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11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
Acmlm's Board - I2 Archive - Super Mario World hacking - SMW Dev Env V0.1 Released Import/Export code/data | |
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HabsoluteFate

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Posted on 03-29-05 08:45 AM Link | Quote
Version 0.1 of the Super Mario World Development Environment has been released:
https://sourceforge.net/project/showfiles.php?group_id=125248

Right now the following features are available (more to follow);

. Exports chunks of code/data from the ROM to a new binary file
. Imports chunks of code/data from a binary file to an existing ROM
. Clears chunks of code/data with desired Op Code

Release notes can be found here:
https://sourceforge.net/project/shownotes.php?release_id=316280

The next version will probably allow importing/exporting of code. This will allow someone to export a chunk of code to a text file, edit it with notepad or any other editor, and then re-import it into the ROM.

All of the features i'm adding are in order to faciliate the Power Up/New Character project I am working on and when completed the power up/new character patching/editing utility will be part of the Super Mario World Development Environment

This project is completely open source and I welcome any help people want to provide, including but not limited to new features & website design. Thank you!
Sukasa

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Posted on 03-29-05 10:33 AM Link | Quote
That is certainly good. Thanks habsolute! This is probably a dumb question, but will the program be able to add RATS tags and code to all the different banks? It would be nice to be able to use it with BMF's PALASM IPS, and import the code with it, because I don't have a clue how to use a RATS tag, but I will need to learn how soon, for COTMK 2.
HabsoluteFate

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Posted on 03-29-05 07:00 PM Link | Quote
Originally posted by Darkflight
That is certainly good. Thanks habsolute! This is probably a dumb question, but will the program be able to add RATS tags and code to all the different banks? It would be nice to be able to use it with BMF's PALASM IPS, and import the code with it, because I don't have a clue how to use a RATS tag, but I will need to learn how soon, for COTMK 2.


If I knew what a "RATS" tag is or what BMF's PALASM IPS is then perhaps the answer would be yes...right now it is no though unless i learn more about them and they end up being features that should make it sooner rather than later
gnkkwinrrul

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Posted on 03-30-05 01:47 AM Link | Quote
Good, but you shouldn't make people go through all this mirroring crap to get it
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Posted on 03-30-05 02:02 AM Link | Quote
So all it really does now is import, export, and delete chunks of data? Not very useful, but if you can develop it into a block-inserter-like program, I can see it being quite a nice tool. No more having to find unused space for ASM hacks or manually adjust pointers to compensate for data already in the free space; just import the code to wherever.
HabsoluteFate

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Posted on 03-30-05 02:15 AM Link | Quote
Originally posted by HyperHacker
So all it really does now is import, export, and delete chunks of data? Not very useful, but if you can develop it into a block-inserter-like program, I can see it being quite a nice tool. No more having to find unused space for ASM hacks or manually adjust pointers to compensate for data already in the free space; just import the code to wherever.


the next version should expand over what i have done and allow moving of chunks of data in one shot, this will be useful when customizing existing sub routines to do what you want it to do...
i'm going to go one step further (probably for the next release as well) for the import/export to allow you to export chunks of the rom as assembly, you can make your edits in assembly, and then quickly re-import your edits to the rom. SPASM is good but its a pain when you want to insert new code midway within a sub routine.

Originally posted by gnkkwinrrul
Good, but you shouldn't make people go through all this mirroring crap to get it


Go to the first link I mentioned above:
https://sourceforge.net/project/showfiles.php?group_id=125248
and click download beside the version you want...there are only two versions, one is with source code and the other is just the executable...



(edited by HabsoluteFate on 03-29-05 04:17 PM)
Sukasa

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Posted on 03-30-05 02:53 AM Link | Quote
I'll PM you a copy of what escherial told me was a RATS tag, very helpful. I'll also send you the IPS for PALASM as soon as I get my computer onine again (i'm on my moms right now).
blackhole89

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Posted on 03-30-05 02:19 PM Link | Quote
A RATS Tag (STAR written backwards, basically - yet, I don't know what either of them stands for, presuming it is an abbrievation) is just the string STAR and some hex number n (I can't remember whether it was 2, 3 or 4 bytes long, though) that tells LM to reserve the following n bytes, thus not moving any overworld/exgfx/level/whatever data there.
It isn't really neccessary for BMF's PALASM, but it happens to be quite useful when you keep your code in a rather low ROM bank. (I had my code in bank 14h first - without a RATS tag - and it got surrounded by overworld data, making it impossible to add anything)
Currently, I have the code in bank 34h, I don't use RATS, and it doesn't make me any problems.
HabsoluteFate

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Posted on 03-31-05 12:31 AM Link | Quote
Hi,

blackhole89 & Darkflight:
Thanks for the RATS information. Although I don't intend on supporting it right now it doesn't mean I never will.

