koitsu wrote:
Most I've found suffer from the following idiocies:
[...]
* Cannot disassemble to code that is easily re-assembled (i.e. without address labels / opcodes+operand bytes)
* Do not support lowercase mneumonics (i.e. all opcodes in uppercase)
Is what you
sed important? (pun intended) Besides, if you change something that inserts or removes one or more bytes, the code may not reassemble into something that still runs, as it's not always possible to determine what is part of an address without solving the Halting Problem.
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* Do no form of proper code tracing (NESRev does this by implementing a small emulator-like pre-pass which generates pretty clean code)
And when it gets to code loaded into RAM, now you're trying to solve the Halting Problem. Besides, how can even a tracing disassembler expect to trace across banks for a given unknown mapper? Or should a tracing emulator for a given platform be expected to know about all memory management and I/O layouts for all platforms and peripherals that use a given instruction set architecture? In that case, it'd probably be best to couple the tracing disassembler to the CPU core of a full-scale emulator in order to reliably mark addresses as code or data.
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* Do not include binaries for *IX platforms (or do not include source); I consider this a minor issue, though
Not everybody has access to a *IX system to test on, as many people don't know how to shrink their NTFS hard drives to open up some space to install *IX.
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I always have such a hard time understanding why video game consoles **never** have decent public tools for them.
Is it because Nintendo puts all the good tools under non-disclosure agreements or threatens to sue the maintainers that don't give in?
It appears YY-Chr is not free software either, nor is it well documented in the English language. I'm still stuck with
TED, which I wrote as a free and cross-platform alternative to Tile Layer Pro.