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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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mikeyk
Posted on 06-28-07 06:23 AM Link | Quote | ID: 50348


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I've made quite a bit of progress on this front, so I figured I'd share a snapshot of my work. There's still a whoooole lot to improve, especially the documentation (most of what's there comes from Sukasa and SmallHacker). But I figure the more eyes we get on this the better things will be. Hopefully this doesn't count as a ROM link -- here we go

Smallhacker
Posted on 06-28-07 02:29 PM (rev. 2 of 06-28-07 02:29 PM) Link | Quote | ID: 50388


Panser
Swedish weirdo times eleven

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Since: 02-19-07
From: Stockholm, Sweden

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Sadly, that should count as a ROM link, as it produces a 100% clean (but headerless) SMW ROM.

Still friggin' amazing, though.

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SMW Central

1337_Ac3
Posted on 06-28-07 04:58 PM Link | Quote | ID: 50410


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Since: 05-22-07
From: swedun

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This sounds mighty interesting (and useful when done). I could help as much as I am able to.

Posted by mikeyk
here we go


In before deleted link.

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Mattrizzle
Posted on 06-28-07 05:51 PM (rev. 3 of 06-28-07 05:56 PM) Link | Quote | ID: 50429


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Since: 04-21-07
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I see a few things that have incorrect labels/comments(specifically in b0.asm). I've corrected them below:

UploadSPCEngine: LDA.B #$00 ; \ this address (0E:8000) is the start of the SPC engine/
STA.W $0000 ; |instrument settings/sound effect data
LDA.B #$80 ; |AND the code used for all music banks.
STA.W $0001 ; |
LDA.B #$0E ; |
STA.W $0002 ; /
UploadDataToSPC: SEI
JSR.W SPC700UploadLoop
CLI
RTS

UploadSamples: LDA.B #$00 ; \ ; Index (8 bit)
STA.W $0000 ; |
LDA.B #$80 ; |Loads The Address 0F:8000 to 00-02
STA.W $0001 ; |[SPC Sample Pointers/Data ROM Address, this is]
LDA.B #$0F ; |
STA.W $0002 ; /
BRA StrtSPCMscUpld
UploadMusicBank1: LDA.B #$B1 ; \
STA.W $0000 ; |
LDA.B #$98 ; |Loads the Bank 1 music data (Map) to 00-02
STA.W $0001 ; | ($0E:98B1)
LDA.B #$0E ; |
STA.W $0002 ; /
...
UploadMusicBank2: LDA.B #$D6 ; \
STA.W $0000 ; |Loads the Bank 2 music address(Levels)
LDA.B #$AE ; | (0E:AED6)
STA.W $0001 ; |
LDA.B #$0E ; |
STA.W $0002 ; /
BRA StrtSPCMscUpld
UploadMusicBank3: LDA.B #$00 ; \
STA.W $0000 ; |Bank 3 music(Ending) ROM address
LDA.B #$E4 ; |
STA.W $0001 ; | ($03:E400)
LDA.B #$03 ; |
STA.W $0002 ; /

Labels I changed:
ADDR_0080E8 -- UploadSPCEngine
UploadMusicBank1 -- UploadSamples
UploadMusicBank2 -- UploadMusicBank1
ADDR_008148 -- UploadMusicBank2
ADDR_008159 -- UploadMusicBank3

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Hamtaro126
Posted on 06-28-07 11:04 PM Link | Quote | ID: 50476


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Since: 05-02-07
From: Shelton, WA

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Super job! This is what I am hoping for for SMW hacking for a long time!

PS: Where is the Throw block Sprite data's Animation and Character settings at?

So far, Great job!

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Mah boi, romhacking is what all true warriors strive for!

I wonder what's for dinner?

icegoom
Posted on 06-28-07 11:12 PM (rev. 2 of 06-28-07 11:21 PM) Link | Quote | ID: 50480


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Since: 02-25-07
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This is pretty amazing, having the raw code for the entire ROM sitting in front of me. I don't understand most of it, but I've been able to glean some choice pieces of data where stuff is clearly labeled. (Currently trying to sift through Bob-omb's code in hopes of figuring out how to stop the explosion timer from resetting when throwing it horizontally)

mikeyk
Posted on 07-17-07 05:56 AM Link | Quote | ID: 55582


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I've been steadily making progress on the disassembly. I'd like to once again share the current progress with everyone here. You'll see that many more sections have been commented. Also most of the stored pointers now reference their targets. Have a look at the latest snapshot:

http://home.comcast.net/~dkaminski/disasm/all.rar

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