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Main - Posts by Dwedit |
Dwedit |
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Red Paratroopa Level: 30 Posts: 146/162 EXP: 163239 Next: 2630 Since: 03-07-07 From: Chicago Last post: 3526 days Last view: 1621 days |
DMA3 - Read from [000001FC] Invalid or mirrored memory address ____________________ |
Dwedit |
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Red Paratroopa Level: 30 Posts: 147/162 EXP: 163239 Next: 2630 Since: 03-07-07 From: Chicago Last post: 3526 days Last view: 1621 days |
Seasons was quickly thrown in, they are nearly identical engines, they just use different addresses, and Seasons uses 4 seasons instead of using different planes to represent the alternate overworlds.
So wherever you see "In the past", replace it with "In Subrosa". If you're going to be using this program for ripping graphics, then I'd better add indexed bitmap export, so you can keep the original color numbers instead of just RGB values from screenshots. ____________________ |
Dwedit |
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Red Paratroopa Level: 30 Posts: 148/162 EXP: 163239 Next: 2630 Since: 03-07-07 From: Chicago Last post: 3526 days Last view: 1621 days |
New Version Get!
New features: * PNG export of tilesets and big maps * Loads tile animation so that tiles appear correctly now * Screen Viewer * Other random stuff Screenshots: PNG Export of tilesets: You can also have it export EVERY tileset, there's 128 possible tilesets (and even more in Seasons) PNG Export of maps: This may be a tiny thumbnail, but it expands huge. You can export entire planes, or every plane in the game. It takes about 30 seconds to do all planes on a fast computer. Screen Viewer: ____________________ |
Dwedit |
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Red Paratroopa Level: 30 Posts: 149/162 EXP: 163239 Next: 2630 Since: 03-07-07 From: Chicago Last post: 3526 days Last view: 1621 days |
I'm working on a Gameboy disassembler. I've already made a Z80 disassembler for the TI calculators, so converting it to GB shouldn't be too hard.
It will crawl all over the file to locate where the code is, and everything else is tagged as "data". It makes labels for all 16 bit values, whether jumped there or used as a 16 bit load. It will also let you rename the labels, and re-disassemble to use the new names. Any features you want to see in the program? ____________________ |
Dwedit |
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Red Paratroopa Level: 30 Posts: 150/162 EXP: 163239 Next: 2630 Since: 03-07-07 From: Chicago Last post: 3526 days Last view: 1621 days |
It follows jumps and calls, and interrupt vectors. ____________________ |
Dwedit |
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Red Paratroopa Level: 30 Posts: 151/162 EXP: 163239 Next: 2630 Since: 03-07-07 From: Chicago Last post: 3526 days Last view: 1621 days |
I've just noticed that Catrap performs indirect jumps by moving the stack pointer around, and returning.
That's gotta be really hard to add detection for that kind of thing to any disassembler. ____________________ |
Dwedit |
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Red Paratroopa Level: 30 Posts: 152/162 EXP: 163239 Next: 2630 Since: 03-07-07 From: Chicago Last post: 3526 days Last view: 1621 days |
Whenever the gameboy does sprite DMA, which is the way to get sprites into OAM (sprite memory), the CPU will only correctly execute code stored into high ram at FF80+ until the sprite DMA is complete. So games will always load some delay code into FF80.
Since it's all relative jumps inside, I don't think that little procedure which every game loads is worth automatically disassembling. Besides, you can always add it to the disassembly list for everything it misses. In general though, games don't often load code into ram. Right now, I just added support for simple jump tables (detected as long as they use RST 28, and code is sandwiched between there and the next label) ____________________ |
Dwedit |
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Red Paratroopa Level: 30 Posts: 153/162 EXP: 163239 Next: 2630 Since: 03-07-07 From: Chicago Last post: 3526 days Last view: 1621 days |
Look at the early disassembly of the NSF file to see if the ripper added a track re-ordering table.
If not, you can expand the number of songs by editing the NSF header. If so, you can NOP out the code that loads the track number from the re-ordering table, then expand the number of songs, see if the song you're looking for appears there. If not, you can check if the ripper included the full bank or not. I managed to repair the Wizards and Warriors 3 NSF by replacing the section with the full bank. ____________________ |
Dwedit |
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Red Paratroopa Level: 30 Posts: 154/162 EXP: 163239 Next: 2630 Since: 03-07-07 From: Chicago Last post: 3526 days Last view: 1621 days |
Didn't Sivak get someone else to help with the art? ____________________ |
Dwedit |
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Red Paratroopa Level: 30 Posts: 155/162 EXP: 163239 Next: 2630 Since: 03-07-07 From: Chicago Last post: 3526 days Last view: 1621 days |
Where can I get more information about the standard "sappy" GBA music driver?
Specifically, I'm interested in the format of the data, including the sample tables, songs, etc. ____________________ |
Dwedit |
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Red Paratroopa Level: 30 Posts: 156/162 EXP: 163239 Next: 2630 Since: 03-07-07 From: Chicago Last post: 3526 days Last view: 1621 days |
Good, cause I want more informaiton. ____________________ |
Dwedit |
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Red Paratroopa Level: 30 Posts: 157/162 EXP: 163239 Next: 2630 Since: 03-07-07 From: Chicago Last post: 3526 days Last view: 1621 days |
Bregalad seems to have posted some nice information:
http://jonathan.microclub.ch/dummy/sappy.txt ____________________ |
Dwedit |
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Red Paratroopa Level: 30 Posts: 158/162 EXP: 163239 Next: 2630 Since: 03-07-07 From: Chicago Last post: 3526 days Last view: 1621 days |
You sure you're not looking at the nametable? ____________________ |
Dwedit |
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Red Paratroopa Level: 30 Posts: 159/162 EXP: 163239 Next: 2630 Since: 03-07-07 From: Chicago Last post: 3526 days Last view: 1621 days |
I made a MIDI to Famitracker importer once, but haven't released it. ____________________ |
Dwedit |
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Red Paratroopa Level: 30 Posts: 160/162 EXP: 163239 Next: 2630 Since: 03-07-07 From: Chicago Last post: 3526 days Last view: 1621 days |
From the related videos on that youtube link, I saw lots of Banjo Kazooie levels thrown into Super Mario 64, neat stuff. ____________________ |
Dwedit |
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Red Paratroopa Level: 30 Posts: 161/162 EXP: 163239 Next: 2630 Since: 03-07-07 From: Chicago Last post: 3526 days Last view: 1621 days |
Just wanted to mention that it repeatedly plays the sound effect for a charging sword when it shouldn't be. ____________________ |
Dwedit |
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Red Paratroopa Level: 30 Posts: 162/162 EXP: 163239 Next: 2630 Since: 03-07-07 From: Chicago Last post: 3526 days Last view: 1621 days |
I meant that it constantly plays the sword charge sound effect (C, D#) repeatedly until you release the button. If you move to a different screen, it plays the rest of the sound effect until it finishes, and that's the only time I ever hear it play correctly.
Using FCEUX 2.2.2, but I also see it happen on Nintendulator. ____________________ |
Main - Posts by Dwedit |
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