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1 user currently in Rom Hacking: |
Acmlm's Board - I2 Archive - Rom Hacking - FF1 re-assemblable disassembly | | | |
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Dish Spiny Level: 38 Posts: 65/596 EXP: 355646 For next: 14801 Since: 03-15-04 From: Disch Since last post: 18 days Last activity: 18 days |
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Yeah... so... I've decided to release this. It's just sitting on my HD and I'm not doing anything with it. So yeah... http://www.geocities.com/disch_/FF1Src.zip (edit: do the right-click save-as thing) Everything you need to re-assemble is included. Just be sure to read the readme or I'll slap you. (edited by Disch on 05-23-04 01:22 PM) |
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Gavin Fuzzy Rhinoceruses don't play games. They fucking charge your ass. Level: 43 Posts: 54/799 EXP: 551711 For next: 13335 Since: 03-15-04 From: IL, USA Since last post: 13 hours Last activity: 13 hours |
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just absolutely fantastic, this makes me happy to no end. thanks disch bro |
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NightHawk Bob-Omb Level: 39 Posts: 107/621 EXP: 374743 For next: 30028 Since: 03-26-04 From: Switzerland Since last post: 432 days Last activity: 339 days |
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It's really invaluable for FF1 hacking. My own hack started progressing much faster when Disch gave me that, so I can whole-heartedly recommend it for anyone interested in hacking FF1. |
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dormento Shyguy Level: 17 Posts: 19/99 EXP: 24075 For next: 668 Since: 03-15-04 From: Esteio - Brasil Since last post: 182 days Last activity: 161 days |
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Mr. Disch, i absolutely freakin love you Onto the new age of rom hacking |
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drjayphd Beamos What's that spell? pimp! Level: 56 Posts: 305/1477 EXP: 1387410 For next: 10766 Since: 03-15-04 From: CT Since last post: 2 hours Last activity: 2 hours |
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\m/ Too bad I don't understand ASM very well... why couldn't you have commented on the parts I wanted to hack? Ah well, off to go find a 6502 tutorial... |
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Kefka Indefinitely Unbanned Level: 81 Posts: 2107/3392 EXP: 4826208 For next: 166641 Since: 03-15-04 From: Pomona, CALIFORNIA BABY! Since last post: 4 hours Last activity: 4 hours |
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I'm not focused on hacking FF anymore, but I must say, you have once again proven to be teh master hax0r of this game! I can recommend this to anyone without ever using it. The reason is because it's made by Disch! All his stuff's reliable! Hopefully my big project will be reliable too | |||
interdpth Rex Level: 36 Posts: 46/527 EXP: 294398 For next: 13712 Since: 03-20-04 Since last post: 10 days Last activity: 31 days |
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Ok i'm not an NES hacker but Damn, go Disch. | |||
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: 766/8210 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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You. PWN. So, did you mark where to fix all them damn bugs, or do I have to do that myself? I've been planning a major hack of this game (keep the game the same but fix the bugs, improve the graphics, etc) and this will really help. |
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Kefka Indefinitely Unbanned Level: 81 Posts: 2128/3392 EXP: 4826208 For next: 166641 Since: 03-15-04 From: Pomona, CALIFORNIA BABY! Since last post: 4 hours Last activity: 4 hours |
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Originally posted by HyperHacker Didn't FFacelift do that? Or did that still have the bugs in it? |
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Kyoufu Kawa I'm not bad. I'm just drawn that way. Level: 70 Posts: 205/2481 EXP: 3008456 For next: 7355 Since: 03-19-04 From: Catgirl Central Since last post: 14 hours Last activity: 13 hours |
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I'm gonna use this as learning material for ASM coding. Y'see, I still suck at ASM. | |||
Eternal Darkness Micro-Goomba Banned Zero-tolerance policy on sigs like that Level: 8 Posts: 11/16 EXP: 1465 For next: 722 Since: 05-26-04 From: England (exchange student) Since last post: 522 days Last activity: 339 days |
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Yes, it will help in my project as well . Thanks a million. | |||
bbitmaster Koopa Level: 18 Posts: 3/103 EXP: 25264 For next: 4633 Since: 03-28-04 From: Knoxville, tTN Since last post: 12 days Last activity: 7 days |
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The ability to automatically do this for any rom is my ultimate goal for fceuxd.... | |||
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: 780/8210 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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...You realize that you need to know where every bit of data is to do that, right? You might be able to separate it with a very complicated code-tracing algorithm, but you should know how stupid NES games' programming tends to be. | |||
