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(61 to 80) of 153 Results
Title AscendingAuthorDescriptionCategoryPlatformGameVerLevelDate
Layer 3 Information and Usage for GoldenEggShiny NinetalesThis is a document where you can find the settings and strings for Layer 3 usage on Golden Egg (which is by far, the best Yoshi’s Island editor, considered as the current standard) I decided to make this since Layer 3 on Yoshi’s Island is a….MiscellaneousSNESSuper Mario World 2: Yoshi’s Island1.3Int18 Feb 2018
Lo/HiROM ConvertDPHP function to convert a SNES HiROM address to LoROM or LoROM address to HiROM.Source CodeSNESN/A2.0Beg03 Jul 2006
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
Lufia II DocumentsRelnqshdThis is a zipped file with many text documents with many data on Lufia II, such as monsters, items, capsule monsters and subroutines. There are documents on the game’s offsets and general info such as how is critical damage calculated.Game SpecificSNESLufia II: Rise of the Sinistrals1.0Int27 Apr 2007
Lunar Magic Class 3 - Overworld EditingLordlazerA description on how to set up in game events such as path uncovering in Super Mario World using the Lunar Magic editor.Game SpecificSNESSuper Mario World1.0Beg09 Dec 2002
Mega Man X3 Decompression RoutineEuclidA brief document explaining the graphics compression used in Mega Man X3 with commented disassembly.Game SpecificSNESMega Man X331.1.06Adv31 Jan 2016
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
Nintendo SHVC Scope BIOSRevenantThis is a commented disassembly of the Nintendo “SHVC Scope BIOS 1.00″ used in SNES games which support the Super Scope. It assembles with xkas v14 and can be used to easily add scope support to homebrew SNES software.AssemblySNESMultiple Games1.0Int31 Jan 2013
Ogre Battle Compressed Graphics LocationsFinSDocument which contains the locations for compressed graphics in the game Ogre Battle for the SNES.Graphics HackingSNESOgre Battle: The March of the Black Queen1.0Int14 Apr 2011
Ogre Battle ROM DataVerySneakyOgre Battle ROM data in spreadsheet format.Game SpecificSNESOgre Battle: The March of the Black Queen1.0Int14 Apr 2011
Ogre Battle Rom MapFinSThis document contains important addresses for hacking Ogre Battle - MotBQ for the SNES version.Game SpecificSNESOgre Battle: The March of the Black Queen1.0Int14 Apr 2011
Orochimaru's Perfect Guide to Hyrule MagicOrochimaruA very in depth guide to Sephiroth3’s Zelda 3 editor, Hyrule Magic. A bit dated at this point, but still extremely valuable for anyone wanting to learn how to get full use out of Hyrule Magic. It also includes a lot of extra tutorials and info….Game SpecificSNESThe Legend of Zelda: A Link to the Past2.0Beg01 Jan 2005
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
Programming the 65816Western Design CenterOfficial 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….AssemblySNESN/A1.0Int28 Apr 1992
Pseudo 16x16 TilesPikenDetailed information on a special type of graphics storage used by Mario World, Zelda: ALTTP, Super Metroid and other SNES games. This has to do with level layout.Graphics HackingSNESMultiple Games2004-04-04Adv04 Apr 2004
PsyQ SNES Development ManualPsygnosisThis is a scanned version of the custom Software Development Kit Psygnosis created to code SNES games with a kind of high level assembly toolchain (supporting C-like control statements like if then else, etc). Commercial games like the platformer ….AssemblySNESN/A1.0Adv01 Jan 1994
Qwertie’s SNES Documentation Plus DMA Revision 6QwertieContains essential information for experienced hackers. Covers topics such as joypads, DMA & HDMA transfer, sprites, and registers. Note though, there are inaccuracies.
  • Has “big-endian” and “little-endian” mixed up
  • [l….
Hardware Info.SNESN/A2.1Adv01 Jan 1998
Random Number Generator for SNESFinSThis is a fast effective RNG using the H/V scroll setting as a seed without excessive redundancy for the 65816 processor. Creates a table of random numbers at $1100 ram or edit to a chosen location.
  • 130 random bytes
  • 2….
AssemblySNESMultiple Games1.0Int02 Mar 2014
RecompressionBongo`A helper file to show how to re-compress data. This routine is for Light Fantasy 2. I have seen that some people find it hard recompiling after they may have decompressed game.Source CodeSNESLight Fantasy 21Int20 Apr 2006
Record of the Lodoss War R'Engineer NotesF.H.An explanation of the compression and storage of text in the Record of Lodoss War. Extremely thorough.Game SpecificSNESRecord of Lodoss War1.2Adv30 Jun 2000
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