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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by HabsoluteFate
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HabsoluteFate

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Since: 03-15-04
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Posted on 03-28-05 09:11 PM, in New Power-Up & New Character Link
Originally posted by peter_ac
does this bring us any closer to being able to add custom GFX for Luigi?


If i can figure out what flag tells us wether we are mario or yoshi then ya i guess i could add the possibility for gfx to be different between mario and luigi....
instead of 64 custom power ups i could lower it to 32 for each mario/luigi...it would also give the ability to create different power ups wether you are mario or luigi which would bring a new meaning to the term team work....

my imagination just went wild....remember the Lost Vikings..switching between mario/lugi like that would be kinda cool to get past levels....ummm maybe someday
HabsoluteFate

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Posted on 03-29-05 04:25 AM, in Tonight on "things that shouldn't be so flippin' complicated" Link
Originally posted by HyperHacker
Well, I found the game's fireball subroutine - $FEA8 (called from $D0AA when you shoot), but there's a bit of a problem. You have to JSR to it, which isn't exactly possible outside of bank 00. Anyone know how I can use it? Hopefully I can stick a small chunk of code in the bank to handle it, but maybe someone knows a better way...

Also anyone know how to move the sprite layer? I've got a level set up where Mario stays still and layer 2 moves; problem is, the sprites don't move with it because Mario's technically still in the same place.

[edit] Could you do 'JSR $1234' to jump to whatever address $1234 points to? I know some other instructions can do it... Also is it necessary to use JSL when calling code in RAM from bank 0?


The fireball sub routine is currently used by both Fire Mario and Yoshi. they jump into the sub routine at different locations. Here are some notes of mine when i was working on my new power up...i totally changed the design midway so the following code is rough notes:


$00/FEA8 22 EC F7 0F JSR $0FF7EC ; Jump to new fireball Sub Routine
$00/FEAC C9 00 CMP #$00 ; Compare Fireball are we done flag with 0
$00/FEAE D0 05 BNE $FEB5
$00/FEA0 60 RTS
$00/FEB1 EA NOP
$00/FEB2 EA NOP
$00/FEB3 EA NOP
$00/FEB4 EA NOP

$0F/F7EC A5 19 LDA $19
$0F/F7EE C9 03 CMP #$03
$0F/F7F0 D0 12 BNE $CapeFireMario
FireMario:
$0F/F7F2 A2 09 LDX #$09
Redo:
$0F/F7F4 BD 0B 17 LDA $170B,x
$0F/F7F7 F0 08 BEQ ExitMario
$0F/F7F9 CA DEX
$0F/F7FA E0 07 CPX #$07
$0F/F7FC D0 F6 BNE $F7F4 (Redo)
$0F/F7FE A9 00 LDA #$00 ; Flag that we are done
$0F/F800 6B RTL
ExitMario:
$0F/F801 A9 01 LDA #$01 ; Flag that we are not done
$0F/F803 6B RTL
CapeFireMario:
$0F/F804 A9 00 LDA #$00 ; Flag that we are done
$0F/F806 EA NOP ; Replace these 4 EAs with a Jump Long to Yoshi SubRoutine later on
$0F/F807 EA NOP
$0F/F808 EA NOP
$0F/F809 EA NOP
$0F/F80A 6B RTL ; Return

Makes "ThrowYoshiFireballs"
$02/A1A7 22 0B F8 0F JSR $0FF80B
$02/A1AB EA NOP
$0F/F80B BD 47 17 LDA $1747,x
$0F/F80E 29 80 AND #$80
$0F/F811 6B RTL

Seems to be Start of Sub Routine For Collision between thong/fireballs with enemies
$02/A0B3 DA PHX A:9F00 X:0005 Y:0000 P:envMXdiZc
Without this Yoshi's facial animation stops after shooting fireballs
$01/EFEE A9 2A LDA #$2A A:0003 X:0008 Y:00D0 P:envMXdiZC
This code seems to increase the fireball size:
$02/9F71 A5 14 LDA $14 [$00:0014] A:9F00 X:0007 Y:002B P:envMXdizc
This is the code that actually throws the fireballs
$02/A1A4 BC 53 A1 LDY $A153,x[$02:A15A] A:9F03 X:0007 Y:0000 P:envMXdizc



warning: This code probably does not work and probably isnt very efficient

Edit:
I'm going to introduce a program soon that will allow moving of entire sub routines from one location to another..which should make things easier...i needed something like that anyways for my power up stuff. the program will also allow import/export of ASM code that way you can export a block of code, make edits, and import that block of code (although since odds are it wouldnt fit in the original location you will have to move that code somewhere else)...i'll keep you guys posted once its completed and tested