Gavin Fuzzy Rhinoceruses don't play games. They fucking charge your ass. Level: 43 Posts: 58/799 EXP: 551711 For next: 13335 Since: 03-15-04 From: IL, USA Since last post: 13 hours Last activity: 13 hours |
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Originally posted by HyperHacker i'm fairly certain bbit knows what he's in for |
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bbitmaster Koopa Level: 18 Posts: 4/103 EXP: 25264 For next: 4633 Since: 03-28-04 From: Knoxville, tTN Since last post: 12 days Last activity: 7 days |
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Yes, I realize what it would take, and I have it all figured out and currently working on it. I've got the code tracing "algorthim" finished(Dahrkdaiz and disch can testify as to how well it works - they're my beta testers). I just need to do a couple other things before I work on the disassembler. I don't like to talk much publically about anything I'm doing while its still so early in devolpment. But trust me, if this thing works the way I have it planned, it'll turn the scene upside down. I am going to have extremely little time to work on it, with college coming up, so it might be a while before it is finished. Please don't ask when. |
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Acmlm Torosu heh Level: 51 Posts: 629/1173 EXP: 981994 For next: 31944 Since: 03-15-04 From: Somewhere that isn't outside of Sherbrooke, Québec, Canada Since last post: 39 days Last activity: 3 hours |
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Yep, I tried it earlier today and it really works, the whole thing compiles into a working FF1 ROM This definitely makes ASM hacking a lot easier and more efficient (no more NOP+JSR'ing stuff and looking for unused bytes to put code in ), and also helps understanding how the game is coded ... Being able to do this with every ROM would be great, I'd like a working SMB2 disassemble for example I've been working on a disassembled SMB2 NSF myself recently, so I can understand what every part does, and figure out how to replace it completely with my own music code in the ROM (which I've been able to do, just need to add the sound effects) ... |
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NightHawk Bob-Omb Level: 39 Posts: 131/621 EXP: 374743 For next: 30028 Since: 03-26-04 From: Switzerland Since last post: 432 days Last activity: 339 days |
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Originally posted by AcmlmHmmm? Not exactly... the game loads pointers into memory that the debugger doesn't recognize (because it can only load 1 byte at a time, and pointers are 2 bytes), so you'll have to pay attention in some places to either have it load the addresses properly, or (the easier way if you're doing something "quick-n-dirty") you still have to pad things.... And as for understanding how it's coded... great, if you can figure out where the routine is for text in battle, let me know? |
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Parasyte Bullet Bill Level: 35 Posts: 16/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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In "assembly source code" such as this, pointers are created using labels. They are not static numbers. Meaning the code is 100% relocatable. Adding or removing code is absolutely no problem. That is what differs this from any standard disassembly. It is the closest thing to the actual source code as you're ever likely to get. | |||
Ultima4701 Newcomer Level: 5 Posts: 3/7 EXP: 452 For next: 77 Since: 03-15-04 From: Florida Since last post: 492 days Last activity: 339 days |
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Labels are perhaps the most valuable part of the source lost in assembling; even moreso than comments. Having well-organized procedures usually allows for easy identification of what purpose any given piece of code does. Labels can be "auto-regenerated" using numbers and generic names, but they lack the same usefulness. |
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Dish Spiny Level: 38 Posts: 72/596 EXP: 355646 For next: 14801 Since: 03-15-04 From: Disch Since last post: 18 days Last activity: 18 days |
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Actually... some code still has to be padded with this source, unfortunately. I couldn't get the indirect addressed labels working... so whenever the game did something like LDA pointer_low STA $10 LDA pointer_high STA $11 LDA ($10),Y I will load from a fixed address (pointer_low and pointer_high). I didn't get those labelled... so if you position of that pointer, it will corrupt some things . I noticed this when removing code in the first half of either bank 1C or 1D... it messes up what graphics are used for the game cursor. So yeah... some things still need to be padded if changed . |
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Acmlm's Board - I2 Archive - Rom Hacking - FF1 re-assemblable disassembly | | | |