|(6502) Assembly in One Step||Leo Scanlon||A resource guide to 6502 assembly. A good reference tool.||Assembly||NES||N/A||1.0||Int||23 Jul 1997|
|20 Levels of NSF ripping||Gil Galad||A very large and inclusive NSF ripping document translated and re-worked. It includes 20 steps, seven of which have yet to be completed.||Assembly||NES||N/A||0.8||Adv||10 Dec 2005|
|6502 ASM Codes||Bongo`||A nice reference list of opcodes and mnemonics for the 6502 processor.||Assembly||NES||N/A||1.0||Beg||10 Aug 1999|
|6502 Instruction Summary||CricketNE||Complete and detailed list of opcodes and mnemonics for the 6502 processor.||Assembly||NES||N/A||1.0||Beg||01 Mar 2000|
|65816 ASM Tutorial||Sukasa||Well, you’re here to learn ASM, right? You can’t find a good tutorial on google right? Or, you just needed some clarification, right? Good. Time to learn about ASM, how it works, and all that.
Now, you’ve heard about ASM and HDMA an….||Assembly||N/A||N/A||1.0||Adv||20 Feb 2007|
|65816 Programming Primer||Brett Tabke||An in depth look at the 65816 processor. This document is intended to aid those programming the 65816 Processor from The Western Design Center. This chip is the basis for the Apple IIGS, the Creative Micro Designs SuperCPU addon cartridge for the Com….||Assembly||SNES||N/A||1.0||Int||10 Feb 1998|
|65xx Processor Data||MeMSO||This document describes in (almost) full detail exactly how the 65xx processors work. The document contains information for the following CPUs: 6502 (6507, 6510, etc), 65c02, Rockwell 65c02, 65cs02, 65ce02 (4510), HuC6280 and 65c816.||Assembly||Multiple||N/A||2.0||Beg||28 Oct 2006|
|68000 Instruction Set||Damaged Cybernetics||This is a documentation of the 68k instruction set. Might be a good document to check out if you want to know all the op-codes.||Assembly||X68K||N/A||1.0||Adv||23 Oct 1996|
|Adding an SNES Intro (with a few clicks)||DQ Translations||This document explains a quick way to go about the process of adding an intro to a game.||Assembly||SNES||N/A||1.0||Int||16 Jun 2006|
|Alien 3 Music Source Code||Jeroen Tel||This is the music source code donated by Jeroen Tel, the musician and audio programmer of the game. The source code is for the PAL version of the game. Also, the assembler was lost long ago and so it requires a conversion to another public domain ass….||Assembly||NES||Alien 3||1.0||Adv||08 Aug 2010|
|ASM Hacking for Dummies||D||An introduction to assembly language hacking. Pointers, title screen replacement, expansion, and the like are covered.||Assembly||SNES||N/A||1.0||Int||25 Apr 1999|
|ASM Tutorial||Jay||A tutorial written for novices. Includes the basics of assembly language using the 65816 as an example.||Assembly||SNES||N/A||1.0||Int||24 Apr 1998|
|Atari 2600 Memory Map||Kroko||A memory map of the Atari 2600. As you may notice, the memory of the Atari 2600 is very limited.||Assembly||2600||N/A||1.0||Int||08 Sep 2010|
|Bank C3 Compendium||Novalia Spirit||A set of fully commented disassemblies and complementary documents pertaining to bank C3 from the SNES and SFC versions of Final Fantasy VI. The bank handles all of the field menus, as well as ending scenes that are beyond the scope of the event prog….||Assembly||SNES||Final Fantasy III||1.0||Int||11 Jul 2016|
|Boss Weapon Damage Disassembly||PowerPanda||A disassembly of the damage that weapons do to each boss. Created and used in the “Capsule Remix” hack. DarkSamus993 can be listed as contributor.||Assembly||SNES||Mega Man X||1.0||Int||18 May 2017|
|CNROM CHR to MMC3 CHR||infidelity||Here is a document which explains how you may be able to change a ROM with a CNROM mapper to one with a MMC3.||Assembly||NES||N/A||1.0||Adv||26 Nov 2013|
|Coding Dictionary/DTE compression routines in SNES roms||Bongo`||A very nice document describing the basics behind implementing a dictionary/DTE compression routine in SNES ROMs.||Assembly||SNES||N/A||1.0||Int||19 Jan 2001|
|Color Dreams NES Programming Manual||Daniel Lawton||This is the official Color Dreams NES programming manual written by Daniel Lawton. This is a very old and outdated manual from the late 80s, but is still easy to follow. The document will also give you some insight into how Color Dreams programmed th….||Assembly||NES||N/A||1.0||Int||06 Feb 1990|
|Compression - DTE Packer||g8z et al||Possible method to improve DTE performance.||Assembly||N/A||N/A||2.0||Int||16 May 2006|
|Compression of SNES ROMs||Czar Dragon||A document detailing some LZx, sliding window type SNES compression examples.||Assembly||SNES||N/A||1.0||Int||31 Mar 1999|
|Compression Tutorial||Jay||An introduction to several of the most common compression methods.||Assembly||NES||N/A||1.0||Beg||24 Apr 1998|
|Converting SNES pointers to 24-bit||KingMike's Translations||This is a document to explain how to convert SNES 2-byte pointer tables (”absolute addressing”) to 3-byte pointer tables (”long addressing”).||Assembly||SNES||N/A||1.0||Int||24 Jan 2011|
|Custom CHR + Bankswap Routines For MMC1 to MMC3 Conversions||infidelity||Here is a document which explains Custom CHR & Bankswap Routines For MMC1 to MMC3 mapper conversions.||Assembly||NES||N/A||1.0||Adv||27 Jul 2013|