(edited by HabsoluteFate on 03-28-05 06:28 PM)
HabsoluteFate

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Posted on 03-29-05 05:23 AM, in New Power-Up & New Character Link
Originally posted by Darkflight
VERY nice. About the multiple charactors, you could look up the code for it in the SMAS version of SMW. LM would need to be re-programmed a bit though to allow for oversized ExGFX files with new charactor tiles, though. You wouldn't have room for the player sprites otherwise, I don't think. (I don't use the SMAS version, though so I could be wrong- probably am, too.)


The tool i'm making will allow editing of the sprites (as well as a bunch of other things although the initial release will just allow editing of sprites)....i'll make things compatible with Lunar Magic so you will still be able to use Lunar Magic for everything else you use it for
HabsoluteFate

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Posted on 03-29-05 08:45 AM, in SMW Dev Env V0.1 Released Import/Export code/data Link
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!
HabsoluteFate

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Posted on 03-29-05 09:18 AM, in New Power-Up & New Character Link
Originally posted by Juggling Joker
Do we have an estimated completion date for this Wonder Tool? I wouldn't mind fiddling with it.


I'm not too sure. Right now I have to build a few tools to facilitate modifying the code which I am doing as we speak. As a matter of fact I have just released a program that allows you to import/export chunks of code/data from a ROM:
http://board.acmlm.org/thread.php?id=10999

I will keep everyone posted as new releases come out. When this happens really depends on how quickly I figure things out and how much time I can dedicate to it without pissing off my girlfriend

Originally posted by skateboarder11

WHat about the palettes, though? =\ You'd have to sacrifice Fire Flower palettes or use assloads of ASM...

Why sacrificate the fire flower palette? If the fire flower palette is only used by fire mario then i can probably just re-use that palette and simply update it whenever mario changes from one power up to another...this would allow a custom palette per power up....as for using assloads of ASM...I will be doing assloads of ASM well before I'm completely completed this project....
HabsoluteFate

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Posted on 03-29-05 09:23 AM, in Useful resources for SMW hackers Link
Would someone be able to remove:
SMW Open Source Project
fromt the original list?
And replace it with:
Super Mario World Development Environment
https://sourceforge.net/projects/smwdev/
Set of tools to allow easy modification of SMW

Thanks
HabsoluteFate

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Posted on 03-29-05 06:56 PM, in Tonight on "things that shouldn't be so flippin' complicated" Link
Originally posted by HyperHacker
Originally posted by HabsoluteFate
$00/FEA8 22 EC F7 0F JSR $0FF7EC ; Jump to new fireball Sub Routine

Erm, how are you doing that? You JSR to a different bank.
And of course, there doesn't seem to be one free byte in bank 0. Way to waste space, Nintendo!

Op Code 22 can be interpretted as either JSL or JSR as far as what i have read...
"The JSL instruction is an alias for JSR long."
HabsoluteFate

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Posted on 03-29-05 07:00 PM, in SMW Dev Env V0.1 Released Import/Export code/data Link
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
HabsoluteFate

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Posted on 03-29-05 07:09 PM, in New Power-Up & New Character Link
Originally posted by Darkflight
What about SNES RAM? It would take a bit to load up the new character GFX, y'know. How's this for an idea, however- 64 different powerups, but here is something.

example:

You have 4 new characters, of which each gets 16 powerups. Now, if you could somehow link them together, you could get up to 64 powerups per character, but they would all be the same (each character would have powerups 1, 2, 3, etc...), but if you sacrificed a slot, a character could have their own unique powerup. Therefore, you could have general and unique powerups. The GFX might need to be remapped to another GFX file though, if there was room. if there wasn't, you're screwed royally for the item box and OMG, sprites! You'd need to increase the size of the sprite table for that!


Hi,
I'll be honest i haven't figured out everything but i'm learning as I go. All in due time i will find solutions... I do have a plan as to how i'm designing things but because things might change i created a program to easily import/export data from a rom....that way i'll be able to make changes much quicker. I'm actually going to update that program soon since theres one more thing i'd like to do quicker.
As for sprites...i'm assuming your referring to the power ups themselves? i was going to use the block tool for that...although i hate to admit i have never used the block tool before so i'll have to learn how to use it
HabsoluteFate

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Posted on 03-30-05 02:15 AM, in SMW Dev Env V0.1 Released Import/Export code/data Link
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)
HabsoluteFate

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Posted on 03-31-05 12:31 AM, in SMW Dev Env V0.1 Released Import/Export code/data Link
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...

