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retroreversing.com

RetroReversing, the home of retro game reverse engineering. Get resources, tutorials, and tools for analyzing video games and join the community today!

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Games & Board Games
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Website review

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What is Retro Reversing?

Retro Reversing is a reference site and community hub for reverse engineering retro games: how they were built, how their code and data are structured, and how to take them apart. Its focus is technical archaeology rather than playing or emulation guides — source code, development hardware, SDKs, toolchains, file formats, and decompilation.

What you'll find there

  • Source code and decompilations — original sources and community decompilation projects, including material tied to the Nintendo "Gigaleak" (for example Yoshi's Island source and SNES art workspaces).
  • Development hardware and SDKs — console and PC development kits, devkit hardware write-ups, and software development kits for systems such as the Game Boy and NES/Famicom.
  • File formats — system-by-system breakdowns, e.g. PSX-EXE, Game Boy (DMG/GBC), and Super Famicom/SNES formats.
  • Tools and techniques — decompilers, disassemblers, Ghidra material, cheat cartridges, and cracking topics.
  • Foundations — maths for game developers (vectors, quaternions, matrices) and platform-specific reversing introductions.
  • Industry history — company and toolchain history, magazines, and how studios actually worked.

Coverage is broad but uneven: Nintendo platforms dominate (N64, SNES, Game Boy, GBA, DS, GameCube, Wii), with solid Sega, Sony, Microsoft, and older computer coverage, plus smaller entries like Pokémon Mini and WonderSwan. Content is tagged, so browsing by tag or platform is the fastest route.

Who it's for

Homebrew developers and ROM hackers who want real toolchain and format detail; preservationists and historians tracing how games were made; students learning decompilation on well-documented targets; and curious programmers who want to see production code from the 8- and 16-bit eras.

A practical next step

Pick your target console first, then work in this order: read the platform's reversing introduction, look up its file formats, check the SDK/devkit pages to understand the original toolchain, and only then move to a decompilation or source-code article. That sequence gives you the vocabulary the deeper write-ups assume. For emulator-side context on specific systems, official project sites such as MAME are useful companions when a page references emulation of obscure hardware.

Trade-off to expect: this is enthusiast-maintained material of varying depth and completeness, and leaked or partially reconstructed sources carry legal and accuracy caveats. Treat individual pages as starting points and verify claims against the hardware or a working emulator.

How do I get started with game reverse engineering using the tutorials on Retro Reversing?

Start with the site's introductory material, pick one platform you already know well, and work through a single concrete artifact — a file format, an SDK, or a source-code listing — rather than trying to absorb the whole catalogue at once.

A practical first path

  1. Read the introduction to game reversing to get the vocabulary: disassembly, decompilation, symbols, toolchains, file formats.
  2. Choose one platform you have played or emulated before. Familiarity with the games matters more than picking the "easiest" hardware.
  3. Study that platform's file formats page so you understand what the data on disk or in a ROM actually represents.
  4. Look at a development kit or SDK page for the same console. Knowing what the original developers' tools produced explains why retail data looks the way it does.
  5. Move to a game-specific post — a decompilation, source-code listing, or art-workspace archive — and try to reproduce one small result, such as locating a known data table or matching a function.

What the site actually covers

The catalogue is organised around tags, which makes it easy to filter by interest:

  • Platforms — Nintendo 64, SNES, Game Boy, Game Boy Advance, DS, GameCube, Wii, PlayStation, PS2, PSP, Saturn, Dreamcast, Mega Drive, Xbox and others.
  • Technical topics — source code, decompilations, SDKs, development hardware, file formats, symbols, game engines, maths for game developers, and tooling such as Ghidra.
  • Context — industry history, magazines, leaks, and news, useful when you want to know why a particular prototype or archive exists.

That mix suits two different readers. Someone learning reverse engineering for its own sake should stay on the format and tool pages. Someone researching how a specific game was built will get more from the source-code, art-workspace and SDK material, where the pages document real development artefacts rather than teaching technique.

Choosing a starting point

If you want to… Start with Trade-off
Learn the general method Introduction and decompiler explainers Conceptual, but no single game to anchor it
Get a quick win A file format page for a console you know Narrow; little reversing theory
Understand original workflow SDK and development hardware pages Historical focus, less hands-on practice
Study real code Source code and decompilation posts Large, sometimes incomplete archives

Equipment and habits

You will need an emulator or original hardware for the target system, a disassembler or debugger, and a hex editor. Expect to read assembly for the console's CPU, so pick a platform whose architecture is documented. Keep notes on addresses, offsets and function names — reversing is mostly bookkeeping, and revisiting a project after a week without notes is painful.

Next step: open the platform index, pick the console you know best, and read its file-format page alongside one game-specific post. That pairing gives you both the theory of the data and a real example of it in use.

Which tools and decompilers are recommended for reversing specific retro consoles like the Game Boy or SNES?

Retro Reversing is best used as a console-by-console index rather than a single tool recommendation. Its own tags show the pattern: platform pages (Game Boy, SNES, Nintendo 64, PlayStation, Sega Saturn), plus categories for SDKs, development hardware, source code, decompilations, file formats and tools such as Ghidra. So the practical answer is to start from the console page, then pick tools that match the artifact you actually have.

