|Mega Man X6 Tweaks Spreadsheet||acediez||An XLSX spreadsheet with all the address, values and ASM modifications to do everything the “Mega Man X6 Tweaks Patcher” project does . Please refer to it for more information.||Game Specific||PSX||Mega Man X6||15||Int||14 May 2018|
|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|
|Programming the Atari 2600||Andrew Davie||This document is for beginners to learn how to develop games for the Atari 2600. It’s a long read but covers a lot of concepts and doesn’t assume that you know everything about programming on this console.||Assembly||2600||N/A||1.0||Int||04 Jan 2006|
|Anomie's SNES Memory Mapping Doc||Anomie||This is a document intended to describe the SNES memory map. It will NOT include information on the MAD-1 or any other address decoder.||Hardware Info.||SNES||N/A||2008-12-21||Int||21 Dec 2008|
|Anomie’s SNES Port Doc||Anomie||This is a document intended to describe the various hardware ports on the SNES. It will not describe how these ports are used by what may be plugged into them.||Hardware Info.||SNES||N/A||2007-04-27||Int||27 Apr 2007|
|Anomie’s Register Doc||Anomie||A nice in depth look at all the SNES hardware registers. This is must have reference material for anybody doing any assembly hacking or homebrew coding for the SNES. This document is the most recent and up to date we have on the SNES registers (as of….||Hardware Info.||SNES||N/A||2007-07-12||Int||12 Jul 2007|
|Anomie's SPC700 Doc||Anomie||In depth information on the SPC700 including a diassembly of the Boot ROM.||Hardware Info.||SNES||N/A||2009-07-19||Int||19 Jul 2009|
|SPC-700 Source||AntiTrack||A commented disassembly of a sound routine.||Source Code||SNES||N/A||1.0||Int||17 Oct 1994|
|AnusP's Advanced Hacking Tutorial||AnusP||One of the first documents to give detailed information on NES and SNES pointers. Still a very valuable resource.||Pointer Hacking||Multiple||N/A||1.2||Int||25 Mar 1998|
|How to find & edit enemy health with FCEUXD||bbitmaster||bbitmaster 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)||Assembly||NES||Ninja Gaiden||1.0||Int||14 May 2008|
|Demystifying Cinepak For Sega||bgvanbur||Provides DEMYST.PDF that gives a thorough break of the Cinepak for Sega CD format. Also included is the reverse engineered source code to the Sega CD codec code that runs on the Genesis (MAINPLAY) and Sega CD (SUBPLAY).||File Formats||SegaCD||N/A||1.0||Int||29 Jan 2012|
|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|
|Ms. Pac-Man (NES) Maze Data Format||BMF54123||Map data & compression info in Ms. Pac-Man.||Game Specific||NES||Ms. Pac-Man (Tengen)||1.0||Int||06 Aug 1999|
|Coding Dictionary/DTE compression routines in SNES roms||Bongo`||A very nice document describing the basics behind implementing a dictionary/DTE compression routine in SNES ROMs.||Assembly||SNES||N/A||1.0||Int||19 Jan 2001|
|Decompression of SNES fonts||Bongo`||A document which discusses a way to find and decompress SNES fonts and graphics.||Assembly||SNES||N/A||1.0||Int||20 Apr 2006|
|Recompression||Bongo`||A helper file to show how to re-compress data. This routine is for Light Fantasy 2. I have seen that some people find it hard recompiling after they may have decompressed game.||Source Code||SNES||Light Fantasy 2||1||Int||20 Apr 2006|
|Silva Saga 2 VWF||Bongo`||I wrote this Variable Width Font routine for Silva Saga 2 and decided to post the source code minus the other game specific stuff. I just wanted to show how a routine can be done efficiently when the game uses a text window buffer as oppose to the 16….||Source Code||SNES||Silva Saga II: The Legend of Light and Darkness||1.0||Int||25 Oct 2008|
|SNES translucency FAQ||Bregalad||This document talks about how translucency works on the SNES, and shows a few examples how to use the hardware to your advantage.||Hardware Info.||SNES||N/A||2.0||Int||21 May 2015|
|How to make raster effects with the NES ?||Bregalad||This document presents how to do raster effects by writing to PPU registers during the frame, without going too much into technical details that are irrelevant when programming a game or tech-demo.
Also, it includes some practical tips to produce ….||Hardware Info.||NES||N/A||2.0||Int||21 May 2015|