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Acmlm's Board - I2 Archive - General Emulation - ZST file format? | | | |
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Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 1433/2273 EXP: 2647223 For next: 81577 Since: 03-15-04 From: Söderhamn, Sweden Since last post: 10 hours Last activity: 9 hours |
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I've searched a bit, but I can't find it. Does anyone know the ZSNES savestate file format? |
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creaothceann Red Paragoomba Level: 11 Posts: 10/50 EXP: 5903 For next: 82 Since: 01-27-05 Since last post: 21 hours Last activity: 21 hours |
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http://oregonstate.edu/~robinsfr/docs.html db = byte, dw = word, dd = double word. The following data is part of "tempdat": KeyOnStA db 0 |
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Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 1434/2273 EXP: 2647223 For next: 81577 Since: 03-15-04 From: Söderhamn, Sweden Since last post: 10 hours Last activity: 9 hours |
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Thanks, but since that document is next to unreadable to me, can anyone tell me at what address the RAM memory starts? (edited by Smallhacker on 03-31-05 11:31 AM) |
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creaothceann Red Paragoomba Level: 11 Posts: 11/50 EXP: 5903 For next: 82 Since: 01-27-05 Since last post: 21 hours Last activity: 21 hours |
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This should be at offset 0090F1EF. | |||
Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 1436/2273 EXP: 2647223 For next: 81577 Since: 03-15-04 From: Söderhamn, Sweden Since last post: 10 hours Last activity: 9 hours |
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Thanks again. | |||
HyperLamer <||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 3984/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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Start addresses are easy to find. Use AR/GS codes to modify the first address to something easily-recognizable. | |||
Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 1439/2273 EXP: 2647223 For next: 81577 Since: 03-15-04 From: Söderhamn, Sweden Since last post: 10 hours Last activity: 9 hours |
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Guh... Why didn't I think about that? | |||
creaothceann Red Paragoomba Level: 11 Posts: 12/50 EXP: 5903 For next: 82 Since: 01-27-05 Since last post: 21 hours Last activity: 21 hours |
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Originally posted by creaothceann Sorry, that's wrong. The correct one is offset 0C13 (hex) or 3091 (decimal). I need to check my tools... |
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Gideon Zhi Red Tektite Level: 13 Posts: 4/79 EXP: 10265 For next: 2 Since: 04-02-05 Since last post: 47 days Last activity: 2 days |
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That's basically correct. The first C13 bytes contain header information appended to the file by ZSNES itself. What follows is 128 kilobytes of WRAM. $C13-$10C12 contains WRAM bank $7E $10C13-$20C12 contains WRAM bank $7F. If you're looking for (for example) statistical data in an RPG, it'll be somewhere in that range, but it'll change drastically between games as you are probably aware. The 32 kilobytes following ($20C13-$28C12) are where VRAM is stored. This is mainly picture data, but there's tilemap stuff in there too - could be useful if you're trying to find layout data in a ROM. The rest of it I'm not sure about - some of it contains the graphical data for the preview, and I'm not sure where the sprite tables get stored. That'd probably be something useful for me to learn at some point... |
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creaothceann Red Paragoomba Level: 11 Posts: 13/50 EXP: 5903 For next: 82 Since: 01-27-05 Since last post: 21 hours Last activity: 21 hours |
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Originally posted by Gideon Zhi The size of VRAM is 64 KB, and the sprite data is in OAM. Tilemap addresses are in bg?ptr and tile addresses in bg?objptr. The preview data (64x56 16-bit pixel) is in the last 7168 bytes, or may be missing... |
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