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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - Hyrule Magic & FSNASM | |
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Jogilius
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Posted on 09-14-05 11:52 PM Link | Quote
Orochimaru's Hyrule Magic FAQ says I would need and assembler called FSNASM to add custom hacks. But at least googling for the word resulted in only 2 proper links, and both to this forum. Someone asked this same question in some thread, but there was no answer.

So could someone help me out with this?
Karadur

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Posted on 09-15-05 12:03 AM Link | Quote
If you're actually looking for FSNASM, then look here. More specifically, check Euclid's post I just checked if the link was still working, and it is. I know he mentions "WLA DX", but I have no idea where you'd find that You're actually going to have to have a knowledge of 65c816 assembly if you want to add custom things into the game, so hopefully you do
Sokarhacd

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Posted on 09-15-05 12:06 AM Link | Quote
wla dx is here

http://users.tkk.fi/~vhelin/wla.html

looks like a good assembler too.
Jogilius
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Posted on 09-15-05 12:11 AM Link | Quote
Originally posted by Karadur
If you're actually looking for FSNASM, then look here. More specifically, check Euclid's post I just checked if the link was still working, and it is. I know he mentions "WLA DX", but I have no idea where you'd find that You're actually going to have to have a knowledge of 65c816 assembly if you want to add custom things into the game, so hopefully you do
I have some basic knowledge of assembly (but what is "65c816 assembly"?) and actually the only thing I'm trying to achieve by this is to change some of the texts I can't access straight with Hyrule Magic (some of the item names for example), so it wouldn't perhaps be that complicated.

But I think I'll call it a day and get back to this (and the link you gave) tomorrow or maybe the day after...


(edited by Jogilius on 09-14-05 03:12 PM)
Karadur

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Posted on 09-15-05 12:16 AM Link | Quote
I can't see changing the text being too complicated either, which is a good thing

As for what 65c816 is, I can't think of a good way to say it, but it's the "type" of assembly the SNES "uses" As you can see from the link Dcahrakos posted, there are different "variations" for each console.
Jogilius
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Posted on 09-15-05 11:40 AM Link | Quote
I've now downloaded the FSNASM and installed Hexecute. So can I somehow get the rom into ASM-code, or do I have to do this with a hex editor?
DarkPhoenix

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Posted on 09-16-05 02:49 AM Link | Quote
If you're just looking to change the text, you might be able to find what you're looking for just with relative searches using a hex editor, depending on what text it is that you're looking for. If that's the case, it'll save you a lot of trouble. If it's a little more hardcoded, as it were (such as if you need to change the layout of tiles, like in the subscreen), you'll need the assembly stuff.

You can't straight get the game into assembly code, because of the way the way the processor in the SNES works (that is, it doesn't encode the bit length of an operand into the opcode, it is determined by the status of a switch in the flags register, so a straight disassembly from the start of the file to finish isn't possible), so if you want to get the assembly code for a function, you have to find the starting address of that function in the rom (by using a debugger, such as Geiger's SNES9X Debugger) and then disassemble from that point in the rom (such as with Tracer) using the proper initial conditions for the flags register (which you would get from the debugger)

As far as your other question, 65816 assembly is the language used by the 65816 processor in the SNES, much like x86 assembly is the language used by the 286, 386, pentium, etc intel processors. You're going to at least want a list of the opcodes if you haven't worked with it before. 65816info.txt is your friend.

If you already know how assembly works, it'd probably be best to get started by learning how to work and understand the output from a debugger (I'm a big fan of Geiger's). Once you've got that all figured out, just find some place to start, and trace from that point and read through it. If there are BRKs, that's a good indicator that you need to change some settings, or start from a different address.

"subscreen:
a few useful addresses are:
$0D/DDAE - drawing routine (when start is pressed)
$0D/DF88 - refresh routine (drawn every vblank in menu)
$1100 - i think it's about here is the start of the DMA transfer addr to vram. "
- Euclid

but keep in mind that some of the addresses you find around here might need to be adjusted, for headers, and if they're RAM addresses instead of ROM ones, and whatnot.

Sorry if that's a touch overwhelming. In short, I suggest starting with the debugger.
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