Displaying a 2BPP Tile | Lin | A brief document explaining how 2BPP graphics (Gameboy, other systems) are displayed. It’s really simple, but there seems to not be an easy-to-find document out there. | Graphics Hacking | GB | Multiple Games | 1.0 | Beg | 18 Feb 2010 |
Megaman Xtreme Graphics Decompressing | Lin | A document contain the ASM with comments on how graphics decompression works in Megaman Xtreme. | Game Specific | GB | Mega Man Xtreme | 1.0 | Adv | 27 Sep 2010 |
Galaxian (NES) Disassembly | lidnariq | Galaxian’s FamiCom port has the unique property of being the smallest NES/FC game of all, at 16KiB. (The original arcade version was 12KiB). When frantik released his disasm6, the smallest game of all felt like an obvious test.
Hundreds of ho…. | Source Code | NES | Galaxian | 1.0 | Adv | 13 Sep 2011 |
(6502) Assembly in One Step | Leo Scanlon | A resource guide to 6502 assembly. A good reference tool. | Assembly | NES | N/A | 1.0 | Int | 23 Jul 1997 |
FF2 Monster Bytes | Lenophis | This document explains in detail the format of monster stats, and delves into the AI a little bit. It hasn’t been updated in quite some time though. | Game Specific | NES | Final Fantasy II | 1.0 | Beg | 10 Jun 2007 |
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 |
Golden Sun Text Compression Workaround | Labmaster | This document describes how the text compression system in Golden Sun can be circumvented using simple assembly techniques. | Assembly | GBA | Golden Sun | 2.0 | Int | 27 Apr 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 | 24 Feb 2006 |
Mega Man III Hacking Documents | kuja killer | This is a collection of documents and other notes for hacking Mega Man III (NES) created by kuja killer. | Game Specific | NES | Mega Man 3 | 1.0 | Int | 04 Mar 2016 |
Atari 2600 Memory Map | Kroko | A memory map of the Atari 2600. As you may notice, the memory of the Atari 2600 is very limited. | Assembly | 2600 | N/A | 1.0 | Int | 08 Sep 2010 |
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 | 08 Sep 2010 |
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 | 08 Sep 2010 |
Everything You Always Wanted To Know About GAMEBOY | kOOPa | Despite its age, this seems to be a pretty comprehensive document detailing the inner works of the old green-screen Gameboy. | Hardware Info. | GB | N/A | 1.00 | Int | 17 Mar 1998 |
Super Gameboy Tech Doc | kOOPa | This is a document dealing with various technical details concerning the SGB. | Assembly | GB | N/A | 1.0 | Adv | 15 Feb 1998 |
Gameboy Pointer Hacking | Koolboyman | A nice and detailed document on Gameboy pointers. | Pointer Hacking | GB | N/A | 1.0 | Beg | 26 Nov 2008 |
Tilemaps - Identifying, Modifying and Applications | Knirt | This document mainly covers techniques to identify and then modify tile maps. NES games are used as example to the techniques, but the content of this doc can be expanded to virtually any console. Finally, you can find some applications for the tile …. | Graphics Hacking | NES | N/A | 1.0 | Beg | 07 Aug 2009 |
Console Graphics Document | Klarth | Descriptions of graphics storage methods for the NES, SNES, NGPC, Virtual Boy, SMS, Game Gear, WSC, and Genesis. | Graphics Hacking | Multiple | N/A | 0.7 | Int | 18 Jul 2000 |
TIM Graphic Formats 1.0 | Klarth | This is an indispensable resource for anyone interested in learning to work with 2D PlayStation graphics. | Graphics Hacking | PSX | N/A | 1.0 | Adv | 19 Jan 2003 |
TableLib | Klarth | C++ library for table reading, dumping, and insertion. Functional samples with source included. | Source Code | N/A | N/A | 1.0 | Beg | 30 Dec 2006 |