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1 user currently in Super Mario World hacking: |
Acmlm's Board - I2 Archive - Super Mario World hacking - SMW Dev Env V0.2 Released Import/Export Actual Source Code | | | |
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HabsoluteFate Red Paratroopa Level: 23 Posts: 144/179 EXP: 58525 For next: 9198 Since: 03-15-04 From: Ottawa, Ontario, Canada Since last post: 10 days Last activity: 2 days |
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Version 0.2 of the Super Mario World Development Environment has been released: https://sourceforge.net/project/showfiles.php?group_id=125248&package_id=148369&release_id=320496 The following new features have been added since version 0.1: . Copy or move a chunk of code/data from one location of the ROM to another . When selecting a Length of 0 during imports the entire file is imported . Command line tool is now interactive and easier to use . Deassemble (Export) chunk of data from ROM to Source File (.asm) . Assemble (Import) chunk of data from source File (.asm) to ROM Release notes can be found here: https://sourceforge.net/project/shownotes.php?release_id=320496 You can download the program here: http://prdownloads.sourceforge.net/smwdev/SMWDevEnv0.2Binary.zip?download If you want the program with the source code download it here: http://prdownloads.sourceforge.net/smwdev/SMWDevEnv0.2Src.zip?download For those downloading the source code yes I realise the code is messy! What's next? I'm not too sure but i would like to get back to the power up tool i was working on before...i should be able to edit code much more quickly now that the SMWDE can allow me to export/import as actually .asm source code. If anyone wants to help (perhaps in designing a website for it) it would be much much apreciated. Thank you! The thread for version 0.1 can be found here: http://board.acmlm.org/thread.php?id=10999 (edited by HabsoluteFate on 04-14-05 11:12 AM) (edited by HabsoluteFate on 04-14-05 11:13 AM) (edited by HabsoluteFate on 04-14-05 11:14 AM) |
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Tweaker Red Paragoomba Level: 12 Posts: 16/57 EXP: 6490 For next: 1431 Since: 03-20-05 From: Rochester, NY Since last post: 25 days Last activity: 13 days |
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Will this tool disassemble even already edited ROMs? I see the logic behind how it works, I'm just not sure how you have it disassmble the source, that's all. | |||
HabsoluteFate Red Paratroopa Level: 23 Posts: 145/179 EXP: 58525 For next: 9198 Since: 03-15-04 From: Ottawa, Ontario, Canada Since last post: 10 days Last activity: 2 days |
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Originally posted by Tweaker I'm not too sure what you mean but its main purpose is to diassemble only a portion of a ROM such as a single sub routine. For example you could disassemble a sub routine, edit it to do anything you want it to do using an editor and re-assemble it into the ROM...although because odds are the size of the sub routine would change you wouldnt be able to put it back into the same location of the ROM. Here is an example export & import, in this example i exported the source code, added a NOP in the middle of the sub routine, and imported the new source code at the first available location i could manually find:
the spot that has the NOP inserted within the actual .asm file looks like this: STX $420B NOP LDY #$80 To keep it short this above example only includes the line before and after where i inserted the NOP. Obviously you would use this to make much bigger changes than a simple NOP |
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Tweaker Red Paragoomba Level: 12 Posts: 17/57 EXP: 6490 For next: 1431 Since: 03-20-05 From: Rochester, NY Since last post: 25 days Last activity: 13 days |
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Ah, I understand now. Very handy. Will you be providing locations for certain portions of code? For example, if I wanted to edit the properties of Mario's jump, do you have the location of that programming? Stuff like that. This will be very handy to me in the future though. |
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gnkkwinrrul Dry Bones Level: 39 Posts: 620/647 EXP: 402054 For next: 2717 Since: 03-15-04 From: LYKEOMGIMFROMSOMEPLACE???? Since last post: 81 days Last activity: 40 days |
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Whew, thank god its easier now. The earlier version was too complicated ;; | |||
Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 407/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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Wow. Good job. I will be able to use this well. All I could suggest is to make it a win32 App and when you reimport the code, only add zeros when you need to, not just to make 4-byte entries for the instructions, kinda like this: C2 20 00 00 | REP #$20 A2 00 04 00 | LDX #$04 AC 84 0D 00 | LDY $0D84 F0 1F 00 00 | BEQ $1F A0 00 86 00 | LDY #$86 8C 21 21 00 | STY $2121 A9 00 22 00 | LDA #$2200 8D 20 43 00 | STA $4320 AD 82 0D 00 | LDA $0D82 8D 22 43 00 | STA $4322 A0 00 00 00 | LDY #$00 8C 24 43 00 | STY $4324 A9 14 00 00 | LDA #$0014 8D 25 43 00 | STA $4325 8E 0B 42 00 | STX $420B EA 00 00 00 | NOP Becomes C2 20 | REP #$20 A2 00 04 | LDX #$04 AC 84 0D | LDY $0D84 F0 1F | BEQ $1F A0 00 86 | LDY #$86 8C 21 21 | STY $2121 A9 00 22 | LDA #$2200 8D 20 43 | STA $4320 AD 82 0D | LDA $0D82 8D 22 43 | STA $4322 A0 00 | LDY #$00 8C 24 43 | STY $4324 A9 14 00 | LDA #$0014 8D 25 43 | STA $4325 8E 0B 42 | STX $420B EA | NOP And the just repair the pointers as nessesary. |
