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Yoshifanatic's ASM Showoff: Part 9
Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2020 - Yoshifanatic's ASM Showoff: Part 9
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Happy C3 guys! :) Time sure flies, doesn't it? It feels like a decade had passed since the last C3 happened. XD

In this 9th installment of my biannual ASM showoff, I bring to you more or less what I brought last C3, but with approximately 7 times the content as before. I guess you could say this is like a mission-pack sequel, like SMB Lost Levels.

Here is a link to the older C3 thread so I don't have to explain certain things twice.

-----------------------------------------------

SMAS+W Disassembly

New version of my SMAS+W disassembly, now with 37% less fat and calories than the previous version.

-----------------------------------------------

Standalone SMAS Games






A collection of 8 BPS patches that convert the USA version of SMAS+W into the USA/PAL versions of the individual games.

-----------------------------------------------

VWF Dialogues Patch V1.3 (hotfix)

My updated version of RPG Hacker's patch from last C3, but with some additional fixes.

-----------------------------------------------

EarthBound Disassembly (very incomplete)



A partial disassembly of EB I worked on in secret to learn a little more about SNES game disassembly.
It also shows the versatility of my SMAS+W disassembly's framework to be used for other projects.

-----------------------------------------------

Bonus: SMB2's Coding Fun Facts

A compilation of various posts I made on my Discord Server about some observations I made while looking into SMB2's code.

-----------------------------------------------

So, now onto the backstory surrounding these releases.



Regarding the disassembly, I've been hard at work at it as usual. A lot has changed these past 6 months:

- As shown above, I've created standalone ROMs for every SMAS game, so now SMB1, SMBLL, and SMB2 can be played/hacked separately from SMAS. I also made a PAL version for all 4 games.
- I've disassembled the SMAS SPC engine. Most of it is largely undocumented, but at least now the code can be read.
- I've included a disassembly for "GAMEX", which is a shell disassembly that can be used to make other SNES game disassemblies or for homebrew.
- I've added support for more configuration related things, like the extended cartridge header and various chips.
- Added the ability to load two RAM Map, Routine Macros, Macros, and Misc Defines files. Great for ROM hacks in order to avoid having to touch the original files.
- I've identified many routines and RAM addresses, particularly SMB2's and SMB3's Battle mode (title screen version).
- Lots of other smaller changes and bug fixes.

As this disassembly matured, it became clearer and clearer that I needed to make the framework surrounding it to be more flexible in order to be able to handle all the stuff I was trying to do with it. Just adding SMAS to my SMW disassembly necessitated keeping SMW's files separate but still linked to SMAS in a way that would not cause conflicts. And from that came the idea of keeping the individual games of SMAS separate from SMAS's framework to be consistent with SMW, which eventually led to making those games function outside of SMAS's framework. With all the complexity involved, I managed to create a framework that's not only flexible enough to handle the specific's of these games, but is also generic enough that one can use it for their own projects.

That's what the "GAMEX" disassembly is for. It's to show what is needed to get a project to compile with this framework and give a starting point for a project.

To further show this, I recently ported my SMW hack, Mario & Yoshi's Strange Quests, to use my disassembly and I wanted to upload it to show how one can make a SMW ROM hack using my disassembly. However, I can't because it includes a lot of Lunar Magic's ASM and I don't think I can publicly post that.

What I decided to do instead was show off a partial EarthBound disassembly I made. If you download it, download the SMAS+W disassembly, put the EB files in the same folder as the SMAS+W disassembly, and assemble EB.

Anyway, given how my SMAS+W disassembly has become a tool for SNES game development, I'm going to need feedback if people are going to use this for their own projects. I've considered uploading both this disassembly and its framework onto Github so this can become a community project, but only if this is something you guys feel would benefit the SMW/SNES ROM hacking community. I imagine it'd be useful for SMWCentral since not only would it be a useful development tool for both hacks and ASM patches, it'd also be a way to standardize disassemblies of each SNES game SMWCentral has a section dedicated to (SMW, YI and (formally) SMAS) and any others SMWCentral has thought of adding.