Match the tool to what you are reversing

Situation What tends to work Trade-off
You have a ROM and want to trace code Disassembler/debugger suited to that CPU, plus an emulator with debugger support Fast to start, but you reconstruct meaning by hand
You have symbols or a leaked SDK Symbol-aware disassembly and comparison against original libraries Much faster, but only for the specific revision you have
You want readable C-like code A decompiler, ideally one with an existing project for that game Highest effort; matching the original build is the hard part
You care about assets and data File-format documentation and extraction tools Great for art/audio study, less useful for logic

For Game Boy work, the useful entry point is the site's Game Boy pages covering reverse engineering, SDKs and file formats (DMG/GBC). For SNES, look at the SNES/Super Famicom file-format material and the source-code archives, including the Yoshi's Island and Super Mario Kart workspace posts. Decompilation-specific projects are indexed under the decompilation tag, and general tooling under tools — Ghidra appears among the tagged tools.

A concrete reader scenario

Suppose you want to understand how a Game Boy title stores its tilemaps. Start with the Game Boy file-format page to identify the data, then use an emulator debugger to find where that data is read, and only then consider a disassembler for the surrounding routine. If your goal is instead to rebuild a SNES game as compilable C, you need a decompilation project for that title, not a general-purpose tool — the site's decompilation and source-code sections are where those live.

Decision criterion

Choose the console page first, then the artifact: ROM, symbols, SDK, or source. If you have symbols or an SDK, use them before any decompiler; if you only have a ROM, expect disassembly plus manual annotation. Community help is available through the site's own community, and for emulator-side debugging the established projects are worth knowing: GitHub hosts many of these tool repositories, mGBA covers Game Boy Advance and Game Boy debugging, and ProblemKaputt hosts no$gba and related debugging documentation.

Where can I find leaked source code and development kits for classic games?

For leaked source code and development kits, Retro Reversing is a strong starting point: it is a hub for retro game reverse engineering, with a tag system that lets you jump straight to "Source Code," "SDK," "Leak," "Development Hardware," and "Tools." Its own listing shows how much of that material is concentrated on Nintendo platforms (Nintendo 64, SNES, Game Boy, GameCube, Wii) alongside Sega Saturn, Dreamcast, MegaDrive, Sony PlayStation lines, Xbox, and various handhelds.

What you actually find there

  • Source code and decompilations — posts like the original Yoshi's Island source code and Mr Do! (Game Boy) source, plus a "Decompilations" section.
  • Development kit material — SDK and development-hardware pages, for example NES (Famicom) Development Kit Hardware and Game Boy Software Development Kits.
  • Leak documentation — the Gigaleak entries, such as the NEWS_11 workstation restore and Super Mario Kart 2D art workspace, which show what a leaked archive contains beyond raw code.
  • File formats and tooling — PSX-EXE, SNES and Game Boy file formats, plus Ghidra and disassembler-related material.

How to use it

Start with the tag pages rather than the feed: pick your platform, then cross-reference "Source Code," "SDK," and "Tools" so you get the code plus the format documentation needed to build or inspect it. A realistic scenario: you want to compile a Game Boy prototype, so you read the SDK page for the toolchain, the file-format page for the ROM layout, and a source-code post for a working example — three pages that only make sense together.

Trade-offs and other places to look

Leaked SDKs and source are legally murky and often incomplete, and the site itself marks some material "Incomplete." Assume you will need to fill gaps from emulator and homebrew documentation. For the hardware and preservation side, compare with NESdev Wiki for NES/Famicom technical detail, Problem Kaputt for console hardware documentation, and GitHub for active decompilation projects where you can see build instructions and issue threads rather than a static archive.

Decision criterion: use Retro Reversing to discover and orient yourself, then move to a project-specific repository when you need something that actually compiles.

What do the leaked Gigaleak files reveal about Nintendo's development history?

The Gigaleak files matter less as a treasure chest of finished games and more as a paper trail of how Nintendo built them. Retro Reversing's coverage of the leak focuses on development hardware and workspaces rather than playable builds: a Super Famicom-era workstation restore attributed to an engineer nicknamed Hino, 2D art workspaces for Yoshi's Island, Super Mario Kart and Stunt Race FX, and related source material. Read together, they show the everyday mechanics of 1990s console development — artists working in bespoke tools, revisions accumulating in project folders, and source trees surviving on workstation disks long after the shipped cartridge.

What the material tends to contain

  • Source code and partial builds for games at various stages of completion, useful for seeing how code was structured before compression, localisation and final optimisation.
  • Art and level workspaces: the Yoshi's Island and Super Mario Kart items are workspace archives, so they document how graphics were authored and assembled, not just the final sprite sheets.
  • Development hardware and toolchain traces: the Hino workstation restore is the clearest example — it points to the machines and setups engineers actually sat at.
  • SDK and library references that recur across projects, which is where the leak is most valuable for understanding shared internal technology.

Why this is useful, and to whom

For a hobbyist decompilation project, the practical payoff is naming. Official symbol names, file layout and library boundaries can replace guessed labels, which shortens the grind of matching compiled code to C. For a historian or journalist, the interest is institutional: which teams shared tools, how long a codebase lived, and how much of a game's identity came from a small set of internal utilities. For an artist or designer studying period craft, the workspaces are the closest thing to watching the original process.

The trade-off is that leaked material is fragmentary and uneven. A workstation restore may be incomplete or missing its original environment; a source tree may be a mid-project snapshot rather than a release candidate. Treat any single file as evidence of what existed at one moment, not as the definitive version of a game.

