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05-07-24 02:58 PM
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Acmlm's Board - I3 Archive - ROM Hacking - Mess up Morton and Roy's walls (SMW) New poll | |
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Kailieann



 





Since: 11-18-05

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Posted on 01-07-06 11:03 AM Link | Quote
Yes, it is used by the locked door blocks. It's also used by LevelASM. Neither of which are part of the original game, and both of which can be modified to repoint to other RAM addresses easily enough.
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

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Posted on 01-07-06 07:14 PM Link | Quote
That's one of the problems with ASM hacks. There's no real way to keep track of what uses what RAM address. (A list could help, but everyone would need to put their addresses in it, and they might not.)

However, most memory maps mark what appears to be free space. Those filled with 0x55 are never touched by the game.
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

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Posted on 01-07-06 09:03 PM Link | Quote
So... We'd better get them while there still are any left?

I claim 7EC7F0-7EC7FF, and probably 7EC7D0-7EC7EF too.
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6288 days
Last view: 6288 days
Posted on 01-08-06 03:30 AM Link | Quote
That won't do much good without some sort of official database. Best bet would be to mix it into an existing address list.

Also you can't just say "I might use 7E0000-7FFFFF someday so nobody use them" or whatever, that's not fair.
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

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Posted on 01-09-06 06:01 AM Link | Quote
I usually specify which addresses my hacks use in their READMEs, just in case a conflict arises. I should've known $7E010B was already claimed.

Technically, $7E0100-$7E01FF is the stack, but SMW doesn't even use 1/4 of the space. Just to be on the safe side, I wouldn't go past $7E0180, but that still leaves you with over 100 bytes of free, uninitialized (i.e. never cleared) LowRAM. Hello, absolute addressing!

I've also found a few more spots of free RAM in the first 8K. There are a few unused addresses somewhere between $7E00F0-$7E00FF (direct page!), and $7E0660-$7E06FF appears to be unused during the majority of the game ($7E04A0-$7E065F is the HDMA table used to draw the "zoom," keyhole, and message box effects).
calcwatch
Newcomer


 





Since: 11-19-05
From: Silicon Valley

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Posted on 01-14-06 05:33 PM Link | Quote
Originally posted by spel werdz rite
Calculation:

As for finding out how many digits that is, when you take 2^n it will increase one more decimal every three or four times. 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192, 16384
It increases in that pattern for a while, that basically boils down to 3.33 times to increase a digit. (it's not exact, but it's close)
So to find the number of digits, it would be 1048576/3.33=314572.8 which rounds up to 314,573 digits.


Not to beat a dead horse, but...

[math] In case you're curious, the number of times to increase a digit is 1/log(2) which is about 3.322 -- but I like your approximation method ...
To get the number of digits exactly, take 1+log(2^1048576) (which is equivalent to 1+1048576*log(2)) and round the result down. So I get 315,653 digits -- pretty darn close to what you got, though. [/math]

Getting back to ROM hacking, didn't someone already set up a database for SMW addresses (or was it just for commenting the assembly code)?... I remember seeing a link to one ("Open Source SMW" or something like that) in the last incarnation of these forums, but I guess it didn't really catch on?...


(edited by calcwatch on 01-14-06 04:39 PM)
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