Either way, there is still plenty of work to be done with the disassembly. Not just with documenting every SMAS game routine and RAM address, but also refining the framework to be more versatile. If this becomes a community project, then I'm hopeful the community will find ways to improve it that I hadn't even thought of.

-----------------------------------------------

Regarding the EarthBound disassembly, this is something I actually worked on in secret around the same time I started disassembling SMB3 (Nov. 2018), albeit for an hour or two a day so it wouldn't interfere much with SMB3 at the time (though I stopped in mid December, and then came back briefly in August when I was feeling motivated again). The reason I started this was to learn more about how SNES games are set up so I could improve my disassembly's framework. I chose EarthBound both because it's a game I had played somewhat recently at the time that I really liked, and because this game was significantly different from SMAS+W (HiROM vs. LoROM, RPG vs. Platformer, Late release vs. Early release, etc.). I also figured it'd be a good way to challenge myself since I've heard EB's codebase is very complicated.

And it definitely is very complicated. XD A lot of the routines look similar to one another and it's tough to figure out what a lot of the RAM addresses are because the code uses the direct page register as an index. The furthest I got with the disassembly was getting everything up to the title screen to work without issue. I did figure out a couple things, but nothing too interesting except for one thing. Did you guys know that the static on the "War on Giygas" screen is actually Giygas itself?

I don't know if I'll actually finish this disassembly, but the experience I got from doing this was very helpful.

-----------------------------------------------

Regarding the standalone SMAS games, like with the standalone SNES SMB3 I posted last C3, these are the individual SMAS games made to work independently of SMAS. This is great if you want to make a ROM hack of them, but didn't like the fact that the other SMAS games were hogging up a good chunk of the ROM. Except for SMB3 (1 MB), each of these games are 512 KB, though you could gain more space if you compressed a lot of the graphics and change how the games handle uploading them.

In addition to a USA version, I also did a PAL version for the 4 games since SMAS+W also had a PAL version. I did not do a Japanese version though because, as far as I'm aware, SMAS+W was never released in Japan.

-----------------------------------------------

Regarding the VWF Dialogues patch update, look at my previous C3 thread if you want to know what features it added and what got improved over V1.2.

What I will mention is that I took another look at the patch back in late September and attempted to fix some problems the patch had and made some more changes to it. Specifically:

- The first 16 text macros (0000-000F) are now reserved for displaying buffered text, useful for "fill in the blank" type text like: "So, would you like to buy the ______?". This is to help prevent word wrap and centered text layout problems. The old behavior of "buffer the string on demand, then immediately change the text pointer" can be toggled using a flag (This should only be used if you're overriding the text pointer at the start of the current text box, like if you're auto displaying the speaker's name). Note that if using the reserved text macros, you must buffer the text well before these macros are called (such as right at the start of the current text box before any text is processed).

- The text buffer's size has been doubled, allowing for more/longer buffered strings.

- The text macro software stack now works more like the hardware stack, just in case a new feature is added in the future that would utilize this.

- I added a second software stack, since the text macro system would break if a text macro extended past the current line. The word wrap/text layout calculations needed their own stack separate from the main letter parsing.

- Fixed an oddity with the original patch, where text width calculations would run on the next line beyond the bottom of the textbox even though no text would be displayed. This would break the text macro system.

With these fixes, I feel confident that this patch is in working order, and I'll be submitting it to the patch section as an update.

Note: If any of you downloaded this patch from my previous C3 post after September 22nd, then you already have the latest version.

-----------------------------------------------

And that's pretty much it. I hope you guys liked what I showed off! :)

--------------------
My Hacks:
Mario's Strange Quest V1.6
Yoshi's Inside Story (on hold)
Yoshi's Strange Quest V1.3 / V1.3.1 Beta 4.6 / Latest Test Build (Mario & Yoshi's Strange Quests)

Other stuff:
My WIP SMW/SMAS+W disassembly
Yoshifanatic's Discord Server: A place for fans of my stuff and/or Yoshi to chat with others.
Wow, EarthBound is a pretty complex game. I've read that some parts of it were written in C.

