|Gameboy Advance Cribsheet||Justin Lloyd||A reference guide for programming the GBA on the assembly level. Includes hardware registers, ARM & Thumb op-codes, memory organisation (including VRAM), DMA timings, and other useful information.||Hardware Info.||GBA||N/A||1.0||Int||01 Nov 2001|
|Gameboy Pointer Hacking||Koolboyman||A nice and detailed document on Gameboy pointers.||Pointer Hacking||GB||N/A||1.0||Beg||26 Nov 2008|
|Gameboy Programming Manual||DP||This neatly presented PDF manual is a comprehensive compilation of several other Gameboy (color) information docs.
Optimized to be printed out, beware though, it’s 139 (Din A5) pages.
Original sources from: Pan of Anthrox, GABY, Marat Fay….||Hardware Info.||GB||N/A||1.01||Int||13 May 2008|
|Gameboy Z80 Instruction Set||Marc Rawer||This is a list of the Gameboy Z80 instruction set.||Assembly||GB||N/A||1.0||Int||27 Mar 1998|
|Gamecube DSP||Duddie||A description of the byte code that the GameCube DSP processor uses.||Assembly||GC||N/A||0.0.4||Adv||12 May 2005|
|GB Hardware Information||Marat Fayzullin||This 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.||GB||N/A||1.0||Int||07 Jan 2011|
|GBA Programming Manual||OEM||This is a 171 page GBA Programming manual. It has in depth coverage on registers, LCD screen, screen modes, address maps, sound, timers, communications, and more. Just about every piece of technical programming information you could want is in this d….||Hardware Info.||GBA||N/A||1.1||Int||02 Apr 2001|
|GBATEK||Martin Korth||The definitive guide to all things about the both GBA and DS hardware and then some.||Hardware Info.||NDS||N/A||1.0||Adv||01 Jan 2007|
|GBATEK||Martin Korth||An exhaustive reference for the Gameboy Advance and Nintendo DS internal hardware. Everything from registers to joypads, it’s here.
It’s THE ultimate GBA (and DS!) hardware reference, so grab this if you try to ASM hack either of those system….||Hardware Info.||GBA||N/A||2.5||Adv||05 Dec 2007|
|GBC Hardware||Reza Lotun||This is pretty decent reference document for the Gameboy’s hardware. However, the GBC specific hardware registers aren’t covered.||Hardware Info.||GB||N/A||1.0||Int||27 Nov 2011|
|Genesis Chat Logs||Fonzie||A collection of logs in which Fonzie explains various aspects of the Genesis.||Hardware Info.||GEN||N/A||1.0||Int||04 Dec 2004|
|Genesis ROM Format||d0nut||Info on the Genesis ROM format.||Miscellaneous||GEN||N/A||1.1||Int||17 May 1999|
|Genesis Technical Overview||OEM||The official documentation for the Genesis. Not quite as extensive as the SNES Developer Manual, but far and away better than all other currently available Genesis information.||Hardware Info.||GEN||N/A||1.0||Int||14 Nov 2000|
|GPU information||Doomed||A document on the Graphics Processing Unit of the PlayStation.||Hardware Info.||PSX||N/A||1.0||Int||30 Aug 1999|
|Graphics Hacking||RedComet||A tutorial that covers the basics of graphics hacking using Final Fantasy 1 (US) and Tile Layer Pro as an example.||Graphics Hacking||N/A||N/A||1.0||Beg||24 Dec 2005|
|Grog’s Guide to DMA and HDMA on the SNES||Grog||This guide explains DMA on the SNES and gives an example of how to use it. A few details are incorrect.
- ROM-RAM example uses the wrong DMA mode.
- Incorrect phrase: “you can actually use one HDMA transfer over multiple frames….
|Assembly||SNES||N/A||1.0||Int||01 Jan 2001|
|GTE information||Doomed||A document on the Geometry Transformation Engine of the PlayStation. This is the chip responsible for the 3d calculations.||Hardware Info.||PSX||N/A||1.0||Int||02 Feb 2000|
|Guide to Cycle Counting on the Atari 2600||Nick Bensema||You 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.||Assembly||2600||N/A||0.5a||Adv||17 Jul 1996|
|Hacking Custom Intros Into SNES ROMs||DackR||This tutorial aims to simplify the learning curve for hacking your own intros into SNES ROMS.
The tutorial includes a re-compiled 32-bit version of gif2sopts.exe. This is included because this is hard to find.
