For example, the disassembly for "Super Mario Bros. 2 (U) [PRG0]" (currently updated by a user named "kmck" on Github), as well as the disassembly for "Super Mario Bros. 3 (U) [PRG1]" by Southbird, currently has an array of:
That part was the easy part, The Stupid things I hate most that the disassembly: is that the sprites are supposed to be something like this (on the NES/Famicom):
The thing was to replace every "sprite DMA" store and load ($02xx) to all those, but I need a favor, In order to fork both disassemblies (or/and submit them to the author's cache of submissions/addenums) I need a special editor suggestion to try to get these done, If not, This may hurt...
Just so you know, There ARE LOTS of entrys for these sprite DMA things...
Thanks.
Code:
.dsb 256
also known as: Code:
.res 256
making sprites not portable to any other semi-compatible system, with some work, such as SNES or PC-Engine...That part was the easy part, The Stupid things I hate most that the disassembly: is that the sprites are supposed to be something like this (on the NES/Famicom):
Code:
;Taken from SMBDIS
.enum $0200
Sprites_Y_Position: .dsb 1
Sprites_TileNumber: .dsb 1
Sprites_Attributes: .dsb 1
Sprites_X_Position: .dsb 1
.ende
.enum $0200
Sprites_Y_Position: .dsb 1
Sprites_TileNumber: .dsb 1
Sprites_Attributes: .dsb 1
Sprites_X_Position: .dsb 1
.ende
The thing was to replace every "sprite DMA" store and load ($02xx) to all those, but I need a favor, In order to fork both disassemblies (or/and submit them to the author's cache of submissions/addenums) I need a special editor suggestion to try to get these done, If not, This may hurt...
Just so you know, There ARE LOTS of entrys for these sprite DMA things...
Thanks.