Where to start

Pick one title you already know well and follow its thread rather than browsing the leak as a whole. If you are decompiling, begin with the symbol and SDK files, since they pay off across every function you touch; if you are researching history, the workspace archives and hardware restorations tell a clearer story than raw source dumps. Retro Reversing collects these threads alongside broader reverse-engineering material at Retro Reversing, and the decompilation community around projects such as GitHub is where symbol discoveries usually get discussed and folded back into matching work.

How can I use file format documentation to extract assets from retro games?

File format documentation tells you where the meaningful bytes live inside a game's data files, so you can pull out graphics, audio, text and level data without guessing. On Retro Reversing, format write-ups sit alongside source code, SDK and hardware material — for example the site lists dedicated pages for Game Boy File Formats (DMG, GBC) and Super Famicom / SNES File Formats. Those pages are documentation, not extractors: they describe structure, and you still supply the tooling.

A practical workflow

  1. Identify the container. A ROM or disc image is usually an archive of smaller files or a flat blob with an index. Documentation tells you whether there's a header, a pointer table, or a directory of offsets.
  2. Map the header. Note magic bytes, endianness, counts and offsets. This is what lets you split one large file into individual assets.
  3. Decode the payload. Formats like tile graphics, palettes, compressed blocks or sample banks need a specific decoder. Compression is the usual sticking point.
  4. Rebuild and verify. Assemble extracted sprites or audio back into a viewable form and compare against the running game — that's your correctness check.

Where documentation helps most

Task What the docs give you What you still need
Splitting an archive Offsets, table layout, file count A script to read the table
Graphics Tile size, bit depth, palette order A viewer or converter
Audio Sample rate, codec, bank structure A decoder or tracker
Text Encoding, string table, pointer format A dumper and re-inserter

If you're new to this, start with one platform and one asset type rather than a whole game. Pick a format with simple, uncompressed graphics, get a single sprite on screen, then move to compressed data. The site's tag list shows where the density of material is — Game Boy, SNES, Nintendo 64 and PlayStation are heavily covered, so documentation and community knowledge are easier to find there.

Two cautions. First, documentation often describes the common case; retail games frequently modify or extend a format, so treat a mismatch as information, not failure. Second, extracted assets are usually still copyrighted — this work is best suited to study, preservation, modding of games you own, and interoperability research.

Related questions

More questions →
What Are Retro Game Leaks and How Do You Use Them?

Retro game leaks are unofficial releases of internal development material—source code, art workspaces, SDKs, and build tools—that were never meant to be public. You use them by treating them as research archives: identify what a leak contains, match it to a platform and toolchain, then study or rebuild it in an isolated environment. They are most useful when official source code or SDK documentation doesn't exist for a platform, and least useful when you only want to play the game.

How leaks differ from other retro development material

Retro Reversing organizes its content around several distinct source types, and leaks are only one of them:

Source type What it is Example from the site
Leaks Internal files released without authorization Gigaleak archives, NEWS_11 workstation restore
Source code Code released officially or recovered Mr Do! Source Code (Game Boy), MAME Source Code
SDKs Official development kits Game Boy Software Development Kits
Dev hardware Physical development units NES (Famicom) Development Kit Hardware
Tools Disassemblers, decompilers, emulators Ghidra, Delphi decompilation

The distinction matters because a leak is a snapshot of a work-in-progress, not a finished reference. A leaked source tree may contain debug builds, commented-out experiments, and paths that reference hardware you don't have.

What leaks typically contain

Based on the archives catalogued on Retro Reversing, leaked material tends to fall into a few recurring categories:

  • Source code — full or partial game source trees, sometimes with build scripts.
  • Art workspaces — 2D art files tied to specific tools, such as the Yoshi's Island source code or the Super Mario Kart CAR 2D art workspace.
  • Development workstations — restored environments like the NEWS_11 workstation, which show how a team's build machine was configured.
  • Toolchains and SDK fragments — compiler versions, linker configs, and platform libraries referenced by the source.

Art workspaces are often more immediately readable than source code, because the file formats and folder structure map directly to what you see on screen.

Finding leak material on a resource site

Retro Reversing uses a tag-based index rather than a single "leaks" section. To locate leak content:

  1. Start from the tag list on the homepage. Leak is one of the larger tags (45 entries in the excerpt), alongside SDK, Source Code, and Hardware.
  2. Filter by platform tag first if you know your target—Super Nintendo, Nintendo 64, Game Boy, and so on.
  3. Cross-reference with Source Code or Dev Hardware tags, since a leak post is often tagged with both its platform and its content type.
  4. Read the post date and title carefully. Entries like "Gigaleak - NEWS_11 Workstation Restore" or "Original Yoshi's Island Source Code (Gigaleak)" tell you which leak wave the material came from.

The site also lists Incomplete as a tag, which is a useful signal that a leak or decompilation is partial.

Using leaked material for reverse engineering

A practical workflow for a leaked source tree or workspace:

  1. Inventory before you build. List the directories, build scripts, and referenced tools. Note the compiler and SDK versions mentioned in makefiles or project files.
  2. Match the toolchain. If the source expects a specific SDK version, check whether the site's SDK or dev hardware pages document that version. Mismatched toolchains are the most common reason a leaked tree won't compile.
  3. Isolate the environment. Run builds in a container or VM. Leaked build scripts may reference absolute paths from the original studio machine.
  4. Compare against a decompilation. If a decompilation project exists for the same game, use it to cross-check function names and data layout. The site's Decompilations section is the starting point.
  5. Document what's missing. Leaks are frequently incomplete. Recording gaps (missing assets, absent libraries) is more useful to the community than a failed build log.

