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(101 to 120) of 600 Results
TitleAuthorDescriptionCategoryPlatformGame DescendingVerLevel
Gameboy ASM Hacking GuideevoA set of four documents (three are in Italian, one in English) with information on performing assembly level hacks to R-Type II.AssemblyGBR-Type II1.0Adv
Pole Position SourceOEMAppears to be the original source code for the game Pole Position.Source Code2600Pole Position1.0Adv
Pokemon Red Tileset ConfigurationLinA 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.MiscellaneousGBPokémon Red1.0Beg
Hacking Wild Pokemon EncountersTzepishInformation on changing wild pokemon encounters in Pokemon Crystal.Game SpecificGBPokémon Crystal.4Beg
Pokemon Red/Blue Pokedex Data StructureSawakitaA simple doc on how info displayed in a pokedex page are stored.MiscellaneousGBPokémon Blue1.0Beg
Pocahontas Source CodeOEMPocahontas is a game programmed and published by a Taiwanese company called Super Game. Not long ago the source code was released to the public for this game. The game was programmed by maxzhou88. I believe it assembles with 2500AD.Source CodeNESPocahontas1.0Adv
Pocahontas Music Source CodeJeroen TelThis 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 CodeSNESPocahontas1.0Adv
Pitfall! DisassemblyThomas JentzschDisassembly of the game Pitfall!. Use DASM and vcs.h to compile.Source Code2600Pitfall!1.0Adv
Compression - Phantasy Star Gaideng8z et alA bitmap ASM trace with sample source code.Source CodeGGPhantasy Star Gaiden2Int
Compression - Phantasy Starg8z et alRLE bitplane grouping. Font replacement trace.Source CodeSMSPhantasy Star2Int
Overlord Music Source CodeJeroen TelThis music code for the game Overlord was donated by Jeroen Tel, the musician and audio programmer for the game. This code has some proprietary macros but shouldn’t be too difficult to convert to modern public domain assemblers. The assembler wa….Source CodeNESOverlord1.0Adv
Outlaw DisassemblyManuel PolikDisassembly for the Atari 2600 game, Outlaw. Compiles with DASM.Source Code2600Outlaw1.0Adv
Nuts & Milk DataelbobeloHere is a list of all the data for Nuts & Milk. From level data to sound data, he was working on a hack that was title “Donkey Kong 2″ to show off the ASM, sound and level changes, it’s at the following link… [url]http:….Game SpecificNESNuts & Milk1.0Beg
An Introductory Guide to Hacking Nintendo World CupDacicusThis PDF document presents offsets and descriptions for much of the data needed to hack Nintendo World Cup, including team statistics, graphics, palettes, and passwords. It also contains information about RAM addresses that may be useful to hackers, ….Game SpecificNESNintendo World Cup1.00Beg
How to find & edit enemy health with FCEUXDbbitmasterbbitmaster 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)AssemblyNESNinja Gaiden1.0Int
Night DriverDennis DebroDisassembly of the game Night Driver. Compiled with DASM, vcs.h version 105 and greater, and macro.h.Source Code2600Night Driver1.0Adv
NBA Hangtime Music Source CodeJeroen TelThis source code was donated by Jeroen Tel, audio programmer and composer for the game. This source code includes tools that are used by Chip Level Designs Music Cart. It’s a SNES music cart that plugs into a SNES and has a parallel port and ….Source CodeSNESNBA Hangtime1.0Adv
Game Genie DocSnowBroThe contents of an email written by SnowBro detailing a method of making GameGenie codes permanant.Cheat CodesNAN/A1.0Beg
Console Graphics DocumentKlarthDescriptions of graphics storage methods for the NES, SNES, NGPC, Virtual Boy, SMS, Game Gear, WSC, and Genesis.Graphics HackingMultipleN/A0.7Int
Editing Fonts without the Aid of a Graphics EditorPartial TranslationsA document explaining how to edit bitplane fonts with a hex editor.Graphics HackingMultipleN/A1.0Int
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