Title ![]() | Author | Description | Category | Platform | Game | Ver | Level |
|---|---|---|---|---|---|---|---|
| ZSNES Savestate SPC Format | _Demo_ | This is a detailed look at the SPC portion of the ZSNES savestate. This is invaluable information for anybody trying to learn some SPC700 hacking skills. The companion general ZSNES savestate format document can also be found right here at…. | Save State Hacking | SNES | N/A | Unknown | Int |
| ZSNES Savestate Format | ZsKnight | Straight from the creator himself, this is the ZSNES save state format documentation. This is a must have for serious save state hackers! | Save State Hacking | SNES | N/A | Unknown | Beg |
| Zelda Overworld Color Hacking | Dr. Floppy | Entry-level guide to altering the overworld palettes of The Legend of Zelda. (MSWord document with embedded PNG’s.) | Palette Hacking | NES | The Legend of Zelda | 1.0 | Beg |
| Zelda I Docs | Night Dragon | A basic guide to Zelda map hacking. | Game Specific | NES | The Legend of Zelda | 1.0 | Int |
| Zelda Hacking Tutorial | DreamWave Games | A guide to hacking Zelda. | Game Specific | NES | The Legend of Zelda | 1.4 | Beg |
| Zelda Decompression Code | Piken | A commented trace log of the Zelda graphics decompression routine. | Game Specific | SNES | The Legend of Zelda: A Link to the Past | 1.0 | Int |
| Zelda 3 Sprite Sheet | Erockbrox | This is an excel sprite sheet that I made while working on the Zelda 3 hack: Quest for Calatia along with Zack (Gamemakr24). The goal was to take all of the sprites in the game and to test them in three specific areas to document their functionality….. | Game Specific | SNES | The Legend of Zelda: A Link to the Past | 1.0 | Beg |
| Zelda 3 Documentation | MathOnNapkins | Contains extensive information on VRAM, SRAM, RAM, and ROM maps. The most comprehensive package of information available for the SNES version of the game. | Game Specific | SNES | The Legend of Zelda: A Link to the Past | 6.0 | Int |
| zdawg's NES ROM Hacking Document | ZackMan | Covers several different aspects of ROM hacking. | Text Hacking | NES | N/A | 0.65 | Beg |
| Ys III DTE | KingMike's Translations | Using Ys III as an example, KingMike walks you through the steps of implementing DTE compression in a NES game. | Assembly | NES | Ys III: Wanderers from Ys | 1.1 | Beg |
| Yet Another Sega Genesis VDP Document | DevSter | Aimed at beginners, this covers the Genesis’ VDP. | Hardware Info. | GEN | N/A | 1.0 | Beg |
| Yars' Revenge Disassembly | Dennis Debro | Disassembly for the game Yars’ Revenge. Compile with DASM and vcs.h version 105 or greater. | Source Code | 2600 | Yars' Revenge | 1.0 | Adv |
| Xcalibur's Pointer Document | Xcalibur | A nice condensed document aimed at those wishing to master the art of SNES pointers. | Pointer Hacking | SNES | N/A | 1.1 | Int |
| WS Tech 2.3 | dox | The Wonderswan/Color technical notes from the Cygne website. | Hardware Info. | WS | N/A | 2.3 | Adv |
| Winter Gold Music Source Code | Jeroen Tel | This source code was donated by Jeroen Tel, composer and audio programmer for the game. The original tools and assembler were lost for this game. A conversion or custom tool would need to be made to assemble. | Source Code | SNES | Winter Gold | 1.0 | Adv |
| Windwaker's Kirby's Adventure Notes | Windwaker | This is Windwaker’s notes for Kirby’s Adventure. | Game Specific | NES | Kirby's Adventure | 1 | Beg |
| WindThunder Script Format | D | This is a script file format, and while it contains dialogue, ’script’ in this example refers more to scripted actions. The extensions for this format are .SC0 or .SC1. The scripts are generated by WindThunder’s in-house event editor. | File Formats | PC | Multiple Games | 2006/2/7 | Int |
| WindThunder Package File Format | D | WindThunder Package Files are used for graphics storage in Heroine Anthem I&II, and possibly in a few other titles from WindThunder. Their proper extension is ‘.bin.’ | File Formats | PC | Multiple Games | 2006/2/7 | Int |
| WindThunder ANI_FILE V1.0 Format | D | All animations in WindThunder’s Heroine Anthem I&II are stored in the proprietary ANI_FILE format. Their extension is usually .APS, .000 or .001. The ANI_FILE format is a running format designed to be streamed and played in real time. It’s a l…. | File Formats | PC | Multiple Games | 2006/2/7 | Int |
| WindThunder AMP_File V1.0 Format | D | AMP files are WindThunder’s transparent PCX format used in Heroine Anthem I&II. Their extension is usually .AMP, .000 or .001. | File Formats | PC | Multiple Games | 2006/2/7 | Int |
