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.
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 Title:
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Hex Addresses:
Data Description:
Credit To:
Copyright © 1997-2000 Jay McGavren. All Rights Reserved.