Difference between revisions of "Documents"

From Wiki - GameHacking.org
Jump to: navigation, search
(6502 Reference)
(6502 Reference)
Line 9: Line 9:
  
 
A detailed, step by step guide to writing an emulator
 
A detailed, step by step guide to writing an emulator
 +
 +
[https://6502.org/ 6502.org: The 6502 Microprocessor Resource]
 +
 +
Information, links and projects for enthusiasts of the 6502 microprocessor. Includes documentation and source code archives and a discussion forum.
 +
 +
[https://www.obelisk.me.uk/6502/reference.html 6502 Instruction Reference - Obelisk]
 +
 +
Instruction Reference. Click on any of the links to go straight to the information for that instruction.
 +
 +
[https://www.atarimax.com/jindroush.atari.org/aopc.html 6502 Opcodes - Atarimax]
 +
 +
The 6502 will set this flag automatically in response to an interrupt and restore it to its prior status on completion of the interrupt service routine.
  
 
== 2A03 technical reference ==
 
== 2A03 technical reference ==

Revision as of 05:44, 16 February 2017

EnHacklopedia >> {{ #ifeq: Documents | EnHacklopedia | Index | Documents }}


6502 Reference

6502 Reference

Contains information on every opcode for the 6502, as well as the status flags and addressing modes. 6502 is the processor used in the NES.

Emulator 101

A detailed, step by step guide to writing an emulator

6502.org: The 6502 Microprocessor Resource

Information, links and projects for enthusiasts of the 6502 microprocessor. Includes documentation and source code archives and a discussion forum.

6502 Instruction Reference - Obelisk

Instruction Reference. Click on any of the links to go straight to the information for that instruction.

6502 Opcodes - Atarimax

The 6502 will set this flag automatically in response to an interrupt and restore it to its prior status on completion of the interrupt service routine.

2A03 technical reference

2A03 technical reference Here is a list of known integrated components found in the 2A03.

65816 Reference

65816 Reference

Contains information on every opcode for the 65816, as well as the status flags and addressing modes. 65816 is the processor used in the SNES.

ARM Reference

ARM Reference

The official ARM Reference Manual. The GBA contains an ARM7 processor and the NDS has both an ARM7 as well as an ARM9.

ARM Quick Reference Card

ARM Quick Reference Card

A three page quick reference for the ARM instruction set.

GBA Tek

GBA Tek

GBA and NDS reference.

Gekko User Manual

Gekko User Manual

Official Gekko (Gamecube) reference manual

Helder's Walk Through Walls Guide

Source Thread
Pugsy's 68000 Instruction list

Easy - can be hacked by anyone with little to no knowledge of 6502 ASM or any ASM

Hitachi SH7750 User's Manual

Hitachi SH7750 User's Manual

Official reference manual for the SH7750 processor. Could be useful assembly reference for Dreamcast.

m68k Programmer's Reference Manual

m68k Programmer's Reference Manual

Official reference manual for the m68k processor. The m68k is used in the Sega Genesis.

Nintendo 64 Toolkit

Nintendo 64 Toolkit

Contains information on the R4300i processor which the N64 uses as well as other miscellaneous features of the N64

PlayStation 3 Guide Book

PlayStation 3 Guide Book

This guide is for use with system software version 4.70.

PlayStation Developers Network

PlayStation Developers Network

If you are interested in becoming a PlayStation developer please visit [1]

PlayStation Developer Kit

PlayStation Developer Kit

Sony PlayStation Developers

Sony PlayStation Developers

PlayStation 3 Controller Guide

PlayStation 3 Controller Guide

PSX Documentation Project

PSX Documentation Project

Everything you ever wanted to know about the PSX but were afraid to ask.

PSX Developer's Guide

PSX Developer's Guide

This has a lot of good info in it. Granted, it has been modified, so you will have to sort through it. Has a section on the old BBS and a pic of the "new" dual analog controller. Not that long, but has lots of useful bits.

PlayStation 4 Developer's Guide

PlayStation 4 Developer's Guide Unlocking the potential of PlayStation®4: An In-Depth Developer Guide

Description:

The PlayStation®4 is powered by a familiar architecture but extended with specific and unique features that will provide long-term potential. Those hardware extensions truly unlock the PS4 GPU in ways not sen before in modern graphics hardware. In this talk, we will provide in-depth information for game developers allowing them to push the boundaries of present and future games.

Intended audience and prerequisites:

The target audience is any game developer interested to learn about the PlayStation®4 architecture and development environment.

Session takeaway:

The PlayStation®4 is very approachable and powerful gaming system for game developers. Its GPU provides modern shader features expected by a next-generation gaming system but also well beyond convention. Come see a glimpse into the future of gaming with the PS4.

R4300i Datasheet

R4300i Datasheet

The official info on the r4300i processor from MIPS.

THUMB Quick Reference Card

THUMB Quick Reference Card

A three page quick reference for the THUMB instructions set. THUMB is a special state of ARM that contains different instructions.

Z80 CPU Family User's Manual

Z80 CPU Family User's Manual

Official reference manual for the Z80 processor. The Z80 is used in the Sega Master System and Game Gear, as well as all Game Boy models prior to the GBA.

EnHacklopedia
Basics
Number and Data Encoding Formats - Generic Code Hacking
Individual Systems In Depth
Hacking Arcade - Hacking NES - Hacking SMS - Hacking SNES - Hacking Genesis - Hacking Saturn - Hacking PSX - Hacking N64 - Hacking DC - Hacking PS2 - Hacking GCN - Hacking Game Boy - Hacking Game Gear - Hacking Game Boy Advance - Hacking NDS -
Documents and References
Documents
Tools
Tools


Legal

Creative commons.png
All files (HTML, CSS, images) included in EnHacklopedia are licensed under the Creative Commons Attribution-ShareAlike 3.0 License. All authors contributing to EnHacklopedia should be made aware of the license before contributing. If the author does not agree to the licensing, his or her contributions will not be accepted into the project.