For art workspaces, the workflow is simpler: open the files in the tool they were authored for, or in a compatible viewer, and compare the layers against the released game's sprites.

Legal and ethical considerations

Leaked material was published without the rights holder's consent. That has practical consequences:

  • Distribution vs. study. Reading about a leak, or examining files you already have, is different from redistributing them. Many communities host analysis and documentation rather than the raw files.
  • Provenance matters. Some "leaks" are actually official releases mislabeled, or fan reconstructions. Check whether a source is corroborated by multiple archives.
  • Commercial use is off the table. Leaked SDKs and source cannot be used in a shipped product, and doing so exposes you to claims from the original publisher.
  • Credit the archive. If you build on someone's restoration work—like a workstation restore—cite the specific archive and post.

If your goal is to learn how a game was made, a decompilation project or an officially released source (where one exists) carries none of these complications and is often better documented.

When to use a leak and when not to

Use leaked material when you're researching a platform whose official SDK is undocumented, when you want to see a studio's actual build process, or when a decompilation needs original symbol or asset references. Skip it when you just want to play the game, when you need a legally clean codebase, or when a maintained decompilation already answers your question.

What Is Retro Game Source Code and How Can You Find and Use It?

Retro game source code is the original human-readable program text behind a released game, and it survives in three very different forms: officially published code, leaked internal code, and decompilation projects that reconstruct source from a shipped binary. Which form you are dealing with determines what you can legally do with it and how much you can trust it. RetroReversing (retroreversing.com) is an archive built around exactly this material — its tag index lists 26 entries under "Source Code," alongside 60 SDK, 51 Leak, and 45 Hardware entries — so it is a practical starting point if you want to study how games were actually built.

The three kinds of "source code" you will encounter

These get lumped together in conversation but behave very differently.

Type What it is Typical fidelity Main constraint
Official release Code the rights holder published (e.g. as a historical artifact or bundled extra) High — it is the real thing Rare; usually limited to specific titles
Leaked source Internal code that escaped, often via a data breach High, but may be partial or from a mid-development snapshot Copyright and legal exposure
Decompilation Source reconstructed by analyzing a compiled ROM or executable Varies — depends on how much has been matched A community effort, not the original text

A decompilation is not the same object as the original source. It is a reconstruction produced by reading disassembly and rewriting it into compilable code, and projects often track a "matching" percentage because large parts may still be approximations. RetroReversing's own feed includes a "How Decompilers Work" tutorial, which is worth reading before you assume a decompiled file is byte-identical to what the developers wrote.

How to locate source code in an archive like RetroReversing

The site organizes material by platform and by tag rather than by a single search box, so the fastest route is tag-driven.

  1. Start from the tag index. Tags are ranked by volume: Introduction (60), SDK (51), Leak (45), Hardware (37), Nintendo 64 (30), Source Code (26), Super Nintendo (25), and so on. The "Source Code" tag is the direct entry point.
  2. Narrow by platform. If you care about a specific system, combine tags — for example Source Code plus Game Boy, or Source Code plus SNES. The index shows Game Boy at 20 entries, SNES at 25, and Nintendo 64 at 30, so platform tags usually have more material than the generic source tag alone.
  3. Check the "Leak" tag separately. Leaked material is often filed under Leak rather than Source Code. The Gigaleak-related posts (for instance the Yoshi's Island source code and the NEWS_11 workstation restore) sit in this space, and they include things beyond code — art workspaces, file formats, and development hardware notes.
  4. Read the post, not just the title. Entries like "Mr Do! Source Code (Game Boy)" or "MAME Source Code" describe what the archive actually holds. MAME is an open-source emulator project, so its code is a normal public repository — a useful contrast to leaked console code.

Expect the archive to be a mix of complete source trees, partial snapshots, and supporting artifacts (SDKs, dev kit hardware documentation, file format notes). That mix is the point: source code alone rarely explains a game, but source plus toolchain plus file formats usually does.

What you can actually learn from it

Studying retro source is most useful when you treat it as evidence about process, not as a ready-made project to rebuild.

  • Toolchains and SDKs. The SDK tag (51 entries) and the "Console & PC Software Development Kits" section document what developers compiled with. Reading source alongside its SDK shows why certain code patterns exist.
  • File formats. Source often reveals the structure of asset and data formats that shipped in the final game — useful if you are writing a viewer or converter.
  • Game logic. Physics, AI, and rendering routines are readable in source in a way they never are in a disassembly listing.
  • Development history. Leaked snapshots and art workspaces show intermediate states, cut content, and how a game changed before release.

If your goal is to understand a specific mechanic, source code is usually the highest-value artifact available — higher than a disassembly, because variable names and comments (where present) carry intent.

Legal and ethical constraints you should not skip

Leaked source code is copyrighted material that was not published by its owner. Possessing or redistributing it can expose you to legal risk depending on your jurisdiction, and archives that host it often do so in a legally gray area. Practical guidance:

  • Do not redistribute leaked code, and do not incorporate it into a project you release.
  • Treat decompilation projects differently — many are developed with clean-room practices specifically to reduce legal exposure, but the legal status of decompiled code still varies and is not settled everywhere.
  • Official and open-source releases (like MAME) are the safest to study, modify, and cite.
  • If you are unsure whether something is leaked or officially released, assume it is leaked until the archive or the rights holder says otherwise.

