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SMAS DISASSEMBLY

This is a project where I disassemble and document Super Mario All-Stars.

There are plans to make this disassembly assemble-able in either xkas or asar. The assemble-able version is in the "Assembly" directory, however, it is not perfect and adding/removing code may break the ROM entirely.

TAGS

There are a few 'tags' used throughout the disassembly:

  • "TODO": Code which should be looked into in terms of documenting and/or correct disassembling
  • "INVALID": Most likely unused code which does something invalid (e.g. storing to ROM or (polymorphically) jumping to illogical addresses)

WHAT'S LEFT TO DO (as of February 6th, 2017)

  • Give absolute ROM addressing opcodes of banks 26-2A labels
  • Give ROM data DMA tables labels
  • Find DMA codes and label them appropriately
  • Give ROM data their appropriate data size (db/dw/dl/dd)
  • Give absolute and relative ROM access tables labels and their respective math
  • Finalize assemble-able version and document that version instead
  • Give essential labels of assemble-able more sensible names

CODE LOCATIONS

Game codes are located in the following banks:

  • $008000-$02FFFF: Presents screen, hall screen, game select screen
  • $038000-$0CFFFF: Super Mario Bros. 1
  • $0D8000-$10FFFF: Super Mario Bros. The Lost Levels
  • $118000-$15FFFF: Super Mario Bros. 2
  • $208000-$2AFFFF: Super Mario Bros. 3

NOTES TO SELF

  • Regex for finding 16-bit ROM access: (CMP|CP[XY]|LD[AXY]|ORA|AND|EOR|ADC|SBC|BIT|TSB|TRB|ASL|DEC|INC|JMP|JSR|LSR|ROL|ROR)( $)([8-9A-F][0-9A-F]{3})
  • Regex for finding 24-bit ROM access: (AND|LD[AXY]|ORA|ADC|SBC|EOR|TSB|TRB|JSL|JML) $([0-4][0-9A-F][8-9A-F][0-9A-F]{3})
  • Regex for finding 24-bit ROM addresses: $([0-4][0-9A-F][8-9A-F][0-9A-F]{3})

Helpful links

The following links are links to the NES disassemblies of Super Mario Bros. 1 and Super Mario Bros. 2J. The code used within these games are pretty similar to the code used in SMAS, so these could be used as a reference when documenting code. SMBDis - smb2jdis -