Darkflight:
Thanks for offering PALASM, looking forward to checking it out.

------------------
Some news. The new version is being done as we talk and should be more usefull to developers and anyone else out there.
The following features are done for the next release:

1. Interactive menus which makes it easier to use
2. When selecting a Length of 0 during imports the entire binary file is imported
3. Copy or move a chunk of code/data from one location of the ROM to another

I am planning some or all of the following features as well for the next release:
1. Export Assembly Source Code from ROM to file
This feature allows you to export a chunk of the ROM as source code to a text file...
for example it would create actual source code such as:
LDA $19
CMP #$09
...etc etc

2. Import Assembly Source Code from file to ROM
Once you have edited using notepad or whatever text editor you want to use the source code you exported earlier you can import the new code back into the rom using this one command. For example it could load the following code back into the rom:
LDA $19
STY $19

3. Edit chunk of ROM as Source Code Directly. This feature will automatically open up the source code in a text editor and once you close the editor it will update the ROM automatically. I'm planning at some point to have a .ini file that will contain user settings such as the location of the editor of your choice
4. Modify Game Variables
This will bring up a menu that will allow you to change default values for variables, such as starting number of lives without knowing the address, etc
This menu will be build on the fly using the contents of smwdev-vars.txt
This way people will be able to extend the functionality so that new variables can be pre-defined and edited by simply updating this one file.
This is where i will need someone who knows PHP since thats what sourceforge uses. I will need something that requires a username/password for authentication and that allows adding/editing entries within this contents txt file. Non programmers can then simply download the latest version of this txt file...

Sukasa

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Posted on 03-31-05 09:40 PM Link | Quote
Originally posted by blackhole89
A RATS Tag (STAR written backwards, basically - yet, I don't know what either of them stands for, presuming it is an abbrievation) is just the string STAR and some hex number n (I can't remember whether it was 2, 3 or 4 bytes long, though) that tells LM to reserve the following n bytes, thus not moving any overworld/exgfx/level/whatever data there.
It isn't really neccessary for BMF's PALASM, but it happens to be quite useful when you keep your code in a rather low ROM bank. (I had my code in bank 14h first - without a RATS tag - and it got surrounded by overworld data, making it impossible to add anything)
Currently, I have the code in bank 34h, I don't use RATS, and it doesn't make me any problems.
It is 4 bytes long. AFAIK STAR/RATS do not mean anything, they are just uniques tags.
FuSoYa
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Posted on 04-01-05 03:32 AM Link | Quote
ROM Allocation Tag System. It's mentioned in the LunarDLL.h file for LC.
Parasyte

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Posted on 04-01-05 07:16 AM Link | Quote
Just curious, what does "SMW Dev Env" have that is specific to Super Mario World? It just seems like a general purpose utility. Not even SNES-specific.
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Posted on 04-01-05 07:46 AM Link | Quote
Originally posted by Parasyte
Just curious, what does "SMW Dev Env" have that is specific to Super Mario World? It just seems like a general purpose utility. Not even SNES-specific.
Originally posted by HabsoluteFate
All of the features i'm adding are in order to faciliate the Power Up/New Character project I am working on and when completed the power up/new character patching/editing utility will be part of the Super Mario World Development Environment
HabsoluteFate

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Posted on 04-01-05 08:24 AM Link | Quote
Originally posted by FuSoYa
ROM Allocation Tag System. It's mentioned in the LunarDLL.h file for LC.



As I mentioned "1. Export Assembly Source Code from ROM to file",
"2. Import Assembly Source Code from file to ROM ", and
"3. Edit chunk of ROM as Source Code Directly." which are SNES Specific.
The Power-Up Patching Utility/Sprite editor program that it will also allow for later on, as well as "4. Modify Game Variables" which are specific to Super Mario World...and hopefully more and more cool stuff as time goes by...with the added advantage that it's open source and anyone can join in and help...

I have to admit the program isn't pretty at the moment since its command line but once I have the time for it I'll write a GUI for it...i'm still learning all the windows GUI stuff right now so it wont happen right away
Parasyte

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Posted on 04-05-05 02:11 PM Link | Quote
Kyouji Craw, that *really* does not answer my question.
HabsoluteFate, I assume you meant to quote me, rather than FuSoYa... But who said anything about it's lack of GUI? That's negligable. It's just the name of the program completely threw me off when I seen it's feature list.
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