11 March 2016 - Forum Rules
Started by Madsiur, April 23, 2016, 10:54:22 AM
QuoteWhat would be the ideal solution to implement ASM modifications with an editor?
Quote from: Madsiur on April 23, 2016, 10:54:22 AMI'm currently coding an editor that move and expand some FF6 data. Right now I declare a few bytes arrays with the ASM changes, then edit the needed bytes when the user select his bank/offset the apply to ROM. However now I'm at a point where ASM changes while not being really deep are lengthy in term of bytes. I'm also opening the door to free SRAM byte(s) selection so it means more edits to the ASM code.There's also the fact that each time I modify the code in testing phase, I got to edit multiple setByte(s) functions because everything in the array is shifted. That is just painful. I'm aware though all tests should be done on the ASM code before integrating it in the application.What would be the ideal solution to implement ASM modifications with an editor? Should I implement like rudimentary assembler language and "embed" (dunno the english term) a asm file within my application or is there other ways to approach this? Either way I need to be able to make LDA and STA offsets changes (in raw hex) so I'll end up with numerous setByte(s) functions I think.
Quote from: DougRPG on May 14, 2016, 11:21:25 AMTry to use the assembler Bass v14 (the last implemented by Byuu): http://byuu.org/tool/bass/Probably you can solve this array shifiting with it.
Quote from: DougRPG on May 14, 2016, 11:21:25 AMTry to use the assembler Bass v14 (the last implemented by Byuu): http://byuu.org/tool/bass/
Quote from: DougRPG on May 15, 2016, 02:48:25 PMSorry, but I didn't understand what you are trying to do. Could you write in a single phrase what the problem is?<snip of useful information about bass>
Quote from: DougRPG on May 15, 2016, 02:48:25 PMProbably it's not recommended for the newcommers, because it suppose you have some experience
QuoteIf you are curious, I'm currently helping my son with an ExHiROM format (4mb original + 2mb added for the language patch, in this case.)
QuoteIn this sense, I would like to be able to assemble five separate sets of code, all targeted for a specific placement in the SNES address space (each of them assembled to run at $C40000, for example) but where they are placed at five different ROM locations.
Quote from: DougRPG on May 15, 2016, 11:14:55 PMA 6MB rom (ExHirom) is the same as a 4MB normal Hirom, except that the cartridge will now use one more bus line, so you won't have the upper mirror.<snip>You need to understand this stuff to be able to set the assembler correctly.
Quote from: DougRPG on May 15, 2016, 11:14:55 PMYou have different sets of code and when they run they need to be at 0xc40000? You can only do this with a custom cartridge with a custom mapper.
Quote from: DougRPG on May 15, 2016, 11:14:55 PMYou could use a fpga for that, but I don't see the reason. With Snes you can have games up to 12MB, so why to use a mapper? If you need more than that you will have to use something like the MSU-1, that expand the Snes memory to 4gb.
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