Also, there are tools such as Coil Snake that can be used to hack EarthBound. Perhaps looking into that tool could help with your disassembly?

Click the character on the right side of my layout to visit my Discord server and discuss and play and look at and get updates and sneak peeks of the games and other things I'm making.

The authors of these 2 My Little Pony fan games have removed their games from the Internet.
Rise of the Clockwork Stallions has been updated! Download My Little Pony: Rise of the Clockwork Stallions DX: Director's Cut and My Little Pony: Magic Shards now! Spread this link!

Okay, now MushROMs definitively needs to support standalone SMAS games (though it hasn't been worked on for a longer time too). It was about time to split SMAS too.

Quote
- Surprisingly, the only part of the palette that's affected when entering subspace is color 00. The dark blue tint is done using color math.

Colour subtraction, got it! Speaking of subspace: Do you know how the game manages to builds the subspace? There are multiple ways of doing that and I'm curious for the exact reason. For example, one way would be to duplicate the level (or at least a portion) and mirror each tile but I'm sure that's ineffective especially from the NES's perspective.

Quote
- Phantos are coded to target you only on the Y axis. They give the illusion of targeting you on the X axis by adding your X speed along with its X speed to it's X position to stay on screen and using a timer to determine when to turn around. You can see this for yourself if you move your character in some way without affecting your X speed (ex. by riding on an enemy's head), and watch as the phanto fails to follow you.

I need to see that in action.

Quote
- I haven't fully looked into this, but it seems that the game uses a screen exit to determine whether a door/hawkmouth will take you to the next level. There is a light door that "ends" the level when entered, but it won't necessarily advance you to the next level if you place it anywhere.

Given that some Hawks (such as the one in 6-2), there is a reason why screen exits are used.

Earthbound definitively will be interesting as according to its devs the old code was destroyed during development and Iwata had to jump in and recode it from scratch.

Originally posted by yoshifanatic
Did you guys know that the static on the "War on Giygas" screen is actually Giygas itself?

Yup, thanks to Dotsarecool.

--------------------
Okay, my layout looks ugly.
Wow, I had no idea all the games are split now. Looks awesome.
Woah, man, this is CRAZY!!! Looks like we could have the chance to hack SMAS+W once again...

Keep up, dude!
Go, Team Blue! Show us what you got!! Posting posts around at the speed of sound. Got places to go, gotta follow my rainbow!
Remember to wash your hands and stay safe!
“Even if you personally are so dissatisfied with life that you want the world to end, surely the cruel reality is that it will continue on, unchanging. All the better for someone perfectly content, like me.”Aya Shameimaru, Touhou Suzunaan ~ Forbidden Scrollery
Originally posted by DPBOX
Wow, EarthBound is a pretty complex game. I've read that some parts of it were written in C.

Also, there are tools such as Coil Snake that can be used to hack EarthBound. Perhaps looking into that tool could help with your disassembly?


I wouldn't be surprised if it was written in C. That might explain why the code is structured the way it is.

As for Coil Snake, I imagine it could help me identify some routines.

Originally posted by MarioFanGamer
Okay, now MushROMs definitively needs to support standalone SMAS games (though it hasn't been worked on for a longer time too). It was about time to split SMAS too.


Yeah. If these standalone ROMs get support in a level editor, that'd be great. I imagine it might be a bit tricky since none of the ROM offsets are the same in the standalone ROMs, but my disassembly does have a function that prints the SNES address of labels you give it, so it wouldn't be too hard to get the correct offsets if the equivalent SMAS+W one is known.

Also, I'm a bit surprised it's taken this long to make a split disassembly of SMAS+W, but I can chalk that up to a lack of interest. I know that Ersanio has his own SMAS disassembly, but it's nowhere near as flexible and documented as mine is.

