Game Hackers' Database | ![]() |
The idea behind the Database is to provide a place for hackers to share information they've found about ROMs, game save states, battery backup files, or indeed anything emulator-related. If you've found intriguing information that might help others hack a game, submit it using the form at the bottom of this page. And if you're a programmer, take the time to browse though this area. You might find the info you need to write a cool new level editor or translate that stubborn RPG. Even novices will find some useful items like save state hacks to get more items or lives and Game Genie- like ROM hacks. |
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Aretha 2 | Super Famicom |
The 8x8 font text, including item names. | 100DCE-????? |
The menu screen font. 2-bitplane, letters use Color 2. | 167200-167B90 |
The battle screen font. | 1FCA10-1FD37F |
All submissions from Jay McGavren |
Crystalis | NES |
The title screen layout data. | 25550-257A0 |
All submissions from Genma and Soun |
Dragon Warrior | NES |
The town map data. Each byte can be a value from 00-FF, with each byte representing 2 tiles. Each hex character in the byte represents one tile (i.e. 00 is a pair of grass tiles, 01 is a grass tile and a sand tile). The throne room (where you start) is from 412-443. | C1-1324 |
The graphic layout data for the overworld fight background. | 1C9F-1D62 |
The title screen data. | 3F30-3FB8 |
The game program? | 4000-???? |
The ending text. | 549F-58D9 |
The menu text. | 6FC7-752B |
The item, enemy, and spell menu text. | 7AC0-7EAD |
The dialogue text. | 8039-BCBA |
A .TBL file for this game is included with Hexpose. | Download |
Town map data from Jay McGavren and Weiss. All other submissions from Jay McGavren |
Final Fantasy | NES |
The pointer table for the dialogue text. | 28010-2820F |
The dialogue text. | 28210-2B60F |
The pointer table for the monster attacks. | 2B610-2B643 |
The monster attacks text. | 2B644-2B70F |
The pointer table for the items. | 2B710-2B90F |
The items text. | 2B910-2BFD1 |
The battle text and pointers (mixed up a bit). | 2CC50-2D00F |
The pointer table for the monster names. | 2D4F0-2D5EF |
The monster name text. | 2D5F0-2D95F |
Weapon data. Each weapon entry consists of 8 bytes - hit percent, damage, an unknown parameter, spell cast, elemental, special effects, graphics block, and color index. | 30010-3014F |
Armor data. Each armor entry consists of 4 bytes - absorb, evade percent, elemental resistance, spell cast. | 30150-301EF |
Spell Data. Each spell entry consists of 8 bytes - Targeting, Effectiveness, Element, Effect byte 1, Effect byte 2, Graphics Block, Color index. | 301F0-303EF |
The pointer table for the epilogue text. | 36810-36841 |
The epilogue text. | 36842-36E0F |
Price Data- starting with the first item of the item list, and going on through weapons, armor and spells. Each price uses 2 bytes. NOTE: Most "items" do not have a price because they cannot be bought or sold! 37C3C on indicates "store-bought" items, with the exception of the Bottle. | 37C10?-37DEF |
The intro text. | 37F30-3800F |
The pointer table for the shop text. | 38010-3805B |
The shop text. | 3805C-3830F |
Shop Data. Listed sequentially; one shop is separated from the next by 00. Shops go in order of weapon-armor-item-wmagic-bmagic-inn-clinic throughout most of the section; weapon, armor, item, and magic shops use a string of bits corresponding to the index of an item, inns and clinics use a single, 2-byte value for cost. | 3839E-38480 |
The pointer table for the status menu text. | 38510-3858F |
The status menu text. | 38590-38D12 |
Nesticle .STA file: The party's Gold. | 1A-1E (Nesticle .STA file) |
Weapon data from Myan the Madman
Spell, shop, price and armor data from Myan and Vagabond |
Final Fantasy II | SNES |
SaveRAM File: The party's inventory. Set any of these bytes to any value you like to get different items, including some removed from the U.S. version. | 2053-20B2 (SaveRAM File) |
All submissions from Magicslayer |
F-Zero | SNES |