Special Thanks to MrRichard999 fo….||Graphics Hacking||SNES||N/A||1.0||Int||10 Jul 2018|
|Hacking NES Music||Sliver X||A document detailing a method for editing NES music using NSF files.||Miscellaneous||NES||N/A||1.0||Int||28 Jun 2001|
|Hacking RPG Inventories||The Spook||This document explains how to hack save states.||Cheat Codes||N/A||N/A||1.0||Int||14 May 2008|
|Hacking Save States||The Spook||A general introductory document on the subject of save state hacking.||Save State Hacking||Multiple||N/A||1.0||Beg||01 Jan 1998|
|Hacking Your Way to Superstardom with the NESticle Emulator||AC2k||An old guide to graphics hacking using the Nesticle emulator.||Graphics Hacking||NES||N/A||1.2||Beg||14 May 2008|
|Hex Lesson||solid t-bone||This document explains the basics of hex editing and it’s many uses.||Miscellaneous||Multiple||N/A||1.0||Beg||09 Dec 2002|
|Homebrew Handbook for SNES||Grog||This guide goes over the basics of coding 65816 assembly for the SNES. Only the Introduction and first chapter are complete.||Assembly||SNES||N/A||1.0||Adv||27 Feb 2006|
|How NES Graphics work||yarbles||A narative on how the NES displays graphics.||Hardware Info.||NES||N/A||1.0||Beg||27 Jan 1999|
|How to Disassemble 8K Games with DiStella||Thomas Jentzsch||This document is a guide on how to disassemble 8KB sized games with the DiStella disassembler.||Assembly||2600||N/A||1.0||Int||13 Feb 2002|
|How to Edit 16×16 tiles||David Timko||Explains a specific type of storage common to Japanese SNES fonts ranging in size from 12×12 to 16×12.||Graphics Hacking||SNES||N/A||1.2||Beg||21 May 2007|
|How to encode quality Playstation videos||Michael Sabin||Recently 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.||Miscellaneous||PSX||N/A||1.0||Adv||01 Sep 2008|
|How to Make Genesis Game Genie Codes With Gens Tracer||Tony Hedstrom||Explains 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 Codes||GEN||N/A||0.4||Int||05 Jun 2007|
|How to Make NES Game Genie Codes With a Debugger||Tony Hedstrom||Explains 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 Codes||NES||N/A||0.7a||Beg||17 Oct 2003|
|How to make raster effects with the NES ?||Bregalad||This 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.||NES||N/A||2.0||Int||21 May 2015|
|How To Make Table Files||Kevtav||Another guide to making table files.||Table Files||Multiple||N/A||0.10||Beg||27 Jan 2001|
|How to start hacking your own ROMs||Justin Anderson||A guide to changing graphics in games by using the Nesticle emulator.||Graphics Hacking||NES||N/A||1.0||Beg||14 Oct 1997|
|Introduction to Reverse Engineering WIN32 Applications||trew||This 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….||Assembly||PC||N/A||1.0||Beg||01 Oct 2007|
|IPS Patcher||D||A simple, fully-commented PHP function to apply IPS patches. Includes support for LunarIPS’s “cut” command and RLE.||Source Code||N/A||N/A||2.0||Int||03 Jul 2006|
|ISO/IEC 646 Table||JPN Translations||A table for the ISO/IEC 646 encoding, an older version of ASCII.||Table Files||N/A||N/A||1.0||Beg||20 Jun 2009|
|ISO/IEC 6937 Table||JPN Translations||A table file for the ISO/IEC 6937 encoding, an extension of ASCII containing additional characters. It is encoded in UTF-8.||Table Files||N/A||N/A||1.0||Beg||13 Aug 2009|
|Jaguar Docs by Nat! and KKP||Nat!||All of Nat! and KKP’s documents in HTML format and zipped!||Hardware Info.||JAG||N/A||1.0||Adv||30 Mar 1997|
|JIS X 0201 Table||Tauwasser||A complete JIS X 0201 table file encoded in UTF-8.||Table Files||N/A||N/A||1.1||Beg||06 Jun 2009|
|JIS X 0211 Table||Tauwasser||A 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 Files||N/A||N/A||1.0||Beg||06 Jun 2009|
|JIS X 0213 Table||Tauwasser||A 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 Files||N/A||N/A||1.0||Beg||07 Jun 2009|
|Kiwibonga's Table-File Making Doc||Kiwibonga||A basic tutorial on table creation.||Table Files||Multiple||N/A||1.0||Beg||30 Oct 2000|
|Lo/HiROM Convert||D||PHP function to convert a SNES HiROM address to LoROM or LoROM address to HiROM.||Source Code||SNES||N/A||2.0||Beg||03 Jul 2006|
|Lunar Address C# Library||FCandChill||This includes non-UI assets from the incomplete Lunar Address C# port. Think of it as a code library you can use in your programs, as long as you abide by the GPL3 license.
Originally, when FCandChill was reverse engineering [url=https://www.romha….||Source Code||SNES||N/A||7034093||Beg||01 Apr 2021|
|Lz_comp2||Haruhiko Okumura||A very old (ca. 1989) package including a document explaining various compression algorithms (LZSS, LZW, Huffman, LZARI, LZHUF) and the standard ANSI C source code to various (de)compression utilities implementing the described algorithms (LZARI, LZH….||Source Code||Multiple||N/A||2.0||Adv||10 Apr 1989|
|Mac Hack||O_manko||How to get started if you want to hack using a Mac.||Miscellaneous||N/A||N/A||1.0||Beg||21 Jul 2007|
|Microsoft Fastfile Package Format||D||FFCREATE.EXE was a Fastfile creator made by Microsoft for the DirectX 5.0 SDK. I believe this file was originally distributed as source, along with a FASTFILE.H include file for accessing Fastfile packages as a file system.||File Formats||PC||N/A||2006/2/7||Int||07 Feb 2006|
|Miniguide on Virtual File Systems||Klarth||A 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 Formats||PSX||N/A||1.0||Int||12 Dec 2006|
|MOS MCS 6500 Microcomputer Family Programming Manual||OEM||The 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….||Assembly||Multiple||N/A||1.0||Int||01 Jan 1976|