|SMB3 — Beyond Pipes||Blue Finch||Super Mario Bros 3 hackers now have a stable and relatively easy method of creating alternate paths and secret exits to different paths in their overworld maps, with the help of this document.
Using unused pipe-sets in the game, the maker will sim….||Game Specific||NES||Super Mario Bros. 3||1.0||Int||31 Jul 2018|
|SMB3 Object Data & Enemy Data Orders||Quick Curly||This document is for Super Mario Bros. 3 for the NES.
There is nothing really “new” in this document. I made it to organize the enemy data and object data as it appears in the SMB3 ROM. This is useful if you intend to expand the enemy da….||Game Specific||NES||Super Mario Bros. 3||1.0||Beg||25 Feb 2009|
|SMB3 Level Data||insectduel||This document will tell you all you need to know to edit Super Mario 3 data in Super Mario All-Stars.||Game Specific||SNES||Super Mario All-Stars||1.0||Int||15 Apr 2006|
|SMB3 Level and Pointer Data||Quick Curly||This document is for the NES version of SMB3. It basically explains how to change the data of the level pointers so that you can make Mario go to any level you want from any level you want. This document provides you visually easy-to-understand data…..||Game Specific||NES||Super Mario Bros. 3||1.0||Beg||27 Aug 2008|
|SMB3 Enemy Document (Organized)||Blue Finch||If you’ve ever been frustrated trying to find the right cheep-cheep, koopa, or other enemy in the SMB3 Workshop bank, then this document will help you.
Neatly arranged by their groups, this ….||Game Specific||NES||Super Mario Bros. 3||2.0||Beg||28 Jul 2018|
|SMB3 - Custom Boss Battle Levels||Blue Finch||Create custom boss battle levels in SMB3.
How? Using unused stock levels, we will modify a few things, then the level will be treated as a Hammer Bro level. That means that once the enemies are dead, the treasure chest appears.
Why do something….||Game Specific||NES||Super Mario Bros. 3||1.4||Int||25 Feb 2019|
|smb2jdis||doppelganger||A comprehensive disassembly of the program files of Super Mario Bros. 2 from Japan.||Source Code||FDS||Super Mario Bros. 2||1.0||Int||20 Apr 2013|
|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|
|SMB Utility - Unofficial Help and Reference Document||iridium_ionizer||This is an unofficial help guide and reference document for M.K.S.’s excellent SMB Utility. This guide’s purpose is to fill in some gaps in the official How To document.
It also aims to be a reference guide in listing all of the Edit He….||Program Specific||NES||Super Mario Bros.||1.0||Beg||17 Jun 2020|
|SMB Title Screen Editor - English Manual||NesDraug||If you install SMB Title Screen Editor by βetaWorld you’ll most likely get some gibberish letters. This manual explain what every button does.
There is also an English version of this utility by Eden GT:
SMB Title Screen Editor (english)….||Graphics Hacking||NES||Super Mario Bros.||1.0||Beg||11 Jul 2019|
|SMB Memory Map||doppelganger||This is a document of the Super Mario Bros. memory map.||Assembly||NES||Super Mario Bros.||2.0||Int||19 Mar 2007|
|SMA2 HACKING NOTES||Oquendo||SMA2 recompilation hacking notes released by Oquendo
GAMESHARKS AND GFX SPRITES ID’S
SMA2 SPRITES ID’S
FIRST PUBLIC REALESE||Game Specific||GBA||Super Mario World: Super Mario Advance 2||1.2||Int||10 Dec 2021|
|SM64 Hacking Tutorial||Jensthecomposer||Tells you how to easily change physics and music of SM64 via a hex editor||Game Specific||N64||Super Mario 64||1.0||Beg||12 Jan 2007|
|SM64 Hacking Doc||VL-Tone||An extensive, but slightly outdated, SM64 hacking document, created by VL-Tone.||Miscellaneous||N64||Super Mario 64||2.0||Beg||12 Jan 2007|
|Silva Saga 2 VWF||Bongo`||I wrote this Variable Width Font routine for Silva Saga 2 and decided to post the source code minus the other game specific stuff. I just wanted to show how a routine can be done efficiently when the game uses a text window buffer as oppose to the 16….||Source Code||SNES||Silva Saga II: The Legend of Light and Darkness||1.0||Int||25 Oct 2008|
|Shin Megami Tensei: if... Text Dump (EN)||A Friendly Irin||English text dump for Shin Megami Tensei: if… Separated into two text files, one for dialogue and one for data such as item and skill names.
Some battle message text codes appear to be missing, but the text should otherwise be coherent.||Game Specific||SNES||Shin Megami Tensei if...||0.9||Beg||17 Dec 2022|
|Shin Megami Tensei: if... ROM map||A Friendly Irin||Text file listing the location of several databases (demons, equipment, text, and some miscellany) in the ROM and the purpose of many RAM values in Shin Megami Tensei: if… It is by no means comprehensive, but should cover the most important values…..||Game Specific||SNES||Shin Megami Tensei if...||0.9||Int||18 Dec 2022|
|Shin Megami Tensei: if... Character Tables (EN)||A Friendly Irin||Character tables for the English fan-translated version of Shin Megami Tensei: if… There are two character tables, one for regular dialogue and one for battle messages. Character codes are the same between the two tables, but command codes differ.||Game Specific||SNES||Shin Megami Tensei if...||1.0||Beg||17 Dec 2022|
|Shin Megami Tensei II Text Dump (EN)||A Friendly Irin||Three text files containing the text of the EN fan-translated version of Shin Megami Tensei II. Separated into three files (dialogue, data, and battle messages) due to each using a different character table. Text with no corresponding pointer tables ….||Game Specific||SNES||Shin Megami Tensei II||1.01||Beg||01 Dec 2022|
|Shin Megami Tensei II Character Tables (EN)||A Friendly Irin||Character tables for the English fan-translated version of Shin Megami Tensei II. The game uses three tables: One for dialogue, one for menu/system text, and one for battle messages. Character codes are mostly the same, but command codes differ.||Game Specific||SNES||Shin Megami Tensei II||1.0||Beg||01 Dec 2022|