TIM Graphic Formats 1.0 | Klarth | This is an indispensable resource for anyone interested in learning to work with 2D PlayStation graphics. | Graphics Hacking | PSX | N/A | 1.0 | Adv | 19 Jan 2003 |
TMD Graphics Format | Ricardo Reis | A technical look at the Playstation’s 3d graphics format. | Graphics Hacking | PSX | N/A | 1.0 | Adv | 18 Aug 2007 |
TMD Packet List Format | Ricardo Reis | A document detailing the Playstation’s 3d graphics format. | Graphics Hacking | PSX | N/A | 1.0 | Adv | 22 Aug 2007 |
SNES Palette Format | Jay | A document on the SNES palette format, and converting colors between it and standard RGB24 format. | Palette Hacking | SNES | N/A | 1.0 | Adv | 24 Apr 1998 |
Super Mario Bros NES R.Eng Project | F.H. | A notated disassembly of Super Mario Bros. | Game Specific | NES | Super Mario Bros. | 1.0 | Adv | 18 Jul 2000 |
Record of the Lodoss War R'Engineer Notes | F.H. | An explanation of the compression and storage of text in the Record of Lodoss War. Extremely thorough. | Game Specific | SNES | Lodoss Tou Senki | 1.2 | Adv | 30 Jun 2000 |
Quick CDrom explanation | Doomed | A very technical document on the PSX CD ROM drive. | Hardware Info. | PSX | N/A | 1.0 | Adv | 01 Jan 2000 |
NES Rom Expansion 102 | TFG | TFG finishes his two-part explanation of NES rom expansion basics with a real world application on the game Dig Dug. | Assembly | NES | N/A | 1.0 | Adv | 20 Oct 2004 |
Chrono Trigger Compression | Geiger | A document pertaining to compression in the Chrono Trigger rom. | Game Specific | SNES | Chrono Trigger | 20031216 | Adv | 16 Dec 2003 |
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 |
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 |
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 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 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 |
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 |
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 |
SNES Chip Labels | Piken | A document outlining the actual chip markings found on the SNES circuit board. Also has chip information for various special chip cart games with the SuperFX, DSP, SA-1 and other chips. Very useful to help obtain chip data sheets and other informatio…. | Hardware Info. | SNES | Multiple Games | 2004-04-04 | Adv | 04 Apr 2004 |
Pseudo 16x16 Tiles | Piken | Detailed information on a special type of graphics storage used by Mario World, Zelda: ALTTP, Super Metroid and other SNES games. This has to do with level layout. | Graphics Hacking | SNES | Multiple Games | 2004-04-04 | Adv | 04 Apr 2004 |
SNES Layering Explained | Piken | This is some advanced information on layering and color math in SNES background modes 0 and 1.
An Image to go along with document can be found on author’s homepage. | Hardware Info. | SNES | N/A | 2004-04-04 | Adv | 04 Apr 2004 |