I think this should be done with the Japanese version, but I think most would want to do the American version, and being as I don't have any real way of doing this myself, I'm going to have to rely on others. Now, I believe I saw some discussion of this earlier, but I think that it is possible to have a real, labelless disassembly done really easily:
CDL all the game as much as you can. If you use something like FCEU ABS, you can use the hex editor to edit the CDL file by guessing which might be code (if it is unused) and then using the menu option on the hex editor to change it to code.
Split the PRG-ROM into separate banks ($2000 bytes long), for both the game file and the CDL file. You'll want the sources for each bank to be a different file, otherwise the source will get too big.
Get CDLDIS and create a batch file that will execute CDLDIS for each bank. CDLDIS takes instructions like so:
cdldis <game-file> <game-startaddr> <cdl-file> <cdl-startaddr> <# bytes> <out-file> <print-addr> <org>
So, for our purposes, do for each line:
CDLDIS BANKNN.BIN 0 BANKNN.CDL 0 2000 BANKNN.XXX M OOOO
Where NN is the bank number, XXX is the extension (ASM for if you're doing a reassembleable disassembly, or DIS or TXT for if you're doing a disassembly that is not reassembleable, but allows you to look at the memory addresses next to each line), M for whether to do a reassembleable disassembly (put "N") or a non-reassembleable disassembly (put "Y"), and 0000 for the slot the bank gets loaded into, which will be either 8000, A000, C000, or E000.
Now run the batch file.
With that, you should be able to get some rough disassemblies going. Now, to consider some good ways of getting the labels organized. I have some ideas, but I'd like to hear others first.[/url]
CDL all the game as much as you can. If you use something like FCEU ABS, you can use the hex editor to edit the CDL file by guessing which might be code (if it is unused) and then using the menu option on the hex editor to change it to code.
Split the PRG-ROM into separate banks ($2000 bytes long), for both the game file and the CDL file. You'll want the sources for each bank to be a different file, otherwise the source will get too big.
Get CDLDIS and create a batch file that will execute CDLDIS for each bank. CDLDIS takes instructions like so:
cdldis <game-file> <game-startaddr> <cdl-file> <cdl-startaddr> <# bytes> <out-file> <print-addr> <org>
So, for our purposes, do for each line:
CDLDIS BANKNN.BIN 0 BANKNN.CDL 0 2000 BANKNN.XXX M OOOO
Where NN is the bank number, XXX is the extension (ASM for if you're doing a reassembleable disassembly, or DIS or TXT for if you're doing a disassembly that is not reassembleable, but allows you to look at the memory addresses next to each line), M for whether to do a reassembleable disassembly (put "N") or a non-reassembleable disassembly (put "Y"), and 0000 for the slot the bank gets loaded into, which will be either 8000, A000, C000, or E000.
Now run the batch file.
With that, you should be able to get some rough disassemblies going. Now, to consider some good ways of getting the labels organized. I have some ideas, but I'd like to hear others first.[/url]