split.bat, build.bat, crap.bat

Discussion in 'Engineering & Reverse Engineering' started by .hack//zero, Aug 12, 2006.

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  1. .hack//zero

    .hack//zero

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    I need to know how to do stuff with disassbly so then after I split it and build it. The changes stay. Like if I tried to edit the a level size on a rom, and split it. Then, split and build it. It would stay the same as the orginal in the built version. I know the way to fix it is in the asm files. But what else would I need to change? Also, I can't get snasm68k to work right. I need to get it to work right so I can fully get the S2B enemies in my hack. would spell check, but the net goes down every couple min right now.
     
  2. .hack//zero

    .hack//zero

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    Okay, so how do I add things for the split.bat to dump, and the build.bat build the newly dumped objects, and other things.
     
  3. Rika Chou

    Rika Chou

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    Edit s2.txt to add more things to 'dump'.

    Edit both S2.ASM and s2comb.txt to add them back.

    (it's pretty simple to figure out)
     
  4. Hivebrain

    Hivebrain

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    53.4N, 1.5W
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    Level sizes will be carried over from an edited ROM to a split file.
     
  5. .hack//zero

    .hack//zero

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    What else carries over? Dammit, I'm really have a lot of problems with soned 2. The combine.bat or the build.bat won't make S2built.bin. WTF is causing this problem?
     
  6. Dracula

    Dracula

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    Converting NES Mappers to MMC5
  7. .hack//zero

    .hack//zero

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    Nevermind, it was my mistake. Thanks for the help.
     
  8. Dracula

    Dracula

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    Converting NES Mappers to MMC5
    Your welcome!
     
  9. .hack//zero

    .hack//zero

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    I feel like a dumbass right now. I'm having problems adding in objects that were dumped.
     
  10. Rika Chou

    Rika Chou

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    Personally, I prefer to use the other disassembly because I like the comb.txt.

    I don't like this one so much because it's all mixed together. (but damn, that IS so much faster).


    Edit: Just thinking, how hard would it be to get AS to work with the older disassembly?
     
  11. Dracula

    Dracula

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    Your talking about this?

    /***********************fspace***************************/
    #split 0x100000,0x2FFFFF,fspace\fspace.bin
     
  12. .hack//zero

    .hack//zero

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    Yeah, the combine is really good. But I think this one could be better if I learn how use it right.

    NEH, I was talking about adding the objects back into the rom. Dammit, I need to learn asm.
     
  13. Rika Chou

    Rika Chou

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    Something like this is easy, you don't even need to know ASM. Just look to see how it's done with the other objects, and copy the way it's done.
     
  14. .hack//zero

    .hack//zero

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    I know I don't need to know asm to do this, and I did try copying the way it was done.
     
  15. .hack//zero

    .hack//zero

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    Okay still having problems with this thing. I'm tring to get my snailbot in to my hack. This is at the end of the rom. I've added the data for it in the S2comb.asm. In the $1byte,$1byte format. I added the #include in the s2comb.asm. Also the sprite_10000: in the s2.asm. Is there something else other than the art pointer, and object pointer that I'm missing?

    from s2.txt
    /*********************Sprite mappings************************/
    #split 0x06FBE0,0x0714E0,mappings\sprite\0x06FBE0 - Mappings for Sonic.bin
    #split 0x0739E2,0x07446C,mappings\sprite\0x0739E2 - Mappings for Tails.bin
    #split 0x100000,0x100354,mappings\sprite\0x100000 - snail.bin

    from s2comb.txt
    /*********************Sprite mappings************************/
    #insert MapUnc_6FBE0,mappings\sprite\0x06FBE0 - Mappings for Sonic.bin
    #insert MapUnc_739E2,mappings\sprite\0x0739E2 - Mappings for Tails.bin
    #insert sprite_10000,mappings\sprite\0x100000 - snail.bin

    from s2split.txt
    sprite_10000:

    from s2.asm
    Sprite_10000:

