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(41 to 60) of 94 Results
TitleAuthorDescriptionCategoryPlatformGameVerLevel AscendingDate
ASM Hacking for DummiesDAn introduction to assembly language hacking. Pointers, title screen replacement, expansion, and the like are covered.AssemblySNESN/A1.0Int25 Apr 1999
ASM TutorialJayA tutorial written for novices. Includes the basics of assembly language using the 65816 as an example.AssemblySNESN/A1.0Int24 Apr 1998
Atari 2600 Memory MapKrokoA memory map of the Atari 2600. As you may notice, the memory of the Atari 2600 is very limited.Assembly2600N/A1.0Int08 Sep 2010
Bank C3 CompendiumNovalia SpiritA set of fully commented disassemblies and complementary documents pertaining to bank C3 from the SNES and SFC versions of Final Fantasy VI. The bank handles all of the field menus, as well as ending scenes that are beyond the scope of the event prog….AssemblySNESFinal Fantasy III1.0Int11 Jul 2016
Boss Weapon Damage DisassemblyPowerPandaA disassembly of the damage that weapons do to each boss. Created and used in the “Capsule Remix” hack. DarkSamus993 can be listed as contributor.AssemblySNESMega Man X1.0Int18 May 2017
Coding Dictionary/DTE compression routines in SNES romsBongo`A very nice document describing the basics behind implementing a dictionary/DTE compression routine in SNES ROMs.AssemblySNESN/A1.0Int19 Jan 2001
Color Dreams NES Programming ManualDaniel LawtonThis is the official Color Dreams NES programming manual written by Daniel Lawton. This is a very old and outdated manual from the late 80s, but is still easy to follow. The document will also give you some insight into how Color Dreams programmed th….AssemblyNESN/A1.0Int06 Feb 1990
Compression - DTE Packerg8z et alPossible method to improve DTE performance.AssemblyN/AN/A2.0Int16 May 2006
Compression of SNES ROMsCzar DragonA document detailing some LZx, sliding window type SNES compression examples.AssemblySNESN/A1.0Int31 Mar 1999
Converting SNES pointers to 24-bitKingMike's TranslationsThis is a document to explain how to convert SNES 2-byte pointer tables (”absolute addressing”) to 3-byte pointer tables (”long addressing”).AssemblySNESN/A1.0Int24 Jan 2011
Decompression of SNES fontsBongo`A document which discusses a way to find and decompress SNES fonts and graphics.AssemblySNESN/A1.0Int20 Apr 2006
DMA Transfers, Compression, and YouGideon ZhiAn explanation on how to bypass compression routines to insert and use uncompressed data in your project.AssemblySNESN/A1.0Int06 Aug 2002
DTE - You can do it, we can helpKingMike's TranslationsA document detailing how you can implement DTE compression in your NES hacks, saving space and resulting in a potentially more professional reading hack.AssemblyNESN/A2.0Int05 Jun 2008
FCEUd, Tutorial #1 (Hacking Character Stats)ParasyteParasyte gently introduces the FCEUd interface and ASM hacking techniques. Romhackers will learn to modify the jump height of Samus in the original Metroid. (Applies equally to FCEUXD SP debugging)AssemblyNESMetroid1.0Int01 Jan 2003
FF6 Event DumpImzogelmoThe 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….AssemblySNESFinal Fantasy III1.0Int27 Feb 2011
FF6 SNES $C3 Bank rellocatable source codeTraducciones MagnoThis document belongs to a bigger project I started some months ago: a SNES FF6 re-translation in order to improve dialogues, graphics and menus. In addition, all bugfixes should be included to provide gamer the best of experiences. When I started….AssemblySNESFinal Fantasy III1.0Int25 Oct 2013
First PS ASM Doc for HackingSkeudA step by step tutorial on some PSX hacking essentials including finding compressed font data, finding the compression routine, understanding the routine (asm), and more using Legend of Mana as an example. This will give you some fundamental knowledg….AssemblyPSXLegend of Mana1.0Int31 Aug 2001
Gameboy Z80 Instruction SetMarc RawerThis is a list of the Gameboy Z80 instruction set.AssemblyGBN/A1.0Int27 Mar 1998
Golden Sun Text Compression WorkaroundLabmasterThis document describes how the text compression system in Golden Sun can be circumvented using simple assembly techniques.AssemblyGBAGolden Sun2.0Int27 Apr 2006
Gradius 3 disassembly of bank $00 and $02[J]Complete disassembly of Bank $00 and $02. Only bank $00 and $02 has assembly.AssemblySNESGradius III1.0Int12 Jan 2019
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