|Mega Man Sound Disassembly||Bisqwit||Reassembleable commented music/sound disassembly of Mega Man 1. Everything lies in bank 4.
This file can be assembled into IPS or O65 using Nescom and then reinserted into the ROM with a tool of….||Game Specific||NES||Mega Man||1.0||Adv||27 Sep 2010|
|Mega Man II Sound Disassembly||Bisqwit||Reassembleable commented music/sound disassembly of Mega Man 2. Everything is in bank 12 (0C).
This file can be assembled into IPS or O65 using Nescom and then reinserted into the ROM with a tool….||Game Specific||NES||Mega Man 2||1.0||Adv||27 Sep 2010|
|NES APU Sound Hardware Reference||Blargg||This is a useful programmer reference of the Nintendo Entertainment System’s sound hardware.||Hardware Info.||NES||N/A||1.0||Adv||30 Jun 2004|
|Blargg’s S-DSP Timer Glitch Explanation||Blargg||An email detailing Blargg’s discoveries regarding a glitch in the S-DSP timers when the target is written just when the internal counter is ticked.||Hardware Info.||SNES||N/A||2007-03-31||Adv||31 Mar 2007|
|FEDS (U) Hacking Documentation||Blazer||This includes documentation on the files of FEDS as well as a Character, Class, and Item Editor that will edit one of the files found in the decompiled ROM. It also includes random notes on the data in the game amongst many other things that help in ….||Game Specific||NDS||Fire Emblem: Shadow Dragon||1.2||Beg||19 Apr 2009|
|Fire Emblem: Ultimate Tutorial||Blazer||This tutorial by Blazer was once the-all-end-all tutorial on hacking GBA Fire Emblem. However, it has not been updated since 2013 and was originally created in 2010. Newer methods for hacking have risen and obsoleted this tutorial. However, it is sti….||Game Specific||GBA||Fire Emblem||2.0||Beg||08 Jul 2010|
|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|
|Desert Falcon Source||Bob Polaro||Original source code to the Atari 2600 game Desert Falcon.||Source Code||2600||Desert Falcon||1.0||Adv||23 Nov 1985|
|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|
|6502 ASM Codes||Bongo`||A nice reference list of opcodes and mnemonics for the 6502 processor.||Assembly||NES||N/A||1.0||Beg||10 Aug 1999|
|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|
|FF1 Magic Notes||Bongo`||While helping a fellow hacker with other stuff in the game, I came across this data that I didn’t see in ff1bytes.zip. So I decided to upload what I found HOPING no one has submitted such info already. Enjoy!||Game Specific||NES||Final Fantasy||.90||Beg||01 Apr 2008|
|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|
|NTSC 2C02 Technical Reference||Brad Taylor||Low level details of the NES PPU, including timing info. A must-have for emu devers.
Note: The blurb about MMC3 IRQ operation is incorrect.||Hardware Info.||NES||N/A||5th Releas||Adv||23 Apr 2004|
|Famicom Disk System Technical Reference||Brad Taylor||This is a Famicom Disk System technical reference document and there is also a BIOS disassembly included.||Hardware Info.||FDS||N/A||1.0||Adv||23 Apr 2004|
|FDS Loader Documentation||Brad Taylor||This package has detailed information on how to create your own FDS loader modifications to your FDS and has the software included. The disk loading functions are emulated through the software.
This archive is extremely useful to make your own l….||Hardware Info.||FDS||N/A||1.0||Adv||21 Nov 2002|
|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|
|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|
|GBA "Sappy" sound engine information||Bregalad||This documentation contains info about the “sappy” sound engine that the vast majority of commercial GBA games uses.||Miscellaneous||GBA||Multiple Games||1.4||Int||25 Mar 2016|