|Decompression of SNES fonts||Bongo`||A document which discusses a way to find and decompress SNES fonts and graphics.||Assembly||SNES||N/A||1.0||Int||20 Apr 2006|
|Disch Explains FF1 Rom Expansion||Disch||Disch explains the basics of expanding Final Fantasy 1 for the NES in a ZMD post.||Assembly||NES||Final Fantasy||1.0||Adv||20 Dec 2005|
|Disch Explains Mapper Changing||Disch||Disch explains ROM mapper changing concepts to Rockman after he requests information on how to change Mega Man to MMC3.||Assembly||NES||Mega Man||1.0||Adv||14 May 2008|
|Disch Explains PPU Writing||Disch||Disch explains the basics of writing background tiles to the PPU in an IRC conversation.||Assembly||NES||N/A||1.0||Adv||17 Dec 2005|
|Disch Explains Stack Basics||Disch||Disch explains the basics of the stack to Spliff in an IRC conversation.||Assembly||NES||N/A||1.0||Adv||14 May 2008|
|DMA Transfers, Compression, and You||Gideon Zhi||An explanation on how to bypass compression routines to insert and use uncompressed data in your project.||Assembly||SNES||N/A||1.0||Int||06 Aug 2002|
|Donkey Kong Disassembly||pditincho||Partial disassembly of Donkey Kong (NES/FC) - WIP - Revision 5.||Assembly||NES||Donkey Kong||0.5||Adv||26 Mar 2012|
|DTE - You can do it, we can help||KingMike's Translations||A document detailing how you can implement DTE compression in your NES hacks, saving space and resulting in a potentially more professional reading hack.||Assembly||NES||N/A||2.0||Int||05 Jun 2008|
|Dual-Tile Encoding: NES/Famicom Implementation||RedComet||A document describing one method of implementing Dual-Tile Encoding in an NES game.||Assembly||NES||N/A||1.00||Beg||01 Dec 2006|
|FCEUd, Tutorial #1 (Hacking Character Stats)||Parasyte||Parasyte gently introduces the FCEUd interface and ASM hacking techniques. Romhackers will learn to modify the jump height of Samus in the original Metroid. (Applies equally to FCEUXD SP debugging)||Assembly||NES||Metroid||1.0||Int||01 Jan 2003|
|FCEUd, Tutorial #2 (Password Generators)||Parasyte||Parasyte continues his FCEUd hacking explination and this time delves into reverse engineering NES password generators. Romhackers will apply techniques on an Adams Family game. (Applies equally to FCEUXD SP debugging)||Assembly||NES||N/A||1.0||Adv||30 Apr 2003|
|FCEUd, Tutorial #3 (Compression in ROMs)||Parasyte||Parasyte explains how to use FCEUd to locate and reverse engineer graphics compression in NES roms. Hackers will see a real world example on The Goonies II. (Applies equally to FCEUXD SP debugging)||Assembly||NES||The Goonies II||1.0||Adv||30 Apr 2003|
|FF6 Event Dump||Imzogelmo||The event dump of Final Fantasy VI, with all the code and related explanations of what the code does for events in the game. It is a product of the Event Disassembler from Yousei and Flobster’s FF3Edit utility and is a must have for people tryin….||Assembly||SNES||Final Fantasy III||1.0||Int||27 Feb 2011|
|FF6 SNES $C3 Bank rellocatable source code||Traducciones Magno||This document belongs to a bigger project I started some months ago: a SNES FF6 re-translation in order to improve dialogues, graphics and menus. In addition, all bugfixes should be included to provide gamer the best of experiences.
When I started….||Assembly||SNES||Final Fantasy III||1.0||Int||25 Oct 2013|
|First PS ASM Doc for Hacking||Skeud||A step by step tutorial on some PSX hacking essentials including finding compressed font data, finding the compression routine, understanding the routine (asm), and more using Legend of Mana as an example. This will give you some fundamental knowledg….||Assembly||PSX||Legend of Mana||1.0||Int||31 Aug 2001|
|Gameboy ASM Hacking Guide||evo||A set of four documents (three are in Italian, one in English) with information on performing assembly level hacks to R-Type II.||Assembly||GB||R-Type II||1.0||Adv||14 Dec 2005|
|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|
|Golden Sun Text Compression Workaround||Labmaster||This document describes how the text compression system in Golden Sun can be circumvented using simple assembly techniques.||Assembly||GBA||Golden Sun||2.0||Int||27 Apr 2006|
|gradius 3 disassembly of bank $00||[J]||Complete disassembly of Bank $00. Only bank $00 and $02 has assembly.||Assembly||SNES||Gradius III||1.0||Int||12 Jan 2019|
|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|
|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|
|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 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 find & edit enemy health with FCEUXD||bbitmaster||bbitmaster explains how to locate and edit enemy health in almost any game with FCEUXD. Hackers will apply this knowledge on Ninja Gaiden 1. (Applies equally to FCEUXD SP debugging)||Assembly||NES||Ninja Gaiden||1.0||Int||14 May 2008|
|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|
|Knuckles' Chaotix Disassembly & Toolkit||Sonic Retro||This is a Knuckles’ Chaotix disassembly and toolset.
Any and all content presented in this repository is presented for informational and educational purposes only.
Commercial usage is expressly prohibited. Sonic Retro claims no ….||Assembly||32X||Knuckles' Chaotix||1.0||Int||06 Dec 2013|