Originally posted by MarioFanGamer
Colour subtraction, got it! Speaking of subspace: Do you know how the game manages to builds the subspace? There are multiple ways of doing that and I'm curious for the exact reason. For example, one way would be to duplicate the level (or at least a portion) and mirror each tile but I'm sure that's ineffective especially from the NES's perspective.


I haven't fully looked into it, but there is a certain part of the level data buffer that's dedicated to handling both subspace and "generic" vase sublevels, so the game is copying the level data and mirroring it.

Originally posted by MarioFanGamer
Earthbound definitively will be interesting as according to its devs the old code was destroyed during development and Iwata had to jump in and recode it from scratch.


Yeah. I wonder if there are some remnants of the old code within EarthBound?

Originally posted by kamekku14
Woah, man, this is CRAZY!!! Looks like we could have the chance to hack SMAS+W once again...

Keep up, dude!


It's tough to say if it will, but it'd be neat if my disassembly motivates more people to hack SMAS.

--------------------
My Hacks:
Mario's Strange Quest V1.6
Yoshi's Inside Story (on hold)
Yoshi's Strange Quest V1.3 / V1.3.1 Beta 4.6 / Latest Test Build (Mario & Yoshi's Strange Quests)

Other stuff:
My WIP SMW/SMAS+W disassembly
Yoshifanatic's Discord Server: A place for fans of my stuff and/or Yoshi to chat with others.
Awesome to see the SMAS games separated. Great work! I've wanted this for my SNES Mini for a while. Never liked using the SNES Mini menu to enter the SMAS menu. Felt weird.

Hope this does mean we'll see more SMAS hacks in the future.

--------------------
Hacks:
- 3+World (Cancelled - Download Available)
- Super Mario World Beta (2009)
Wow you did a lot there. And pretty complex things too. This is simply amazing #tb{O_O}

--------------------
Every update to the VWF patch fills me with just a little bit more life. Maybe it's nothing big for now, but it is great that work is still being done with it. That's not to minimize the crazy amount of work that went into all of these disassemblies.

Could we expect something like SMB2 Fun Facts for other SMAS games next C3?

--------------------

Currently working on Æther: The Infinite Library!

Other Submissions of mine:
SNES Controller Graphics (v2)
A quick note, but I've updated the SMAS+W disassembly and the SMB3 standalone patches to fix an oversight where the in game battle mode loaded an invalid graphics file due to a hardcoded pointer. It seems like I can't seem to go a single C3 without having to update something. #smw{-_-2} Only reason I noticed this was because I decided to show my brother some stuff in SMB3 using the standalone ROM.

Originally posted by Yoshi Master
Awesome to see the SMAS games separated. Great work! I've wanted this for my SNES Mini for a while. Never liked using the SNES Mini menu to enter the SMAS menu. Felt weird.

Hope this does mean we'll see more SMAS hacks in the future.


Thanks! ^_^

Also, I know of at least one person who ported their SMAS SMB3 hack to the standalone SMB3 ROM, but whether or not that will see a release in that form will depend on how easily that hacker could adapt to using the disassembly. I think once some tools are made that support these ROMs, motivation to hack them will go up.

Originally posted by Sariel
Wow you did a lot there. And pretty complex things too. This is simply amazing #tb{O_O}


Thanks! ^_^

Originally posted by Deeke
Every update to the VWF patch fills me with just a little bit more life. Maybe it's nothing big for now, but it is great that work is still being done with it. That's not to minimize the crazy amount of work that went into all of these disassemblies.

Could we expect something like SMB2 Fun Facts for other SMAS games next C3?


I'm glad to hear that some people have been looking forward to an update for this patch! It'll be cool to see what people do with the new features, especially now that the bigger problems from the last version of my V1.3 patch have been fixed. Here is hoping there aren't any more problems and it gets accepted to the patch section as an update to the current patch.

