|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|
|FF3us Animation Scripts||Everything||This is a dump of the animation scripts code made with an utility coded by Everything. Not all commands have a description but most have one and it’s enough to be able to understand and modify the animations.||Game Specific||SNES||Final Fantasy III||1.0||Int||18 Sep 2015|
|Mega Man III Hacking Documents||kuja killer||This is a collection of documents and other notes for hacking Mega Man III (NES) created by kuja killer.||Game Specific||NES||Mega Man 3||1.0||Int||04 Mar 2016|
|Grog’s Guide to DMA and HDMA on the SNES||Grog||This guide explains DMA on the SNES and gives an example of how to use it. A few details are incorrect.
- ROM-RAM example uses the wrong DMA mode.
- Incorrect phrase: “you can actually use one HDMA transfer over multiple frames….
|Assembly||SNES||N/A||1.0||Int||01 Jan 2001|
|Power-Up Card Data Doc||LuigiBlood||Power-Up Card Data Description, all about Items, Lives, and Switch Data.||Game Specific||GBA||Super Mario Advance 4: Super Mario Bros. 3||1.0||Beg||24 Jun 2010|
|Golden Axe Disassembly||lory1990||This is a disassembly of Golden Axe for Sega Genesis. It can be assembled using the Macroassembler AS||Source Code||GEN||Golden Axe||1.0||Adv||09 Mar 2016|
|The Definitive Guide to Exploring File Formats||Mr.Mouse and WATTO||Computer games are vast and many, however most computer games have something in common – they need a place to store all their important files like images, movies and sounds. To do this, computer game developers typically store their data into a big….||File Formats||N/A||N/A||1.0||Beg||01 Nov 2004|
|Art Alive! Disassembly||lory1990||This is a disassembly of Art Alive! for Sega Genesis. It can be assembled using the Macroassembler AS.||Source Code||GEN||Art Alive!||1.0||Adv||09 Mar 2016|
|Gunstar Heroes Disassembly||lory1990||This is a disassembly of Gunstar Heroes for Sega Genesis. It can be assembled using ASM68K.||Source Code||GEN||Gunstar Heroes||1.0||Adv||09 Mar 2016|
|Chrono Trigger - Hacking Default Player Names||Mr.Shawe||This is a quick tutorial that shows how to change the default player names. It’s in HTML format with images.||Game Specific||SNES||Chrono Trigger||1.0||Beg||23 Jul 2010|
|Road Rash II Disassembly||lory1990||Disassembly of Road Rash II for Sega Genesis||Source Code||GEN||Road Rash II||1.0||Adv||09 Mar 2016|
|Phantasy Star Disassembly||lory1990||Disassembly of Phantasy Star for Sega Master System.||Source Code||SMS||Phantasy Star||1.0||Adv||23 Aug 2019|
|Nintendo DS File Formats||Low Lines||A quick summary of some of the file formats used by DS games.||File Formats||NDS||N/A||1.0||Int||25 Aug 2010|
|DuckTales2 full disassembly + .idb base||Ti||named 95% functions and variables + some comments.
separate code file(.asm) + resources files.
100% code/data/pointers disassembled (means you can edit/insert code in any way).
.IDB base (if you have IDA PRO).
note: you need original ro….||Source Code||NES||DuckTales 2||1.0||Adv||20 Sep 2015|
|Atari 2600 Memory Map||Kroko||A memory map of the Atari 2600. As you may notice, the memory of the Atari 2600 is very limited.||Assembly||2600||N/A||1.0||Int||08 Sep 2010|
|Beginner's Hexadecimal and Binary Guide||mevoid||A guide aimed at beginners to understand hexadecimal and binary. It includes images, and a really nice layout. Also includes exercises for beginners.||Miscellaneous||N/A||N/A||1.0||Beg||21 Apr 2016|
|Atari 2600 TIA Map||Kroko||This chip makes all the video displays and sounds for the 2600 VCS. It also has 6 registers which are used as A/D converters and for the trigger buttons on the joysticks. The chip also controls the RDY line of the CPU to initiate horizontal syncroni….||Hardware Info.||2600||N/A||1.0||Int||08 Sep 2010|
|Atari 2600 TIA Hardware Notes||Andrew Towers||There are a great deal of notes about the Atari 2600 TIA chip by Andrew Towers. It’s a long but worthwhile read.||Hardware Info.||2600||N/A||1.0||Adv||06 Mar 2003|