|DTE Routine||Gideon Zhi||This is the source to a DTE decompression routine for Megami Tensei 1, on the NES. When properly optimized, DTE will allow a romhacker to fit, on average, an extra 50% of text data into any given space. This code is highly adaptable, although probabl….||Source Code||NES||Digital Devil Monogatari: Megami Tensei||3.0||Int||20 Apr 2006|
|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|
|CowBite Virtual Hardware Specifications||Tom Happ||An in dept documentation of the GBA hardware.||Hardware Info.||GBA||N/A||3.5||Adv||08 Feb 2001|
|SNES Memory Mapping||]SiMKiN[||Brief description of SNES LoROM and HiROM memory maps. Nice as a quick graphical type reference, but not as complete as some other sources on the subject such as open source emulator source code.||Hardware Info.||SNES||N/A||3.5||Int||23 Mar 1998|
|Mega Man X3 Decompression Routine||Euclid||A brief document explaining the graphics compression used in Mega Man X3 with commented disassembly.||Game Specific||SNES||Mega Man X3||31.1.06||Adv||31 Jan 2016|
|Bionic Commando Offset Document||Matrixz||Bionic Commando offset hacking notes from Matrixz.||Game Specific||NES||Bionic Commando||4||Beg||13 Jan 2006|
|Capcom "6C80" Sound Engine/Music Format Documentation||Matrixz||Explains the music data format used in newer NES Capcom games such as Megaman 3 and Mighty Final Fight, and how it is stored.
Updated document covers sound effects, instruments, and some info on the Super NES variant of the music format.||Miscellaneous||NES||Multiple Games||4.0||Beg||22 Apr 2013|
|Programming the 6502||Rodnay Zaks||This is a 408 page book that teaches you how to program on systems that use a 6502 microprocessor. Many basic concepts will be explained, starting with number systems, computer math and then on to flow charting. Many technical aspects will be explain….||Assembly||Multiple||N/A||4.0||Int||01 Jan 1983|
|SDAT File Format||kiwi.ds||A description of some of the details in the Nitro composer format, the format used for sound and music in a lot of DS games.||File Formats||NDS||Multiple Games||4.0||Int||23 Jun 2007|
|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|
|Zelda 3 Documentation||MathOnNapkins||Contains extensive information on VRAM, SRAM, RAM, and ROM maps. The most comprehensive package of information available for the SNES version of the game.||Game Specific||SNES||The Legend of Zelda: A Link to the Past||6.0||Int||30 Nov 2011|
|Cart Information||Kevin Horton||This is a document about cart sizes and bank switching which could be very important to know when hacking some of the larger Atari 2600 games.||Hardware Info.||2600||N/A||6.0||Int||18 Apr 1997|
|Camera Hacking Guide||Utils||A guide on hacking camera angles of 3d playstation games.||Miscellaneous||PSX||N/A||8.10.3 Fin||Int||06 Nov 2011|
|Playstation Pointers||ambyra||A general guide for PlayStation game translation with a focus on finding pointers. Uses SD Gundam G Century as a base.||Pointer Hacking||PSX||SD Gundam: G Century||A||Int||15 Dec 2007|
|KaioShin’s Dragon Quest Monsters VWF||KaioShin||Heavily commented source code for a working GBA variable-width-font hack. Highly recommended for GBA hackers learning to code a VWF.||Source Code||GBA||Dragon Quest Monsters: Caravan Heart||Beta 1||Int||01 Jan 2007|
|Thunder Force 3 Hacking Guide||oostyx||A very big hacking document about Thunder Force 3, the best shmup of the Genesis.
Documentation includes data locations, subroutine locations, compression formats explanation, decompression tool + commented sources, objects’ asm code explanat….||Game Specific||GEN||Thunder Force III||December 2||Int||02 Dec 2010|
|Air Fortress Embedded Source Code||GSX Suga||Source code chunks and other assembler information was found in the Japanese version of Air Fortress and documented in this text file.||Source Code||NES||Air Fortress||LC 3.0||Int||03 Mar 2009|
|SNES/SFC Manual (PDF Version)||OEM||This is an SFC version of the SNES Dev Manual we also have on the site, covering the PPU and CPU. This is a good technical supplement to the actual SNES Dev Manual we also have on the site. It also contains a nice 2-page register summary sheet.||Hardware Info.||SNES||N/A||PDF||Int||31 Mar 1994|
|FF2 Shop Bytes||Lenophis||The shops of FF2 at first looked to be insanely coded. Turns out it’s a bunch of table look-ups, which appears to be this game’s motto. The format the shops use is explained in vast detail.||Game Specific||NES||Final Fantasy II||v1.0||Beg||10 Jun 2007|
|Stat Growth||Lenophis||FF6 left out natural stat growth in favor of the esper bonus system. This source code gives natural stat growth to all characters, including those evil temporary ones that nobody ever cares about.||Source Code||SNES||Final Fantasy III||v1.0b||Int||28 Mar 2010|