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(1 to 20) of 692 Results
TitleAuthorDescriptionCategoryPlatformGameVerLevelDate Ascending
Decompression of SNES fontsBongo`A document which discusses a way to find and decompress SNES fonts and graphics.AssemblySNESN/A1.0IntNone
Playstation pointersambyraA general guide for playstation game translation with a focus on finding pointers. Uses SD Gundam GCentury as a base.Pointer HackingPSXSD Gundam: G CenturyAIntNone
River City Ransom Password Algorithmj. mcmahanThis text provides a description of the password algorithm for the NES version of River City Ransom. The information provided should allow the reader to generate passwords for a desired set of character data, or to determine the character data ass….Game SpecificNESRiver City Ransom0.0IntNone
Cartridge InterfaceNat!Detailed instructions on how the Jaguar handles cartridge data.Hardware Info.JAGN/A1.11AdvNone
RecompressionBongo`A helper file to show how to recompress data. This routine is for Light Fantasy 2. I have seen that some peple find it hard recompiling after they may have decompressed game.Source CodeSNESLight Fantasy 21IntNone
Stunt Race FX Hacking NotesMatrixzThis document contains various hacking information, including ROM data offsets, track data, and RAM locations.Game SpecificSNESStunt Race FX2.0BegNone
Pokemon Red/Blue Pokedex Data StructureSawakitaA simple doc on how info displayed in a pokedex page are stored.MiscellaneousGBPokémon: Blue Version1.0BegNone
Mega Man Sound DisassemblyBisqwitReassembleable 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 SpecificNESMega Man1.0AdvNone
Compression - DTE Packerg8z et alPossible method to improve DTE performance.AssemblyNAN/A2IntNone
Text Demo - Source CodeSpardaJust the sources to a simple “Text to Screen” demo. It should be helpful for beginner Snes programmers.AssemblySNESN/A1BegNone
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/A1.0IntNone
GB Hardware InformationMarat FayzullinThis is a comprehensive document on the hardware details for the Gameboy. The following information is mostly based on a document by Pan of Anthrox, Jeff Frohwein’s, Pascal Felber’s, and my own findings.Hardware Info.GBN/A1.0IntNone
SNESGT savestate formatGIGOThis file describes the format of the blocks in a SNESGT savestate file.File FormatsSNESN/A3BegNone
Sonic Advance 3 attack notesZanerusA simple to understand guide on editing of move lists of Sonic Advance 3. Lists most values as well as offsets for all ten of the team choices for both characters.MiscellaneousGBASonic Advance 31.0BegNone
Editing Fonts without the Aid of a Graphics EditorPartial TranslationsA document explaining how to edit bitplane fonts with a hex editor.Graphics HackingMultipleN/A1.0IntNone
Converting SNES pointers to 24-bitKingMike's TranslationsThis is a document to explain how to convert SNES 2-byte pointer tables (”absolute addressing”) to 3-byte pointer tables (”long addressing”).AssemblySNESN/A1.0IntNone
Hacking Your Way to Superstardom with the NESticle EmulatorAC2kAn old guide to graphics hacking using the Nesticle emulator.Graphics HackingNESN/A1.2BegNone
How to Edit 16×16 tilesDavid TimkoExplains a specific type of storage common to Japanese SNES fonts ranging in size from 12×12 to 16×12.Graphics HackingSNESN/A1.2BegNone
An Introduction to Understanding/Hacking 8 Bit GraphicsPrezA guide to working with graphics using only a hex editor.Graphics HackingMultipleN/A1.0IntNone
Name Table & Pattern Table DocJohnie DoA document detailing how to change NES pattern and name table docus using the Nesticle emulator and a hex editor.Graphics HackingNESN/A1.0BegNone
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