Blargg’s S-DSP Timer Glitch Explanation | Blargg | An email detailing Blargg’s discoveries regarding a glitch in the S-DSP timers when the target is written just when the internal counter is ticked. | Hardware Info. | SNES | N/A | 2007-03-31 | Adv | 31 Mar 2007 |
Blaster Master Level Format | Benjamin Cutler | Documentation of the level data structure for Blaster Master. | Game Specific | NES | Blaster Master | 1.0 | Beg | 07 Mar 2004 |
BLITTER | Nat! | How the 2D engine is handled on the Jaguar. | Hardware Info. | JAG | N/A | 1.26 | Adv | 27 Sep 1998 |
BMP/BPP Convert | D | These functions will re-arrange bitplane tile graphics into bitmap linear and vice-versa. They are designed to work on strings where every character represents a pixel, so they are only for use on up to 16-colors. You will need to merge plane or spli…. | Source Code | Multiple | N/A | 3.0 | Beg | 03 Jul 2006 |
Bomberman II Level Hacking | DANGER X | A small document with some hex values of the game levels:
- Enemies Values
- Enemies data
- Stage Passwords for testing
- Arena Width Values
| Game Specific | NES | Bomberman II | 1.0 | Beg | 16 Dec 2015 |
Bomberman Level Hacking | DANGER X | A small document with some hex values of the game levels:
- enemies values
- power ups values
- enemy points (for score)
| Game Specific | NES | Bomberman | 1.0 | Beg | 28 Sep 2015 |
Bonk's Adventure Tile and Tilemap Format | Tomaitheous | This document covers the tile compression format, tilemap format, metatile format. This document does not cover the sprite compression format. | Graphics Hacking | TG16 | Bonk's Adventure | 1.0 | Int | 07 Jul 2007 |
Boss Weapon Damage Disassembly | PowerPanda | A disassembly of the damage that weapons do to each boss. Created and used in the “Capsule Remix” hack. DarkSamus993 can be listed as contributor. | Assembly | SNES | Mega Man X | 1.0 | Int | 18 May 2017 |
BPS File Format Specification | Near | The BPS patch file format specification. | File Formats | N/A | N/A | 1.0 | Beg | 27 Aug 2012 |
Bram Stoker's Dracula Music Source Code | Jeroen Tel | Jereon Tel, the musician and audio programmer for this game donated the source code. This source code is for the PAL version of the game. The source code may be converted to a public domain assembler with minimal changes. The original assembler was l…. | Source Code | NES | Bram Stoker's Dracula | 1.0 | Adv | 04 Sep 2010 |
Bram Stoker's Dracula Music Source Code | Jeroen Tel | This source code was donated by the audio composer and programmer, Jeroen Tel. The assembler and other tools were lost long ago. | Source Code | SMS | Bram Stoker's Dracula | 1.0 | Adv | 09 Nov 1992 |
Bram Stoker's Dracula Music Source Code | Jeroen Tel | This is the source code to Bram Stoker’s Dracula for the GameBoy. This code was donated by Jeroen Tel, the musician and programmer for the game. The assembler was lost long ago. | Source Code | GB | Bram Stoker's Dracula | 1.0 | Adv | 13 Nov 2010 |
Broadcast Satellaview-X Internal ROM Info | D | The Broadcast Satellaview-X Internal ROM info including offsets and a few other tidbits of information. | Hardware Info. | SNES | N/A | 2006/2/7 | Int | 07 Feb 2006 |
BRR Sound Encoding Scheme | Butcha | Explains the BRR encoding scheme used by the SPC700 in detail. Note: The filter formulas are not bit perfect if you are coding an emulator. | Hardware Info. | SNES | N/A | 1.0 | Int | 21 May 2007 |
Bubble Bobble Arcade Editing | QuietWhisper | In 2015, the author of this document asked on the public forums how to insert Drunks in Karl Stenerud’s Patch-A-Bobble, an editor for Bubble Bobble on the Arcade. The answer is, you can’t, but you can with a hex editor, and through comparin…. | Game Specific | ARC | Bubble Bobble | 1.1 | Beg | 08 Feb 2017 |
Buu's Fury Hacking | Miksy91 | Contains a couple of useful hacking documents for Dragon Ball Z - Buu’s Fury GBA game. | Game Specific | GBA | Dragon Ball Z: Buu's Fury | 1.0 | Beg | 05 Feb 2011 |
California Games 2 Music Source Code | Jeroen Tel | This source code was donated by Jeroen Tel, the audio composer and programmer of the game. The tools and assembler was lost long ago. | Source Code | SMS | California Games II | 1.0 | Adv | 17 Nov 1992 |
Camera Hacking Guide | Utils | A guide on hacking camera angles of 3d playstation games. | Miscellaneous | PSX | N/A | 8.10.3 Fin | Int | 06 Nov 2011 |
Capcom "6C80" Sound Engine/Music Format Documentation | Matrixz | Explains the music data format used in newer NES Capcom games such as Megaman 3 and Mighty Final Fight, and how it is stored.
Updated document covers sound effects, instruments, and some info on the Super NES variant of the music format. | Miscellaneous | NES | Multiple Games | 4.0 | Beg | 22 Apr 2013 |
Capcom MMC3 Sound Engine Information | za909 | Here is some information regarding MMC3 Sound channels | Audio Hacking | NES | N/A | 1.0 | Adv | 27 May 2015 |