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(361 to 380) of 774 Results
TitleAuthorDescriptionCategoryPlatformGameVerLevel AscendingDate
Startropics Level Format NotesJigglysaintThis is a text file archiving some level format notes posted by Jiggleysaint and ETG in a thread on RHDN’s Message Board on October 8,2007.Game SpecificNESStarTropics1.0Beg08 Oct 2007
FF4 Advance Data StructuresPKT PaladinStructure data for items, level up data, and spell learning data. This info is based on the US version of the game. You can do a similar search with these known values on the other versions of the game as it should be relatively close by.Game SpecificGBAFinal Fantasy IV Advance1.0Beg20 Jun 2009
Lost Woods & Lost Hills HackingDr. FloppyComprehensive guide to altering the special sequences of the Lost Woods and Lost Hills in The Legend of Zelda.Game SpecificNESThe Legend of Zelda1.0Beg17 Jun 2009
JIS X 0201 TableTauwasserA complete JIS X 0201 table file encoded in UTF-8.Table FilesN/AN/A1.1Beg06 Jun 2009
JIS X 0211 TableTauwasserA complete JIS X 0211 table file encoded in UTF-8. Please note that JIS X 0211 contains control codes only! You will have to have a special hex editor to use it in this format.Table FilesN/AN/A1.0Beg06 Jun 2009
JIS X 0213 TableTauwasserA complete JIS X 0213 table file encoded in UTF-8. Note that this does not contain private Windows remappings. Rather it follows the JIS X 0213:2004.Table FilesN/AN/A1.0Beg07 Jun 2009
SMB3 Object Data & Enemy Data OrdersQuick CurlyThis 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 SpecificNESSuper Mario Bros. 31.0Beg25 Feb 2009
ISO/IEC 646 TableJPN TranslationsA table for the ISO/IEC 646 encoding, an older version of ASCII.Table FilesN/AN/A1.0Beg20 Jun 2009
Translhextion Source CodeJanuschanA full-featured hex/text editor. Unfortunately, Januschan had to stop developing the program, but he left behind its source code.Source CodeN/AN/A1.6cBeg15 Sep 2001
AddremKilla BA portable C library for adding and removing SNES headers.Source CodeSNESN/A1.0.0Beg29 May 2009
ISO/IEC 6937 TableJPN TranslationsA table file for the ISO/IEC 6937 encoding, an extension of ASCII containing additional characters. It is encoded in UTF-8.Table FilesN/AN/A1.0Beg13 Aug 2009
Temporal Flux ManualChickenlumpHtml guide to Temporal Flux. Explains each basic function of the editor and how to use it. Temporal Flux database entryProgram SpecificSNESChrono Trigger1.0Beg24 Nov 2004
How to Make NES Game Genie Codes With a DebuggerTony HedstromExplains how to use the debugger in FCEUXD to make NES Game Genie codes. No assembly knowledge needed. This also serves as an interesting backdoor introduction to assembly language and debugger usage.Cheat CodesNESN/A0.7aBeg17 Oct 2003
Tilemaps - Identifying, Modifying and ApplicationsKnirtThis document mainly covers techniques to identify and then modify tile maps. NES games are used as example to the techniques, but the content of this doc can be expanded to virtually any console. Finally, you can find some applications for the tile ….Graphics HackingNESN/A1.0Beg07 Aug 2009
Shift-JIS TableTauwasserShift-JIS table. Contains additional mappings:
  • NEC special chatacters (NEC特殊文字)
  • NEC selected IBM extended characters (NEC選定IBM拡張文字)
  • IBM extended characters (IBM拡張文字)
Compatible with ….
Table FilesN/AN/A1.0Beg14 Sep 2009
Road Rash 2 ROM Hacking GuideTony HedstromLots of Road Rash 2 ROM addresses for hacking things like: bike acceleration, top speed, handling, straightening out the tracks, slowing down the game, etc.Game SpecificGENRoad Rash II0.7Beg28 Feb 2007
Chrono Trigger Data OffsetsFaustWolfA companion to Geiger’s NA Offsets Guide for Chrono Trigger, this set of spreadsheets will guide the budding Chrono modder to specific sprite sheets, tilesets, and other data in an unheadered ROM. Graphics must be decompressed in Temporal Flux f….Game SpecificSNESChrono Trigger1.0Beg07 Oct 2009
Pokemon Red Tileset ConfigurationLinA short document I wrote on how the Pokemon Red tilesets work. It also works for Pokemon Blue, but I’m pretty sure the addresses are different.MiscellaneousGBPokémon: Red Version1.0Beg09 Oct 2009
Chrono Lover's Guide to Modding, Vol I: Background InsertionVerve FanworksGuide for Chrono Trigger modding that covers basic principles of graphic arrangement in the ROM as well as palettes and layering. Basic knowledge and skills for building environments in Temporal Flux are introduced. Illustrated exercises require t….Game SpecificSNESChrono Trigger1.0Beg15 Oct 2009
Mario's Picross Level DataKilla BInformation on the Mario’s Picross level format.Game SpecificGBMario's Picross1.0Beg25 Nov 2009
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