Search found 24 matches
- Fri Dec 23, 2016 2:48 pm
- Forum: SNESdev
- Topic: Some questions about SNES collision
- Replies: 9
- Views: 4147
Some questions about SNES collision
Is SNES collision hardware based (I once heard a lot of old consoles/computers used collision stuff built into the hardware) or does every game implement it differently? Is AABB common or are different types of bounding boxes usually used? I'm mainly talking about platformers e.g. Super Mario World,...
- Wed Dec 21, 2016 4:00 pm
- Forum: SNESdev
- Topic: Question about object states in mega man x
- Replies: 2
- Views: 1839
Re: Question about object states in mega man x
Makes sense, thanks. 
- Wed Dec 21, 2016 3:22 pm
- Forum: SNESdev
- Topic: Question about object states in mega man x
- Replies: 2
- Views: 1839
Question about object states in mega man x
I was looking through the mega man x RAM and I noticed tons of objects such as enemies and the player are state-based. But the weird thing is how they are used, like, states go 0, 2, 4, 6, 8, 10, 12 etc... not 0, 1, 2, 3, 4, etc... which in my opinion is pretty weird. I tried poking them and setting...
- Mon Dec 19, 2016 10:14 pm
- Forum: SNESdev
- Topic: Commented routines for Mega Man X's dash/dash-end states?
- Replies: 7
- Views: 2877
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?
- Mon Dec 19, 2016 12:03 am
- Forum: NES Graphics
- Topic: How are animations stored and used on the NES?
- Replies: 2
- Views: 3354
How are animations stored and used on the NES?
Hi, I'm very new at this kind of stuff and I'd like to know how are animations stored on the NES? How are the length and (especially) x/y offsets of the animation defined for example, what kind of control does the developer have in regards to it? Is it somewhat similar or very different to how many ...
- Sun Dec 18, 2016 11:49 pm
- Forum: SNESdev
- Topic: Commented routines for Mega Man X's dash/dash-end states?
- Replies: 7
- Views: 2877
Commented routines for Mega Man X's dash/dash-end states?
I was very excited when I found this page: http://datacrystal.romhacking.net/wiki/Mega_Man_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 ...
- Sun Dec 18, 2016 2:24 pm
- Forum: SNESdev
- Topic: I want to disassemble an SNES game and view what's going on?
- Replies: 14
- Views: 12306
Re: I want to disassemble an SNES game and view what's going
So you're saying Bizhawk disassembles the entire game while it's emulating or what? Since I want to see the actual disassembled asm not just what values are changing.
- Sun Dec 18, 2016 1:28 pm
- Forum: SNESdev
- Topic: I want to disassemble an SNES game and view what's going on?
- Replies: 14
- Views: 12306
Re: I want to disassemble an SNES game and view what's going
Right... what programs should I be using to do this? I haven't actually "gotten started" yet. Right now all I have is the rom and snes9x-rr with a lua script that shows me the values but that's it. No idea how to actually properly decompile and use said code to set breakpoints or anything.
- Sun Dec 18, 2016 1:15 pm
- Forum: SNESdev
- Topic: I want to disassemble an SNES game and view what's going on?
- Replies: 14
- Views: 12306
I want to disassemble an SNES game and view what's going on?
I want to disassemble an SNES game. I understand the basics of ASM. Thing is, this game hasn't ever been fully disassembled and commented unfortunately. All I'd like to do is understand what's going on behind the scenes when certain things happen in the game. What I'm looking for is a way to view wh...