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4218 r l++++So that means IF the buttons were stored normally, each button would be stored as two bytes. Within each byte the value to use would be use 80 for the left-most character, and it divides by 2 for each one to the right.
4219 r h++++
421a r l++++
421b r h++++
421c r l++++
421d r h++++
421e r l++++
421f r h++++
a/b/x/y/l/r/e/t = A/B/X/Y/L/R/Select/Start button status.
U/D/L/R = Up/Down/Left/Right control pad status.
Note that only one of L/R and only one of U/D may be set, due to the pad hardware.
But if the bank byte isn't on the bus, then it has the same restrictions.
How is GBC bankswapping different from NES bankswapping then?
(unlike the SNES and apparently GBC which have a 24-bit bus).GBC uses a variation of Z80 which is 16-bit bus so they also had to do ROM banking. The only reason they'd include a bank byte is in the programmers were expecting their text to be big enough to warrant coding support for a bank byte into the text routine.
Does this mean bsnes will allow snes cd support? So now people can make snes roms for the snes that are larger than 4mb? (at least for the bsnes emu). Looks like the way people circumvent this now is by creating executable files rather than try to make a "rom hack" when they make large snes-type games. Looks like the SNES max cart size was approx 4mb, allow there's some success getting a 16mb rom to work (also those msu-1 audio expansions are extremely large but not sure if that counts)
I don't really understand how, in the ROM, to change what sprites are used etc. For example, I can see in the ROM where a particular sprite is, but how it gets to RAM and thus the PPU, and how xy position is affected, is still a bit of a mystery. Once the technical details are understood, the actual translation will take no time at all.Do you know ASM?
Possibly closer to something you want as it covers the 3ds specificalllyWOW DEKU OneHand