The problem is that the English one is now lost. But we still have the Japanese one. I have the English one though, but I don't know if you know the Japanese one... Just try the editor. This will help you.
For editing sprites on SMK. Try Molster. You need Java though
1: FOUR YEARS WITH SMWC! THANK YOU SO MUCH GUYS!
2: Jubeat Saucer is coming! It's a great game in the series
- Super Mega Mario World. Current level in progress: World 3 LVL 5
- STILL Doing a Let's Play on Facebook
SMK: Getting started. No data available
DDR: Files and installer are Here. Link to blog is HERE. Pack 8: The SMASHING PACK. PM me if you want to put recommended Super Smash Brothers Brawl songs so I could put into my list (NOTE: 1 character per song (I only have Mario, Marth and Yoshi done) so I have like over 30 more songs to go). Next song: A song from Snake
Being inexperienced with automatic disassembling clearly isn't helping me here.
I have experience with disassembly. To disassemble Mario Paint (SNES), I created a new disassembler called Foret, the Free Ordinary Rom Exploration Tool. (The current version of Foret has too many bugs and too few features.) You might want to create a new disassembler for Mega Man 4.
I cannot help with Mega Man 4 because I never play that game in emulator.
That is because $02, $42, $9e, $a7 and $ff are not valid opcodes of the 6502 processor. The NES does not understand such opcodes.
Two possible causes:
1. The bytes in that part of the ROM are not machine code. These bytes might be a read-only table, or something else.
2. The bytes are machine code, but a read-only table (or something else) before the machine code confused the disassembler.
For example, this code exists in Mario Paint (SNES):
Is there a known disassembler that can read tables, or will I have to do this manually?
I am not NES hacker so I know nothing about NES disassemblers.
There are two ways to automatically separate tables from machine code. The first way is to trace jumps; a jsr $89ab suggests to disassemble from address $89ab to the next rts. I guess that NES disassemblers never trace jumps, because the NES mapper allows multiple addresses $89ab, and each disassembler knows not how to pick which address $89ab to use.
The second way is to use an emulator with a debugger that can dump a disassembly. While you play the game, the debugger identifies the running code. The dump shows the running code but assumes that everything else is tables. I know not if any NES emulator has this feature.
Otherwise, you must work manually.
Originally posted by Jagfillit
...And furthermore, how can I tell when a table starts or ends?
Look for the rts or jmp that ends a part of the machine code. The next thing after the rts or jmp might be more machine code, or might be a table.
Lines $008227..$008229 look like machine code ending with rts. Lines $00822a..$008239 are nonsense, if they are machine code. The cmp has no branch, the phx and plx guard a nop for no reason, and so on. These lines must be a table.
Lines $008940..$00894f look like nonsense. Line $008953 might be machine code, because SNES has hardware register $2116. Lines $00896a..$00896b look like normal decrement-and-branch. My first guess is that the machine code starts at $008951 and uses 8-bit A, so "0f 01" ends the table, and "a9 f0" disassembles to "lda #$f0". My first guess might be wrong; the machine code might start earlier because the "8d" in the table might be "sta" opcodes. I must work backward to find the start of the machine code.
I have a general question here. Do there exist specific assemblers for the NES, and if so, which is the best one you would recommend, and where would I find it?
Either X816 (VERY OLD assembler), ASM6 (by Loopy of LoopyNES fame), DASM or CA65(part of the CC65 package), WLA-DX is not recommended (my buddy Memblers from NESDEV.com agreed) because if you have a disassembly in anything but WLA-DX it will give you trouble when recreating it, Also note that the linker and stuff is funky,
And WLA also won't accept these values:
Label1 = <Value
Label2 = >Value
... and so on
In other words, Pick your Assembler wisely, I'd recommend X816 or CA65.
I found this video of someone hacking Pokemon Stadium:
Yes, that's what Missingno actually looks like in Stadium, complete with the Weegee Eyes (http://pooparchive.com/wiki/index.php/Weegee). Unfortunately, the only Gameshark Codes I can find for Stadium, are from people who have never played Pokemon before (they refer to the Moves as spells). I need help hacking the Stadium ROM so I can play as the Weegee/Missingno/Substitute thing, so I can pwn that awful game with WEEGEE.
I'm using a tutorial to hack nes games,and it says I need to make a table file to edit text.But it says that I need to use nesticle or hexposure to find the hex values of the letters and such,but nesticle and hesposure are for DOS,and I use windows.Is their another way to find the hex values for the text?