HabsoluteFate

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Posted on 04-01-05 08:24 AM, in SMW Dev Env V0.1 Released Import/Export code/data Link
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
HabsoluteFate

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Posted on 04-01-05 08:18 PM, in Ultra Mario Link
Originally posted by ZTaimat
What action would be preformed when Y is presed?
(Cape spin or Fire Ball)


Fireball...
HabsoluteFate

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Posted on 04-04-05 05:59 PM, in Super Mario Bros. 3 Screenshots Link
Originally posted by Luigi-San
It's a remake of SMB3. And it has Yoshi.

Kepp it up, peter! Can't wait for this one to come out!

*super glues Kario's mouth shut*


I remember reading an interview a while back where the developers of SMB3 were going to initially include Yoshi in SMB3 but because of technological limitations at the time they couldn't until SMW....so in a way this hack could help show us what could have been...well if it had all the power ups SMB3 had...
It's funny a while back I played a hacked copy of SMW that runs on the NES....so obviously someone got around that limitation...it was kinda cool but missing colors
HabsoluteFate

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Posted on 04-04-05 11:48 PM, in SPASM Link
SMW Dev Environment 0.2 (coming within 2 weeks) will give you the ability to export a section of the ROM as source code, you will be able to edit that source code and import it back into the rom...to me that's going to be much quicker to make larger edits on the ROM than SPASM...
i have the export working and I just have the import to worry about
It does take into account the Processor Status Register (REP/SEP) when deassembling chunks
Here's a sample import...although i only have one op code working (REP) in this example import:


Super Mario World Development Environment V0.2
Please enter ROM File Name: smw.smc
ROM File Name: smw.smc
Type exit (lower case) at any time to exit

Select one of the following options:
0. Exit
1. Export code/data chunk from ROM as Binary to a new file
2. Import code/data chunk from Binary to ROM
3. Copy/Move code/data from one location of the ROM to another
4. Clear/Replace code/data within rom with Repeating Op Code
5. Export Assembly Source Code from ROM to file
6. Import Assembly Source Code from file to ROM
6

Please enter File Name to Import from: DisplayMarioSprite.asm

Please enter Bank number to import to: 0x0F

Please enter Address within Bank to import to: 0xF7D4

Please enter number of lines to import (0=Entire File): 2

Initial Processor Status Register Value (Hint:0,16,32,48): 48
Input File: DisplayMarioSprite.asm
Rom: smw.smc
Bank: 0xF
Start Address: 0xF7D4
Number of Lines to Import: 2
Source Code Imported:
Parsing REP #$20
C2 20 | REP #$20
Parsing LDX #$04
Invalid Source Code at Line #2. Import aborted.
Imported 1 line(s).




(edited by HabsoluteFate on 04-04-05 08:05 AM)
(edited by HabsoluteFate on 04-04-05 08:05 AM)
HabsoluteFate

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Posted on 04-06-05 03:28 AM, in What is LEAST important in a SMW hack? Link
So if ASM hacking is so unimportant perhaps i should give up working on a tool that will allow you to create new power ups/characters in the game huh....

If it wasn't for ASM advancements we wouldnt be as far as we are today....heck Lunar Magic wouldn't exist and how much do you want to bet you wouldn't see as many hacks if that tool didn't exist...
HabsoluteFate

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Posted on 04-06-05 08:30 AM, in What is LEAST important in a SMW hack? Link
Originally posted by Darkflight
No your tool is going to be very important! Please keep working on it.

Now, when you guys vote Sprites, I think you misunderstand me. By sprites I mean NOT sprite edits, but that sprites are placed intelligenly in a level.


Not to worry i'm still working on it I was trying to make a point that's all..I have a feeling the ones who selected ASM can't or have never tried ASM changes to begin with...I think the poll should have been re-worded to make it more accurate. Perhaps something like "What is LEAST important that you have used in a SMW hack"
HabsoluteFate

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Posted on 04-15-05 04:01 AM, in SMW Dev Env V0.2 Released Import/Export Actual Source Code Link
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)
HabsoluteFate

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Posted on 04-15-05 05:28 AM, in SMW Dev Env V0.2 Released Import/Export Actual Source Code Link
Originally posted by Tweaker
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.