As for the fun facts, I don't know if I'll be able to do it for the other games other than maybe SMB3. SMB2 happened to have a lot of interesting quirks I could talk about, a lot of which were likely not known about.

That said, I did notice some stuff in SMB3, like the fact that there exists a green mystery mushroom sprite in the dedicated battle mode (title screen one), which is very likely unused (it's function seems related to the collected cards, also unused in this battle mode). This is not documented on The Cutting Room Floor wiki. You can see it by setting a sprite ID to 12 in the battle mode sprite ID table ($18BB).

--------------------
My Hacks:
Mario's Strange Quest V1.6
Yoshi's Inside Story (on hold)
Yoshi's Strange Quest V1.3 / V1.3.1 Beta 4.6 / Latest Test Build (Mario & Yoshi's Strange Quests)

Other stuff:
My WIP SMW/SMAS+W disassembly
Yoshifanatic's Discord Server: A place for fans of my stuff and/or Yoshi to chat with others.
Woah, its awesome to see standalone roms of the SMAS games! The new version of VWF messages is incredible, but I did find a bug you might want to look into after all the craziness of C3 is over. I love the implementation of the file select, did you code that yourself or get it from another game? (kinda resembles SMW)
As for earthbound, Earthbound is so complex that I can't even begin to understand most of it, lol. Hopefully from this disassembly we can start to understand more on the sick effects pulled off in the battles! Nice work!




--------------------
Currently working on:
Super Kekcroc World 3
I've read that EarthBound is so complicated that, what Coil Snake does to make the game modifiable is that it decompiles all of the resources and puts them into an editable format. When you're finished editing, the program compiles then everything back into a ROM, so I'm getting the impression that disassembling EarthBound won't really help the hacking community that much.

Click the character on the right side of my layout to visit my Discord server and discuss and play and look at and get updates and sneak peeks of the games and other things I'm making.

The authors of these 2 My Little Pony fan games have removed their games from the Internet.
Rise of the Clockwork Stallions has been updated! Download My Little Pony: Rise of the Clockwork Stallions DX: Director's Cut and My Little Pony: Magic Shards now! Spread this link!

Originally posted by Knucklesfan
Woah, its awesome to see standalone roms of the SMAS games! The new version of VWF messages is incredible, but I did find a bug you might want to look into after all the craziness of C3 is over. I love the implementation of the file select, did you code that yourself or get it from another game? (kinda resembles SMW)
As for earthbound, Earthbound is so complex that I can't even begin to understand most of it, lol. Hopefully from this disassembly we can start to understand more on the sick effects pulled off in the battles! Nice work!




Thanks! ^_^

Regarding the file select stuff, yes, I coded that myself. The file select code is mostly the same between the games, differing to better suit the needs of each individual game.

Regarding Earthbound, if I do continue with it, it will be a while before I get to the battle backgrounds since I'd have to disassemble everything up to the battle screen beforehand. It'd be interesting to see exactly how they're implemented though.

As for the VWF Dialogues, I did some tests to confirm which emulators cause this patch to break with the SA-1 patch applied, using the message in your screenshots, and I found that it broke on:

- BSNES V113.1
- BSNES HD (V107.3)
- SNES9x V1.60

...And it worked fine on:
- Higan V106
- BSNES Plus V05 (normal + accuracy builds)
- SD2SNES, firmware 1.11.3

Without the SA-1 patch, it worked on all of the above except SD2SNES (which causes a different problem, where the text parser does random things on occasion, but only if the VWF RAM is set to be SRAM).

I have no clue whatsoever why this patch is breaking. The fact that it works fine in the debug emulator I use makes it impossible for me to figure out what is causing it. I'll likely have to start a thread asking for help as well as PM an ASM moderator to remove the update from the waiting list for the time being.

