|ZSNES Savestate SPC Format||_Demo_||This is a detailed look at the SPC portion of the ZSNES savestate. This is invaluable information for anybody trying to learn some SPC700 hacking skills.
The companion general ZSNES savestate format document can also be found right here at ROMhack….||Save State Hacking||SNES||N/A||1.0||Int||21 Dec 2005|
|SNES Memory Mapping||]SiMKiN[||Brief description of SNES LoROM and HiROM memory maps. Nice as a quick graphical type reference, but not as complete as some other sources on the subject such as open source emulator source code.||Hardware Info.||SNES||N/A||3.5||Int||23 Mar 1998|
|Gradius 3 disassembly of bank $00 and $02||[J]||Complete disassembly of Bank $00 and $02. Only bank $00 and $02 has assembly.||Assembly||SNES||Gradius III||1.0||Int||12 Jan 2019|
|ZSNES Savestate Format||ZsKnight||Straight from the creator himself, this is the ZSNES save state format documentation. This is a must have for serious save state hackers!||Save State Hacking||SNES||N/A||1.0||Beg||25 Oct 2011|
|Chrono Trigger Music Library ROM Hacking||yawnmoth||A document on how to find the font and text data in BS Chrono Trigger Music Library.||Game Specific||SNES||Chrono Trigger - Music Library||1.0||Beg||14 May 2008|
|Super Mario RPG - Bank $C2 Disassembly||Yakibomb||This is an unfinished disassembly of Super Mario RPG’s bank $C2, or the “battle bank.” Some background info, Super Mario RPG uses a custom scripting language, a lot of which is located in this bank. Additionally, you can find a lot of ….||Assembly||SNES||Super Mario RPG: Legend of the Seven Stars||1.0||Int||18 May 2018|
|SNES Doc||Y0SHi||The greatest Super Nintendo documentation in its day, but newer docs have more information.||Hardware Info.||SNES||N/A||2.30||Beg||28 Dec 1994|
|Xcalibur's Pointer Document||Xcalibur||A nice condensed document aimed at those wishing to master the art of SNES pointers.||Pointer Hacking||SNES||N/A||1.1||Int||01 Jan 2000|
|Programming the 65816||Western Design Center||Official programming guide to the 65816 microprocessor. Also includes documentation on the 6502, 65C02 and 65802 microprocessors. 469 pages covering basic assembly language concepts, microprocessor architecture, instruction sets, simple and complex….||Assembly||SNES||N/A||1.0||Int||28 Apr 1992|
|Super Mario RPG Bytes||Weasel||A document containing various bits of data on Super Mario RPG.||Game Specific||SNES||Super Mario RPG: Legend of the Seven Stars||1.0||Beg||02 Apr 2006|
|SNES Multiplication/Division Registers||Vic Ricker||This is an in-depth documentation on the SNES’s special multiplication/division registers.||Hardware Info.||SNES||N/A||1.0||Adv||26 Dec 1993|
|Ogre Battle ROM Data||VerySneaky||Ogre Battle ROM data in spreadsheet format.||Game Specific||SNES||Ogre Battle: The March of the Black Queen||1.0||Int||14 Apr 2011|
|Chrono Lover's Guide to Modding, Vol I: Background Insertion||Verve Fanworks||Guide 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 Specific||SNES||Chrono Trigger||1.0||Beg||15 Oct 2009|
|Lufia & The Fortress of Doom SRAM Guide||Vegetaman||This is a guide to the SRAM locations for Lufia & The Fortress of Doom, as well as some extra information on how to decipher what Item and Magic Spell a certain hex value means – as well as a brief explanation on binary and hexadecimal numbers.||Game Specific||SNES||Lufia & the Fortress of Doom||1.0||Int||01 Jan 2011|
|Super Metroid Compression||Unicorn_Poop||This is a short little table of notes about the decompression routine in Super Metroid.||Game Specific||SNES||Super Metroid||1.0||Adv||10 Nov 2011|
|FF6 SNES $C3 Bank rellocatable source code||Traducciones Magno||This document belongs to a bigger project I started some months ago: a SNES FF6 re-translation in order to improve dialogues, graphics and menus. In addition, all bugfixes should be included to provide gamer the best of experiences.
When I started….||Assembly||SNES||Final Fantasy III||1.0||Int||25 Oct 2013|
|StarOcean japanese full ROM layout||Traducciones Magno||This file is the result of more than 2 years reverse-engineering the Japanese version of Star Ocean. I dumped all and any graphic, SPC block, sprite tileset, LZ map data, LZ events, text and palettes in the game, and made a tool to re-insert them int….||Game Specific||SNES||Star Ocean||1.1||Int||07 Jan 2018|
|FF2 US Docs||The Tower of Bab-Il||A collection of documents covering all sorts of FF2 game data hacking.||Game Specific||SNES||Final Fantasy II||1.0||Int||13 May 2002|
|4BPP Demo||TFG||A Visual Basic program that reads/displays graphics in 4BPP (SNES format) graphics with a simple palette animation.||Source Code||SNES||N/A||1.0||Int||20 Feb 2004|
|Super Castlevania IV: Graphics decompression||TFG||Unfinished graphics codec for Super Castlevania IV. Includes documentation on the format and routines (65816) and the codec’s source code (VB .NET). The codec works to some extent, it needs some fine-tuning in several spots; nonetheless, it will….||Graphics Hacking||SNES||Super Castlevania IV||0.1a||Int||01 Dec 2008|