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:


Super Mario World Development Environment V0.2
Please enter ROM File Name: smw.smc
ROM File Name: smw.smc
Type exit (lower case) at any time to exit

Select one of the following options:
0. Exit
1. Export code/data chunk from ROM as Binary to a new file
2. Import code/data chunk from Binary to ROM
3. Copy/Move code/data from one location of the ROM to another
4. Clear/Replace code/data within rom with Repeating Op Code
5. Export Assembly Source Code from ROM to file
6. Import Assembly Source Code from file to ROM
5

Please enter File Name to Export to: smw.asm

The file smw.asm exists. Overwrite? y/n
y
Please enter Bank number to export from: 0

Please enter Address within Bank to export from: 0xA300

Please enter number of bytes to export: 143

Initial Processor Status Register Value (Hint:0,16,32,48): 48
Rom: smw.smc
Output File: smw.asm
Bank: 0x0
Start Address: 0xA300
Number of Bytes to Export: 143
Processor Status Register: 00110000

Export Completed.

Type exit (lower case) at any time to exit

Select one of the following options:
0. Exit
1. Export code/data chunk from ROM as Binary to a new file
2. Import code/data chunk from Binary to ROM
3. Copy/Move code/data from one location of the ROM to another
4. Clear/Replace code/data within rom with Repeating Op Code
5. Export Assembly Source Code from ROM to file
6. Import Assembly Source Code from file to ROM
6

Please enter File Name to Import from: smw.asm

Please enter Bank number to import to: 0xF

Please enter Address within Bank to import to: 0xF7D4

Please enter number of lines to import (0=Entire File): 0

Initial Processor Status Register Value (Hint:0,16,32,48): 48
Input File: smw.asm
Rom: smw.smc
Bank: 0xF
Start Address: 0xF7D4
Number of Lines to Import: 0Processor Status Register: 00110000
Source Code Imported:
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
A0 00 80 00 | LDY #$80
8C 15 21 00 | STY $2115
A9 01 18 00 | LDA #$1801
8D 20 43 00 | STA $4320
A9 F0 67 00 | LDA #$67F0
8D 16 21 00 | STA $2116
AD 99 0D 00 | LDA $0D99
8D 22 43 00 | STA $4322
A0 00 7E 00 | LDY #$7E
8C 24 43 00 | STY $4324
A9 20 00 00 | LDA #$0020
8D 25 43 00 | STA $4325
8E 0B 42 00 | STX $420B
A9 00 60 00 | LDA #$6000
8D 16 21 00 | STA $2116
A2 00 00 00 | LDX #$00
BD 85 0D 00 | LDA $0D85,x
8D 22 43 00 | STA $4322
A9 40 00 00 | LDA #$0040
8D 25 43 00 | STA $4325
A0 00 04 00 | LDY #$04
8C 0B 42 00 | STY $420B
E8 00 00 00 | INX
E8 00 00 00 | INX
EC 84 0D 00 | CPX $0D84
90 E8 00 00 | BCC $E8
A9 00 61 00 | LDA #$6100
8D 16 21 00 | STA $2116
A2 00 00 00 | LDX #$00
BD 8F 0D 00 | LDA $0D8F,x
8D 22 43 00 | STA $4322
A9 40 00 00 | LDA #$0040
8D 25 43 00 | STA $4325
A0 00 04 00 | LDY #$04
8C 0B 42 00 | STY $420B
E8 00 00 00 | INX
E8 00 00 00 | INX
EC 84 0D 00 | CPX $0D84
90 E8 00 00 | BCC $E8
E2 20 00 00 | SEP #$20
60 00 00 00 | RTS

Imported 57 line(s).

Type exit (lower case) at any time to exit

Select one of the following options:
0. Exit
1. Export code/data chunk from ROM as Binary to a new file
2. Import code/data chunk from Binary to ROM
3. Copy/Move code/data from one location of the ROM to another
4. Clear/Replace code/data within rom with Repeating Op Code
5. Export Assembly Source Code from ROM to file
6. Import Assembly Source Code from file to ROM





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
HabsoluteFate

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Posted on 04-16-05 05:32 AM, in SMW Dev Env V0.2 Released Import/Export Actual Source Code Link
Originally posted by Darkflight
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.


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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