|Super Mario Brothers 1 Level Map Bytes||S. K. Dumbbus||Super Mario Brothers 1 Level Map Bytes is intended to be used to remap the levels of Smb1 in any hex editor preferably hex workshop or a equivalent hex editor.||Game Specific||NES||Super Mario Bros.||1.0||Adv||19 Apr 2008|
|Super Mario Bros. Music Hacking Guide (New Version)||w7n||This is a guide to Super Mario Bros Music Hacking. Partly based on Dr.Floppy’s guide, with many new stuff added, including ‘envelope editing’ which is important.||Game Specific||NES||Super Mario Bros.||1.3||Int||25 Sep 2012|
|Super Mario Brothers High Level Disassembly||Movax12||This is a revision of smbdis.asm that uses structured code and high-level constructs where possible. This was a project intended to: test and refine the macro code with a real world assembly program, demonstrate it’s usefulness, and to share an ….||Source Code||NES||Super Mario Bros.||1.1||Int||01 Feb 2013|
|Super Mario Bros. Assembly MMC1 Conversion||Setz||Nobody should have to hack the binary of SMB. A lot of newer hackers have trouble understanding adding a mapper to a game that never had one.
I added some init routines, shuffled some routines around, and made SMB1 use the MMC1 mapper (easily repr….||Assembly||NES||Super Mario Bros.||1.0||Int||04 Apr 2017|
|SMB Title Screen Editor - English Manual||NesDraug||If you install the english version of SMB Title Screen Editor by βetaWorld you’ll most likely get some gibberish letters. This manual explain what every button does.
SMB Title Screen Editor:
https://www.romhacking.net/reviews/3400/#review||Graphics Hacking||NES||Super Mario Bros.||1.0||Beg||11 Jul 2019|
|Super Mario Bros. 2 FDS Disassembly||Beneficii||This is a disassembly of the FDS game, Super Mario Bros. 2. There are a lot of custom tools to help finish the project. There are no original files from the game. You must supply those in order for a assembled game to function.||Source Code||FDS||Super Mario Bros. 2||1.0||Adv||21 Sep 2007|
|smb2jdis||doppelganger||A comprehensive disassembly of the program files of Super Mario Bros. 2 from Japan.||Source Code||FDS||Super Mario Bros. 2||1.0||Int||20 Apr 2013|
|SMB3 Level and Pointer Data||Quick Curly||This document is for the NES version of SMB3. It basically explains how to change the data of the level pointers so that you can make Mario go to any level you want from any level you want. This document provides you visually easy-to-understand data…..||Game Specific||NES||Super Mario Bros. 3||1.0||Beg||27 Aug 2008|
|SMB3 Object Data & Enemy Data Orders||Quick Curly||This document is for Super Mario Bros. 3 for the NES.
There is nothing really “new” in this document. I made it to organize the enemy data and object data as it appears in the SMB3 ROM. This is useful if you intend to expand the enemy da….||Game Specific||NES||Super Mario Bros. 3||1.0||Beg||25 Feb 2009|
|SMB3 Enemy Document (Organized)||Blue Finch||If you’ve ever been frustrated trying to find the right cheep-cheep, koopa, or other enemy in the SMB3 Workshop bank, then this document will help you.
Neatly arranged by their groups, and o….||Game Specific||NES||Super Mario Bros. 3||1.2||Beg||28 Jul 2018|
|SMB3 — Beyond Pipes||Blue Finch||Super Mario Bros 3 hackers now have a stable and relatively easy method of creating alternate paths and secret exits to different paths in their overworld maps, with the help of this document.
Using unused pipe-sets in the game, the maker will sim….||Game Specific||NES||Super Mario Bros. 3||1.0||Int||31 Jul 2018|
|SMB3 - Custom Boss Battle Levels||Blue Finch||Create custom boss battle levels in SMB3.
How? Using unused stock levels, we will modify a few things, then the level will be treated as a Hammer Bro level. That means that once the enemies are dead, the treasure chest appears.
Why do something….||Game Specific||NES||Super Mario Bros. 3||1.4||Int||25 Feb 2019|
|Frank15’s Super Mario Land Notes||Frank Maggiore||Frank15’s notes on how to hack Super Mario Land including level and enemy information.||Game Specific||GB||Super Mario Land||1.0||Beg||28 May 2007|
|Super Mario RPG Bytes||Weasel||A document containing various bits of data on Super Mario RPG.||Game Specific||SNES||Super Mario RPG: Legend of the Seven Stars||1.0||Beg||02 Apr 2006|
|Super Mario RPG ROM Offsets||giangurgolo||Extensive list of offsets for various data, ranging from sound to decompression routines.||Game Specific||SNES||Super Mario RPG: Legend of the Seven Stars||1.0||Int||27 Dec 2006|
|Super Mario RPG RAM addresses||giangurgolo||List of RAM addresses used by SMRPG and their function; very detailed.||Game Specific||SNES||Super Mario RPG: Legend of the Seven Stars||1.0||Int||27 Dec 2006|
|Super Mario RPG Byte References||giangurgolo||Long list of categorized bytes used to reference enemies, sound effects, graphics, etc.||Game Specific||SNES||Super Mario RPG: Legend of the Seven Stars||1.0||Beg||29 Dec 2006|
|Super Mario RPG Hacking Docs||giangurgolo||A large group of documents and resources for hacking SM:RPG. Has offsets, routines, commented disassembly, tutorials, and more.
Archived from http://giangurgolo.home.att.net/smrpg/||Game Specific||SNES||Super Mario RPG: Legend of the Seven Stars||1.0||Int||16 Jun 2007|
|Super Mario RPG Text Dump (Raw)||Rew||This is a document laying out the entirety of the text in the North American edition of Super Mario RPG: Legend of the Seven Stars. This version contains control codes, however a cleaned-up version without codes is also available on this websi….||Game Specific||SNES||Super Mario RPG: Legend of the Seven Stars||1.04||Beg||19 Jan 2015|
|Super Mario RPG Text Dump (Clean)||Rew||This is a document laying out the entirety of the text in the North American edition of Super Mario RPG: Legend of the Seven Stars. This is a cleaned-up version, removing control codes and other bits of data for easier perusal.
Best if view….||Game Specific||SNES||Super Mario RPG: Legend of the Seven Stars||1.02||Beg||19 Jan 2015|