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Programming / Re: 6 bit text encoding
« on: September 03, 2020, 09:18:13 pm »
News: 11 March 2016 - Forum Rules
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Not the best way to do it
It is super simpleYes, it is simple. It doesn’t seem so hard to do when you see
Is there someone capable to help me with this hack?It was more like:
step #1
Disassembly: original code
$00/B6FF 22 9F B9 00 JSL $00B99F[$00:B99F]
Disassembly: modified code
$00/B6FF 22 00 FF 01 JSL $01FF00[$01:FF00]
Disassembly: new code
$01/FF00 C9 02 00 CMP #$0002
$01/FF03 D0 01 BNE $01 [$FF06]
$01/FF05 1A INC A
$01/FF06 22 9F B9 00 JSL $00B99F[$00:B99F]
$01/FF0A 6B RTL
step #2
Disassembly: original code
$00/B79E E6 86 INC $86 [$00:0086]
$00/B7A0 A5 86 LDA $86 [$00:0086]
Disassembly: modified code
$00/B79E 22 10 FF 01 JSL $01FF10[$01:FF10]
Disassembly: new code
$01/FF10 E6 86 INC $86 [$00:0086]
$01/FF12 A5 86 LDA $86 [$00:0086]
$01/FF14 C9 02 00 CMP #$0002
$01/FF17 F0 F7 BEQ $F7 [$FF10]
$01/FF19 6B RTL
The problem is trying to find what values control what. I'm not even sure which variable controls the starting point for the graphics table in the editor (you need an address obviously which is like searching for a needle in a haystack.) But that's not all that's required. Several variables control graphics disassembly and assembly. It may use the same compression algorithm as MMX1-3, but I'm not sure. So I may have to use like an exception clause for RNF to run a separate function/class that handles this game's compression, assembly, etc. I have the addresses for the graphics pointer table I was able to find by a disassembly program, but I think there's like an offset value or something (another unknown that has be included in the function).
So this is a Super SNES-ROM-ROM upgrade?Um...yea
@slidelljohnI’m sure there are more than a few things causing the slowdown on stage 3. The stars are both on a background layer and on the sprite layer. The stars that are on the sprite
why is underground stage 3 so slow? And why do the stars still stay on BG using 30 sprites? is it possible to remove?
@slidelljohn
Is it possible to put more code on the same line as the original code using asar? or have to expand the rom?