|Final Fantasy 1 Music Driver Disassembly||Gil Galad||This is a commented disassembly of the Final Fantasy 1 music driver and organized in such a way that it can possibly be used to compose music with. The assembly format is ASM6.||Source Code||NES||Final Fantasy||1.0||Adv||18 Aug 2010|
|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|
|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|
|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|
|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|
|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|
|Hacking The Legend of Zelda Overworld Screens and Column Combos||gzip||This document explains how overworld screen and column data is stored in The Legend of Zelda and how to hack it. When working with Zelda screen data it’s also recommended to check out Legend of Zelda Map Generator.
….||Game Specific||NES||The Legend of Zelda||1.0||Int||27 Apr 2021|
|The Legend of Zelda Debug File||gzip||This is a Mesen debug file that provides a ton of function and data labels that are useful for hacking and debugging The Legend of Zelda. It was originally generated from Aldo Nunez’s Disassembly. Addresses were then c….||Game Specific||NES||The Legend of Zelda||1.0||Int||27 Apr 2021|
|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|
|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|
|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|
|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|
|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|