I was very excited when I found this page: http://datacrystal.romhacking.net/wiki/ ... _X:ROM_map
Unfortunately the links are broken, does anyone know where I can find what was at the broken links? Or is it completely lost forever?
EDIT: The page provides addresses, I'm not sure what I should do with those if I want to see the routines as I'm still very new to this. If I should be able to view it in an emulator, I want to know how I can do that if I'm using BizHawk.
Commented routines for Mega Man X's dash/dash-end states?
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Re: Commented routines for Mega Man X's dash/dash-end states
This site isn't responsible for stuff hosted on romhacking.net. I suggest you pose the question over there.
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Re: Commented routines for Mega Man X's dash/dash-end states
Okay, but what about my other question?
What should I do with the address given if I want to view the actual disassembled routine at the address?
What should I do with the address given if I want to view the actual disassembled routine at the address?
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Re: Commented routines for Mega Man X's dash/dash-end states
1. You can run a disassembler on the ROM at the equivalent address in the ROM.
2. You can use a debugger that has a disassembly view, and simply navigate to that location (perhaps put a breakpoint on it too, so you can follow it while it's executing).
2. You can use a debugger that has a disassembly view, and simply navigate to that location (perhaps put a breakpoint on it too, so you can follow it while it's executing).
Re: Commented routines for Mega Man X's dash/dash-end states
Archive.org to the rescue!
https://web-beta.archive.org/web/201212 ... _X:RAM_map
In case the site's too busy for you:
https://web-beta.archive.org/web/201212 ... _X:RAM_map
In case the site's too busy for you:
Code: Select all
7E:0500 - 7E:052F? Table of 5-byte entries for DMA transfer of X's graphics from ROM to VRAM.
7E:0BAA X's current state (6 = rising, 8 = falling, 14 = dashing, etc...)
7E:0BAA X's current sub-state
7E:0BAC - 7E:0BAE X's X-position (24-bit)
7E:0BAF - 7E:0BB1 X's Y-position (24-bit)
7E:0BBB - 7E:0BBC General purpose animation timer for X?
7E:0BBF X's current pose
7E:0BC2 - 7E:0BC3 X's horizontal velocity
7E:0BC4 - 7E:0BC5 X's vertical velocity
7E:0BC6 X's acceleration (gravity)
7E:0BCF X's health
7E:0BE0 - 7E:0BE2 Mirror of controller input (bits for unused buttons seem to be ANDed out)
7E:0BDD Number of shots currently on screen
7E:0BFA Dash timer
7E:0BFF Charge timer
7E:0C03 Charge level (01 = fully charged /w/ arm part, 02 = normal full charge,
03 = partial charge | Not sure what it's used for)
7E:0C06 Bitflags: Standing = 04, hanging on left wall = 02, right wall = 01
7E:0C30 - 7E:0C8F Stuff for armor parts (position, type, and so forth)
7E:0E18 Ride armor exist flag (00 = delete ride armor, all else = ride armor exists)
7E:0E1A Ride armor's current state
7E:0E1C - 7E:0E1E Ride armor's X-position (24-bit)
7E:0E1F - 7E:0E22 Ride armor's Y-position (24-bit)
7E:0E32 - 7E:0E33 Ride armor's horizontal velocity
7E:0E34 - 7E:0E35 Ride armor's vertical velocity
7E:0E36 Ride armor's acceleration (gravity)
7E:0E4D Ride armor's heading 40 = facing right, 00 = facing left
7E:1F99 Bitflag array of armor pieces collected
7E:1F9A X's maximum health
7E:1F9C Bitflag array of heart tanks collected
7E:1FB4 Current number of lives remaining
Re: Commented routines for Mega Man X's dash/dash-end states
These are all memory locations in the SNES's WRAM area. So, the reads/writes in question not necessarily exclusive to bank $7E, but may be to other banks ($00-3F and $80-BF) since memory is mirrored/shadowed there (i.e. $7E0000-7E1FFF is the same as $0000-1FFF in banks $00-3F and $80-BF; this applies to both mode 20 and 21). I mention this as it may pertain to how/where to set up breakpoints for reads/writes.
Re: Commented routines for Mega Man X's dash/dash-end states
Whoops! My bad. That's the page for the RAM not the ROM map. Heh heh... Honest mistake right there, I tell ya. Boy, do I know how to be useless in a discussion outside my domain...
Anyway, some sleuthing reveals this: https://www.smwcentral.net/?p=viewthread&t=14229 It's mostly graphics stuff, but it's better than nothing. At least it shows you where not to look for the routines.
Now, I have redeemed myself, ever so slightly
EDIT - Further redemption -> https://www.smwcentral.net/?p=viewthread&t=82064
I don't know nesdev's policy on disassembly projects. Let me know if it's inappropriate to link directly to SMW Central. At any rate, a fellow named xe (aka Mellonpizza) has done some research into MMX.
Anyway, some sleuthing reveals this: https://www.smwcentral.net/?p=viewthread&t=14229 It's mostly graphics stuff, but it's better than nothing. At least it shows you where not to look for the routines.
Now, I have redeemed myself, ever so slightly
EDIT - Further redemption -> https://www.smwcentral.net/?p=viewthread&t=82064
I don't know nesdev's policy on disassembly projects. Let me know if it's inappropriate to link directly to SMW Central. At any rate, a fellow named xe (aka Mellonpizza) has done some research into MMX.
Re: Commented routines for Mega Man X's dash/dash-end states
Posting a link to a full disassembly of a game might be a problem (especially if it's code that can be reassembled easily), but what you provided links to in your above post are completely reasonable.