Originally posted by DPBOX
I've read that EarthBound is so complicated that, what Coil Snake does to make the game modifiable is that it decompiles all of the resources and puts them into an editable format. When you're finished editing, the program compiles then everything back into a ROM, so I'm getting the impression that disassembling EarthBound won't really help the hacking community that much.


It may be very complicated, but it'd still be better in the long run to have it disassembled because people would be able to study the code and learn from it. Also, I don't think CoilSnake let's you edit everything in EarthBound, which is something you'd be able to do with a disassembly (Also, some of the complexity can be removed with the right formatting of things and lots of documentation).

--------------------
My Hacks:
Mario's Strange Quest V1.6
Yoshi's Inside Story (on hold)
Yoshi's Strange Quest V1.3 / V1.3.1 Beta 4.6 / Latest Test Build (Mario & Yoshi's Strange Quests)

Other stuff:
My WIP SMW/SMAS+W disassembly
Yoshifanatic's Discord Server: A place for fans of my stuff and/or Yoshi to chat with others.
I know its a known bug but I was wondering if this VWF bug is fixable/if you plan to fix it

its at the end

I can work around it and I know VWF probably isn't your main concern but I was still wondering, amazing thread as always
Originally posted by yoshifanatic
Regarding Earthbound, if I do continue with it, it will be a while before I get to the battle backgrounds since I'd have to disassemble everything up to the battle screen beforehand. It'd be interesting to see exactly how they're implemented though.

Retro Game Mechanics Explained did a video on how the battle backgrounds work. https://www.youtube.com/watch?v=zjQik7uwLIQ

Click the character on the right side of my layout to visit my Discord server and discuss and play and look at and get updates and sneak peeks of the games and other things I'm making.

The authors of these 2 My Little Pony fan games have removed their games from the Internet.
Rise of the Clockwork Stallions has been updated! Download My Little Pony: Rise of the Clockwork Stallions DX: Director's Cut and My Little Pony: Magic Shards now! Spread this link!

Originally posted by MM102
I know its a known bug but I was wondering if this VWF bug is fixable/if you plan to fix it

its at the end

I can work around it and I know VWF probably isn't your main concern but I was still wondering, amazing thread as always


That looks like a bug I fixed in V1.3, where some of the layer 3 properties are not preserved. Since my update has a major bug in it, I don't recommend updating to that yet, but what I can do is give you the code that fixes the problem you're having. Look for "PrepareBackup:" and "BackupEnd:" in vwf_dialogues.asm, then replace those routines with these bits of code:

Code
PrepareBackup:
	lda #$08	; Prepare backup of layer 3
	sta !counter
	rep #$20
	lda #$0000
	sta !vrampointer
	sep #$20

	lda !vwfmode
	cmp #$01
	bne .dontpreserveL3
	lda $3E
	sta !l3priorityflag
	lda remap_ram($0D9E)
	sta !l3subscreenflag
	lda $40
	sta !l3transparencyflag
	lda remap_ram($0D9D)
	sta !l3mainscreenflag

.dontpreserveL3
	lda #$04	; Hide layer 3
	trb remap_ram($0D9D)
	trb remap_ram($0D9E)
	lda remap_ram($0D9D)
	sta $212C
	lda remap_ram($0D9E)
	sta $212D

.End
	lda !vwfmode
	inc
	sta !vwfmode
	jmp VBlank_End


Code
BackupEnd:
	lda !vwfmode
	cmp #$05
	bne .layer3Subscreen
	lda #$08
	tsb $3E
	lda remap_ram($0D9D)
	ora #$04
	tsb $212C
	trb $40

.End
	lda !vwfmode
	inc
	sta !vwfmode
	jmp VBlank_End

.layer3Subscreen
	lda !l3subscreenflag
	and #$04
	ora remap_ram($0D9E)
	sta remap_ram($0D9E)
	sta $212D
	lda !l3mainscreenflag
	and #$04
	ora remap_ram($0D9D)
	sta remap_ram($0D9D)
	sta $212C
	lda !l3priorityflag
	sta $3E
	lda !l3transparencyflag
	and #$04
	ora $40
	sta $40
	BRA .End


