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Main - SMW Hacking - MarcTheMer's asm tutorial | New thread | New reply |
cory21391 |
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Flurry Level: 37 Posts: 18/260 EXP: 332074 Next: 6179 Since: 03-01-07 From: NC, US Last post: 5136 days Last view: 5136 days |
I heard it was a good start for asm begginers, but i cant find it anywhere.
Does anyone here have a copy of it or a link to it? If its a word file send it to cory21391@yahoo.com, or a working link would be fine. I'm trying to learn REAL snes asm (saved a bunch of word files from wiki and vintagedev.tehskeen.com) ____________________ |
NightKev |
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Cape Luigi Level: 131 Posts: 935/4792 EXP: 26246452 Next: 178168 Since: 03-15-07 Last post: 3742 days Last view: 3654 days |
cory21391 |
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Flurry Level: 37 Posts: 20/260 EXP: 332074 Next: 6179 Since: 03-01-07 From: NC, US Last post: 5136 days Last view: 5136 days |
yea i think i understand most of 65816 asm (except what the actual interrupts do and how to use them, i know the definition of an 'interrupt')
i really need help with graphics (VRAM, CGRAM, and DMA) URG, i dont get it!!! i THINK i understand palettes and 8x8tiles, but im not 100% clear. heres my interpretation of 8x8 tiles and colors/palettes. $2120 (turn the screen on or force an H or V blank) $2121 (Load the color #, which i assume (SINCE ITS 1BYTE) is color 0-F are from palette 0, color 10-1F are from palette 1, etc..) $2122 (double write; write the 1st byte of color then the second byte in 0bbb bbgg gggr rrrr format) 8x8 tiles: a 2bpp tile uses 2 bits per pixel (0, 1 , 0 ,1) so you can have 4 total colors. and each word represents 1 line of 8 pixels. so... i think you have to read each byte in order from low order to high order, like reading binary, if im right then... 4bpp is: color: 0 1 2 3 4...etc so color... 13 14 15 byte 1: 1 place- 0 1 0 1 0 1 0 1 byte 2: 2 place- 0 0 1 1 0 0 1 1 byte 3: 4 place- 0 0 0 0 1 1 1 1 byte 4: 8 place- 0 0 0 0 0 1 1 1 and then you put the bits corresponding to the 8 pixels in the first row. so, to have 1 8 pixel long row using 2bpp, making each pixel alternate between color 1 and 2... %10101010, %01010101 right? just needed to clarify about the tiles/colors/palettes. is this right? and i still need help with moving the tiles to the screen, the screen modes, VRAM, and DMA... bleh.... ____________________ |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 154/842 EXP: 1936716 Next: 47970 Since: 02-19-07 From: durff Last post: 4496 days Last view: 4019 days |
Pretty good for you to have learned this much on your own. Everything except perhaps your understanding of the 4bpp format seems dead on.
*Note* I've renumbered the bytes from 0-3 instead of 1-4, it's much more common in programming to think with 0 as the initial element. byte 0: 1 place- 0 1 0 1 0 1 0 1 byte 1: 2 place- 0 0 1 1 0 0 1 1 byte 2: 4 place- 0 0 0 0 1 1 1 1 byte 3: 8 place- 0 0 0 0 0 1 1 1 ^ A 4bpp tile is 0x20 bytes (double that of a 2bpp tile). You've almost got this right. Except it's not byte 2 and byte 3 that hold the 4 and 8 place (respectively). It's bytes 0x10 and 0x11: XX YY ZZ WW So if you're viewing 4bpp data it's easier to look at it as a "square" of 4 bytes. I'd recommend a document like Anomie's register doc at romhacking.net. Qwertie's PPU document is also good, but outdated and possibly wrong in a few sections. You could also PM if you get stuck. Looking at existing roms using Geiger's Debugger (BSNES might also be good but I haven't used its debugger yet) is also a good way to figure out DMA, HDMA, and things like OAM and CGRAM. ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
Main - SMW Hacking - MarcTheMer's asm tutorial | New thread | New reply |
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