Mute City I map data, starting with the corner of the track behind the finish line. Data is in 2-byte sets; each is a pointer to a portion of column data stored elsewhere in the ROM. The game follows the pointer to an address and reads the 16 bytes following that address. | 36CD0?-????? |
Column data for a barrier 16 tiles in length. | 380EE-3810D |
Map data offset from Neill Corlett |
The Legend of Zelda | NES |
This area contains the overworld map. Each byte refers to one of 256 vertical columns defined elsewhere in the ROM. | 15429-15BD8 |
The data for the vertical columns used in the overworld map. The format has not yet been cracked but each byte affects multiple columns depending on its value. | 15BE8-????? |
The data in this area affects which type of doors connect which rooms in dungeons. Changing it can replace existing doors with solid walls and vice-versa. The format has not yet been cracked. | 15FD8?-????? |
The intro story text. | 1A450-1A7CB |
The color info for the intro story text. Not all data within this area applies to the colors, though. Try setting bytes to '00' to turn the text white. | 1A834-1A87A |
The area for the title screen data. | 1A930?-1AB8F? |
A .TBL file for this game is included with Hexpose. | Download |
Map data location from EFX and _demo_
Text color info from Quor All other submissions from Jay McGavren |
Mega Man | NES |
Cutman Stage - Data for 32x32 blocks used to build rooms. Each object is a group of 4 predefined 16x16 blocks, each represented by 1 byte. | 10-1C7 |
Dr. Wily Stage 1 - Data for 32x32 blocks used to build rooms. Each object is a group of 4 predefined 16x16 blocks, each represented by 1 byte. | 1C8-30F |
Cutman Stage - Color data for 32x32 blocks. Each 16x16 portion of the block has 2 bytes associated with it. | 310-3CF |
Cutman Stage - Room data. Each room is made up of several columns of 32x32 blocks (64 bytes per room). | 3D0-8CF |
Dr. Wily Stage 1 - Room data. Each room is made up of several columns of the 32x32 blocks defined starting at the start of the ROM (32 bytes per room). | 8D0-BCF |
Cutman Stage - Level data. Each byte refers to one of the room pointers for the stage. | C10-C38 |
Cutman Stage - Pointer table to room definitions. | C40-C7F |
Cutman Stage - Level layout data. In each byte, bits 1 through 6 determine the length of a horizontal run of screens. Set bit 8 to "1" to allow scrolling up when the end of a horizontal run is reached, or set bit 7 to "1" to allow scrolling down. So, "10000011" ("83") means 3 screens of horizontal scrolling, and then a climb upwards. "00" marks the start and end of a level. | C80-C96 |
Cutman Stage - Pallette definitions. | CB0-D0F |
Cutman Stage - Graphics pointers? | D10-D44 |
Cutman Stage - Object locations. Each is represented by 6 bytes. The first byte is set to "02" to indicate the start of a destructible block, "03" to indicate the left side of a door, or "01" to indicate the right side. The second byte indicates the number of screens from the level start where the block appears. The last 4 bytes specify the upper left and lower right corners of each block. | E11-????? |
Cutman Stage - Positions of doors when opening/closing. | F50-F75 |
Graphic blocks. | 1010-4000 5000-8000 9000-C000 D000-10000 |
Iceman Stage - Level data. | 4C10-????? |
Cutman stage enemy data. Each enemy is defined by four bytes - the screen number it appears on, the starting X position, the starting Y position, and the enemy type. | 1A478-????? |
Iceman stage enemy data. | 1A539-????? |
Bombman stage enemy data. | 1A5DE-????? |
Fireman stage enemy data. | 1A687-????? |
Elecman stage enemy data. | 1A764-????? |
Gutsman stage enemy data. | 1A850-????? |
All submissions from Jay McGavren |
Mega Man 3 | NES |
A .TBL file for this game is included with Hexpose. Use Zelda.TBL. | Download |
i>Hexpose info from Scott Hannay |
Metroid | NES |
The map data, starting above the upper-leftmost screen in Brinstar and advancing from left to right, top to bottom. 270F is the leftmost screen in the area where you start the game. Each byte represents one of about 40 preset screens (a new screen set is loaded whenever you go up/down an elevator). The value FF signifies an inaccessible area - these can be made accessible by changing the byte to a value corresponding to a preset screen. | 2590-292D |
