|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|
|Ms. Pac-Man (NES) Maze Data Format||BMF54123||Map data & compression info in Ms. Pac-Man.||Game Specific||NES||Ms. Pac-Man (Tengen)||1.0||Int||06 Aug 1999|
|Desert Falcon Source||Bob Polaro||Original source code to the Atari 2600 game Desert Falcon.||Source Code||2600||Desert Falcon||1.0||Adv||23 Nov 1985|
|Coding Dictionary/DTE compression routines in SNES roms||Bongo`||A very nice document describing the basics behind implementing a dictionary/DTE compression routine in SNES ROMs.||Assembly||SNES||N/A||1.0||Int||19 Jan 2001|
|6502 ASM Codes||Bongo`||A nice reference list of opcodes and mnemonics for the 6502 processor.||Assembly||NES||N/A||1.0||Beg||10 Aug 1999|
|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|
|Recompression||Bongo`||A helper file to show how to re-compress data. This routine is for Light Fantasy 2. I have seen that some people find it hard recompiling after they may have decompressed game.||Source Code||SNES||Light Fantasy 2||1||Int||20 Apr 2006|
|FF1 Magic Notes||Bongo`||While helping a fellow hacker with other stuff in the game, I came across this data that I didn’t see in ff1bytes.zip. So I decided to upload what I found HOPING no one has submitted such info already. Enjoy!||Game Specific||NES||Final Fantasy||.90||Beg||01 Apr 2008|
|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|
|NTSC 2C02 Technical Reference||Brad Taylor||Low level details of the NES PPU, including timing info. A must-have for emu devers.
Note: The blurb about MMC3 IRQ operation is incorrect.||Hardware Info.||NES||N/A||5th Releas||Adv||23 Apr 2004|
|Famicom Disk System Technical Reference||Brad Taylor||This is a Famicom Disk System technical reference document and there is also a BIOS disassembly included.||Hardware Info.||FDS||N/A||1.0||Adv||23 Apr 2004|
|FDS Loader Documentation||Brad Taylor||This package has detailed information on how to create your own FDS loader modifications to your FDS and has the software included. The disk loading functions are emulated through the software.
This archive is extremely useful to make your own l….||Hardware Info.||FDS||N/A||1.0||Adv||21 Nov 2002|
|How to make raster effects with the NES ?||Bregalad||This document presents how to do raster effects by writing to PPU registers during the frame, without going too much into technical details that are irrelevant when programming a game or tech-demo.
Also, it includes some practical tips to produce ….||Hardware Info.||NES||N/A||2.0||Int||21 May 2015|
|SNES translucency FAQ||Bregalad||This document talks about how translucency works on the SNES, and shows a few examples how to use the hardware to your advantage.||Hardware Info.||SNES||N/A||2.0||Int||21 May 2015|
|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|
|Changing arrow cursor in dialog choices||Bregalad||This doccument explains how to change the arrow cursor in dialog choices into another shape, for example hand cursor.||Graphics Hacking||SNES||Final Fantasy III||2.0||Beg||19 Mar 2017|
|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|
|Nerdy Nights NES Tutorials Collection||bunnyboy||A collection of beginner level NES assembly tutorials archived from the now defunct NintendoAge forums.
If anybody wants these taken down let me know, I just thought I’d finally archive them here.||Assembly||NES||N/A||1.0||Beg||04 Dec 2007|
|BRR Sound Encoding Scheme||Butcha||Explains the BRR encoding scheme used by the SPC700 in detail. Note: The filter formulas are not bit perfect if you are coding an emulator.||Hardware Info.||SNES||N/A||1.0||Int||21 May 2007|
|Enemy and Equipment Stat Editing Guide||caminopreacher||This guide will show you how to locate Enemy and Equipment data within Castlevania: Aria of Sorrow and edit their stats as you please. You will need a Hex Editor to access the Rom. Enjoy!||Game Specific||GBA||Castlevania: Aria of Sorrow||1.0||Int||22 Jan 2017|