    from s2.asm

    Sprite_10000: dc.b $10,$28,$00,$24,$32,$3B,$00,$06,$4E,$FB,$10,$02,$00,$0A,$00,$AA,$01,$D6,$02,$0E,$01,$94,$21,$7C,$00,$10,$02,$50,$00,$04,$31,$7C
    dc.b $05,$4E,$00,$02,$61.$00,$02,$7A,$00,$28,$00,$04,$00,$01,$11,$7C,$00,$0A,$00,$20,$11,$7C,$00,$04,$00,$18,$11,$7C,$00.$10,$00,$19
    dc.b $11,$7C,$00,$10,$00,$16,$11,$7C,$00,$0E,$00,$17,$61,$00,$02,$3A,$66,$4C,$13,$7C,$00,$62,$00,$00,$13,$7C,$00,$06,$00,$24,$23,$7C
    dc.b $00,$10,$02,$50,$00,$04,$33,$7C,$25,$4E,$00,$02,$61,$00,$02,$26,$13,$7C,$00,$03,$00,$18,$13,$7C,$00,$10,$00,$19,$13,$68,$00,$22
    dc.b $00,$22,$13,$68,$00,$01,$00,$01,$23,$48,$00,$2A,$33,$68,$00,$08,$00,$08,$33,$68,$00,$0C,$00,$0C,$13,$7C,$00,$02,$00,$1A,$54,$28
    dc.b $00,$24,$30,$3C,$FF,$80,$08,$28,$00,$00,$00,$22,$67,$02,$44,$40,$31,$40,$00,$10,$4E,$75,$61,$00,$00,$46,$61,$00,$01,$F0,$4E,$B9
    dc.b $00,$01,$ED,$FA,$0C,$41,$FF,$F8,$6D,$18,$0C,$41,$00,$0C,$6C,$12,$D3,$68,$00,$0C,$43,$F9,$00,$10,$02,$44,$61,$00,$01,$B2,$60,$00
    dc.b $01,$BA,$54,$28,$00,$24,$31,$7C,$00,$14,$00,$30,$50,$E8,$00,$34,$43,$F9,$00,$10,$02,$44,$61,$00,$01,$96,$60,$00,$01,$9E,$4A,$28
    dc.b $00,$35,$66,$3C,$30,$38,$B0,$08,$90,$68,$00,$08,$0C,$40,$00,$64,$6E,$2E,$0C,$40,$FF,$9C,$6D,$28,$4A,$40,$6B,$0A,$08,$28,$00,$00
    dc.b $00,$22,$67,$1C,$60,$08,$08,$28,$00,$00,$00,$22,$66,$12,$30,$28,$00,$10,$E5,$40,$31,$40,$00,$10,$50,$E8,$00,$35,$61,$00,$00,$04
    dc.b $4E,$75,$61,$00,$01,$44,$66,$56,$13,$7C,$00,$62,$00,$00,$13,$7C,$00,$08,$00,$24,$23,$7C,$00,$10,$02,$D0,$00,$04,$33,$7C,$03,$D2
    dc.b $00,$02,$61,$00,$01,$30,$13,$7C,$00,$04,$00,$18,$13,$7C,$00,$10,$00,$19,$13,$68,$00,$22,$00,$22,$13,$68,$00,$01,$00,$01,$23,$48
    dc.b $00,$2A,$33,$68,$00,$08,$00,$08,$33,$68,$00,$0C,$00,$0C,$5E,$69,$00,$0C,$06,$69,$00,$0D,$00,$08,$13,$7C,$00,$01,$00,$1C,$4E,$75
    dc.b $22,$68,$00,$2A,$0C,$11,$00,$62,$66,$00,$00,$D8,$4A,$29,$00,$34,$66,$00,$00,$D0,$31,$69,$00,$08,$00,$08,$31,$69,$00,$0C,$00,$0C
    dc.b $5E,$68,$00,$0C,$70,$0D,$08,$28,$00,$00,$00,$22,$67,$02,$44,$40,$D1,$68,$00,$08,$43,$F9,$00,$10,$02,$B4,$61,$00,$00,$B2,$60,$00
    dc.b $00,$BA,$04,$68,$00,$01,$00,$30,$6A,$00,$00,$B0,$44,$68,$00,$10,$61,$00,$00,$B4,$30,$28,$00,$10,$E4,$40,$31,$40,$00,$10,$08,$68
    dc.b $00,$00,$00,$22,$08,$68,$00,$00,$00,$01,$55,$28,$00,$24,$51,$E8,$00,$34,$51,$E8,$00,$35,$60,$00,$00,$82,$22,$68,$00,$2A,$0C,$11
    dc.b $00,$62,$66,$00,$00,$5E,$31,$69,$00,$08,$00,$08,$31,$69,$00,$0C,$00,$0C,$11,$69,$00,$22,$00,$22,$11,$69,$00,$01,$00,$01,$60,$00
    dc.b $00,$54,$00,$04,$00,$08,$05,$00,$01,$FF,$01,$00,$01,$FF,$00,$06,$00,$18,$00,$2A,$00,$02,$F0,$0F,$00,$00,$00,$00,$FF,$F0,$01,$09
