|Chrono Lover's Guide to Modding, Vol I: Background Insertion||Verve Fanworks||Guide for Chrono Trigger modding that covers basic principles of graphic arrangement in the ROM as well as palettes and layering. Basic knowledge and skills for building environments in Temporal Flux are introduced.
Illustrated exercises require t….||Game Specific||SNES||Chrono Trigger||1.0||Beg||15 Oct 2009|
|Mario's Picross Level Data||Killa B||Information on the Mario’s Picross level format.||Game Specific||GB||Mario's Picross||1.0||Beg||25 Nov 2009|
|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|
|Pharaoh Man AI||coldIced||This document explains, line-by-line, a disassembly of Pharaoh Man’s AI in Mega Man 4. It also has a list of RAM locations used by the routine.||Game Specific||NES||Mega Man 4||1.0||Int||27 Sep 2010|
|Power-Up Card Data Doc||LuigiBlood||Power-Up Card Data Description, all about Items, Lives, and Switch Data.||Game Specific||GBA||Super Mario Advance 4: Super Mario Bros. 3||1.0||Beg||24 Jun 2010|
|Thunder Force 3 Hacking Guide||oostyx||A very big hacking document about Thunder Force 3, the best shmup of the Genesis.
Documentation includes data locations, subroutine locations, compression formats explanation, decompression tool + commented sources, objects’ asm code explanat….||Game Specific||GEN||Thunder Force III||December 2||Int||02 Dec 2010|
|Chrono Trigger - Hacking Default Player Names||Mr.Shawe||This is a quick tutorial that shows how to change the default player names. It’s in HTML format with images.||Game Specific||SNES||Chrono Trigger||1.0||Beg||23 Jul 2010|
|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|
|Mega Man Disassembly||Bisqwit||A disassembly of Mega Man. Banks 5,6, and 7 are included. This includes the main logic but no sound, music or graphics.||Game Specific||NES||Mega Man||1.0||Adv||19 Sep 2010|
|Mega Man Sound Disassembly||Bisqwit||Reassembleable commented music/sound disassembly of Mega Man 1. Everything lies in bank 4.
This file can be assembled into IPS or O65 using Nescom and then reinserted into the ROM with a tool of….||Game Specific||NES||Mega Man||1.0||Adv||27 Sep 2010|
|Mega Man II Sound Disassembly||Bisqwit||Reassembleable commented music/sound disassembly of Mega Man 2. Everything is in bank 12 (0C).
This file can be assembled into IPS or O65 using Nescom and then reinserted into the ROM with a tool….||Game Specific||NES||Mega Man 2||1.0||Adv||27 Sep 2010|
|Megaman - The Wily Wars hacking notes||Matrixz||Contains pointers for most of the level data, with some explanation on the layout of those datas, and what the values mean. Note: offsets were based on the European ROM.||Game Specific||GEN||Mega Man: The Wily Wars||1.0||Beg||23 Jun 2010|
|James Pond 3 Hacking Notes||Saxman||These are notes I took for hacking James Pond 3: Operation Starfish. I took them while trying to learn how levels were created. Everything used to create the CHEESE! level and graphics viewer is in here, plus more. There’s even a few tidbits abo….||Game Specific||GEN||James Pond 3: Operation Starfish||1.0||Beg||18 Jun 2010|
|DOOM 32X Hacking Notes||Saxman||These are notes I collected during the period of time I was hacking DOOM. They’re sort of sloppy because I’m a sloppy note taker. That said, I think most seasoned hackers will be able to understand most everything written.||Game Specific||32X||DOOM||1.0||Adv||07 Jan 2011|
|Buu's Fury Hacking||Miksy91||Contains a couple of useful hacking documents for Dragon Ball Z - Buu’s Fury GBA game.||Game Specific||GBA||Dragon Ball Z: Buu's Fury||1.0||Beg||05 Feb 2011|
|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|
|Crystalis Monster Data||Waltgt1||Some information about the game’s monster data.||Game Specific||NES||Crystalis||1.0||Beg||19 May 2011|
|Crystalis Shop Prices Data||Waltgt1||Some information about the game’s shop prices||Game Specific||NES||Crystalis||1.0||Beg||19 May 2011|
|Kaeru no Tame ni Kane wa Naru Technical Notes||ryanbgstl||This document contains the technical notes used to create a translation patch for Kaeru no Tame ni Kane wa Naru. It describes only those offsets pertaining to the game’s dialog, but could be used as a starting point for fully documenting the ga….||Game Specific||GB||Kaeru no Tame ni Kane wa Naru||1.0||Adv||27 Jun 2011|
|Memory Address List||Fatories||An extensive list of memory addresses in the Gameboy game Legend of Zelda: Oracle of Ages.||Game Specific||GB||The Legend of Zelda: Oracle of Ages||1.0||Beg||05 Jul 2011|