|Capcom "6C80" Sound Engine/Music Format Documentation||Matrixz||Explains the music data format used in newer NES Capcom games such as Megaman 3 and Mighty Final Fight, and how it is stored.
Updated document covers sound effects, instruments, and some info on the Super NES variant of the music format.||Miscellaneous||NES||Multiple Games||4.0||Beg||22 Apr 2013|
|Digisalt's SNES Palette Tutorial||Digisalt||This tutorial teaches you how to use Digisalt’s SNES PaletteTools to find and replace palettes.||Palette Hacking||SNES||Multiple Games||1.0||Beg||19 Mar 2006|
|Displaying a 2BPP Tile||Lin||A brief document explaining how 2BPP graphics (Gameboy, other systems) are displayed. It’s really simple, but there seems to not be an easy-to-find document out there.||Graphics Hacking||GB||Multiple Games||1.0||Beg||18 Feb 2010|
|Final Fantasy Advance and Chrono Trigger DS Font Specifications||Dragonsbrethren||Explains the format used by the fonts in Final Fantasy IV, V, and VI Advance. Also covers Chrono Trigger on the DS, but the information is untested with that game.
Now contains information about editing the fonts with the [url=http://www.romhackin….||File Formats||Multiple||Multiple Games||1.2||Int||24 Jul 2009|
|FX Graphics||Piken||A little bit of information outlining the FX chip’s graphics formats for StarFox and Yoshi’s Island.||Graphics Hacking||SNES||Multiple Games||2003-04-04||Int||04 Apr 2003|
|GBA "Sappy" sound engine information||Bregalad||This documentation contains info about the “sappy” sound engine that the vast majority of commercial GBA games uses.||Miscellaneous||GBA||Multiple Games||1.4||Int||25 Mar 2016|
|GBA Palette Changing FAQ||ETK||A beginners faq to show how to edit palettes in GBA games.||Palette Hacking||GBA||Multiple Games||1.0||Beg||07 Dec 2005|
|Giegue's Master Guide to Hacking Pokemon Games Red-Crystal||Giegue||A guide for hacking pokemon games. It covers Pokemon Red, Blue, Yellow, Gold, Silver, and Crystal.||Game Specific||GB||Multiple Games||1.0||Beg||01 Jan 2002|
|Graphics Hacks For the Tapper Arcade Game And Others||mrcity||This slideshow (PPTX format) with plenty of slide notes describes how to reason your way through editing the tiles and tile map of Midway MCR-III games (1983-85). The examples shown in the presentation highlight nuances of the Tapper ROMs.
You ….||Graphics Hacking||ARC||Multiple Games||1.0||Int||04 Dec 2016|
|How to Change Wild Pokemon||Philip Reuben||A document on hacking pokemon which covers the games Pokemon Red, Blue, Yellow, Green, Silver, and Gold.||Game Specific||GB||Multiple Games||1.0||Beg||15 May 2008|
|How to Hack Experience Levels||tcaud||Step-by-step guide to hacking experience levels in games that have them.||Miscellaneous||Multiple||Multiple Games||1.0||Beg||04 Jun 2015|
|Megaman 3 - 5 Level Formats||Matrixz||A document explaining how level data is laid out in Megaman 3, 4 and 5. It also explains how the various data works. Kind of outdated.||Game Specific||NES||Multiple Games||1.0||Beg||01 Jan 2002|
|NEC Interchannel Package Format||D||NEC Interchannel’s package format is used in the Sentimental Graffiti games to store scripts and other data. The format appears in both Sentimental Graffiti on Sega Saturn and Sentimental Graffiti 2 on Dreamcast.||File Formats||Multiple||Multiple Games||2006/2/7||Int||07 Feb 2006|
|Nintendo SHVC Scope BIOS||Revenant||This is a commented disassembly of the Nintendo “SHVC Scope BIOS 1.00″ used in SNES games which support the Super Scope. It assembles with xkas v14 and can be used to easily add scope support to homebrew SNES software.||Assembly||SNES||Multiple Games||1.0||Int||31 Jan 2013|
|Pokémon Gold/Silver Scripting Compendium||Tauwasser||A compendium providing an overview of all the scripting codes present in Pokémon Gold and Silver.
Gives brief statements of scripting codes and additional information, e.g. asm routine offsets, lists, tables etc.||Game Specific||GB||Multiple Games||1.0||Int||21 Jul 2006|
|Pokémon GSC Supplment||Maximum Potion||This guide is meant to supplement Giegue’s guide to hacking the Gold, Silver, and Crystal versions of Pokémon. It contains data on how to edit the starter Pokémon, how to change the attacks of enemy Pokémon and more information on trainers an….||Game Specific||GB||Multiple Games||1.1||Beg||01 Jan 2008|
|Pseudo 16x16 Tiles||Piken||Detailed information on a special type of graphics storage used by Mario World, Zelda: ALTTP, Super Metroid and other SNES games. This has to do with level layout.||Graphics Hacking||SNES||Multiple Games||2004-04-04||Adv||04 Apr 2004|
|QDA Package Format||D||The QDA package format is used by buster in all his latest Windows games, like Guardian of Paradise and Akuji the Demon.||File Formats||PC||Multiple Games||2006/2/7||Int||07 Feb 2006|
|Random Number Generator for SNES||FinS||This is a fast effective RNG using the H/V scroll setting as a seed without excessive redundancy for the 65816 processor.
Creates a table of random numbers at $1100 ram or edit to a chosen location.
||Assembly||SNES||Multiple Games||1.0||Int||02 Mar 2014|
|SDAT File Format||kiwi.ds||A description of some of the details in the Nitro composer format, the format used for sound and music in a lot of DS games.||File Formats||NDS||Multiple Games||4.0||Int||23 Jun 2007|