|Atari 2600 RIOT Map||Kroko||This is a memory map of the RIOT chip/device that reads all the console switches excluding power, including joysticks and controllers. It also contains the only RAM in the system and a general purpose timer.||Hardware Info.||2600||N/A||1.0||Int||None|
|Atari 2600 TIA Hardware Notes||Andrew Towers||There are a great deal of notes about the Atari 2600 TIA chip by Andrew Towers. It’s a long but worthwhile read.||Hardware Info.||2600||N/A||1.0||Adv||None|
|Atari 2600 TIA Map||Kroko||This chip makes all the video displays and sounds for the 2600 VCS. It also has 6 registers which are used as A/D converters and for the trigger buttons on the joysticks. The chip also controls the RDY line of the CPU to initiate horizontal syncroni….||Hardware Info.||2600||N/A||1.0||Int||None|
|Atari 2600 VCS Precise Sound Values and Distortion Breakdown||Glenn Saunders||This document is a discription and chart of the various values for notes and distortion of the Atari 2600 sound.||Miscellaneous||2600||N/A||1.0||Int||None|
|Atari 2600 VCS Sound Frequency and Waveform Guide||Eckhard Stolberg||This is a guide to the TIA sound device and various charts for notes and distortions for both PAL and NTSC. A must read for hacking sound data.
- You can view the document here.
|Miscellaneous||2600||N/A||1.01||Int||25 May 2000|
|Automatic Line-Wrap Example ASM||KingMike||This is some source code to a automatic word-wrap hack from KingMike’s Translations Shell Monsters Story translation.
It was useful as the translation had used some long names and it would have been difficult to format the line-breaks used in t….||Source Code||NES||N/A||1.0||Adv||06 Jun 2014|
|Barbie Super Model Source Code||OEM||This is the source code to the unreleased game, Barbie Super Model. There are some tools to assist you in assembling the game.||Source Code||GG||Barbie Super Model||1.0||Adv||None|
|Battle City Title Screen Hacking||Googie||Here’s something that’ll help people who wants to hack the title screen in Battle City, enjoy. ;)||Game Specific||NES||Battle City||1.0||Beg||None|
|BCEI Basic Text Replacement||PhilAM||An old document on an old method for text replacement.||Text Hacking||Multiple||N/A||1.0||Beg||None|
|Beauty and the Beast Music Source Code||Jeroen Tel||This code was donated by Jeroen Tel, the musician and audio programmer of the game. This code is for the PAL version of the game. The code also would require minimal changes when converting to another public domain assembler such as ASM6. The origina….||Source Code||NES||Beauty and the Beast||1.0||Adv||None|
|Berzerk Disassembly||Dennis Debro||Compile with DASM using vcs.h version 105 or greater.||Source Code||2600||Berzerk||1.0||Adv||None|
|Binary Land Data||Googie||This is the data necessary to edit the palettes in the game. Using the notes will make it a breeze since the data is stored in two different places in the ROM.||Game Specific||NES||Binary Land||1.0||Beg||None|
|Bionic Commando ROM Hacking||The Almighty Guru||Comprehensive document to Bionic Commando. Covers palettes, maps, and sprites, as well as many other ROM details. Anybody hacking Bionic Commando should have this document.||Game Specific||NES||Bionic Commando||2005/09/12||Beg||None|
|BIOS OS and Asteroids Source Code||OEM||This is the source code to the Atari 7800 BIOS and code for the game Asteroids as one package. This archive does not have any tools or assemblers.||Source Code||7800||N/A||1.0||Adv||None|
|Blargg’s S-DSP Timer Glitch Explanation||Blargg||An email detailing Blargg’s discoveries regarding a glitch in the S-DSP timers when the target is written just when the internal counter is ticked.||Hardware Info.||SNES||N/A||2007-03-31||Adv||None|
|Blaster Master Level Format||Benjamin Cutler||Documentation of the level data structure for Blaster Master.||Game Specific||NES||Blaster Master||1.0||Beg||None|
|BLITTER||Nat!||How the 2D engine is handled on the Jaguar.||Hardware Info.||JAG||N/A||1.26||Adv||27 Sep 1998|
|BMP/BPP Convert||D||These functions will re-arrange bitplane tile graphics into bitmap linear and vice-versa. They are designed to work on strings where every character represents a pixel, so they are only for use on up to 16-colors. You will need to merge plane or spli….||Source Code||Multiple||N/A||3||Beg||None|
|Bonks Adventure Tile and Tilemap Format||Tomaitheous||This document covers; the tile compression format, tilemap format, metatile format. This doc doesn’t not cover the sprite compression format.||Graphics Hacking||TG16||Bonk's Adventure||1.0||Int||None|
|Boogerman||OEM||Boogerman is a Famicom game made by Super Game, which is a Taiwanese company. This game was programmed by maxzhou88, the source code being released years later. A lot of the comments are in what appears to be Chinese. I believe it assembles with 2500….||Source Code||NES||Boogerman||1.0||Adv||None|