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Author Topic: (SNES) Tracing controller input for a cutscene skip  (Read 4292 times)

Sarah Shinespark

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Re: (SNES) Tracing controller input for a cutscene skip
« Reply #20 on: November 22, 2020, 10:48:13 pm »
Whoa, that's a lot to trace! Great job.
So if I'm reading this right, the patch skips over that code. Adding an A press -should- be as simple as splicing in that code then, if the right location is found.

And yes, I need to disassemble FastROM. I think part of the issue is overextending DMA transfers during V-blank, which I should probably make a separate topic for when I'm ready to address that.


EDIT:
Looks like the start of that trace loads $09A3 and checks if it's less than 2 (11 02 address) so that's somehow related.
« Last Edit: November 28, 2020, 10:00:02 pm by Sarah Shinespark »

slidelljohn

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Re: (SNES) Tracing controller input for a cutscene skip
« Reply #21 on: December 09, 2020, 12:45:19 am »
So if I'm reading this right, the patch skips over that code. Adding an A press -should- be as simple as splicing in that code then, if the right location is found.
Yes, skips over the code because the code was removed.

And also yes, as long as the right location is found. I pretty much found the location I just need to test it out and see if it’s actually possible to insert the data there. Hopefully it’s compatible. I’m not sure when I’ll get back to this, it’s probably going to be a couple of weeks unfortunately.