|Kinnikuman characters hex values||DANGER X||A document with all the fighter values.
Punch, kick damage, speed and much more.||Game Specific||NES||M.U.S.C.L.E.||1.0||Beg||10 Nov 2015|
|Kiwibonga's Table-File Making Doc||Kiwibonga||A basic tutorial on table creation.||Table Files||Multiple||N/A||1.0||Beg||None|
|Knuckles' Chaotix Disassembly & Toolkit||Sonic Retro||This is a Knuckles’ Chaotix disassembly and toolset.
Any and all content presented in this repository is presented for informational and educational purposes only.
Commercial usage is expressly prohibited. Sonic Retro claims no ….||Assembly||32X||Knuckles' Chaotix||1.0||Int||06 Dec 2013|
|Layer 3 Information and Usage for GoldenEgg||Shiny Ninetales||This is a document where you can find the settings and strings for Layer 3 usage on Golden Egg (which is by far, the best Yoshi’s Island editor, considered as the current standard) I decided to make this since Layer 3 on Yoshi’s Island is a….||Miscellaneous||SNES||Super Mario World 2: Yoshi’s Island||1.1||Int||15 Sep 2017|
|Leghack||NetBrian||A guide to hacking Legacy of the Wizard||Game Specific||NES||Legacy of the Wizard||1.8||Beg||None|
|Lethal Weapon 3 Music Source Code||Jeroen Tel||This is the source code to the unreleased game, Lethal Weapon 3. Jereon Tel, the audio composer and programmer for the game donated this code. The assembler and tools were lost long ago. Which was a PDS development system.||Source Code||SMS||Lethal Weapon 3||1.0||Adv||None|
|Links Awakening DX ASM||Jigglysaint||A list of offsets to code that affect various things in the game.||Game Specific||GB||The Legend of Zelda: Link's Awakening DX||2||Beg||None|
|Links Awakening DX Hacking Document||Jigglysaint||A document on dungeon data, room pointer data, treasure chest locations, stair locations etc.||Game Specific||GB||The Legend of Zelda: Link's Awakening DX||2.0||Beg||01 Jan 2002|
|Lo/HiROM Convert||D||PHP function to convert a SNES HiROM address to LoROM or LoROM address to HiROM.||Source Code||SNES||N/A||2.0||Beg||03 Jul 2006|
|Locating graphics with VBA-SDL-H||Labmaster||An example of how to use breakpoints with a debugger (VBA-SDL-H) to locate graphics data in a GBA ROM. Target is the title screen logo for The Legend of Zelda, The Minish Cap.||Graphics Hacking||GBA||The Legend of Zelda: The Minish Cap||1.0||Int||None|
|Lode Runner Level Format||Disch||Compression and storage format of Lode Runner levels outlined in detail.||Game Specific||NES||Lode Runner||1.1||Int||None|
|Lost Woods & Lost Hills Hacking||Dr. Floppy||Comprehensive guide to altering the special sequences of the Lost Woods and Lost Hills in The Legend of Zelda.||Game Specific||NES||The Legend of Zelda||1.0||Beg||None|
|Lufia & The Fortress of Doom SRAM Guide||Vegetaman||This is a guide to the SRAM locations for Lufia & The Fortress of Doom, as well as some extra information on how to decipher what Item and Magic Spell a certain hex value means – as well as a brief explanation on binary and hexadecimal numbers.||Game Specific||SNES||Lufia & the Fortress of Doom||1.0||Int||01 Jan 2011|
|Lufia II Documents||Relnqshd||This is a zipped file with many text documents with many data on Lufia II, such as monsters, items, capsule monsters and subroutines. There are documents on the game’s offsets and general info such as how is critical damage calculated.
This zip….||Game Specific||SNES||Lufia II: Rise of the Sinistrals||1.0||Int||None|
|Lunar Magic Class 3 - Overworld Editing||Lordlazer||A description on how to set up in game events such as path uncovering in Super Mario World using the Lunar Magic editor.||Game Specific||SNES||Super Mario World||1.0||Beg||None|
|lz_comp2||Haruhiko Okumura||A very old (ca. 1989) package including a document explaining various compression algorithms (LZSS, LZW, Huffman, LZARI, LZHUF) and the standard ANSI C source code to various (de)compression utilities implementing the described algorithms (LZARI, LZH….||Source Code||Multiple||N/A||2||Adv||None|
|Mac Hack||O_manko||How to get started if you want to hack using a Mac.||Miscellaneous||NA||N/A||1.0||Beg||None|
|Magician Source Code||Chris Shrigley||Magician is a game programmed by Eurocom and is a action RPG. The source code was donated by the owner, Chris Shrigley.
This package requires the PDS software and hardware development kit to assemble. Other options include manually converting the ….||Source Code||NES||Magician||1.0||Beg||None|
|Mario's Picross Level Data||Killa B||Information on the Mario’s Picross level format.||Game Specific||GB||Mario's Picross||1.0||Beg||None|
|Mega Man 4 Sound Engine Disassembly||Matrixz||This is a commented disassembly of the Mega Man 4 sound playback engine. It does not include any disassembly of sound data. The engine is also used in Mega Man 3, 5 and 6 and most NES Capcom games released after 1990. The disassembly can be re-assemb….||Assembly||NES||Mega Man 4||1.0||Adv||14 Jan 2013|