|SMB Utility FAQ||AP||It’s a FAQ for SMB Utility for newbie’s who don’t know how to use the editor.||Game Specific||NES||Super Mario Bros.||1.0||Beg||11 Oct 2007|
|Compression Tutorial||Jay||An introduction to several of the most common compression methods.||Assembly||NES||N/A||1.0||Beg||24 Apr 1998|
|Super Adventure Island||Revenant||Some basic information about the level format and graphics compression scheme in Super Adventure Island.||Game Specific||SNES||Super Adventure Island||1.0||Int||01 Jan 2012|
|Compression of SNES ROMs||Czar Dragon||A document detailing some LZx, sliding window type SNES compression examples.||Assembly||SNES||N/A||1.0||Int||31 Mar 1999|
|Final Fantasy V Save Format||MottZilla||Notes on Final Fantasy V’s save data. Maps out save slots, character slots, and details checksums.||Game Specific||SNES||Final Fantasy V||1.0||Int||19 Jan 2012|
|Decompression of SNES fonts||Bongo`||A document which discusses a way to find and decompress SNES fonts and graphics.||Assembly||SNES||N/A||1.0||Int||20 Apr 2006|
|65816 Programming Primer||Brett Tabke||An in depth look at the 65816 processor. This document is intended to aid those programming the 65816 Processor from The Western Design Center. This chip is the basis for the Apple IIGS, the Creative Micro Designs SuperCPU addon cartridge for the Com….||Assembly||SNES||N/A||1.0||Int||10 Feb 1998|
|Zelda 3 Sprite Sheet||Erockbrox||This is an excel sprite sheet that I made while working on the Zelda 3 hack: Quest for Calatia along with Zack (Gamemakr24). The goal was to take all of the sprites in the game and to test them in three specific areas to document their functionality…..||Game Specific||SNES||The Legend of Zelda: A Link to the Past||1.0||Beg||17 Aug 2012|
|How NES Graphics work||yarbles||A narative on how the NES displays graphics.||Hardware Info.||NES||N/A||1.0||Beg||27 Jan 1999|
|Rob Northern Compression Format||Zoinkity||Description of the Rob Northern Compression format.
Includes a breakdown of the standard compressed file, indexed mode, and archive mode headers, as well as the related method used by Acclaim for multipart files.
Encryption and locking are ….||File Formats||Multiple||N/A||1.0||Int||28 Nov 2012|
|Lufia II Documents||Relnqshd||This is a zipped file with many text documents with many data on Lufia II, such as monsters, items, capsule monsters and subroutines. There are documents on the game’s offsets and general info such as how is critical damage calculated.||Game Specific||SNES||Lufia II: Rise of the Sinistrals||1.0||Int||27 Apr 2007|
|Source Code "MultiMenu"||MopoZ||Source code menu for the cartridge with 16 games Lorom.
Asm for xkas.
http://gegmopo3.magicteam.net/File/MultiMenu000.png||Source Code||SNES||N/A||1.0||Adv||07 Dec 2012|
|Quick CDrom explanation||Doomed||A very technical document on the PSX CD ROM drive.||Hardware Info.||PSX||N/A||1.0||Adv||01 Jan 2000|
|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|
|Mega Man 4 Sound Engine Disassembly||Matrixz||This is a commented disassembly of the Mega Man 4 sound playback engine. It does not include any disassembly of sound data. The engine is also used in Mega Man 3, 5 and 6 and most NES Capcom games released after 1990. The disassembly can be re-assemb….||Assembly||NES||Mega Man 4||1.0||Adv||14 Jan 2013|
|GPU information||Doomed||A document on the Graphics Processing Unit of the PlayStation.||Hardware Info.||PSX||N/A||1.0||Int||30 Aug 1999|
|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|
|Blaster Master Level Format||Benjamin Cutler||Documentation of the level data structure for Blaster Master.||Game Specific||NES||Blaster Master||1.0||Beg||07 Mar 2004|
|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|
|DMA Transfers, Compression, and You||Gideon Zhi||An explanation on how to bypass compression routines to insert and use uncompressed data in your project.||Assembly||SNES||N/A||1.0||Int||06 Aug 2002|