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Main - SMW Hacking - ASM to Hex | New thread | New reply |
boingboingsplat |
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Giant Koopa [PREFSTRING:wonderful bounciness] Level: 74 Posts: 28/1292 EXP: 3634402 Next: 19142 Since: 07-23-07 From: Michicola Last post: 4844 days Last view: 4807 days |
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GreyMaria |
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>implying even the Japanese understand the Japanese Level: 105 Posts: 403/2851 EXP: 11923048 Next: 339212 Since: 07-13-07 Last post: 4499 days Last view: 4469 days |
65816ref.hlp
That's all you'll need to convert 65816 ASM to hex and back. No, I don't know where it is. And don't you want BNE or BPL $#00 (Branch if Plus [Higher than 00]) instead of BEQ? As your current code stands, it would always set the switch to OFF unless you had exactly one dragon coin. ____________________ we're currently experiencing some technical difficulties |
blackhole89 |
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The Guardian Moloch whose eyes are a thousand blind windows! Level: 124 Posts: 526/4196 EXP: 21536893 Next: 299708 Since: 02-19-07 From: Ithaca, NY, US Last post: 473 days Last view: 86 days |
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boingboingsplat |
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Giant Koopa [PREFSTRING:wonderful bounciness] Level: 74 Posts: 29/1292 EXP: 3634402 Next: 19142 Since: 07-23-07 From: Michicola Last post: 4844 days Last view: 4807 days |
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Skreeny |
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Cobrat Level: 56 Posts: 534/653 EXP: 1321991 Next: 76185 Since: 02-21-07 Last post: 5343 days Last view: 4844 days |
For BEQs, if I understand properly, you have to calculate how far it'd have to jump and put that in the instruction.
If you don't want to do that, it looks like they have some stuff in the Utilities section of Romhacking.net. |
boingboingsplat |
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Giant Koopa [PREFSTRING:wonderful bounciness] Level: 74 Posts: 30/1292 EXP: 3634402 Next: 19142 Since: 07-23-07 From: Michicola Last post: 4844 days Last view: 4807 days |
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cory21391 |
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Flurry Level: 37 Posts: 101/260 EXP: 331928 Next: 6325 Since: 03-01-07 From: NC, US Last post: 5131 days Last view: 5130 days |
some assemblers output binary files (like TRASM). Addressing labels are affected when inserted into smw though...
ex.) jsl label1 lda #$45 sta $2100 rtl label1: rtl if compiled into a bin file, that would be: 0000: 22 0A 80 00 A9 45 8D 00 21 6B 6B the code would jump to: 00 80 0A; which is more than likely NOT where your code is inserted into SMW.... you're best bet is to just bra and not jump (unless you add code in manually and know where you're going and stuff ) ____________________ |
smkdan |
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Ninji Level: 36 Posts: 76/238 EXP: 288703 Next: 19407 Since: 05-26-07 Last post: 4065 days Last view: 4014 days |
in.asm contains:
Then to assemble, first parameter is source, second is output or ROM to patch.
out.bin contains: 48 AD 22 14 C9 01 F0 05 A9 01 8D AF 14 68 60 The ASM file is pretty bare but it's all you need there. |
Ailure |
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Hats Steam Board2 group Level: 121 Posts: 1518/3965 EXP: 19782743 Next: 273953 Since: 02-19-07 From: Sweden, Skåne Last post: 3303 days Last view: 2054 days |
I'm having a rising urge to rename this thread to "ASM to Machine code". Since that would be the proper term... ____________________ AIM: gamefreak1337, MSN: Emil_sim@spray.se, XMPP: ailure@xmpp.kafuka.org
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boingboingsplat |
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Giant Koopa [PREFSTRING:wonderful bounciness] Level: 74 Posts: 33/1292 EXP: 3634402 Next: 19142 Since: 07-23-07 From: Michicola Last post: 4844 days Last view: 4807 days |
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