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11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - snes decompiler
  
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HyperLamer
Posts: 715/8210
SNES has 15-bit colour, 16-bit registers (switchable to 8-bit), and 24-bit addressing. The instructions are variable sizes.
Geiger
Posts: 57/460
Relevant SNES bittage:

CPU: 16 bit
Graphics: 15 bit
Sound: 8 bit (sorta)

---Evil Peer
Xkeeper
Posts: -4403/-863
Originally posted by firemaker
Originally posted by BGenesis
Why not just play SNES games on your Dreamcast like everyone else?


because i dont have a dreamcast. not many people do. anyway is snes 16 bit or 32. myn friend i refused 2 speak to each other after we had this argument
16.

Pretty damn sure, anyway. After all, the PSX was 32
firemaker
Posts: 26/247
Originally posted by BGenesis
Why not just play SNES games on your Dreamcast like everyone else?


because i dont have a dreamcast. not many people do. anyway is snes 16 bit or 32. myn friend i refused 2 speak to each other after we had this argument
BGenesis
Posts: 26/38
Check out the Utils section of http://www.gbxemu.com/ It should have what you need, although many games are buggy/don't work.

Why not just play SNES games on your Dreamcast like everyone else?
Kefka
Posts: 1891/3392
I seem to have trouble finding the real sites nowadays Remember when this sorta thing happened when I found (note, I did not DISCOVER) PocketNES?
Ailure
Posts: 1756/11162
No here http://www.snesadvance.org/

That's not the offical site, it's just some site who is trying to sell Flash carts.
Kefka
Posts: 1879/3392
Originally posted by Omega45889
There is a SNES emulator for GBA that can be used with flash carts. Im not sure how good it is, but u could try it.




Which, by the way, can be found here.
Omega45889
Posts: 96/335
There is a SNES emulator for GBA that can be used with flash carts. Im not sure how good it is, but u could try it.

If you are trying to flash a homemade Snes cart, u dont need to decompile anything.
theclaw
Posts: 66/202
They don't make flash carts for using on a real SNES? If that's what he wants, there's no need to compile or assemble anything. Just connect the flash cart to a PC, upload a ROM, then put that into the SNES and play. Putting SNES games on GBA isn't so easy. Leave that for the big development teams (you could kindly ask Nintendo to port it, but I doubt it'll work).
HyperLamer
Posts: 682/8210
Well first of all, you don't decompile a game (unless you have a LOT of spare time to do it by hand), you disassemble it. Second, you don't need to do any such thing for a flash cart, unless you meant on something other than SNES, which won't work anyway.
Ultima4701
Posts: 2/7
Yes, there is no such thing as "flashing" a snes cart.

You could potentially reverse engineer all of super metroid's source code into something usable, but as mentioned, that would do nothing in the way of getting the game onto GBA.

Getting the raw source itself is not difficult. Super Metroid is primarily* programmed in 65816 assembly; and all assembly languages I'm familiar with have a 1:1 ratio of source instructions to actual binary output. You don't compile assembly source code; you assemble it. The difference is subtle but meangingful, especially in this case. You cannot decompile any program and receive substantial, useful source code in a high level language such as C (regardless of the original language used to create the binary). You can, however, disassemble binaries and get precise matches of source instructions in whatever language the binary was built for. Of course, your disassembly will not be very pretty if the original programming language used to compile the binary was high-level; during the compilation process of high-level languages, much is changed and lost especially during the advanced optimizations. When assembling a low-level language, you lose comments, white space, line labels, and source file organization; but at least you can re-source the actual instructions properly.

To the original poster: in the future, check first to see if the source code you're trying to get was portable in the first place. Super Metroid's is not.

*It has been suggested, and seems clear by certain pieces of code studied by those wiser than I, that parts of the game [and indeed, other snes games] were programmed in C. Some of the best clues to this involved rather inefficient or just plain stupid-looking code, which is very unlikely to have been written by hand considering the quality of the rest of the work.
Grinto
Posts: 12/43
Most people? Heh, that's news to me.
neotransotaku
Posts: 598/4016
Originally posted by Grinto
Where did the initial poster even mention GBA?


two words: flash cart

many people associate that word, in the context of ROMs, with the GBA
Grinto
Posts: 11/43
Where did the initial poster even mention GBA?
neotransotaku
Posts: 594/4016
decompilers are the holy grail of the computing programming...the closest "decompiler" that exist is a program that will change the game's data into assembly...
Weasel
Posts: 325/454
I've never even heard of a decompiler From what I understood, once it's compiled, the program stays compiled, unless you hand code it back to source code. Which would suck.
Kefka
Posts: 1864/3392
I assume that you know already, firemaker, that porting a game to the GBA would be quite a long project... I don't know where a decompiler is, but check the usual suspects such as Zophar...
LocalH
Posts: 5/46
You mean you want to port the game onto the GBA so you can run it on a flash cart?

Sorry. Unless you're willing to reverse engineer every last bit of the game and port the assembly code to the GBA, then it's not going to happen. You don't just 'decompile' and 'recompile' a game for a different platform.
firemaker
Posts: 25/247
who knows where i can get a snes decompiler. i want to decompile supermetroid and recompile it to put it on my flash cart plz help!!!!!!! where do i get the decompiler
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