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PostPosted: Thu Jan 05, 2006 4:29 am 
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Joined: Mon Jan 02, 2006 12:45 am
Posts: 55
Location: Orlando, FL
I am currentyl working on a dissembler and assembler package for mapper 0 games. The idea behind it is to have all the labels fully dynamic so that the source code can be changed, recompiled, and then played with out having to worry about the tedious task of modifying pointers and such. When I am done I plan on releasing the bin, source and full documentation on how to use it and how it works. What I need to know is what asm is prefered so that I can try to taylor my decompiler to produce usable sourcecode without having to adjust any settings...

My basic plan for the compiler is to allow you to specify the following options.
-size of PRG ROM
-static RESET, NMI and IRQ adresses
-make any label at a specific memory address
-use labels for data as you would for code
-use adress labels as data(allow you to create an array of pointers)

Please lte me know what you would like to see as far as syntax conventions used, compiler configuration options and anything elese that comes to mind. Thanks for your help guys.


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PostPosted: Wed Feb 08, 2006 8:25 am 
people prefers different nes assemblers depending of level of them in 6502..

NESASM is very popular for newbies.. WLA is for more great works.. a suggestion... can you make a menu saying: choose your favorite assembler.. and you pack code for the favorite assembler of user???..

choosing between 2 or 3 more populars assemblers in menu??.. and in more time you can adding more plugins in order to support more nes assemblers??.. i know that it's hard and hard work.. but it's only a idea.

good luck.


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PostPosted: Wed Feb 08, 2006 10:19 am 
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Joined: Mon Jan 02, 2006 6:30 pm
Posts: 53
Have you looked at NESHLA yet?

http://neshla.sourceforge.net/

Its not the best documented assembler, but it comes with a bevy of support libraries and (I think) covers all of what you plan to do with your own project.


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PostPosted: Wed Feb 08, 2006 3:07 pm 
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Joined: Mon Jan 02, 2006 12:45 am
Posts: 55
Location: Orlando, FL
I have looked at NESHLA before. The only problem is that it really doesn't look like it will be usefull to modify a game that already exists.

It seems that nobody is really that concerned with syntax conventions and such. So I just going to use what I think makes sense. This way I can try to focus on some the harder aspects like trying to generate code with as few branch instructions as possible or having the Dissambler be able to sort out every data array in the PRG ROM. Any ideas on how to do that?


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