GTE information | Doomed | A document on the Geometry Transformation Engine of the PlayStation. This is the chip responsible for the 3d calculations. | Hardware Info. | PSX | N/A | 1.0 | Int | 02 Feb 2000 |
SPU information | Doomed | A document detailing the operation of the PlayStation’s Sound Processing Unit. | Hardware Info. | PSX | N/A | 1.0 | Int | 05 Jun 1999 |
System Operation | Doomed | A document detailing the operation of the R3000 processor, the heart of the PlayStation. | Hardware Info. | PSX | N/A | 1.0 | Int | 03 Jun 1999 |
PSX VBlank | Doomed | This demonstrates a simple VBlank IRQ for the Playstation. | Source Code | PSX | N/A | 1.0 | Beg | 28 Sep 1999 |
Print GPU | Doomed | This routine shows how to print text to the screen, by using the GPU. | Source Code | PSX | N/A | 1.0 | Beg | 18 May 1999 |
SNES Kart | DiskDude | In depth detail on the actual cartridge layout. Not really “the most complete [or accurate] guide to a SNES cartridge worldwide” though. | Hardware Info. | SNES | N/A | 1.6 | Int | 01 Jan 1997 |
SNES Kart (HTML) | DiskDude | In depth detail on the actual cartridge layout. Not really “the most complete [or accurate] guide to a SNES cartridge worldwide” though. | Hardware Info. | SNES | N/A | 1.6 | Int | 01 Jan 1996 |
Disch Explains Mapper Changing | Disch | Disch explains ROM mapper changing concepts to Rockman after he requests information on how to change Mega Man to MMC3. | Assembly | NES | Mega Man | 1.0 | Adv | 14 May 2008 |
Disch Explains FF1 Rom Expansion | Disch | Disch explains the basics of expanding Final Fantasy 1 for the NES in a ZMD post. | Assembly | NES | Final Fantasy | 1.0 | Adv | 20 Dec 2005 |
Disch Explains Stack Basics | Disch | Disch explains the basics of the stack to Spliff in an IRC conversation. | Assembly | NES | N/A | 1.0 | Adv | 14 May 2008 |
Disch Explains PPU Writing | Disch | Disch explains the basics of writing background tiles to the PPU in an IRC conversation. | Assembly | NES | N/A | 1.0 | Adv | 17 Dec 2005 |
NES Memory Mapping | Disch | Explains PRG/CHR swapping in NES games, what mappers are and what they do, how to convert between CPU Addresses and ROM offsets, and lays out basic blueprints of the most common NES mappers. | Hardware Info. | NES | N/A | 1.0 | Int | 26 Jun 2007 |
NES Mapper List | Disch | Details for several mappers, arranged by mapper number. Register descriptions, behavior explanations, example games, etc. Everything you’ve ever wanted to know about mappers! | Hardware Info. | NES | N/A | 0.7 | Adv | 24 Mar 2015 |
G.I. Joe Passwords | Disch | Format for G.I. Joe passwords outlined. Commented disassembly included! | Game Specific | NES | G.I. Joe | 1.0 | Beg | 22 Jan 2008 |
Lode Runner Level Format | Disch | Compression and storage format of Lode Runner levels outlined in detail. | Game Specific | NES | Lode Runner | 1.1 | Int | 31 Jan 2008 |
FF1 Disassembly | Disch | Reassemblable disassembly of Final Fantasy for NES. Includes everything required to reassemble.
Fully commented with all variables and routines labelled.
Data formats outlined, bugs highlighted, etc.
Everything you could ever want to know a…. | Source Code | NES | Final Fantasy | 1.0 | Adv | 05 Jun 2015 |
FDS Sound | Disch | This document is a reference to Famicom Disk System expansion audio. | Hardware Info. | FDS | N/A | 1.0 | Int | 14 Jul 2004 |
Metroid Source Code Expanded | Dirty McDingus | This compressed file contains 9 text files that make up the entire source code for the original Metroid game for the NES. These files are an expansion of SnoBro’s Source code he posted a few years ago. The code has been changed to be assembled …. | Game Specific | NES | Metroid | 1.0 | Beg | 29 Mar 2010 |
Digisalt's SNES Palette Tutorial | Digisalt | This tutorial teaches you how to use Digisalt’s a SNES PaletteTools to find and replace palettes. | Palette Hacking | SNES | Multiple Games | 1.0 | Beg | 19 Mar 2006 |
FF2 Charactery Bytes | Dienyddiwr Da | A guide to the digital representation of the FF2 characters. | Game Specific | NES | Final Fantasy II | 1.0 | Beg | 15 May 2008 |