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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by Ultima4701
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Ultima4701
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Posted on 03-26-04 08:48 PM, in Super Metroid hack - help with what is and isn't fun Link
Basing anything in super on fusion is just about the worst thing anyone could possibly do.

Super is meant to be nonlinear. Leave it that way.
Ultima4701
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Posted on 05-18-04 12:41 AM, in snes decompiler Link
Yes, there is no such thing as "flashing" a snes cart.

You could potentially reverse engineer all of super metroid's source code into something usable, but as mentioned, that would do nothing in the way of getting the game onto GBA.

Getting the raw source itself is not difficult. Super Metroid is primarily* programmed in 65816 assembly; and all assembly languages I'm familiar with have a 1:1 ratio of source instructions to actual binary output. You don't compile assembly source code; you assemble it. The difference is subtle but meangingful, especially in this case. You cannot decompile any program and receive substantial, useful source code in a high level language such as C (regardless of the original language used to create the binary). You can, however, disassemble binaries and get precise matches of source instructions in whatever language the binary was built for. Of course, your disassembly will not be very pretty if the original programming language used to compile the binary was high-level; during the compilation process of high-level languages, much is changed and lost especially during the advanced optimizations. When assembling a low-level language, you lose comments, white space, line labels, and source file organization; but at least you can re-source the actual instructions properly.

To the original poster: in the future, check first to see if the source code you're trying to get was portable in the first place. Super Metroid's is not.

*It has been suggested, and seems clear by certain pieces of code studied by those wiser than I, that parts of the game [and indeed, other snes games] were programmed in C. Some of the best clues to this involved rather inefficient or just plain stupid-looking code, which is very unlikely to have been written by hand considering the quality of the rest of the work.
Ultima4701
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Posted on 05-28-04 04:08 PM, in FF1 re-assemblable disassembly Link
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.
Ultima4701
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Posted on 05-29-04 08:10 AM, in Lookin' for an old hack... Link
The link is fine. Copy the location, open a new browser tab/window, and then paste it in. Hit enter and you'll get the normal download prompt.

You can't load it from inside a page because said page will be shown as a referrer. Off-site references to files are black-listed.
Ultima4701
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Posted on 05-30-04 05:47 PM, in FF1 re-assemblable disassembly Link
ConTEXT is a very good freeware text editor.
Ultima4701
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Posted on 06-18-04 01:23 AM, in Peer's Snes9x Tracer Mark 6 Released Link
Keep up the great work, peer. I can tell this program is going to become my new best friend in the future.
Ultima4701
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Posted on 06-28-04 09:24 PM, in Need some assembly tutorials Link
Simply because there may not be enough room (physical space in that part of the ROM) for the text, or you may want/need to change the way it is drawn on screen. The first cannot be solved without writing new assembly routines unless the game has an already versatile text-display system, including the utilizilation of 24-bit (long) pointers. The second isn't going to be solved without new screen painting procedures.
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