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Talk:Super Mario Bros.:ROM map: Difference between revisions
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I don't get this. There are no assembly commands and no opcodes, which is what IS in the rom. Exactly what is this? - xx | I don't get this. There are no assembly commands and no opcodes, which is what IS in the rom. Exactly what is this? - xx | ||
:That stuff would be the disassembled version. Open this up with a hex editor, each value is representative of each byte. --[[User:125.236.132.123|125.236.132.123]] 22:47, 19 December 2006 (EST) | :That stuff would be the disassembled version. Open this up with a hex editor, each value is representative of each byte. --[[User:125.236.132.123|125.236.132.123]] 22:47, 19 December 2006 (EST) | ||
::That's not disassembly. Disassembly is taking the bytes and matching them to 6502 ASM. As it stands, It is little more than marking sections. I think it should include the address, the opcode, and the 6502 ASM with an explanation. Here's a fictional example with fictional opcodes: | |||
<pre> | |||
; Add a coin to max coins: | |||
$8000 : $08 $87 : LDX $87 ; get the current number of coins | |||
$8003 : $22 : INX ; add one | |||
$8004 : $44 $87 : STX $87 ; store the result | |||
$8006 : $78 $20 $89 : JMP $8920 ; goto the update coin text routine | |||
</pre> | |||
::-xx | |||
Really though, code doesn't belong completely in the ROM map, as it's useful to also list where the code gets loaded in the 6502 address space (so you can find it easily in a debugger). Think bank swapping etc. I'd suggest a Disassembly page for the game instead. ROM and RAM maps could have code sections '''marked''' but actual disasm would be lengthy and better treated on its own. --[[User:Aav|Aav]] 14:14, 7 January 2010 (UTC) | |||
:See [http://www.romhacking.net/documents/344/ SMBDis by doppelganger]. --[[User:Tepples|Tepples]] ([[User talk:Tepples|talk]]) 11:05, 21 October 2016 (EDT) | |||
== Missing from Text Values == | |||
Missing from [[Super Mario Bros.:ROM map#Text Values|Text Values]] are <code>THANK YOU MARIO!</code>/...<code>LUIGI!</code>, <code>BUT OUR PRINCESS</code>..., <code>YOUR QUEST IS OVER.</code>, and the 3 lines following it. Can you fill those in? --[[User:Tepples|Tepples]] ([[User talk:Tepples|talk]]) 11:05, 21 October 2016 (EDT) |
Latest revision as of 15:05, 21 October 2016
222.152.31.57 attributed the original version of the Text Values section to TheEmulatorGuy. --AnyoneEB 17:36, 4 November 2005 (EST)
I don't get this. There are no assembly commands and no opcodes, which is what IS in the rom. Exactly what is this? - xx
- That stuff would be the disassembled version. Open this up with a hex editor, each value is representative of each byte. --125.236.132.123 22:47, 19 December 2006 (EST)
- That's not disassembly. Disassembly is taking the bytes and matching them to 6502 ASM. As it stands, It is little more than marking sections. I think it should include the address, the opcode, and the 6502 ASM with an explanation. Here's a fictional example with fictional opcodes:
; Add a coin to max coins: $8000 : $08 $87 : LDX $87 ; get the current number of coins $8003 : $22 : INX ; add one $8004 : $44 $87 : STX $87 ; store the result $8006 : $78 $20 $89 : JMP $8920 ; goto the update coin text routine
- -xx
Really though, code doesn't belong completely in the ROM map, as it's useful to also list where the code gets loaded in the 6502 address space (so you can find it easily in a debugger). Think bank swapping etc. I'd suggest a Disassembly page for the game instead. ROM and RAM maps could have code sections marked but actual disasm would be lengthy and better treated on its own. --Aav 14:14, 7 January 2010 (UTC)
- See SMBDis by doppelganger. --Tepples (talk) 11:05, 21 October 2016 (EDT)
Missing from Text Values
Missing from Text Values are THANK YOU MARIO!
/...LUIGI!
, BUT OUR PRINCESS
..., YOUR QUEST IS OVER.
, and the 3 lines following it. Can you fill those in? --Tepples (talk) 11:05, 21 October 2016 (EDT)