produce ….Hardware Info.NESN/A2.0Int21 May 2015
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
JIS X 0201 TableTauwasserA complete JIS X 0201 table file encoded in UTF-8.Table FilesN/AN/A1.1Beg06 Jun 2009
JIS X 0211 TableTauwasserA complete JIS X 0211 table file encoded in UTF-8. Please note that JIS X 0211 contains control codes only! You will have to have a special hex editor to use it in this format.Table FilesN/AN/A1.0Beg06 Jun 2009
JIS X 0213 TableTauwasserA complete JIS X 0213 table file encoded in UTF-8. Note that this does not contain private Windows remappings. Rather it follows the JIS X 0213:2004.Table FilesN/AN/A1.0Beg07 Jun 2009
ISO/IEC 646 TableJPN TranslationsA table for the ISO/IEC 646 encoding, an older version of ASCII.Table FilesN/AN/A1.0Beg20 Jun 2009
SNES translucency FAQBregaladThis document talks about how translucency works on the SNES, and shows a few examples how to use the hardware to your advantage.Hardware Info.SNESN/A2.0Int21 May 2015
Translhextion Source CodeJanuschanA full-featured hex/text editor. Unfortunately, Januschan had to stop developing the program, but he left behind its source code.Source CodeN/AN/A1.6cBeg15 Sep 2001
AddremKilla BA portable C library for adding and removing SNES headers.Source CodeSNESN/A1.0.0Beg29 May 2009
Tile Molester v0.16 Source CodeSnowBroSource code for Tile Molester v 0.16, released by SnowBro on November 1, 2005, through his website. This source package includes all the necessary source to compile the program using the Java Development Kit. The last release of the program was compi….Source CodeN/AN/A0.16Adv11 Jan 2005
Virtual Boy Programmers ManualDavid TuckerDavid Tucker’s excellent work summarizes all known technical details of the Virtual Boy hardware.Hardware Info.VBN/A0.521Adv01 Jan 2005
ISO/IEC 6937 TableJPN TranslationsA table file for the ISO/IEC 6937 encoding, an extension of ASCII containing additional characters. It is encoded in UTF-8.Table FilesN/AN/A1.0Beg13 Aug 2009
Tilemaps - Identifying, Modifying and ApplicationsKnirtThis document mainly covers techniques to identify and then modify tile maps. NES games are used as example to the techniques, but the content of this doc can be expanded to virtually any console. Finally, you can find some applications for the tile ….Graphics HackingNESN/A1.0Beg07 Aug 2009
How to Make NES Game Genie Codes With a DebuggerTony HedstromExplains how to use the debugger in FCEUXD to make NES Game Genie codes. No assembly knowledge needed. This also serves as an interesting backdoor introduction to assembly language and debugger usage.Cheat CodesNESN/A0.7aBeg17 Oct 2003
How to Make Genesis Game Genie Codes With Gens TracerTony HedstromExplains how to make Genesis Game Genie codes using memory traces and assembly trace logs. This also serves as an interesting backdoor introduction to assembly language.Cheat CodesGENN/A0.4Int05 Jun 2007
Shift-JIS TableTauwasserShift-JIS table. Contains additional mappings:
  • NEC special chatacters (NEC特殊文字)
  • NEC selected IBM extended characters (NEC選定IBM拡張文字)
  • IBM extended characters (IBM拡張文字)
Compatible with ….
Table FilesN/AN/A1.0Beg14 Sep 2009
D88 File StructureJPN TranslationsDescribes the the structure of the D88, a disk format commonly used in computers such as the PC88 and the X1. The original text was in Japanese.File FormatsMultipleN/A1.0Int06 Nov 2009
Neo*Geo MVS Hardware NotesCharles MacDonaldA description of most of the registers of the Neo Geo MVS along with detailed timing information and a few programming precautions. Most of the information is also applicable to the home console and CD platforms. Quality resource for hackers and ho….Hardware Info.ARCN/A1.0Adv22 Apr 2007
Creating PC patchers with NSISSPennLUEUnlike ROMs, PC games might not all use the same formats and file types. As such, there is no single jack-of-all-trades method of patching games. ROMs are a different story; they are made of just a single file, and formats such as IPS and NINJA are a….Source CodePCN/A1.0Beg03 Jan 2010
Various Saturn Hacking DocsCyber Warrior XHere are the fabled Saturn Hacking docs that were never quite complete enough for Cyber Warrior X to release before.MiscellaneousSATN/A1.0Beg25 Dec 2002
Introduction to Reverse Engineering WIN32 ApplicationstrewThis paper will introduced the reader to many concepts and tools essential to understanding and controlling native WIN32 applications through the eyes of Windows Debugger (WinDBG). Throughout, WinMine will be utilized as a vehicle to deliver and demo….AssemblyPCN/A1.0Beg01 Oct 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
How to encode quality Playstation videosMichael SabinRecently I’ve run across a couple of groups trying to replace the video of a Playstation game. As we have to do the same thing with S.E. Lain, I thought I would share some insight on how it might be done with the highest quality output.MiscellaneousPSXN/A1.0Adv01 Sep 2008
The Definitive Guide to Exploring File FormatsMr.Mouse and WATTOComputer games are vast and many, however most computer games have something in common – they need a place to store all their important files like images, movies and sounds. To do this, computer game developers typically store their data into a big….File FormatsN/AN/A1.0Beg01 Nov 2004