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HabsoluteFate Red Paratroopa Level: 23 Posts: 146/179 EXP: 58525 For next: 9198 Since: 03-15-04 From: Ottawa, Ontario, Canada Since last post: 10 days Last activity: 2 days |
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Originally posted by Darkflight Actually the printout is somewhat missleading...it imports NOP as EA Only...its just it was easier to format with printf....so no worries entries are the length they should be in the rom when you re-import in... |
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Sokarhacd Ball and Chain Trooper Resistance is Futile You Will Be Assimilated Hab SoSlI' Quch Level: 61 Posts: 1143/1757 EXP: 1799888 For next: 76708 Since: 03-15-04 Since last post: 6 days Last activity: 4 hours |
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is it possible to export the whole rom as an asm file yet? that would be a cool feature if not possible yet..anyway, awesome work | |||
Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 409/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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Oh, all right. Just thought that if what was printed was exactly what went into the ROM, then space was being wasted. O well. If you make a VB version, I wouldn't mind helping you. Triple post. Wierd. Deleted the Extras. (edited by Darkflight on 04-15-05 01:07 PM) |
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Sokarhacd Ball and Chain Trooper Resistance is Futile You Will Be Assimilated Hab SoSlI' Quch Level: 61 Posts: 1144/1757 EXP: 1799888 For next: 76708 Since: 03-15-04 Since last post: 6 days Last activity: 4 hours |
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woah...triple post O_o....anyway.......why not just make a frontend? that should work. | |||
DisruptiveIdiot Paratroopa Level: 21 Posts: 66/147 EXP: 42614 For next: 7329 Since: 04-09-04 Since last post: 4 days Last activity: 5 hours |
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I heard a printf comment in there Why didn't you use C++ instead of C? |
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HabsoluteFate Red Paratroopa Level: 23 Posts: 147/179 EXP: 58525 For next: 9198 Since: 03-15-04 From: Ottawa, Ontario, Canada Since last post: 10 days Last activity: 2 days |
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Originally posted by DisruptiveIdiot I'm kinda using both c and c++....i'm just re-learning all that stuff again since its been over 7 years since i last really touched either There are chunks of the code i would rewrite already....and i probably will at some point in time... The entire ROM cannot be exported as soon code no...this is only useful for sub routine at the moment...will it ever be able to do the entire rom? maybe someday but not in my radar right now (edited by HabsoluteFate on 04-16-05 12:38 AM) (edited by HabsoluteFate on 04-16-05 12:39 AM) |
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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: 4220/8210 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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I suggest you just have it print blank for non-existant bytes, like: EA .. .. .. | NOP But spaces instead of dots. |
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Parasyte Bullet Bill Level: 35 Posts: 439/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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Also, there are a few instructions that assemble to 5 bytes... So yeah. I'm still scratching my head over what this program does that's specifically caters to Super Mario World? |
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Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 430/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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No, I think that Super Mario World Development Environment would work on any SNES ROM with the right pointers supplied to it. | |||
HabsoluteFate Red Paratroopa Level: 23 Posts: 148/179 EXP: 58525 For next: 9198 Since: 03-15-04 From: Ottawa, Ontario, Canada Since last post: 10 days Last activity: 2 days |
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Right now you could use it on any SNES ROM but in later versions I might (and probably will) deviate from that so that it is specific to SMW... For example when i have the power up functionality...that will be specific to SMW.... |
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Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 433/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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Or, why not make the SMWDE, but also supply an earlier version for other ROMS called "SNDE"? | |||
HabsoluteFate Red Paratroopa Level: 23 Posts: 149/179 EXP: 58525 For next: 9198 Since: 03-15-04 From: Ottawa, Ontario, Canada Since last post: 10 days Last activity: 2 days |
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Originally posted by Darkflight The site that hosts the program (Sourceforge) has a copy of all versions of this program, even though i'm going to be adding SMW features specific stuff you can still download older versions anytime you want. I wont force the user to use a SMW rom for features that are not specific to SMW so you should be ok... If someone ever wanted to make a spinoff project on Sourceforge named SNDE then go right ahead...SMWDE is open source therefore you can use it as a basis for any program you write....(you might want to read the GPL used for further details). |
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Acmlm's Board - I2 Archive - Super Mario World hacking - SMW Dev Env V0.2 Released Import/Export Actual Source Code | | | |