This is general information, not legal advice; if you plan to publish anything derived from this material, get jurisdiction-specific guidance.

A reasonable first workflow

If you are new to this, a sequence that avoids dead ends:

  1. Pick one platform you already know well (Game Boy, SNES, or N64 have the most material here).
  2. Read the platform's reverse engineering overview post before touching any code — it gives you the hardware and format context the source assumes.
  3. Open a decompilation or source entry and identify the build toolchain it expects; without the right SDK or assembler, the code will not compile and you will not learn much.
  4. Cross-reference the file format tags for that platform so you can interpret the asset data the code loads.
  5. Keep leaked material read-only in your own notes; do your experiments on open-source or officially released code.

The archive's value is that it collects source, SDKs, hardware documentation, and file formats in one place, so you can move from "what does this routine do" to "what did the developer compile it with and what data did it consume" without leaving the site.

什么是复古游戏逆向工程?如何利用 RetroReversing 入门?

复古游戏逆向工程是通过反汇编、反编译、文件格式分析和开发工具链研究,还原老游戏与老主机"当年是怎么做出来的"的技术实践。RetroReversing 是一个面向这一领域的资源站,把源码、反编译、SDK、开发硬件、文件格式和工具按平台与主题聚合在一起,适合想研究具体主机或具体游戏实现细节的人。它更像一个索引和资料库,而不是手把手的课程:你需要先确定目标平台或目标游戏,再顺着对应标签找资料。

RetroReversing 上有什么

从站点首页的标签统计可以看出资源的大致分布:

资源类型 标签示例(含条目数) 用途
反编译 Decompilations 阅读或重建游戏的可读代码
源码 Source Code (26) 对照原始实现
SDK / 开发套件 SDK (60)、Console & PC Software Development Kits 了解官方开发环境
开发硬件 Hardware (37)、Development Hardware (28) 研究开发机与调试设备
文件格式 File Formats (15) 解析游戏资源与数据
工具 Tools (19)、Ghidra (4)、Disassemblers 实际动手分析
教程 Tutorial (10) 入门方法
行业与泄露 Industry (19)、Leak (45) 开发史与内部资料

平台覆盖从 Nintendo Entertainment System、Super Nintendo、Game Boy、Nintendo 64、GameCube、Wii、WiiU、Switch,到 Sega Master System、MegaDrive、Saturn、Dreamcast,再到 Sony PlayStation 1–4、PSP、Vita,以及 Microsoft Xbox 系列、Atari、MSX、DOS、Amiga、Sinclair ZX Spectrum 等。这意味着你可以按自己手上的主机直接定位资料。

按平台查找资料

站点的组织方式是"平台 + 主题"双维度。例如 Game Boy 相关条目包括:

  • Nintendo Game Boy Reverse Engineering(平台总览)
  • Game Boy Software Development Kits(开发套件)
  • Game Boy File Formats (DMG, GBC)(文件格式)
  • Mr Do! Source Code (Game Boy)(具体游戏源码)

SNES 方向则有 Super Famicom / SNES File Formats,以及 Gigaleak 相关的原始源码与美术工作区记录(如 Yoshi's Island 源码、Super Mario Kart 2D Art Workspace)。

查找路径可以这样走:

  1. 先进入目标平台标签(如 gameboy、snes、ps1)。
  2. 在平台内区分你要的是"工具/格式"还是"具体游戏案例"。
  3. 具体游戏案例通常附带源码或工作区还原,适合对照学习。
  4. 如果目标是理解机制而非某个游戏,优先看 Tutorial 和 Tools 标签。

入门路径

站点本身给出了一个隐含的学习顺序:先理解工具原理,再进入具体平台。

  • 先看工具原理:How Decompilers Work 解释了反编译器的工作方式,是理解后续所有反编译产出的前提。
  • 再选一个平台:例如从 Nintendo Game Boy Reverse Engineering 这类平台总览入手,建立该主机的内存布局、文件格式和工具链认知。
  • 然后动手分析:Tools 标签下有 Ghidra 和 Disassemblers 相关内容。典型流程是:拿到 ROM 或可执行文件 → 用反汇编器/反编译器生成中间表示 → 结合符号(Symbols 标签)和文件格式文档定位函数与数据 → 对照源码或反编译结果验证理解。
  • 最后落到具体游戏:用 Mr Do! Source Code 这类案例,把前面学到的格式与工具知识应用到真实项目上。

一个具体任务场景:假设你想搞清楚某款 Game Boy 游戏的地图数据是怎么存储的。合理顺序是先读 Game Boy File Formats 确认卡带与图形数据的组织方式,再用反汇编器定位读取地图的代码,最后对照已有的源码案例验证推断。

泄露资料与使用边界

站点有大量 Leak (45) 和 Gigaleak 相关条目,包括原始源码和美术工作区还原。这类资料的价值在于能看到真实的开发过程,但使用时要注意:

  • 泄露资料的法律与版权状态与公开的官方 SDK 文档不同,引用和再分发前应自行确认所在地区的规则。
  • 泄露源码往往不完整或与最终发行版有差异,不能直接当作"官方实现"的权威版本。
  • 站点本身是资料聚合,不保证每个条目的完整性和准确性,交叉验证是必要的。

