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Author Topic: The Legend of Zelda - A Link To The Past Dissasembly Project  (Read 1 times)
wiiqwertyuiop
Guest
« on: November 28, 2011, 07:56:33 pm »

Hello I'm looking for a few people to help me disassemble TLOZALTTP. For those of you who dont know what it means to disassemble a game, it basically means taking the assembled code of a game, and putting it in its raw format, in this case 65816. Which means you'll need SNES ASM knowledge to help with this. So far I have a few RAM Addresses written done (note: these are subject to change), along with a decent start on this dissasembly itself: Link. Here are the ways you can help:

1. Finding out what ram address do, and posting them here.
2. Choose a bank and disassembling it.
3. Commenting on things that haven't been commented on.

I would also like the format to be this when disassembling:

CODE_XXXXXX: YY YY ...  ZZ... {tab} {tab} {tab} ; Any comments you might have.

The X's are the snes address. The Y's are the opcodes in assembled format. ZZ's are the opcodes.

Also note that we are using the snes9x debugger to do this, since its the best on I could find, and its not that great so make sure you do a little at a time, and to check over things that to make sure they make sense. Well thats it, please help if you can, as a zelda hacking community might start from this!

Edit: Also note that its preferred if it were in xkas format, since thats what it will be converted to in the end, but feel free to use other assembler formats.

Edit2: WIP VRAM Map!!
« Last Edit: November 29, 2011, 04:37:35 pm by wiiqwertyuiop »
snarfblam
Guest
« Reply #1 on: November 28, 2011, 09:36:21 pm »

Quote from: wiiqwertyuiop on November 28, 2011, 07:56:33 pm
Well thats it, please help if you can, as a zelda hacking community might start from this!
Maybe you could drum up some activity at ZeldaConst. I'm guessing that MoN has a collection of disassembled routines from LTTP, and there might be some other Zelda fans hanging around with 65816 experience.

Quote from: wiiqwertyuiop on November 28, 2011, 07:56:33 pm
Edit: Also note that it must be in xkas format. I won't accept any other assembler.

That's a rather demanding tone. Maybe you should take what you can get. There are at least a handful of people who have spent a decent amount of time disassembling this game. If they're willing to share, I'm should it would be easier to convert the existing disassembly than to do it yourself from scratch.

Also, you might want to manage a list of variable/label names here (or better yet, somewhere where anyone can add to it), so that people don't start giving multiple names to the same routines and RAM locations. Something wiki-like would probably be ideal.
wiiqwertyuiop
Guest
« Reply #2 on: November 28, 2011, 09:46:09 pm »

Quote from: snarfblam on November 28, 2011, 09:36:21 pm
That's a rather demanding tone. Maybe you should take what you can get. There are at least a handful of people who have spent a decent amount of time disassembling this game. If they're willing to share, I'm should it would be easier to convert the existing disassembly than to do it yourself from scratch.

Also, you might want to manage a list of variable/label names here (or better yet, somewhere where anyone can add to it), so that people don't start giving multiple names to the same routines and RAM locations. Something wiki-like would probably be ideal.

Oh, sorry, i didnt want to sound demanding, but the main reason i only want it in xkas format is because its really the best snes assembler, but if you must use a different assembler I suppose I can convert it to xkas. TRASM will be fine to use if needed, and any other format I suppose. Also thanks for responding!
syntax error
Guest
« Reply #3 on: December 03, 2011, 07:04:02 pm »

You could start using the BS Zelda ROM first.
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