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Disassembly and WLA-DX
Posted: Fri Sep 25, 2020 12:24 pm
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So I am currently working on a full disassemble of Castle of Illusion for SMS. Not sure if this is useful to anyone, I am mostly doing it for fun and to learn more about programming for the system. I will github it as soon as its cleaned up a bit.
I use a combination of vim, wla-dx and emulicious. I currently have a few questions pertaining to wla-dx. I'm not sure if this makes sense but i wonder whether it is possible to control the scope of defines. I try to define as much as possible of the constants used and have a separate .asm file for global constants, while putting local constants at the top of their respective subroutines. Since their scope is still global, their names can become quite long and convoluted to not overlap. I find the use of the @ prefix for labels useful for the same reason, but could not find anything similar for .defines. I provide an example below of how the disassembly can look like. Another question is whether it is possible to have a routine define once and the code copied to different locations at compile time. The reason is that the game has a bunch of identical functions copied to different banks and its tedious to keep track of them whenever I relabel something. Lastly, I had trouble with the .smsheader function. The recompiled rom is identical except for the two checksum bytes, which seems weird to me. This is my current code: .smsheader productcode $53, $70, 0 version 0 regioncode 4 reservedspace $ff, $ff romsize 0 .endsms Any help is appreciated! Example code from project: WormHandler: ;$39BDD ; Handles worm enemies (sitting on leaves) in stage 1. .define WormAnimationFrames $03 .define WormAnimationSpeed $10 .define WormLeafYOffset $F000 .define WormDieVelocity $FC00 .define WormDieAcceleration $0080 ld a, (ix + Object_State) ld hl, @StateJumpTable jp ParseJumpTable ;why not rst? @StateJumpTable: .dw @SpawnObject .dw @LivingState ;worm stays attached to leaf by borrowing its position .dw @DyingState ;when killed @SpawnObject: inc (ix + Object_State) ld a, WormAnimationFrames ld b, WormAnimationSpeed ld hl, WormGfxPointers jp SetObjectAnimated @LivingState: push ix pop hl ld de, $000A ;offset for worm position and velocity add hl, de ld d, h ld e, l dec h ;corresponding leaf object in RAM ld bc, $000A ;copy position + speed from leaf to worm ldir call GetObjectYPosition ld de, WormLeafYOffset add hl, de call SetObjectYPosition ld a, (ix + Object_XScreen) bit 7, a jr z, @CheckCollision neg @CheckCollision: cp $02 ret nc call EnemyMickeyCollision jr c, @KillObject call ThrowBlockCollision ret nc @KillObject: call KillEnemyScore10 inc (ix + Object_State) ld hl, WormGfxPointers + 16 call SetObjectStatic call ResetObjectXVelocity ld hl, WormDieVelocity jp SetObjectYVelocity @DyingState: call DestroyOffscreenObject ;delete dead worm when left screen ld de, WormDieAcceleration jp AccelerateObjectY |
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Posted: Fri Sep 25, 2020 1:01 pm |
I think defines take file scope. Going multi-file can be helpful sometimes.
Was the computed checksum correct? |
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Posted: Fri Sep 25, 2020 1:29 pm |
Yeah, splitting into multiple files probably helps a bit, thanks! Oh, you mean that the original checksum might be incorrect? But the game would not boot then, right? |
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Posted: Fri Sep 25, 2020 1:47 pm |
Ville Helin provides wla dx asm files with constants for Game Boy that can be included into your code so defines cannot have file scope. People usually use .undefine to avoid name clashes and achieve some kind of scoping. But with that, you need to manually clean up all the defines that you want to have scoped.
I think he's asking if the checksum that WLA DX put there is correct. |
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Posted: Fri Sep 25, 2020 2:04 pm |
Including files is like including headers in C. Separating defines by files is like compiling multiple files in C - the linker joins the parts together later.
The original game may have used a different checksum range. Do any other header fields mismatch? |
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Posted: Fri Sep 25, 2020 2:22 pm |
Sorry, I misunderstood then. No, just the two checksum bytes differ when comparing to the original rom in hexdiff.
I'm not sure about how to go about confirming the checksum, but I would assume that the calculation is correct. So a different checksum range sounds plausible, I guess. |
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Posted: Fri Sep 25, 2020 2:34 pm |
Different checksum range requires the romsize nybble to have a different value (That's why he asked if any other header bytes differ). In the original game it's 0 (256 KB) and in yours it's 0 as well so the same range is summed for the checksum and thus the checksum should match. Are you sure that it's the checksum that differs? You can select a BIOS in Emulicious and test your reassembled ROM to see if the BIOS likes it. |
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Posted: Fri Sep 25, 2020 2:43 pm |
there was an issue in WLA-DX until a few days ago, fixed now. Try using latest version. |
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Posted: Fri Sep 25, 2020 2:58 pm |
Yes, this fixed the issue for me, thank you! Should have tried updating before posting here of course. Sorry for the false/late bug report! |
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