|Neo*Geo MVS Hardware Notes||Charles MacDonald||A description of most of the registers of the Neo Geo MVS along with detailed timing information and a few programming precautions. Most of the information is also applicable to the home console and CD platforms. Quality resource for hackers and ho….||Hardware Info.||ARC||N/A||1.0||Adv||22 Apr 2007|
|Bomberman II Level Hacking||DANGER X||A small document with some hex values of the game levels:
- Enemies Values
- Enemies data
- Stage Passwords for testing
- Arena Width Values
|Game Specific||NES||Bomberman II||1.0||Beg||16 Dec 2015|
|Creating PC patchers with NSIS||SPennLUE||Unlike ROMs, PC games might not all use the same formats and file types. As such, there is no single jack-of-all-trades method of patching games. ROMs are a different story; they are made of just a single file, and formats such as IPS and NINJA are a….||Source Code||PC||N/A||1.0||Beg||03 Jan 2010|
|Kinnikuman characters hex values||DANGER X||A document with all the fighter values.
Punch, kick damage, speed and much more.||Game Specific||NES||M.U.S.C.L.E.||1.0||Beg||10 Nov 2015|
|Introduction to Reverse Engineering WIN32 Applications||trew||This paper will introduced the reader to many concepts and tools essential to understanding and controlling native WIN32 applications through the eyes of Windows Debugger (WinDBG). Throughout, WinMine will be utilized as a vehicle to deliver and demo….||Assembly||PC||N/A||1.0||Beg||01 Oct 2007|
|Musashi no Ken sword man's values||DANGER X||Document for all 10 characters Values in 2 players Versus mode. Speed, power, sword art etc…||Game Specific||NES||Musashi no Ken: Tadaima Shugyou Chuu||1.0||Beg||26 Mar 2015|
|Mighty final fight enemy values||DANGER X||Here are some hex values to change, you can change the enemies type even add bosses in the stage (except Belger)||Game Specific||NES||Mighty Final Fight||1.0||Beg||24 Mar 2015|
|Hiryuu no ken 3 allies & opponents hex values||DANGER X||It contains all the values for your characters and enemies from 1 on 1 fights.
fighting style & special move
etc||Game Specific||NES||Hiryuu no Ken III: 5 Nin no Ryuu Senshi||1.0||Beg||13 Oct 2015|
|Various Saturn Hacking Docs||Cyber Warrior X||Here are the fabled Saturn Hacking docs that were never quite complete enough for Cyber Warrior X to release before.||Miscellaneous||SAT||N/A||1.0||Beg||25 Dec 2002|
|Moon Crystal hex values||DANGER X||Documents contains
- boss Hp
- all Object values (bats, flames, platforms, switches, birds)
- all Enemies values (Knive man, Bow man,spiders, etc)
- all Chests values
- and more other surprises
|Game Specific||NES||Moon Crystal||1.0||Beg||26 Nov 2015|
|Sonic 2 SMS Disassembly||Sonic Retro||Sonic 2 SMS Disassembly||Assembly||SMS||Sonic the Hedgehog 2||1.0||Int||13 Dec 2013|
|How to encode quality Playstation videos||Michael Sabin||Recently I’ve run across a couple of groups trying to replace the video of a Playstation game.
As we have to do the same thing with S.E. Lain, I thought I would share some insight on how it
might be done with the highest quality output.||Miscellaneous||PSX||N/A||1.0||Adv||01 Sep 2008|
|Sonic Adventure DC Disassembly||Sonic Retro||Sonic Adventure DC Disassembly||Assembly||DC||Sonic Adventure||1.0||Int||01 Dec 2013|
|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|
|Contra - Hacking Guide||Trax||This is a comprehensive hacking guide for the US version of Contra on the NES. This document is meant for hackers and programmers who are interested in learning about the inner workings of Contra.
The document covers these aspects of the game:
….||Game Specific||NES||Contra||1.0||Beg||29 Jan 2016|
|FF3 $7E5000 source code||abw||Fully reassembleable, relocatable code for the title screen, opening credits, floating island, and world tearing apart cinematics from Final Fantasy 3 (a.k.a. the North American SNES release of the Japanese Final Fantasy VI).
This code covers RAM ….||Source Code||SNES||Final Fantasy III||1.0||Adv||13 Feb 2016|
|Metroid Source Code Expanded||Dirty McDingus||This compressed file contains 9 text files that make up the entire source code for the original Metroid game for the NES. These files are an expansion of SnoBro’s Source code he posted a few years ago. The code has been changed to be assembled ….||Game Specific||NES||Metroid||1.0||Beg||29 Mar 2010|
|Super Metroid Mod Manual||begrimed||A massive reference/walkthrough for ROM hacking Super Metroid that is written for absolute beginners. Lots of helpful pictures.||Game Specific||SNES||Super Metroid||1.0||Beg||13 Feb 2016|
|Megaman Xtreme Graphics Decompressing||Lin||A document contain the ASM with comments on how graphics decompression works in Megaman Xtreme.||Game Specific||GB||Mega Man Xtreme||1.0||Adv||27 Sep 2010|
|Pharaoh Man AI||coldIced||This document explains, line-by-line, a disassembly of Pharaoh Man’s AI in Mega Man 4. It also has a list of RAM locations used by the routine.||Game Specific||NES||Mega Man 4||1.0||Int||27 Sep 2010|