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(21 to 40) of 716 Results
TitleAuthorDescriptionCategory AscendingPlatformGameVerLevelDate
FCEUd, Tutorial #1 (Hacking Character Stats)ParasyteParasyte gently introduces the FCEUd interface and ASM hacking techniques. Romhackers will learn to modify the jump height of Samus in the original Metroid. (Applies equally to FCEUXD SP debugging)AssemblyNESMetroid1.0Int01 Jan 2003
FCEUd, Tutorial #2 (Password Generators)ParasyteParasyte continues his FCEUd hacking explination and this time delves into reverse engineering NES password generators. Romhackers will apply techniques on an Adams Family game. (Applies equally to FCEUXD SP debugging)AssemblyNESN/A1.0Adv30 Apr 2003
FCEUd, Tutorial #3 (Compression in ROMs)ParasyteParasyte explains how to use FCEUd to locate and reverse engineer graphics compression in NES roms. Hackers will see a real world example on The Goonies II. (Applies equally to FCEUXD SP debugging)AssemblyNESThe Goonies II1.0Adv30 Apr 2003
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 Gaiden1.0Int14 May 2008
NES Rom Expansion 101TFGA nice guide to expanding NES ROMs using mapper 0 as a hands on example and offering notes on how you might handle some other mappers.AssemblyNESN/A1.0Int13 Jun 2007
Ys III DTEKingMike's TranslationsUsing Ys III as an example, KingMike walks you through the steps of implementing DTE compression in a NES game.AssemblyNESYs III: Wanderers from Ys1.1Beg16 May 2010
Grog’s Guide to DMA and HDMA on the SNESGrogThis guide explains DMA on the SNES and gives an example of how to use it. A few details are incorrect.
  • ROM-RAM example uses the wrong DMA mode.
  • Incorrect phrase: “you can actually use one HDMA transfer over multiple frames….
AssemblySNESN/A1.0Int01 Jan 2001
Homebrew Handbook for SNESGrogThis guide goes over the basics of coding 65816 assembly for the SNES. Only the Introduction and first chapter are complete.AssemblySNESN/A1.0Adv27 Feb 2006
Sega Genesis Programming IntroductionFonzieAn introduction to programming the Genesis. English and French versions included.AssemblyGENN/A1.1Int11 Jun 2004
Golden Sun Text Compression WorkaroundLabmasterThis document describes how the text compression system in Golden Sun can be circumvented using simple assembly techniques.AssemblyGBAGolden Sun2.0Int27 Apr 2006
Compression - DTE Packerg8z et alPossible method to improve DTE performance.AssemblyN/AN/A2.0Int16 May 2006
Text Demo - Source CodeSpardaJust the sources to a simple “Text to Screen” demo. It should be helpful for beginner SNES programmers.AssemblySNESN/A1.0Beg17 May 2006
The 68000's Instruction SetUnknownA nice reference for the 68000’s instruction set. It does not, however, include things such as the opcode bit-patterns (the hexadecimal encoding for the instructions).AssemblyGENN/A1.0Int03 Nov 1996
Adding an SNES Intro (with a few clicks)DQ TranslationsThis document explains a quick way to go about the process of adding an intro to a game.AssemblySNESN/A1.0Int16 Jun 2006
65xx Processor DataMeMSOThis document describes in (almost) full detail exactly how the 65xx processors work. The document contains information for the following CPUs: 6502 (6507, 6510, etc), 65c02, Rockwell 65c02, 65cs02, 65ce02 (4510), HuC6280 and 65c816.AssemblyMultipleN/A2.0Beg28 Oct 2006
Text Routines: Locating them with FCEUXDRedCometThis takes a look at one method of locating a text routine using FCEUXD. Intended for ASM newbies.AssemblyNESN/A1.0Beg25 Sep 2006
Saturn Dev Kit ManualPsygnosisThis is a page-for-page copy of the manual included in the Saturn Development Kit by PSYQ.AssemblySATN/A1.0Int01 Jan 1996
SMB Memory MapdoppelgangerThis is a document of the Super Mario Bros. memory map.AssemblyNESSuper Mario Bros.2.0Int19 Mar 2007
PC Engine Assembly docsTomaitheousThis bundle includes all the docs for usage of the PCE assembler (MagicKit) and info on the PCE hardware.AssemblyTG16N/A3.21Int09 Apr 2005
DMA Transfers, Compression, and YouGideon ZhiAn explanation on how to bypass compression routines to insert and use uncompressed data in your project.AssemblySNESN/A1.0Int06 Aug 2002
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