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Inserting .asm Patches with Asar

FundamentalASM PatchesTool-Specific

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When I did this it didn't do what it was supposed to. I got the Death Counter one and it only glitched out my score. Help?
hi, I cannot seem to find how I insert UberASM stuff, how is it done?

I saw a while ago there's some UberASM patch or tool, but I cannot find it using the filter.
Originally posted by Darkslayer
hi, I cannot seem to find how I insert UberASM stuff, how is it done?

I saw a while ago there's some UberASM patch or tool, but I cannot find it using the filter.

UberASM is in the Patches section here.

To use it, there should be an ASM file called "level_code.asm" in the code folder. I believe you would use the "level_init_code.asm" if you only want the code to occur once at the start of the level - otherwise it's just executed over and over again. Whichever one you use, it has the codes for every level in the game, each of them followed by "RTS". Just find the level you want to add a code to, insert the code just above the RTS and insert the "asar_patch.asm" to the ROM.
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Keep in mind that the tool version is generally recommend as most UberASM codes (save for old code) are made for the tool and not for the patch (the former is more user-friendly than the latter when inserting individual codes, after all).
Oh boi!
Thanks guys, really;

I've had typed in "uberasm" in the research input, but to no avail. Life-saver ahah :D
It keeps saying it unable to find my patch. I tried both methods. Where do I put the patch to stop this from happening?
Typically in the same folder as Asar. Alternative: You drag and drop the file into Asar.
when I right-click the .bat file, nothing says "edit".It might be that I'm using Windows 7, which the tutorial shows that it's using Windows 10. Can someone help me out#smw{o_O?}
Hey, can asar only patch asm files to snes roms or not, because i got an error when i tried to patch asm files to gb roms
Asar is an assembler for the SNES so GameBoy games naturally don't work due to using a different architecture (e.g. addressing) than the SNES.
For the “Noting down FreeRAM” part, it did note that some empty RAM may be multiple bytes long, but it forgot to mention that in patches, a define of freeram may span multiple bytes. For example, on my Directional quake there is a define !Freeram_DirQuake_Layer1XDisplacement that takes 2 bytes, that is- it will take whatever RAM it is AND the byte right after. Using the default example, it was at RAM $60 which means $60 and $61 will be used. For more than 2 bytes, the ending byte address location is StartingAddr + (NumberOfBytesNeeded - 1). If you are noting multi-byte freeram, it's best to label out each address being used by the define, using the previously mentioned example, you would write down $60, $61 or $7E0060, $7E0061 so that you can CTRL+F to know if that address is used.

I made a tool that deals with finding RAM that is currently unused. It automates the task of checking for what RAM is used by SMW and ASM resource (along with checking for currently free and resources that conflicted with). And you only have to enter what starting address, and the number of bytes or ending address, which means noting the RAM usage is much simpler. Even more so with the other tool in the pack, Ram_AutoAssigner.html, after giving a list of empty RAMs and the list of needed bytes, will output a list of defines with their given RAM address that you can copy and paste to the ASM files.

Also, it's possible that patches that uses freeram are only used in specific situations or specific game modes, and is not needed to keep its value across multiple game modes, and are often reusable without issues. For example, if $60 is used for my screen scrolling pipes (level only), that is certainly not used during the overworld, thus an ASM resource relating to the overworld border can safely use $60.

It also forgot to mention that not only patches uses freeram, any ASM resource types can use freeram. And they too can end up using the same RAM as another type of ASM resource (such as a patch using $60 and a block also using $60) and cause glitches, if it wasn't used for the same purpose.

Also typo:

Originally posted by Leod
Also note how a lot of addresses are multiply bytes in length


You mean multiple.
Give thanks to RPG hacker for working on Asar.
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FundamentalASM PatchesTool-Specific