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(1 to 20) of 626 Results
TitleAuthorDescriptionCategoryPlatformGameVerLevel AscendingDate
TIM Graphic Formats 1.0KlarthThis is an indispensible resource for anyone interested in learning to work with 2d playstation graphics.Graphics HackingPSXN/A1.0AdvNone
TMD Graphics FormatUnknownA technical look at the Playstation’s 3d graphics format.Graphics HackingPSXN/A1.0AdvNone
TMD Packet List FormatUnknownA document detailing the Playstation’s 3d graphics format.Graphics HackingPSXN/A1.0AdvNone
SNES Palette FormatJayA document on the SNES palette format, and converting colors between it and standard RGB24 format.Palette HackingSNESN/A1.0AdvNone
Super Mario Bros NES R.Eng ProjectF.H.A notated disassembly of Super Mario Bros.Game SpecificNESSuper Mario Bros.1.0AdvNone
Record of the Lodoss War R'Engineer NotesF.H.An explanation of the compression and storage of text in the Record of Lodoss War. Extremely thorough.Game SpecificSNESRecord of Lodoss War1.2AdvNone
Quick CDrom explanationdoomedA very technical document on the PSX CD ROM drive.Hardware Info.PSXN/A1.0AdvNone
NES Rom Expansion 102TFGTFG finishes his two-part explination of NES rom expansion basics with a real world application on the game Dig Dug.AssemblyNESN/A1.0AdvNone
20 Levels of NSF rippingGil GaladA very large and inclusive NSF ripping document translated and re-worked. It includes 20 steps, seven of which have yet to be completed.AssemblyNESN/A0.8AdvNone
Chrono Trigger CompressionGeigerA document pertaining to compression in the Chrono Trigger rom.Game SpecificSNESChrono Trigger20031216AdvNone
Gameboy ASM Hacking GuideevoA set of four documents (three are in Italian, one in English) with information on performing assembly level hacks to R-Type II.AssemblyGBR-Type II1.0AdvNone
Disch Explains Mapper ChangingDischDisch explains ROM mapper changing concepts to Rockman after he requests information on how to change Mega Man to MMC3.AssemblyNESMega Man1.0AdvNone
Disch Explains FF1 Rom ExpansionDischDisch explains the basics of expanding Final Fantasy 1 for the NES in a ZMD post.AssemblyNESFinal Fantasy1.0AdvNone
Disch Explains Stack BasicsDischDisch explains the basics of the stack to Spliff in an IRC conversation.AssemblyNESN/A1.0AdvNone
Disch Explains PPU WritingDischDisch explains the basics of writing background tiles to the PPU in an IRC conversation.AssemblyNESN/A1.0AdvNone
FCEUd, Tutorial #2 (Password Generators)ParasyteParasyte continues his FCEUd hacking explination and this time delves into reverse engineering NES password generators. Hackers will apply techniques on an Adams Family game. (Applies equally to FCEUXD SP debugging)AssemblyNESN/A1.0AdvNone
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 II1.0AdvNone
SNES Chip LabelsPikenA document outlining the actual chip markings found on the SNES circuit board. Also has chip information for various special chip cart games with the SuperFX, DSP, SA-1 and other chips. Very useful to help obtain chip data sheets and other informatio….Hardware Info.SNESMultiple Games2004-04-04AdvNone
Pseudo 16x16 TilesPikenDetailed information on a special type of graphics storage used by Mario World, Zelda:LTTP, Super Metroid and other SNES games. This has to do with level layout.Graphics HackingSNESMultiple Games2004-04-04AdvNone
SNES Layering ExplainedPikenThis is some advanced information on layering and color math in SNES background modes 0 and 1. An Image to go along with document can be found on author’s homepage.Hardware Info.SNESN/A2004-04-04AdvNone
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