    dc.b $00,$14,$00,$0A,$FF,$F4,$00,$02,$F0,$0F,$00,$00,$00,$00,$FF,$F0,$01,$09,$10,$14,$10,$0A,$FF,$F4,$00,$01,$FA,$05,$00,$10,$00,$08
    dc.b $FF,$E9,$4E,$F9,$00,$01,$64,$E6,$4E,$F9,$00,$01,$7F,$FA,$4E,$F9,$00,$01,$65,$44,$4E,$F9,$00,$01,$6D,$8A,$4E,$F9,$00,$01,$64,$72
    dc.b $4E,$F9,$00,$01,$6D,$6E,$4E,$F9,$00,$01,$63,$80,$4E,$F9,$00,$01,$63,$AC,$00,$08,$00,$0B,$00,$0F,$00,$13,$0F,$00,$FF,$02,$03,$04
    dc.b $FF,$03,$05,$06,$FF,$09,$01,$01,$01,$01,$01,$FD,$00,$00,$00,$0E,$00,$20,$00,$3A,$00,$54,$00,$45,$E0,$06,$80,$07,$20,$00,$2F,$80
    dc.b $90,$00,$00,$00,$0F,$FE,$8F,$80,$90,$00,$60,$00,$30,$00,$00,$00,$3F,$80,$90,$00,$00,$00,$0F,$FE,$8F,$80,$50,$00,$C0,$00,$60,$00
    dc.b $00,$80,$50,$01,$00,$00,$80,$00,$20,$00,$3F,$80,$90,$00,$00,$00,$0F,$FE,$8F,$80,$50,$00,$C0,$00,$60,$00,$00,$80,$50,$01,$40,$00
    dc.b $A0,$00,$20,$00,$1F,$00,$41,$00,$14,$00,$0A,$00,$04,$00,$01,$F0,$01,$00,$16,$00,$0B,$00,$04,$00,$01,$F8,$01,$00,$18,$40,$00,$CF
    dc.b $FF,$40,$00,$1F,$80,$10,$01,$A0,$00,$DF,$FF,$F4,$00,$00,$FF,$FF,$FF,$FF,$FF,$FF
     
  16. Rika Chou

    Rika Chou

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    You need....

    Object data
    Pointer to object data
    Mappings
    pointer to mappings

    Art is not required, really, if you are just testing to see if the code works.

    "Art pointer"......what is that? Do you mean the pattern load cue? This is also not required if you are merely testing the object code.
     
  17. .hack//zero

    .hack//zero

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    Wait, isn't the pointer the mappings the Pattern load cues? Yes the art point was the pattern load cue. I was just in a hurry then.
     
  18. Rika Chou

    Rika Chou

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    The mappings pointer in in the object code. If you look at the S2 disassembly, then you can see "MapUnc_XXXXXX", this is the mappings pointer. Under that is the VRAM location, pallet line, and (in some cases) the animation script.
     
  19. .hack//zero

    .hack//zero

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    What I really don't get is how to get beta enemies over though this thing. I've got them perfectly in a normal sonic 2, but in a assembled version it doesn't work. I've done everything that it would take to port to a normal sonic 2 game. Also I've fixed the pointers to the sub routines in the games. Since so many things get moved around a little bit.
     
  20. .hack//zero

    .hack//zero

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    Damn, it looks like I'm gonna have to get a real disassembled version of the beta enemies.
     
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