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(101 to 120) of 153 Results
TitleAuthorDescriptionCategoryPlatform AscendingGameVerLevelDate
Romancing Saga Quick NotesF.H.This is a document/tutorial F.H. did way back for Romancing SaGa. Among others things it goes into detail about objects and SNES OAM stuff.Game SpecificSNESRomancing SaGa1.0Adv23 Apr 2004
Romancing Saga VWF Source CodeF.H.This is F.H.’s VWF source code that he made available to the public years and years ago. It’s possible that the source code might not be perfect and could cause severe crashes that F.H. mentioned before he disappeared.Game SpecificSNESRomancing SaGa1.0Adv28 Dec 2004
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
Stat GrowthLenophisFF6 left out natural stat growth in favor of the esper bonus system. This source code gives natural stat growth to all characters, including those evil temporary ones that nobody ever cares about.Source CodeSNESFinal Fantasy IIIv1.0bInt28 Mar 2010
Chrono Trigger - Hacking Default Player NamesMr.ShaweThis is a quick tutorial that shows how to change the default player names. It’s in HTML format with images.Game SpecificSNESChrono Trigger1.0Beg23 Jul 2010
Converting SNES pointers to 24-bitKingMike's TranslationsThis is a document to explain how to convert SNES 2-byte pointer tables (”absolute addressing”) to 3-byte pointer tables (”long addressing”).AssemblySNESN/A1.0Int24 Jan 2011
Lufia & The Fortress of Doom SRAM GuideVegetamanThis 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 SpecificSNESLufia & the Fortress of Doom1.0Int01 Jan 2011
FF6 Event DumpImzogelmoThe event dump of Final Fantasy VI, with all the code and related explanations of what the code does for events in the game. It is a product of the Event Disassembler from Yousei and Flobster’s FF3Edit utility and is a must have for people tryin….AssemblySNESFinal Fantasy III1.0Int27 Feb 2011
Space Funky B.O.B. Source CodeOEMThis is the source code to the SNES game Space Funky B.O.B. There are a limited amount of tools in this package. There is one called ICE that could be a assembler as well as having a few debugging options. This ICE hardware that goes with this applic….Source CodeSNESB.O.B.1.0Adv02 Sep 2008
American Gladiators Music Source CodeBarry LeitchThis source code was donated by Barry Leitch, the musician and audio programmer for the game. There are a number of missing development files in this package including the SNES Nintendo assembler. This source code may need a conversion to modern publ….Source CodeSNESAmerican Gladiators1.0Adv07 Aug 2010
Top Gear Music Source CodeBarry LeitchThis music source code was donated by Barry Leitch who was the music composer and audio programmer for the game. This package of source code is assembled by SNES Sound Development Software. Some of the files are missing including the main assembler a….Source CodeSNESTop Gear1.0Adv07 Aug 2010
Pocahontas Music Source CodeJeroen TelThis source code was donated by Jeroen Tel, the composer and audio programmer for the game. Unfortunately, most of the tools are missing in this package. Some tools may need to be written to use the code.Source CodeSNESPocahontas1.0Adv27 Jan 1996
NBA Hangtime Music Source CodeJeroen TelThis source code was donated by Jeroen Tel, audio programmer and composer for the game. This source code includes tools that are used by Chip Level Designs Music Cart. It’s a SNES music cart that plugs into a SNES and has a parallel port and ….Source CodeSNESNBA Hangtime1.0Adv30 Apr 1996
Winter Gold Music Source CodeJeroen TelThis source code was donated by Jeroen Tel, composer and audio programmer for the game. The original tools and assembler were lost for this game. A conversion or custom tool would need to be made to assemble.Source CodeSNESWinter Gold1.0Adv23 Nov 1995
Super Adventure IslandRevenantSome basic information about the level format and graphics compression scheme in Super Adventure Island.Game SpecificSNESSuper Adventure Island1.0Int01 Jan 2012
Final Fantasy V Save FormatMottZillaNotes on Final Fantasy V’s save data. Maps out save slots, character slots, and details checksums.Game SpecificSNESFinal Fantasy V1.0Int19 Jan 2012
Zelda 3 Sprite SheetErockbroxThis is an excel sprite sheet that I made while working on the Zelda 3 hack: Quest for Calatia along with Zack (Gamemakr24). The goal was to take all of the sprites in the game and to test them in three specific areas to document their functionality…..Game SpecificSNESThe Legend of Zelda: A Link to the Past1.0Beg17 Aug 2012
Source Code "MultiMenu"MopoZSource code menu for the cartridge with 16 games Lorom. Asm for xkas. http://gegmopo3.magicteam.net/File/MultiMenu000.pngSource CodeSNESN/A1.0Adv07 Dec 2012
SNES Cart Hacking InfoSiudymThis is an extremely detailed technical document of SNES cartridge pinouts.Hardware Info.SNESN/A1.0Adv01 Jan 2001
SNES CPURandall HydeThis is an extremely detailed technical document of the SNES 65c816 processor. It is a customized 16 bit processor made for the SNES. It operates in both 16- (Native) and 8-bit (Emulation) modes. The 8-bit emulation mode is 100% compatible with the 6….Hardware Info.SNESN/A1.0Adv11 Mar 1998
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