Gamecube DSPDuddieA description of the byte code that the GameCube DSP processor uses.AssemblyGCN/A0.0.4Adv12 May 2005
Nintendo DS File FormatsLow LinesA quick summary of some of the file formats used by DS games.File FormatsNDSN/A1.0Int25 Aug 2010
Atari 2600 Memory MapKrokoA memory map of the Atari 2600. As you may notice, the memory of the Atari 2600 is very limited.Assembly2600N/A1.0Int08 Sep 2010
Atari 2600 TIA MapKrokoThis chip makes all the video displays and sounds for the 2600 VCS. It also has 6 registers which are used as A/D converters and for the trigger buttons on the joysticks. The chip also controls the RDY line of the CPU to initiate horizontal syncroni….Hardware Info.2600N/A1.0Int08 Sep 2010
Atari 2600 TIA Hardware NotesAndrew TowersThere are a great deal of notes about the Atari 2600 TIA chip by Andrew Towers. It’s a long but worthwhile read.Hardware Info.2600N/A1.0Adv06 Mar 2003
Atari 2600 RIOT MapKrokoThis is a memory map of the RIOT chip/device that reads all the console switches excluding power, including joysticks and controllers. It also contains the only RAM in the system and a general purpose timer.Hardware Info.2600N/A1.0Int08 Sep 2010
Atari 2600 VCS Precise Sound Values and Distortion BreakdownGlenn SaundersThis document is a description and chart of the various values for notes and distortion of the Atari 2600 sound.Miscellaneous2600N/A1.0Int02 Apr 1997
Changing Atari VCS Graphics The Easy WayAdam TrionfoThis is an old but effective document in hacking graphics in Atari 2600 games. The document also shows you how to use DiStella and DASM that is relevant to hacking the graphics. It’s also much easier since graphics are more easily edited by bina….Graphics Hacking2600N/A1.0Beg08 Sep 2010
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
Atari 2600 VCS Sound Frequency and Waveform GuideEckhard StolbergThis is a guide to the TIA sound device and various charts for notes and distortions for both PAL and NTSC. A must read for hacking sound data.
  • You can view the document here.
Miscellaneous2600N/A1.01Int25 May 2000
Atari 2600 Music And Sound Programming GuidePaul SlocumIt is difficult to do music on the Atari 2600 due to the limited pitch and two voices, but I’ve discovered some tricks to produce some pretty good music. This document covers most of what I know.Miscellaneous2600N/A1.0Adv19 Feb 2003
Stella Programmer's GuideSteve WrightThis document appears to be official as it was written in 1979 by Steve Wright. This is a programmer’s guide but is also a very tough read for those not familiar with assembly programming and hardware.Assembly2600N/A1.0Adv03 Dec 1979
Cart InformationKevin HortonThis is a document about cart sizes and bank switching which could be very important to know when hacking some of the larger Atari 2600 games.Hardware Info.2600N/A6.0Int18 Apr 1997
TIA Color ChartsGlenn SaundersA TIA color chart for NTSC,PAL and SECAM. A valuable chart to have when hacking or programming colors in a game.Miscellaneous2600N/A1.0Beg08 Sep 2010
Guide to Cycle Counting on the Atari 2600Nick BensemaYou need every advantage when hacking and/or programming Atari 2600 games. Cycle counting is a necessary technique to master and this guide shows you how.Assembly2600N/A0.5aAdv17 Jul 1996
How to Disassemble 8K Games with DiStellaThomas JentzschThis document is a guide on how to disassemble 8KB sized games with the DiStella disassembler.Assembly2600N/A1.0Int13 Feb 2002
N64 Documentation KitOEMThis documentation kit has an introductory section and a N64 functions reference manual. This kit is more geared towards experienced C programmers.AssemblyN64N/A1.0Adv08 Sep 2010
MOS MCS 6500 Microcomputer Family Programming ManualOEMThe MOS MCS 6500 Microcomputer Family Programming Manual is part of the KIM-1 hardware development kit. This document applies to all the 65xx CPUs with slight variations, such as the 6502 in the NES, 6510 in the C-64, 6507 in the Atari 2600, the list….AssemblyMultipleN/A1.0Int01 Jan 1976
GB Hardware InformationMarat FayzullinThis is a comprehensive document on the hardware details for the Gameboy. The following information is mostly based on a document by Pan of Anthrox, Jeff Frohwein’s, Pascal Felber’s, and my own findings.Hardware Info.GBN/A1.0Int07 Jan 2011
Converting SNES pointers to 24-bitKingMike's TranslationsThis is a document to explain how to convert SNES 2-byte pointer tables (”absolute addressing”) to 3-byte pointer tables (”long addressing”).AssemblySNESN/A1.0Int24 Jan 2011
Otaku No PC Engine CribsheetTomaitheousPage 1 and 2 of the Otaku No PC Engine Cribsheet. A printable cheat sheet for statistical cpu and system information of the PC-Engine / TurboGrafx-16 system. (Better have a good printer and quality paper)AssemblyTG16N/A1.0.3Adv03 Feb 2011
PAC File formathenke37PAC files are simple archive files used by Capcom. In fact, they are so simple that there are no file names for the archived files!File FormatsNDSN/A1.0Int05 Apr 2011
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