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Author Topic: The Legend of Zelda - A Link To The Past Dissasembly Project (and more...)  (Read 5432 times)

wiiqwertyuiop

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Hello I'm looking for a few people to help me disassemble TLOZALTTP. For those of you who dont know what it means to disassemble a game, it basically means taking the assembled code of a game, and putting it in its raw format, in this case 65816. Which means you'll need SNES ASM knowledge to help with this. So far I have a few RAM Addresses written done (note: these are subject to change), along with a decent start on this dissasembly itself: Link. Here are the ways you can help:

1. Finding out what ram address do, and posting them here.
2. Choose a bank and disassembling it.
3. Commenting on things that haven't been commented on.

I would also like the format to be this when disassembling:

CODE_XXXXXX: YY YY ...  ZZ... {tab} {tab} {tab} ; Any comments you might have.

The X's are the snes address. The Y's are the opcodes in assembled format. ZZ's are the opcodes.

Also note that we are using the snes9x debugger to do this, since its the best on I could find, and its not that great so make sure you do a little at a time, and to check over things that to make sure they make sense. Well thats it, please help if you can, as a zelda hacking community might start from this!

Edit: Also note that its preferred if it were in xkas format, since thats what it will be converted to in the end, but feel free to use other assembler formats.

Edit2: WIP VRAM Map!!
« Last Edit: May 04, 2012, 12:16:18 pm by wiiqwertyuiop »
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snarfblam

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Re: The Legend of Zelda - A Link To The Past Dissasembly Project
« Reply #1 on: November 28, 2011, 09:36:21 pm »
Well thats it, please help if you can, as a zelda hacking community might start from this!
Maybe you could drum up some activity at ZeldaConst. I'm guessing that MoN has a collection of disassembled routines from LTTP, and there might be some other Zelda fans hanging around with 65816 experience.

Edit: Also note that it must be in xkas format. I won't accept any other assembler.

That's a rather demanding tone. Maybe you should take what you can get. There are at least a handful of people who have spent a decent amount of time disassembling this game. If they're willing to share, I'm should it would be easier to convert the existing disassembly than to do it yourself from scratch.

Also, you might want to manage a list of variable/label names here (or better yet, somewhere where anyone can add to it), so that people don't start giving multiple names to the same routines and RAM locations. Something wiki-like would probably be ideal.

wiiqwertyuiop

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Re: The Legend of Zelda - A Link To The Past Dissasembly Project
« Reply #2 on: November 28, 2011, 09:46:09 pm »
That's a rather demanding tone. Maybe you should take what you can get. There are at least a handful of people who have spent a decent amount of time disassembling this game. If they're willing to share, I'm should it would be easier to convert the existing disassembly than to do it yourself from scratch.

Also, you might want to manage a list of variable/label names here (or better yet, somewhere where anyone can add to it), so that people don't start giving multiple names to the same routines and RAM locations. Something wiki-like would probably be ideal.

Oh, sorry, i didnt want to sound demanding, but the main reason i only want it in xkas format is because its really the best snes assembler, but if you must use a different assembler I suppose I can convert it to xkas. TRASM will be fine to use if needed, and any other format I suppose. Also thanks for responding!
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syntax error

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Re: The Legend of Zelda - A Link To The Past Dissasembly Project
« Reply #3 on: December 03, 2011, 07:04:02 pm »
You could start using the BS Zelda ROM first.

wiiqwertyuiop

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Bunch of releases:

The first one i'll show is the one I want to be the main focus of the thread: Link.


Yep thats right, a complete dissasembly of ALTTP. It took me over three months to complete and I have been done with it for about two month. It hasn't been commented on a whole lot yet but I plan to do more and hopefully I can get some people to help as well.

<hr>

Next I have this. This is a status bar editor made by Vitor Vilela so I really would like to give most credit to him (all I did was give him addresses that needed to be changed). Here are some screen shots:




(I hope that first one isn't too big...)

<hr>

For my third item I have this. It is a custom sprite inserter I made by myself, and I must say I am quite proud of it (considering its the first helpful tool I made). There is a tutorial I made here on how to use the sprites, as well as making them, if you are interested in using it.



Video.

<hr>

Last I have this. Basically this is a patch which enables a code to run every frame in a level, and a per level basis. It also has the ability to make a code run once during level fade-in.

And thats about it. I also have a forum here if you are interested (you can also find a few other things I made there). Hopefully more people will start hacking the game, I know some people say the editor is a little hard, but I have been working with MathOnNapkins a bit lately with his new edit called BlackMagic, hopefully a replacement for HyruleMagic.

If you are interested in helping with the dissasembly, even if it is just a small routine, or just want to talk to me about something feel free to join #zeldconst on EsperNet, a chat room zeldconst made. Thats it, enjoy!
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