适合谁

如果你满足以下条件,RetroReversing 会很有用:有明确的复古主机或游戏作为研究对象;已经具备基本的汇编/反汇编概念;愿意自己从标签和条目中拼出学习路径。如果你需要的是系统化课程或从零开始的编程教学,这个站点更适合作为资料索引配合其他教程使用。

How to Use Ahrefs for Your First SEO Audit: A Step-by-Step Tutorial

If you're new to Ahrefs and want to run your first SEO audit, the fastest path is: open Site Explorer, enter your target URL, review the Overview for a health snapshot, then dig into Organic Keywords, Top Pages, and Site Audit to find specific problems. From there, build a short prioritized to-do list instead of trying to fix everything at once.

This tutorial walks through that workflow using a realistic starting scenario, explains what the numbers mean, and shows how to turn findings into actions.

Before You Start: Pick a Narrow Scope

A common beginner mistake is auditing an entire large website on day one. The reports become overwhelming, and you can't tell which issues matter.

Instead, choose one of these starting points:

  • A single important page (your homepage or a key product/service page)
  • A small site (under ~50 pages, e.g., a personal blog or small business site)
  • One section of a bigger site (e.g., /blog/)

For this tutorial, assume you're auditing a small business site with about 30 pages. The same steps scale up later.

You'll need an Ahrefs account to follow along. Ahrefs offers paid plans, and pricing and feature limits change over time, so check the current Pricing page for what's included in each tier before committing.

Step 1: Enter Your Target in Site Explorer

Site Explorer is Ahrefs' core tool for analyzing any website or URL.

  1. Open Site Explorer from the top navigation.
  2. In the search box, paste your domain (e.g., example.com).
  3. Choose the Exact URL or Domain mode depending on scope. For a full-site view, use Domain or Prefix; for a single page, use Exact URL.
  4. Press Enter.

You'll land on the Overview report. Don't try to absorb everything — focus on four numbers first.

Reading the Overview Snapshot

Metric What it tells you How to use it
Ahrefs Rank (AR) Relative strength of the site's backlink profile vs. others in the database Useful for comparing against competitors, not as a standalone goal
Organic traffic Estimated monthly visits from search A rough trend indicator, not exact analytics
Organic keywords Estimated number of keywords the site ranks for Shows breadth of visibility
Backlinks / Referring domains Total links and unique sites linking to you Referring domains matter more than raw backlink count

Important caveat: Ahrefs' traffic and keyword numbers are estimates based on its own data. They won't match Google Search Console or your analytics exactly. Treat them as directional, not absolute.

Step 2: See What You Already Rank For

Go to Organic Keywords in the left sidebar. This shows queries where your site appears in search results.

Sort by Traffic (descending) to see which pages bring the most estimated visitors. Then look for:

  • Keywords ranking in positions 4–15 — these are often the easiest wins. A small content or on-page improvement can push them onto page one.
  • Keywords with high volume but low position — potential opportunities if the topic is relevant.
  • Irrelevant keywords — if you rank for something off-topic, it may signal thin or mismatched content.

Write down 5–10 of the position 4–15 keywords. These become your first optimization targets.

Step 3: Find Your Best and Weakest Pages

Open Top Pages. This ranks your URLs by estimated organic traffic.

Look for two things:

  1. Your top performers — understand what topics and formats work. Can you create more content like this?
  2. Pages with traffic but poor rankings — these may need on-page fixes (title, headings, internal links).

If a page gets zero traffic and targets a topic you care about, it's a candidate for a rewrite or consolidation.

Step 4: Run a Technical Site Audit

Now move to Site Audit. This crawls your site and flags technical and on-page issues.

  1. Click Site Audit → New project.
  2. Enter your domain and set crawl settings (default is usually fine for a small site).
  3. Start the crawl and wait for it to finish.

Once complete, you'll see a Health Score and a list of issues grouped by category.

Which Issues to Fix First

Not all issues are equal. Prioritize in this order:

Priority Issue type Why it matters
1 Broken links (404s) Bad for users and crawl efficiency
2 Pages blocked from indexing They can't rank at all
3 Missing or duplicate title tags Directly affects click-through and relevance
4 Slow-loading pages Affects experience and rankings
5 Thin content Low value to users and search engines

Ignore low-impact warnings (like minor meta description length) until the big items are handled.

Step 5: Turn Findings Into a To-Do List

You now have raw data. Convert it into a short, actionable list. Example:

  1. Fix 3 broken links found in Site Audit.
  2. Rewrite title tags on 5 pages with duplicate titles.
  3. Improve 4 pages ranking in positions 6–12 by adding missing subtopics and internal links.
  4. Remove or update 2 thin pages with no traffic.

Keep the list to 5–10 items max for your first audit. Finishing a short list beats starting a long one.

Common Beginner Mistakes

  • Chasing every red flag. Site Audit flags many minor issues. Fix what affects rankings and users first.
  • Trusting estimates as exact numbers. Ahrefs data is modeled, not measured from your analytics.
  • Auditing a huge site too early. Start small to learn the interface.
  • Ignoring search intent. A page can be technically perfect but still fail if it doesn't match what searchers want.
  • Forgetting to re-crawl. After fixes, run Site Audit again to confirm improvements.

