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05-05-24 01:28 PM
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Acmlm's Board - I3 Archive - ROM Hacking - What is your 65816 assembler of choice? New poll | |
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Unicorn_Poop

Micro-Goomba


 





Since: 12-21-05
From: Knox-Vegas

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Posted on 06-08-06 03:18 PM Link | Quote
I've been searching the internet for a decent SNES assembler, but I haven't found any that suit me yet. I was wondering if anybody had any stong opinions on the 65816 assemblers available.
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 06-08-06 07:59 PM Link | Quote
Hex Workshop.
MathOnNapkins

1100

In SPC700 HELL


 





Since: 11-18-05

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Posted on 06-08-06 09:24 PM Link | Quote
My favorite so far is xkas

There's never been something I wished I could do that I couldn't do in Xkas. It can be used to make a game from scratch or to patch an existing rom.

Jathys uses 65816 Tricks which I've found to be pretty comparable, though the syntax is a bit different an I'm not sure about all its extended features.
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

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Posted on 06-08-06 11:09 PM Link | Quote
offtopic, but I would like to know how to use assembler, do there is any tutorial or stuff like that that could be useful to learn how to work with them?
byuu
Newcomer


 





Since: 01-11-06

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Posted on 06-09-06 12:23 AM Link | Quote
Originally posted by MathOnNapkins
There's never been something I wished I could do that I couldn't do in Xkas. It can be used to make a game from scratch or to patch an existing rom.

Jathys uses 65816 Tricks which I've found to be pretty comparable, though the syntax is a bit different an I'm not sure about all its extended features.


And if there is something you can't do that isn't completely insane (eg convert an OGG VORBIS file into an SPC program with one line in the assembly file), I'll be happy to add it

Tricks assembler is good. I didn't like that it was a PASCAL app, and kind of slow in comparison. It also lacks a lot of the functionality in xkas (infinitely nested macros and defines, ROM hacking extensions, etc), but other than that it is a really good choice for a simple, light-weight assembler.

WLA-DX is the only one I really dislike. The amount of red-tape involved even for trivial aspects such as memory mapping is truly absurd. But the table-based instruction sets it supports is really cool at least.
Reshaper256

190


 





Since: 11-17-05
From: United States

Last post: 6328 days
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Posted on 06-09-06 01:59 AM Link | Quote
Originally posted by Bio.exe
offtopic, but I would like to know how to use assembler, do there is any tutorial or stuff like that that could be useful to learn how to work with them?
I've learned the most by simply examining other people's (MON's) ASM patches. I'm no master at it, but I feel fairly competent as of now, and it doesn't take a lot of work to find out how to do something new when it comes down to it. As long as you have a good understanding of the ASM, you shouldn't have much of a problem translating the changes you're making to a ROM into an ASM patch, once you see how a few work. I actually prefer to do it that way now - it's a lot easier to tell what you were doing when you come back and look at it later.
blackhole89
Moronic Thread Bodycount: 17
(since 2006-08-21 09:50 EST)
F5 F5 F5 F5 F5


 





Since: 12-31-69
From: Dresden/SN/DE

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Skype
Posted on 06-09-06 06:27 AM Link | Quote
I tend to use "SNES professional asm development kit", which effectively is just a GUI editor for assembly code... it sucks and anything, but it is capable of recompiling changes on-the-fly, which is good.

Besides, I am working on my own dis-/reassembler which I am likely going to use once it is done.
MathOnNapkins

1100

In SPC700 HELL


 





Since: 11-18-05

Last post: 6285 days
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Posted on 06-09-06 07:09 AM Link | Quote
@byuu: while we're at it I should mention there is a bug in your spc disassembler. Whenever there is a 3 byte conditional branch opcode, the target address is calculated incorrectly. It's always off by one byte. (one byte too short). This is because it is calculated from the middle byte instead of from the third byte. Though I don't feel like compiling a new binary, this should fix it:

if(spc.rel == true)
{
//v = (spc.pc + 2)+(signed char)v; // the old line.
v = (spc.pc + o)+(signed char)v; // MON: modified this to be a variable offset
sprintf(t, "%0.4x", v & 0xffff); // The above should fix 3 byte branch instructions
}
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