|Changing a NES Game's Text||aStROcReEp 2000||NES text editing with the aid of NESticle.||Text Hacking||NES||N/A||2.0||Beg||04 Nov 2011|
|65xx Processor Data||MeMSO||This document describes in (almost) full detail exactly how the 65xx processors work. The document contains information for the following CPUs: 6502 (6507, 6510, etc), 65c02, Rockwell 65c02, 65cs02, 65ce02 (4510), HuC6280 and 65c816.||Assembly||Multiple||N/A||2.0||Beg||28 Oct 2006|
|The Playstation Translation Doc||Cless||A useful document for veteran ROM hackers get their feet wet with hacking PlayStation games.
Includes methods to help get around the differences of hacking a PSX CD’s contents over a typical ROM, and includes some other basic info as well as tip….||Text Hacking||PSX||N/A||2.0||Int||05 Dec 2005|
|SM64 Hacking Doc||VL-Tone||An extensive, but slightly outdated, SM64 hacking document, created by VL-Tone.||Miscellaneous||N64||Super Mario 64||2.0||Beg||12 Jan 2007|
|Hacking Final Fantasy 3j NESticle Save States||Sliver X||A guide to hacking Final Fantasy 3j save states.||Game Specific||NES||Final Fantasy III||2.0||Beg||26 May 2002|
|SMB Memory Map||doppelganger||This is a document of the Super Mario Bros. memory map.||Assembly||NES||Super Mario Bros.||2.0||Int||19 Mar 2007|
|Lz_comp2||Haruhiko Okumura||A very old (ca. 1989) package including a document explaining various compression algorithms (LZSS, LZW, Huffman, LZARI, LZHUF) and the standard ANSI C source code to various (de)compression utilities implementing the described algorithms (LZARI, LZH….||Source Code||Multiple||N/A||2.0||Adv||10 Apr 1989|
|How to Use SMBED||frantik||A guide written by frantik on how to use the Japanese tool SMBED for Super Mario Bros.||Game Specific||NES||Super Mario Bros.||2.0||Beg||11 Jan 2008|
|NES Documentation||Y0SHi||Comprehensive documentation covering details of several areas of the NES.||Hardware Info.||NES||N/A||2.0||Beg||12 Aug 2007|
|DTE - You can do it, we can help||KingMike's Translations||A document detailing how you can implement DTE compression in your NES hacks, saving space and resulting in a potentially more professional reading hack.||Assembly||NES||N/A||2.0||Int||05 Jun 2008|
|The P'radikus Conflict||Color Dreams||This is the source code to the unlicensed NES game “The P’radikus Conflict” by Color Dreams, programmed by Jim Treadway and Mike Hunley. File timestamps and source code comments date the source files between April and July 1990.
The….||Source Code||NES||The P'radikus Conflict||2.0||Int||20 May 1990|
|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|
|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|
|Variable Width Font||Stealth Translations||An example of how I would do a variable width font routine for a SNES game.||Source Code||SNES||N/A||2.0||Int||20 Apr 2006|
|Deinterleave MD ROM||D||PHP routine to quickly detect and deinterleave a Megadrive ROM in SMD format. Takes a filename and returns the deinterleaved binary as a string variable.||Source Code||GEN||N/A||2.0||Int||20 Apr 2006|
|Reverse Pointer Scan||D||PHP routine that uses a block of text and an end signal to scan a file for pointers. Includes a sub-function for any arithmetic you need to perform on the absolute address. Error rate of 1%.||Source Code||N/A||N/A||2.0||Int||22 Apr 2006|
|IPS Patcher||D||A simple, fully-commented PHP function to apply IPS patches. Includes support for LunarIPS’s “cut” command and RLE.||Source Code||N/A||N/A||2.0||Int||03 Jul 2006|
|Golden Sun Text Compression Workaround||Labmaster||This document describes how the text compression system in Golden Sun can be circumvented using simple assembly techniques.||Assembly||GBA||Golden Sun||2.0||Int||27 Apr 2006|
|Cinepak for Sega - Breakdown||Tasco Deluxe||A breakdown of the Cinepak video codec used for several Sega CD games.||File Formats||SegaCD||N/A||2.0||Beg||27 Apr 2006|