Where to Go Next

Once your first audit is done:

  • Compare with competitors using Site Explorer's Competing Domains and Content Gap reports.
  • Track keyword rankings over time with Rank Tracker.
  • Explore backlink opportunities in the Backlinks and Link Intersect reports.
  • Set up recurring Site Audit crawls so new issues surface automatically.

Your first audit isn't about perfection — it's about building a repeatable habit: enter a target, read the key reports, pick the highest-impact fixes, and act. Do that once a month and your site's health compounds.

Preeclampsia Foundation 提供哪些资源以及如何使用?

Preeclampsia Foundation 的资源按受众分为四类:面向女性与家庭的健康信息与支持、面向医疗提供者的临床资源、面向研究人员的数据与资助信息,以及面向公众的倡导与参与材料。所有内容都可通过网站导航直接访问,无需注册即可阅读健康信息;参与研究登记、加入社区或获取支持则通常需要额外填写表单或联系对应项目。以下按“你想解决什么问题”来组织,方便你直接跳到对应入口。

如果你想了解疾病本身:健康信息类资源

这是网站最核心、也最容易上手的部分,覆盖妊娠期高血压疾病的主要类型:

  • Signs & Symptoms:症状与体征指南,帮助你判断何时需要就医。
  • What is Preeclampsia / What is Eclampsia / HELLP Syndrome:分别解释子痫前期、子痫和 HELLP 综合征的定义与区别。
  • Postpartum Preeclampsia:专门讲产后发生的子痫前期,这是容易被忽视的时间窗口。
  • Preeclampsia Tests:介绍相关检测手段。
  • Taking Your Blood Pressure:如何正确测量血压的操作说明。
  • Aspirin:关于阿司匹林在预防中的用途说明。
  • COVID & Preeclampsia:新冠与子痫前期的关联信息。
  • FAQs:常见问题汇总。

使用方式:从主导航的 Women & Families → Health Information 进入,按上述条目逐层点开。适合在产检前后快速查阅,也适合用来向家人解释病情。这些页面是教育性内容,不能替代医生的个体化判断,具体用药或检测决定仍需与临床医生确认。

如果你需要情感与同伴支持:Get Support 类资源

网站把“支持”单独列为一个板块,包含:

  • Birth Trauma Resources:分娩创伤相关资源。
  • Our Stories:患者亲身经历分享。
  • Ask a Support Question:向基金会提交支持性问题。
  • The Patient Journey:患者从诊断到产后的完整历程梳理。
  • Support Articles:支持类文章合集。

使用方式:如果你刚被诊断、或产后仍在恢复,可以先读 The Patient Journey 建立整体预期,再看 Our Stories 减少孤立感。需要具体回应时使用 Ask a Support Question 提交问题。注意这是同伴与教育支持渠道,不构成急诊通道——出现严重症状应立即联系医疗机构。

如果你是医疗提供者:Healthcare Providers 资源

这一板块面向临床人员,内容包括:

  • Best Practices:最佳实践。
  • The Cuff Kit®:血压测量相关工具包。
  • Current Guidelines:现行指南。
  • Prenatal Aspirin:产前阿司匹林使用。
  • Blood Pressure / Postpartum Care:血压管理与产后照护。
  • Educating Patients / Engaging Patients:患者教育方法。
  • Expert Directory:专家名录。
  • Nurse Resources / Doula Resources:护士与导乐专项资源。

使用方式:临床人员可从主导航 Healthcare Providers 进入,按指南、工具包、患者教育三条线取用。网站提到已培训超过 115,000 名医疗提供者,并分发了 350 万份患者教育材料,说明这些材料被设计为可直接用于临床场景。

如果你想参与研究:Research 类资源

  • Participate In Research:参与研究的入口。
  • Preeclampsia Registry:子痫前期登记库,含 About the Registry、Registry Privacy Policy、Registry FAQs、Registry Advisory Board 等说明页。
  • Take 10 for Preeclampsia Research:面向研究参与者的专项入口。
  • For Researchers:研究者专区,含 Research Funding、Vision Grant recipients、Peter J. Pappas recipients、Research Results、Research News、Research Roundup。
  • Ask an Expert:向专家提问。

使用方式:想贡献数据或样本的患者,先读 Registry FAQs 和隐私政策,再决定是否登记;研究者则从 For Researchers 查看资助与成果信息。网站披露已投入 250 万美元用于研究,可作为判断其研究项目规模的参考。

如果你想行动或获取资讯:倡导、活动与新闻

  • Get Involved:Participate in Research、Share your Story、Legislative Advocacy、Policy Priorities、Materials for Advocates、Advocacy History。
  • Support the Foundation:Corporate Partners、Ways to Give、Do It Yourself Fundraising、Shop for the Cause、Volunteer、Become a Trained Advocate。
  • News & Events:Press Releases、Library、Events、Video Library、Awareness Month、Press Room。
  • Long-Term Impact Beyond Pregnancy:Heart Disease & Stroke、Find A Provider。
  • Promise Walk:可加入或主办(Start a Promise Walk / Host a fundraiser),页面显示加拿大也设有相关活动。

使用方式:想参加线下活动可从 Promise Walk 入手;想推动政策变化看 Legislative Advocacy 与 Policy Priorities;想系统学习可查 Video Library 和 Library。网站还提供 newsletter 订阅入口,用于接收更新。

