Search found 72 matches

by CaH4e3
Tue Sep 10, 2019 2:50 pm
Forum: NESdev
Topic: VRC5
Replies: 43
Views: 27742

Re: VRC5

definitely, the CHR rom on the QTA adaptor might be 128K and contain only a 1bpp fonts. but since I dumped them via ppu window I haven't realized it. now I have it emulated like a 256K rom with the least half isn't used at all (since the highest bits are ppu generated). so my dumps may be threated a...
by CaH4e3
Thu Aug 29, 2019 8:08 am
Forum: NESdev
Topic: VRC5
Replies: 43
Views: 27742

Re: VRC5

rainwarrior wrote:Cool!
can I have a full version of nes lizard as reward, please? ;)
by CaH4e3
Thu Oct 18, 2018 1:20 am
Forum: General Stuff
Topic: Video Games That Have Been Fully Disassembled?
Replies: 32
Views: 11685

Re: Video Games That Have Been Fully Disassembled?

disassembling any ip already illegal by itself
by CaH4e3
Thu Sep 27, 2018 7:01 pm
Forum: General Stuff
Topic: Video Games That Have Been Fully Disassembled?
Replies: 32
Views: 11685

Re: Video Games That Have Been Fully Disassembled?

Drew Sebastino wrote: @CaH4e3 Wait, you didn't do all of that by yourself, did you?
yes i did it by myself
by CaH4e3
Thu Sep 27, 2018 11:52 am
Forum: General Stuff
Topic: Video Games That Have Been Fully Disassembled?
Replies: 32
Views: 11685

Re: Video Games That Have Been Fully Disassembled?

https://github.com/g0me3/bfs_nes_cd2 Chip and Dale 2 disasm (with scripts) https://github.com/g0me3/bfs_nes_rc3 Robocop 3 disasm https://github.com/g0me3/bfs_nes_akira Akira disasm https://github.com/g0me3/bfs_nes_ngb2 New Ghostbusters II disasm (with scripts) https://github.com/zeromus/DragonWarrio...
by CaH4e3
Mon Jul 02, 2018 10:37 am
Forum: Newbie Help Center
Topic: Trying ROM Disassembly & getting lots of Invalid Opcodes
Replies: 9
Views: 4429

Re: Trying ROM Disassembly & getting lots of Invalid Opcodes

little bit late, but Dragon Warrior 3 fully disassembled and somehow re'ed. https://github.com/zeromus/DragonWarrior3

the special BRK opcodes are macrocified and can be read much more easier than the original commands
by CaH4e3
Mon Aug 28, 2017 3:35 pm
Forum: NESdev
Topic: Koei bytecode
Replies: 43
Views: 22948

Re: Koei bytecode

Abs does not increment higher nibble of negative value after inverting it. Strlen does not increment hi nibble of str pointer as well as the result. But seems they have not so much strings longer than 256 or they rarely need strlen counting...
by CaH4e3
Mon Aug 07, 2017 11:19 am
Forum: NESdev
Topic: Koei bytecode
Replies: 43
Views: 22948

Re: Koei bytecode

ETA: Bandit Kings of Ancient China does use the "fast local variables at $80" feature; here's an example of a function that uses it (output from my disassembler): I see native code uses it as a vars/regs as well BANK14:A61B loc_20661B: ; CODE XREF: BANK14:A64Bj BANK14:A61B ; BANK14:loc_20669Cj BANK...
by CaH4e3
Sun Aug 06, 2017 1:10 pm
Forum: NESdev
Topic: Koei bytecode
Replies: 43
Views: 22948

Re: Koei bytecode

It's actually the other way around: on function entry it copies n bytes from $80 to the stack, and on function exit it copies them from the stack back to $80. I thought that feature might be used for local variables that are pointers (and thus have to be in zero page) but I guess the compiler-gener...
by CaH4e3
Fri Aug 04, 2017 10:07 am
Forum: NESdev
Topic: Koei bytecode
Replies: 43
Views: 22948

Re: Koei bytecode

Even if I can't run your scripts without IDA, I can port them to my own disassembler :) enjoy https://pastebin.com/sMW8wLXS me commented some portions of code, the rest is my own or system library functions... all nes koei games has a full list of bitecode procedures and can be disassembled automat...
by CaH4e3
Thu Aug 03, 2017 11:12 am
Forum: NESdev
Topic: Koei bytecode
Replies: 43
Views: 22948

Re: Koei bytecode

so, the scripts mostly useless for you without ida. they firmly depends on my other custom disasm scripts. but I may try to make some demo what they do and what I can do with it... and no, I haven't digeed so much in stack to check if there any oddities ;) i'm sure, any oddities, is just a genuine "...
by CaH4e3
Wed Aug 02, 2017 10:46 am
Forum: NESdev
Topic: Koei bytecode
Replies: 43
Views: 22948

Re: Koei bytecode

oh, lol... accidentally I'm doing the same re work for a couple of week already, but haven't seen this topic by now... I was going to write some kind of documentation too, but seems this is not needed anymore. here is a complete info already, better than I can write myself. I even got here some fixe...
by CaH4e3
Sat Mar 02, 2013 10:19 pm
Forum: NESdev
Topic: 6502/NES disassemblers -- what do you use?
Replies: 14
Views: 5746

Re: 6502/NES disassemblers -- what do you use?

Thank you! By the way, are there any tie-ins between the CDLogger and the disassembler? The more I reverse-engineer some bits, the more I realise that the disassembler being able to discern what's code vs. data would be extremely useful. The same goes for being able to manually tell the debugger wh...
by CaH4e3
Sat Mar 02, 2013 1:36 pm
Forum: NESdev
Topic: 6502/NES disassemblers -- what do you use?
Replies: 14
Views: 5746

Re: 6502/NES disassemblers -- what do you use?

tepples wrote:Zeromus recommended signing up for SourceForge and posting problems and feature requests to the issue tracker.
yep, that's the best ;) btw, I fixed VRAM issue with CDLogger today...
by CaH4e3
Fri Mar 01, 2013 10:52 am
Forum: NESdev
Topic: 6502/NES disassemblers -- what do you use?
Replies: 14
Views: 5746

Re: 6502/NES disassemblers -- what do you use?

One thing that still confuses me about FCEUX's CDL feature is that for games that lack CHR-ROM (e.g. pure PRG-ROM and use CHR-RAM), it still prints a "completion" number and is somehow tracking """CHR-ROM""" anyway. Makes no sense how/why. It's actually because of my recent edits... previously it h...