Afterwards, add these lines near the top of the patch to define the new RAM addresses:

Code
%claim_varram(l3priorityflag, 1)
%claim_varram(l3transparencyflag, 1) 
%claim_varram(l3mainscreenflag, 1)
%claim_varram(l3subscreenflag, 1)


Originally posted by DPBOX
Originally posted by yoshifanatic
Regarding Earthbound, if I do continue with it, it will be a while before I get to the battle backgrounds since I'd have to disassemble everything up to the battle screen beforehand. It'd be interesting to see exactly how they're implemented though.

Retro Game Mechanics Explained did a video on how the battle backgrounds work. https://www.youtube.com/watch?v=zjQik7uwLIQ


I know. I've seen it. What I meant when I said that it'd be interesting to see exactly how they're implemented is that it'd be interesting to see the scripts as well as the HDMA tables being used. That video only talks about the tricks used for the backgrounds, not the actual implementation.

--------------------
My Hacks:
Mario's Strange Quest V1.6
Yoshi's Inside Story (on hold)
Yoshi's Strange Quest V1.3 / V1.3.1 Beta 4.6 / Latest Test Build (Mario & Yoshi's Strange Quests)

Other stuff:
My WIP SMW/SMAS+W disassembly
Yoshifanatic's Discord Server: A place for fans of my stuff and/or Yoshi to chat with others.
Yoshifanatic, this is insane man!

Your work is always top notch and amazing! I never even thought about splitting the All Stars rom into separate stand alone roms.

Also I haven't played Earthbound ever......... but I'm putting it on my "to play" list so that one day I will get to it.

It's so strange to have owned an SNES ever since I was a kid and still discovering great games on there that I haven't played before.
A quick note, but I've investigated the my VWF Dialogues patch update some more, and I think the problems are caused by emulation bugs. SNES9x doesn't like executing code in BW-RAM, while BSNES doesn't like SA-1 register multiplication initiated by the SNES CPU and SA-1 DMA (I think, the glitched text box is caused by something in the bwramtransfer macro). The problems with BSNES also exists in the V1.2 patch, though you wouldn't see it normally because of the SA-1 patch incompatibility in the NMIHijack routine. If these are emulation bugs, then they need to be brought up to the emulator authors, but I don't know what the correct behavior is supposed to be.

Either way, I've updated the description for my update to make note of this incompatibility.

Originally posted by Final Theory
Yoshifanatic, this is insane man!

Your work is always top notch and amazing! I never even thought about splitting the All Stars rom into separate stand alone roms.

Also I haven't played Earthbound ever......... but I'm putting it on my "to play" list so that one day I will get to it.

It's so strange to have owned an SNES ever since I was a kid and still discovering great games on there that I haven't played before.


Thanks! ^_^

Starting out, I never thought I'd split the games either. But, with the way my SMW disassembly progressed into a SMAS+W disassembly, it made sense to do it. It was a lot of work to do, though. XD Here is hoping people will make good use of it!

Also, I can relate to the last thing. I've had an SNES since I was 6, but there were a lot of good/great games for it I never got to play until after I became an adult. EarthBound, Super Metroid, Super Ghouls N' Ghosts, Breath of Fire 1 and 2, Secret of Mana, Star Fox, Mega Man X, Super Castlevania IV, Chrono Trigger, and F-Zero are all games that I never had growing up that I got to play within the past decade.

--------------------
My Hacks:
Mario's Strange Quest V1.6
Yoshi's Inside Story (on hold)
Yoshi's Strange Quest V1.3 / V1.3.1 Beta 4.6 / Latest Test Build (Mario & Yoshi's Strange Quests)

Other stuff:
My WIP SMW/SMAS+W disassembly
Yoshifanatic's Discord Server: A place for fans of my stuff and/or Yoshi to chat with others.
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Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2020 - Yoshifanatic's ASM Showoff: Part 9

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