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The Lost World - Jurassic Park Password SRAM Super Jario Bros. Oversimplified Nuts & Milk Super Princess Peach 3

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The Twisted Tales of Spike McFang Ganbare Goemon Gaiden: Kieta Ougon Kiseru Pokémon SoulSilver Pokémon: HeartGold Version

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GCHT (Game Color Helper Tool) TGE (Top Gear Editor) ROM/ISO Table Finder PssMux

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Difficult? Punch-Out!! Dragon Quest I+II Bugs Bunny Crazy Castle 2 DX - GBC Compatible Dr. Slump

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Another NES Snake Varooom 3D Lumberjack Rolling Pumpkins

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Arkanoid Atarisized Zero Tolerance - Snake Rockman 4 Overload 2 Tomb Raider IV - Italian Audio Fix

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Dossun! Stone Battle Dragon Quest V: Tenkuu no Hanayome Disney's Chip 'n Dale: Rescue Rangers Castlevania: Rondo of Blood

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General Information

(101 to 150) of 313 Results
Title AscendingAuthorDescriptionCategoryPlatformGameVerLevelDate
Gameboy Advance CribsheetJustin LloydA 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.GBAN/A1.0Int01 Nov 2001
Gameboy Pointer HackingKoolboymanA nice and detailed document on Gameboy pointers.Pointer HackingGBN/A1.0Beg26 Nov 2008
Gameboy Programming ManualDPThis 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.GBN/A1.01Int13 May 2008
Gameboy Z80 Instruction SetMarc RawerThis is a list of the Gameboy Z80 instruction set.AssemblyGBN/A1.0Int27 Mar 1998
Gamecube DSPDuddieA description of the byte code that the GameCube DSP processor uses.AssemblyGCN/A0.0.4Adv12 May 2005
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
GBA Programming ManualOEMThis 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.GBAN/A1.1Int02 Apr 2001
GBATEKMartin KorthThe definitive guide to all things about the both GBA and DS hardware and then some.Hardware Info.NDSN/A1.0Adv01 Jan 2007
GBATEKMartin KorthAn 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.GBAN/A2.5Adv05 Dec 2007
GBC HardwareReza LotunThis is pretty decent reference document for the Gameboy’s hardware. However, the GBC specific hardware registers aren’t covered.Hardware Info.GBN/A1.0Int27 Nov 2011
Genesis Chat LogsFonzieA collection of logs in which Fonzie explains various aspects of the Genesis.Hardware Info.GENN/A1.0Int04 Dec 2004
Genesis ROM Formatd0nutInfo on the Genesis ROM format.MiscellaneousGENN/A1.1Int17 May 1999
Genesis Technical OverviewOEMThe 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.GENN/A1.0Int14 Nov 2000
GPU informationDoomedA document on the Graphics Processing Unit of the PlayStation.Hardware Info.PSXN/A1.0Int30 Aug 1999
Graphics HackingRedCometA tutorial that covers the basics of graphics hacking using Final Fantasy 1 (US) and Tile Layer Pro as an example.Graphics HackingN/AN/A1.0Beg24 Dec 2005
Grog’s Guide to DMA and HDMA on the SNESGrogThis 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….
AssemblySNESN/A1.0Int01 Jan 2001
GTE informationDoomedA document on the Geometry Transformation Engine of the PlayStation. This is the chip responsible for the 3d calculations.Hardware Info.PSXN/A1.0Int02 Feb 2000
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
Hacking Custom Intros Into SNES ROMsDackRThis 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 HackingSNESN/A1.0Int10 Jul 2018
Hacking NES MusicSliver XA document detailing a method for editing NES music using NSF files.MiscellaneousNESN/A1.0Int28 Jun 2001
Hacking RPG InventoriesThe SpookThis document explains how to hack save states.Cheat CodesN/AN/A1.0Int14 May 2008
Hacking Save StatesThe SpookA general introductory document on the subject of save state hacking.Save State HackingMultipleN/A1.0Beg01 Jan 1998
Hacking Your Way to Superstardom with the NESticle EmulatorAC2kAn old guide to graphics hacking using the Nesticle emulator.Graphics HackingNESN/A1.2Beg14 May 2008
Hex Lessonsolid t-boneThis document explains the basics of hex editing and it’s many uses.MiscellaneousMultipleN/A1.0Beg09 Dec 2002
Homebrew Handbook for SNESGrogThis guide goes over the basics of coding 65816 assembly for the SNES. Only the Introduction and first chapter are complete.AssemblySNESN/A1.0Adv27 Feb 2006
How NES Graphics workyarblesA narative on how the NES displays graphics.Hardware Info.NESN/A1.0Beg27 Jan 1999
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
How to Edit 16×16 tilesDavid TimkoExplains a specific type of storage common to Japanese SNES fonts ranging in size from 12×12 to 16×12.Graphics HackingSNESN/A1.2Beg21 May 2007
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
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
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 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
How To Make Table FilesKevtavAnother guide to making table files.Table FilesMultipleN/A0.10Beg27 Jan 2001
How to start hacking your own ROMsJustin AndersonA guide to changing graphics in games by using the Nesticle emulator.Graphics HackingNESN/A1.0Beg14 Oct 1997
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
IPS PatcherDA simple, fully-commented PHP function to apply IPS patches. Includes support for LunarIPS’s “cut” command and RLE.Source CodeN/AN/A2.0Int03 Jul 2006
ISO/IEC 646 TableJPN TranslationsA table for the ISO/IEC 646 encoding, an older version of ASCII.Table FilesN/AN/A1.0Beg20 Jun 2009
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
Jaguar Docs by Nat! and KKPNat!All of Nat! and KKP’s documents in HTML format and zipped!Hardware Info.JAGN/A1.0Adv30 Mar 1997
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
Kiwibonga's Table-File Making DocKiwibongaA basic tutorial on table creation.Table FilesMultipleN/A1.0Beg30 Oct 2000
Lo/HiROM ConvertDPHP function to convert a SNES HiROM address to LoROM or LoROM address to HiROM.Source CodeSNESN/A2.0Beg03 Jul 2006
Lunar Address C# LibraryFCandChillThis 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 CodeSNESN/A7034093Beg01 Apr 2021
Lz_comp2Haruhiko OkumuraA 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 CodeMultipleN/A2.0Adv10 Apr 1989
Mac HackO_mankoHow to get started if you want to hack using a Mac.MiscellaneousN/AN/A1.0Beg21 Jul 2007
Microsoft Fastfile Package FormatDFFCREATE.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 FormatsPCN/A2006/2/7Int07 Feb 2006
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
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
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