|FCEUd, Tutorial #1 (Hacking Character Stats)||Parasyte||Parasyte 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)||Assembly||NES||Metroid||1.0||Int||01 Jan 2003|
|FCEUd, Tutorial #2 (Password Generators)||Parasyte||Parasyte 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)||Assembly||NES||N/A||1.0||Adv||30 Apr 2003|
|FCEUd, Tutorial #3 (Compression in ROMs)||Parasyte||Parasyte 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)||Assembly||NES||The Goonies II||1.0||Adv||30 Apr 2003|
|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|
|NES Rom Expansion 101||TFG||A 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.||Assembly||NES||N/A||1.0||Int||13 Jun 2007|
|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||16 May 2010|
|Grog’s Guide to DMA and HDMA on the SNES||Grog||This 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….
|Assembly||SNES||N/A||1.0||Int||01 Jan 2001|
|Homebrew Handbook for SNES||Grog||This guide goes over the basics of coding 65816 assembly for the SNES. Only the Introduction and first chapter are complete.||Assembly||SNES||N/A||1.0||Adv||27 Feb 2006|
|Sega Genesis Programming Introduction||Fonzie||An introduction to programming the Genesis. English and French versions included.||Assembly||GEN||N/A||1.1||Int||11 Jun 2004|
|Golden Sun Text Compression Workaround||Labmaster||This document describes how the text compression system in Golden Sun can be circumvented using simple assembly techniques.||Assembly||GBA||Golden Sun||2.0||Int||27 Apr 2006|
|Compression - DTE Packer||g8z et al||Possible method to improve DTE performance.||Assembly||NA||N/A||2.0||Int||16 May 2006|
|Text Demo - Source Code||Sparda||Just the sources to a simple “Text to Screen” demo. It should be helpful for beginner
SNES programmers.||Assembly||SNES||N/A||1.0||Beg||17 May 2006|
|The 68000's Instruction Set||Unknown||A 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).||Assembly||GEN||N/A||1.0||Int||None|
|Adding an SNES Intro (with a few clicks)||DQ Translations||This document explains a quick way to go about the process of adding an intro to a game.||Assembly||SNES||N/A||1.0||Int||16 Jun 2006|
|65xx Processor Data||MeMSO||This 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.||Assembly||Multiple||N/A||2.0||Beg||28 Oct 2006|
|Text Routines: Locating them with FCEUXD||RedComet||This takes a look at one method of locating a text routine using FCEUXD. Intended for ASM newbies.||Assembly||NES||N/A||1.0||Beg||25 Sep 2006|
|Saturn Dev Kit Manual||Psygnosis||This is a page-for-page copy of the manual included in the Saturn Development Kit by PSYQ.||Assembly||SAT||N/A||1.0||Int||01 Jan 1996|
|SMB Memory Map||doppelganger||This is a document of the Super Mario Bros. memory map.||Assembly||NES||Super Mario Bros.||2.0||Int||19 Mar 2007|
|PC Engine Assembly docs||Tomaitheous||This bundle includes all the docs for usage of the PCE assembler (MagicKit) and info on the PCE hardware.||Assembly||TG16||N/A||3.21||Int||09 Apr 2005|
|DMA Transfers, Compression, and You||Gideon Zhi||An explanation on how to bypass compression routines to insert and use uncompressed data in your project.||Assembly||SNES||N/A||1.0||Int||06 Aug 2002|