Note data for the title screen theme; each byte represents the pitch of the note played. | 3012-????? |
Brinstar's preset screen data. Each object in the room is represented by 3 bytes: color, location, and preset object number. FD signifies the end of object data and the start of door/enemy data for that room. Doors are represented by "20 XX" where XX determines whether the door is on the left or right side of the screen, and what type it is. Enemies are represented by 3 bytes: an unknown byte, enemy type, and location. FF signifies the end of a room's data. | 6451-6C93 |
SnowBro has created a map editor called MetEdit. | Download |
Map data info from Jay McGavren Room data info from Jay McGavren and SnowBro. |
Radiasenki | Famicom |
The game text? | 54C92-???? |
All submissions from Jay McGavren |
Rockman and Forte | Super Famicom |
The shop text, game text, and database text in that order. English characters are mapped to ASCII format, so you can add new English text simply by typing in a hex editor. (But watch out for carriage returns.) | 38200?-40168? |
All submissions from Jay McGavren |
Rygar | NES |
Map data for the Sueru Mountains (the starting area). Each byte refers to a room defined elsewhere in the ROM. | 10091-10097 |
Map data for Gran Mountain. | 10098-100C7 |
Map data for hermit's room. | 100C8-100C8 |
Map data for Garloz. | 100C9-10036 |
Map data for Drago's Palace. | 10137-1019E |
Map data for Mt. Primeval. | 1019F-1021E |
Map data for Sagila's Cave. | 10221-10268 |
Map data for mountains outside Sagila's Cave. | 10269-10272 |
Map data for Eruga's Forest. | 10273-102D0 |
Room data for the Sueru Mountains. Each byte refers to a set of 16 16x128 columns defined elsewhere in the ROM. The first byte defines the top half of a screen, the second the bottom. | 102D1-????? |
The half-room data for the Sueru Mountains. Each byte refers to one of 256 preset 16x128 columns defined elsewhere in the ROM. | 10514-105D3 |
Gran Mountain half-room data. | 105D4-????? |
Tower of Garba half-room data. | 10910-????? |
Rolsa Valley half-room data. | 10A34-????? |
Lapis Gate half-room data. | 10BF4-????? |
Lapis half-room data. | 10C64-????? |
Mt. Primeval half-room data. | 10E24-????? |
Sagila's Cave half-room data. | 10EC4-????? |
Eruga's Forest half-room data. | 11140-????? |
Half-room data for several screens from various levels. | 112E0-????? |
Garloz half-room data. Stored in much the same format as side-view data, but in rows instead of columns. | 11474-????? |
Ligar's Castle half-room data. | 11744-????? |
Dorago's Palace half-room data. | 11AC8-????? |
Column set 1 data. | 12018-????? |
Column set 2 data. | 12818-????? |
Row set 1 data. | 12F38-????? |
Row set 2 data. | 13738-????? |
All submissions from Jay McGavren |
Super Mario Bros. | NES |
The color settings for Fire Mario. | 5F0-5F2 |
The color settings for Mario's fireballs, coins, mushrooms, and other items. | CF4-CF6 |
The color settings for Mario's fireballs (underground and in castles) | D18-D1A |
All submissions from Jay McGavren |
Super Mario Bros.2 | NES |
This byte affects the number of lives you start with; set it to any value you like. | 1E425 |
All submissions from Quor |
Zelda II | NES |
Change this byte from 02 to 00 and you will be able to walk over any terrain (mountains, oceans) in the overworld. | 72E |
This byte defines the number of lives you start the game with; set it to any value you like. | 1C369 |
All submissions from Quor |
The database only works with your submissions! We need hex addresses for map data, game text, sounds and music, pointer tables, you name it. It doesn't even have to be in a ROM; if you know a useful offset in a game save state or even system RAM, send it in! Just use this form or E-mail me. The info will be included in the database and your name will be recorded here for posterity. |
Game System: | |
Hex Addresses: | |
Data Description: | |
Credit To: | |
Copyright © 1997-2000 Jay McGavren. All Rights Reserved. |