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Please chime in on a proposed restructuring of the ROM hacking sections.
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Main - SMW Hacking - SMW and 65816 pros: Look here New thread | New reply

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Sukasa
Posted on 06-17-07 07:55 PM Link | Quote | ID: 46320


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Smallhacker and I are working on a disassembly of SMW, and we're looking for people to help us out. We're a good ways into the project, but we're only two people and we're getting bogged down. If you're interested in helping out, please PM either Smallhacker or I, or contact us on IRC.

mikeyk
Posted on 06-18-07 07:05 AM Link | Quote | ID: 46487


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Hey guys...

I actually started a disassembly project of my own about a week ago, and I've made some pretty quick progress. Smallhacker pointed me towards your files, and I had a quick glance. You're definitely way ahead in commenting, while I'm ahead in having assemble-able code. We're definitely going to have to consolidate our projects at some point... shouldn't be too bad. As for the details of the project, my first question: what assembler are you guys planning on using? My stuff is pretty flexible, so let me know what you were thinking, and we'll get the ball rolling.


HyperHacker
Posted on 06-18-07 09:18 AM Link | Quote | ID: 46510

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I figured you were up to something like this a while ago, and was going to ask to join before I broke my arms. I could probably help out now, though I won't always have a lot of time to be online.

NEONswift
Posted on 06-18-07 01:22 PM Link | Quote | ID: 46528


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What exactly would this involve? I'd be willing to help.

I'm quite interested in seeing an assembly created for this game. As certain hacks Ive yet to get round to even attempting would be made much easier if the assembly was done beforehand.

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Smallhacker
Posted on 06-18-07 01:49 PM Link | Quote | ID: 46532


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Posted by mikeyk
what assembler are you guys planning on using?


Sukasa suggested one, but I forgot which one, though. You'll have to ask him.
blackhole89 suggested making our own assembler, which doesn't really sound like a bad idea to me.

Posted by NEONswift
What exactly would this involve?


The main things to do (in order of importance... according to me, at least):
1) Fill the "holes" in the code (i.e., disassemble what hasn't been disassembled yet).
2) Add labels and such to the code to make it possible to correctly assemble it.
3) Document the code to make it easier for people to understand and edit it.



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NEONswift
Posted on 06-18-07 01:56 PM (rev. 2 of 06-18-07 01:57 PM) Link | Quote | ID: 46533


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Posted by Smallhacker
The main things to do (in order of importance... according to me, at least):
1) Fill the "holes" in the code (i.e., disassemble what hasn't been disassembled yet).
2) Add labels and such to the code to make it possible to correctly assemble it.
3) Document the code to make it easier for people to understand and edit it.


Ok well I'd love to get involved... What needs to be looked at and what formatting do you want it in?

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mikeyk
Posted on 06-18-07 04:15 PM (rev. 2 of 06-18-07 04:22 PM) Link | Quote | ID: 46554


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I'm going to take a wild guess and assume this is the assembler Sukasa had in mind, http://www.villehelin.com/wla.html. I'll take a look at this sometime today or tomorrow. With any luck I'll be able to get the first 2 banks fully assembled with it.

Sukasa
Posted on 06-18-07 05:56 PM Link | Quote | ID: 46586


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Posted by Smallhacker
Posted by mikeyk
what assembler are you guys planning on using?


Sukasa suggested one, but I forgot which one, though. You'll have to ask him.
blackhole89 suggested making our own assembler, which doesn't really sound like a bad idea to me.


WLA-65816 was the one I'd originally been planning on, yes. However, blackhole89 had a good idea with making our own, because it'd give us a lot more freedom in how we managed some parts of code such as labels, etc. It's something we'll have to go over and decide for sure as a group.

mikeyk
Posted on 06-18-07 07:13 PM Link | Quote | ID: 46607


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I'll change my stuff to adhere to the WLA syntax for now. You mentioned that you wanted some flexibility in managing some code such as labels -- what kind of functionality did you have in mind?

Sukasa
Posted on 06-19-07 12:36 AM Link | Quote | ID: 46693


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WLA-DX only supports up to 65535 labels, we're just not sure if we'll end up going over that or not, though likely not. Also we wanted to see if we could add somethign like /* */ support for nicer inline comments if WLA-DX didn't support that.

HyperHacker
Posted on 06-19-07 12:49 AM Link | Quote | ID: 46697

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But does this:
DoSomethingCool:
LDA $Coolness
CMP #$FF
BEQ .BailOut
INC
STA $Coolness
.BailOut:
RTS

count as one label or two?

Sukasa
Posted on 06-19-07 12:50 AM Link | Quote | ID: 46698


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two

HyperHacker
Posted on 06-19-07 12:50 AM Link | Quote | ID: 46699

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That was quick.

Sukasa
Posted on 06-19-07 12:50 AM Link | Quote | ID: 46700


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Tina is very helpful

cory21391
Posted on 06-19-07 04:14 PM Link | Quote | ID: 46855


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Although I'm not that good at asm yet, I'd like to help, but I don't like hex editing. Isn't there a dissambler that can disassemble the rom code into an asm txt file? or am i just stupid?

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Drag
Posted on 06-20-07 04:40 AM Link | Quote | ID: 47124


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I'd imagine the idea is to disassemble the game manually, first to separate code from data, and second, to get a better understanding of what each routine does. Also, I think the goal here is to end up with something similar to the sonic community, in that with their complete disassemblies of the sonic games, they can add code and objects and such more easily, and then compile it into a complete rom again.

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cory21391
Posted on 06-20-07 07:18 PM Link | Quote | ID: 47239


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sounds like a good idea

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Xkeeper
Posted on 06-20-07 08:08 PM Link | Quote | ID: 47247


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Posted by Drag
I'd imagine the idea is to disassemble the game manually, first to separate code from data, and second, to get a better understanding of what each routine does. Also, I think the goal here is to end up with something similar to the sonic community, in that with their complete disassemblies of the sonic games, they can add code and objects and such more easily, and then compile it into a complete rom again.
The only difference is, the Sonic community also has tools that can work with these disassemblies, whereas Lunar Magic, uh, doesn't, afaik.

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Smallhacker
Posted on 06-21-07 02:31 AM Link | Quote | ID: 47371


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Posted by Xkeeper
Posted by Drag
I'd imagine the idea is to disassemble the game manually, first to separate code from data, and second, to get a better understanding of what each routine does. Also, I think the goal here is to end up with something similar to the sonic community, in that with their complete disassemblies of the sonic games, they can add code and objects and such more easily, and then compile it into a complete rom again.
The only difference is, the Sonic community also has tools that can work with these disassemblies, whereas Lunar Magic, uh, doesn't, afaik.



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Techokami
Posted on 06-21-07 09:18 PM Link | Quote | ID: 47593


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If we are to work with source code, we'll need a new level editor that works with the source as well. This is why SonED2 was created.

Ontopic, I'd love to help, but I'm not familiar with 65816 that much. =/

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