|Paper Mario: The Thousand-Year Door Text Dump (Raw)||Rew||This is a document laying out the entirety of the text in the North American edition of Paper Mario: The Thousand-Year Door. This version contains control codes, however a cleaned-up version without codes is also available on this website.
….||Game Specific||GC||Paper Mario: The Thousand-Year Door||1.02||Beg||19 Jan 2015|
|PC Engine Assembly docs||Tomaitheous||This bundle includes all the docs for usage of the PCE assembler (MagicKit) and info on the PCE hardware.||Assembly||TG16||N/A||3.21||Int||09 Apr 2005|
|PC Engine hardware info||OEM||These 3 documents contain info on the PC Engine’s Video Color Encoder(VCE), CPU memory layout, and the Video Display Controller (VDC).||Hardware Info.||TG16||N/A||1.0||Int||01 Oct 2005|
|PC Engine Programmable Sound Generator||Paul Clifford||As the title suggests, this covers the PC Engine’s programmable sound generator. All(?) of the PSG’s registers are covered.||Hardware Info.||TG16||N/A||1.0||Int||04 Jan 2008|
|PC-Engine Video Display Controller Documentation||Emanuel Schleussinger||A relatively detailed reference of all of the PC Engine’s VDC registers and capabilities. Thus far, this is the only document that covers all of the VDC’s registers in depth.||Hardware Info.||TG16||N/A||0.3||Int||01 Feb 1998|
|PDS 6502 Programming Manual||OEM||PDS or Programmer Development Systems is the name of a hardware and software development kit by a company of the same name. Both the software and the hardware including a PC, PCB and custom software work together as one and won’t function withou….||Assembly||Multiple||N/A||1.0||Int||12 Feb 2011|
|Phantasy Star (Classic Series) Hacking Guide||GhaleonUnlimited||Want to make some your own changes to the classic Phantasy Star games? Think the PS hacks out there all suck?
Thanks to dedicated fans, each PS game has been disassembled, meaning that no programming skills are needed to make your perfect version!….||Miscellaneous||GEN||Phantasy Star IV: The End of the Millennium||1.0||Beg||16 Jan 2021|
|Phantasy Star Disassembly||lory1990||Disassembly of Phantasy Star for Sega Master System.||Source Code||SMS||Phantasy Star||1.0||Adv||23 Aug 2019|
|Phantasy Star II Disassembly||lory1990||This is a disassembly for the US/EU version of Phantasy Star II. It targets the Macro Assembler AS.
The ASM code produces a byte-perfect copy of the original US/UE ROM.
The code can be changed freely without worrying about shifting data since e….||Source Code||GEN||Phantasy Star II||1.0||Adv||23 Aug 2019|
|Phantasy Star III Disassembly||lory1990||This is a disassembly of the UE version of Phantasy Star III. It can be re-assembled using the Macro Assembler AS which was modified to make writing both M68K and Z80 code easier on the Mega Drive/Genesis.
Many pointers and offsets were labelled i….||Source Code||GEN||Phantasy Star III: Generations of Doom||1.0||Adv||23 Aug 2019|
|Phantasy Star IV Disassembly||lory1990||This is a disassembly of Phantasy Star IV: The End of the Millennium. It can be re-assembled using the Macro Assembler AS which is already included in the package.
Pointers and Offsets are calculated by the assembler allowing you to expand or redu….||Source Code||GEN||Phantasy Star IV: The End of the Millennium||1.0||Adv||23 Aug 2019|
|Pharaoh Man AI||coldIced||This document explains, line-by-line, a disassembly of Pharaoh Man’s AI in Mega Man 4. It also has a list of RAM locations used by the routine.||Game Specific||NES||Mega Man 4||1.0||Int||27 Sep 2010|
|Pitfall! Disassembly||Thomas Jentzsch||Disassembly of the game Pitfall!. Use DASM and vcs.h to compile.||Source Code||2600||Pitfall!||1.0||Adv||04 Sep 2010|
|Playstation Pointers||ambyra||A general guide for PlayStation game translation with a focus on finding pointers. Uses SD Gundam G Century as a base.||Pointer Hacking||PSX||SD Gundam: G Century||A||Int||15 Dec 2007|
|PlayStation Video Format (STR)||Michael Sabin||Sony PlayStation videos, usually with the extension STR, MOV, or BIN, contain compressed video data similar to an MPEG1 movie. They also contain interleaved audio using a unique form of Adaptive Differential Pulse Code Modulation (ADPCM) compression…..||File Formats||PSX||N/A||1.1||Int||01 Mar 2013|
|Pocahontas Music Source Code||Jeroen Tel||This source code was donated by Jeroen Tel, the composer and audio programmer for the game. Unfortunately, most of the tools are missing in this package. Some tools may need to be written to use the code.||Source Code||SNES||Pocahontas||1.0||Adv||27 Jan 1996|
|Pokémon Gold/Silver Scripting Compendium||Tauwasser||A compendium providing an overview of all the scripting codes present in Pokémon Gold and Silver.
Gives brief statements of scripting codes and additional information, e.g. asm routine offsets, lists, tables etc.||Game Specific||GB||Multiple Games||1.0||Int||21 Jul 2006|
|Pokémon GSC Supplment||Maximum Potion||This guide is meant to supplement Giegue’s guide to hacking the Gold, Silver, and Crystal versions of Pokémon. It contains data on how to edit the starter Pokémon, how to change the attacks of enemy Pokémon and more information on trainers an….||Game Specific||GB||Multiple Games||1.1||Beg||01 Jan 2008|
|Pokemon Red Tileset Configuration||Lin||A short document I wrote on how the Pokemon Red tilesets work. It also works for Pokemon Blue, but I’m pretty sure the addresses are different.||Miscellaneous||GB||Pokémon: Red Version||1.0||Beg||09 Oct 2009|
|Pokemon Red/Blue Pokedex Data Structure||Sawakita||A simple doc on how info displayed in a pokedex page are stored.||Miscellaneous||GB||Pokémon: Blue Version||1.0||Beg||15 Sep 2010|