Custom CHR + Bankswap Routines For MMC1 to MMC3 Conversions | infidelity | Here is a document which explains Custom CHR & Bankswap Routines For MMC1 to MMC3 mapper conversions. | Assembly | NES | N/A | 1.0 | Adv | 27 Jul 2013 |
FF6 Event Dump | Imzogelmo | The event dump of Final Fantasy VI, with all the code and related explanations of what the code does for events in the game. It is a product of the Event Disassembler from Yousei and Flobster’s FF3Edit utility and is a must have for people tryin…. | Assembly | SNES | Final Fantasy III | 1.0 | Int | 27 Feb 2011 |
Fire ‘N Ice Data | hukka | NES Fire’N Ice (aka Solomon’s Key 2) level format and other data. | Game Specific | NES | Fire ‘N Ice | 1.1 | Int | 26 Nov 2007 |
Mega Man/Rockman 2 Music/SFX Data Guide | Himajin Jichiku | The document refers specifically to the structure of Mega Man/Rockman 2’s music data. It does not provide a list of offsets to find music at - for that, please refer to infidelity’s [url=https://www.romhacking.net/documents/660/]Megaman 2 S…. | Audio Hacking | NES | Mega Man 2 | 1.1 | Int | 07 Aug 2016 |
PAC File format | henke37 | PAC files are simple archive files used by Capcom. In fact, they are so simple that there are no file names for the archived files! | File Formats | NDS | N/A | 1.0 | Int | 05 Apr 2011 |
NitroFS in a nutshell | henke37 | A short guide in my own words about the format of the filesystem that all DS games have available. | File Formats | NDS | N/A | 1.1 | Int | 08 Apr 2011 |
Archive formats in Gyakuten Kenji 2 | henke37 | This text describes the two custom archive file formats that are used by the game “Gyakuten Kenji 2″ by Capcom. | File Formats | NDS | Gyakuten Kenji 2 | 1.0 | Int | 07 Jun 2011 |
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 | 2.0 | Adv | 10 Apr 1989 |
Streets of Rage 3 Music Offsets & Audio Info | hagelbreaker | Info about music offsets, values and sound samples. | Game Specific | GEN | Streets of Rage 3 | 0.1 | Beg | 22 Mar 2018 |
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 |
Grog’s Guide to DMA and HDMA on the SNES | Grog | This guide explains DMA on the SNES and gives an example of how to use it. A few details are incorrect.
- ROM-RAM example uses the wrong DMA mode.
- Incorrect phrase: “you can actually use one HDMA transfer over multiple frames….
| Assembly | SNES | N/A | 1.0 | Int | 01 Jan 2001 |
Homebrew Handbook for SNES | Grog | This guide goes over the basics of coding 65816 assembly for the SNES. Only the Introduction and first chapter are complete. | Assembly | SNES | N/A | 1.0 | Adv | 27 Feb 2006 |
Mega Man Title Screen Chart | Googie | Here’s something that’ll help people who wants to hack the Mega Man title screen. | Graphics Hacking | NES | Mega Man | 1.0 | Beg | 19 May 2007 |
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 | 05 May 2008 |
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 | 28 Aug 2008 |
Golden Axe 2 Palette Addresses HivePal format | godulator | Requires HivePal utility to use.
This contains the locations of Golden Axe II palette’s and a description providing where each is used.
It is in the HivePal format, install instructions …. | Palette Hacking | GEN | Golden Axe II | 1.0 | Beg | 03 Nov 2017 |
Atari 2600 VCS Precise Sound Values and Distortion Breakdown | Glenn Saunders | This document is a description and chart of the various values for notes and distortion of the Atari 2600 sound. | Miscellaneous | 2600 | N/A | 1.0 | Int | 02 Apr 1997 |
Indy 500 Disassembly | Glenn Saunders | Disassembly for the game Indy 500. Use DASM and vcs.h to compile. | Source Code | 2600 | Indy 500 | 1.0 | Adv | 04 Sep 2009 |
TIA Color Charts | Glenn Saunders | A TIA color chart for NTSC,PAL and SECAM. A valuable chart to have when hacking or programming colors in a game. | Miscellaneous | 2600 | N/A | 1.0 | Beg | 08 Sep 2010 |
Easy Way to Find Level Data in Some NES Games | Gil Galad | A guide which details a method for detecting level data using the NES emulator Nesten. | Miscellaneous | NES | N/A | 1.0 | Int | 14 May 2008 |