如何快速定位到你要的资源

你的身份/需求 建议入口
刚被诊断,想搞清是什么病 Women & Families → Health Information
产后出现症状,想确认是否相关 Postpartum Preeclampsia
需要情感支持或想听他人经历 Get Support → Our Stories / The Patient Journey
有具体问题想得到回应 Ask a Support Question / Ask an Expert
临床人员想找指南和工具 Healthcare Providers
想加入登记库或参与研究 Research → Preeclampsia Registry
想捐款、志愿服务或参加步行活动 Get Involved / Support the Foundation / Promise Walk

一个实用顺序是:先用 Health Information 建立基本认知,再用 Get Support 处理情绪与实际困难,最后视情况进入 Research 或 Get Involved。网站未提及任何付费墙或登录限制,但研究登记、活动报名和捐赠等环节会涉及表单提交,具体以页面实际要求为准。

Website Overview

An established domain and managed infrastructure suggest continuity of operations and may support dependable delivery, although neither guarantees service quality. Page metadata, canonical configuration and social previews work together to provide more consistent search and sharing presentation.

Domain and Registration

Registered in 2014, this domain has about 11 years of history. That suggests continuity, although ownership and purpose may have changed. Transfer-protection status is present, helping reduce the risk of unauthorized domain transfers. The registrar is GoDaddy.com, LLC, a widely used domain service provider. The domain uses the common .com extension, which is not an independent safety signal.

DNS and Email

MX records exist, but SPF, DKIM and DMARC were not detected. Protection against domain impersonation may be incomplete. Nameservers are provided by Cloudflare, indicating managed DNS hosting. MX records point to the GoDaddy email service. The CNAME points to amorri40.github.io, associated with GitHub Pages. TXT records include verification markers for Google. Such markers may also remain after a service stops being used.

TLS and Certificates

The certificate uses an RSA 2048-bit public key, offering broad client compatibility. The server supplied a complete certificate chain. No organization name is present in the certificate; the available fields are consistent with domain validation. The certificate was issued by Let's Encrypt, commonly associated with automated certificate services. The certificate's total validity is about 89 days, consistent with a short renewal cycle.

HTTP and Browser Security

The checked browser-security headers were not detected, leaving fewer explicit browser-side safeguards. CORS permits any origin to read this response. This is common for public resources; sensitive responses need narrower handling. No X-Powered-By header was found, reducing one common source of backend fingerprinting information. The x-cache, x-served-by, via response header indicates a CDN or caching proxy in the delivery path. No obvious internal addresses or debug information were found in the headers.

Technology Stack Analysis

The public page identifies jQuery, Google Analytics, Fastly without precise versions, leaving fewer clues for version-specific scanning.

Search and Social Sharing

Open Graph is partially configured; og:description is missing. Twitter Card metadata is configured. The title has 65 characters, within a common display range. A meta description is present, with 151 characters. The observed directives allow indexing and link following.

Hosting and Email

DNSCloudflare
HostingFastly
EmailGoDaddy
Approximate IP geolocation (inferred; a CDN or proxy may differ from the origin server) United States flagUnited States Inferred 185.199.108.153

Registration details

RDAP / WHOIS

RegistrarGoDaddy.com, LLC
Registered2014-12-21
Expires2027-12-21
Domain statusclient delete prohibited、client renew prohibited、client transfer prohibited、client update prohibited
Nameserversgail.ns.cloudflare.com、walt.ns.cloudflare.com
DNSSECunsigned

DNS records

DNS

TypeNameValueTTLPriority
Aamorri40.github.io185.199.108.1533600—
Aamorri40.github.io185.199.109.1533600—
Aamorri40.github.io185.199.110.1533600—
Aamorri40.github.io185.199.111.1533600—
AAAAamorri40.github.io2606:50c0:8000::1533600—
AAAAamorri40.github.io2606:50c0:8001::1533600—
AAAAamorri40.github.io2606:50c0:8002::1533600—
AAAAamorri40.github.io2606:50c0:8003::1533600—
MXretroreversing.comsmtp.secureserver.net3000
MXretroreversing.commailstore1.secureserver.net30010
NSretroreversing.comgail.ns.cloudflare.com86400—
NSretroreversing.comwalt.ns.cloudflare.com86400—
TXTretroreversing.comgoogle-site-verification=uQiAZA634a0VvZFYHoB9qicA_EWg1DHuNnKW6GT_hsM300—
CNAMEwww.retroreversing.comamorri40.github.io300—

TLS and certificates

TLS / SSL

AssessmentNormal configuration
Supported protocolsTLSv1.2、TLSv1.3
Negotiated protocolTLSv1.3
Certificate subjectwww.retroreversing.com
IssuerLet's Encrypt
Valid until2026-11-18T09:15 · Remaining when checked: 42 days
Verification detailsCertificate trust: Passed · Hostname match: Passed

HTTP response headers

HTTP

HeaderValue
content-typetext/html; charset=utf-8
cache-controlmax-age=600
serverGitHub.com
access-control-allow-origin*

Identified technologies

jQueryGoogle AnalyticsFastly

Pages, Search and Sharing

Meta descriptionRetroReversing, the home of retro game reverse engineering. Get resources, tutorials, and tools for analyzing video games and join the community today!
Canonical URLhttps://www.retroreversing.com/
LanguageEnglish (default)
Twitter Cardsummary_large_image
All bots 1 allowed · 0 disallowed
  • Allow/

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