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[Source Code] Super Mario World

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Hmm I suppose C wouldn't be a good idea. The game was coded in asm therefore it would be difficult and less optimized to use C. But I figured it would be easier to code in and use less lines for the same thing. Sticking with asar for now unless I find that wla-dx is better.
Super Mario World Source Code
It would conceivably be easier to modify, since C is a more widely known language than SNES assembly. Also it'd make it potentially portable to other systems.

I'd still probably work in the raw asm, unless the C compiler was real damn efficient and/or made interfacing with some parts of the super nintendo (like chips) easier.
I just don't see any realy way for a C compiler to produce as efficient a code as coding by hand.
I guess it would be nice though if efficiency is not your main goal.
Anime statistic on MyAnimeList:
400 animes completed ✓
6000 episodes completed ✓
100 Days completed ✓
... what even am I doing with my life?
Haven't been on in a couple days working on the next update, which shall be a big one ;)

C could be ported to other systems easier but I'm going to stick with asm for ease of use. However, there will be a conversion to WLA-DX. It has a nice selection of commands which Asar is lacking that will help developers. Any big reasons to stick with Asar? Only problem I'm seeing with WLA is that the base command is 24 bit, which renders it worthless.

Code
.BASE $1360 ; would work as $60XXXX instead of $001360+X
.INCBIN "music1.bin"
.BASE 0

Super Mario World Source Code
Originally posted by galaxyhaxz
Any big reasons to stick with Asar?

The biggest one would be to use the same tools as everyone else. Doing that would allow people to copypaste whatever they want into their patches/sprites/etc, which would be hard if they first have to replace every LDA $12.W with LDA.w $12.

It could also work in the other direction - others will have an easier time contributing to your project if they won't need to learn the differences between Asar and WLA first.

I have no arguments against WLA on a purely technical basis (Asar can be quite messy), but I strongly recommend the use of the common tools. Divergent toolchains can get very confusing very fast.
<blm> zsnes users are the flatearthers of emulation
maybe not asar, but there should be plenty of homebrew in xkas. im using asar for my own homebrew stuff
Because Asar can find its own freespace, warns you of more critical errors that xkas doesn't, fixes a ton of bugs, and all around is better than the xkas we used in 2012.
Because asar is designed to be a straight xkas upgrade mostly specifically for SMW hacking (puts RATS tags, which are pretty much SMW exclusive).
Your layout has been removed.
None do, hence pretty much exclusive.
Your layout has been removed.
Japanese rom source code added. Check first post. (bump)
Super Mario World Source Code
I tried downloading it, and got this on chrome:

Originally posted by Chrome
SMW_U_SRC.zip is malicious, and Chrome has blocked it.

Give thanks to RPG hacker for working on Asar.
Originally posted by GreenHammerBro
I tried downloading it, and got this on chrome:

Originally posted by Chrome
SMW_U_SRC.zip is malicious, and Chrome has blocked it.


Chrome lies it's not malicious

See if you can download it from here. Old version use the DL in the first post.
(bump)

Did a couple updates here and there and got the other regions finished. My interest in smw is diminishing though, so I won't be making an sdk.
Super Mario World Source Code
Originally posted by galaxyhaxz
(bump)

Did a couple updates here and there and got the other regions finished. My interest in smw is diminishing though, so I won't be making an sdk.


Wait, you're stopping support on this? You're giving up?
Give thanks to RPG hacker for working on Asar.
Originally posted by GreenHammerBro
Wait, you're stopping support on this? You're giving up?


I think giving up is going a bit overboard try growing bored or it. Granted it does suck that it's going to stop but what we have here is so much more superior than what we've had for a long time that I don't mind if updates stop, currently everything works and is well documented so it's all good.
I had an account here in 2008 and started a hack to implement an rpg like system with randomized levels, items, and a powerup skill tree. Had a mode7 overworld and all that good stuff. But it got scrapped after boredom...

Now it is 5 years later. Made a source code out of the game and deja vu. It was a fun project but I think it would be better if someone else took over. Maybe smw central can open up a forum for smw development with a github or such. Have a thread for each bank, etc. to help break down the work. This would allow for development of a better base rom with fixes/optimizations and such.

*Will probably do one more update. Give or take a couple weeks.*
Super Mario World Source Code

Originally posted by galaxyhaxz
Maybe smw central can open up a forum for smw development with a github or such. Have a thread for each bank, etc. to help break down the work. This would allow for development of a better base rom with fixes/optimizations and such.


This was already kinda done, but never got off the ground. I know p4plus is kinda working on something similar (I think). Maybe you can contact him.
Layout by LDA during C3.
If you are gonna try WLA, Please be cautious, especially since coding in WLA will result in several severe inaccuracies depending on the type of system, especially SPC700 code.

I, as well as Tepples (Damian Yerrick) and several others from NESDEV caught bad screwups in WLA DX's programming since it's inconstencies were discovered,

I'm not preventing usage, but for the love of the world, It's not a good idea to seriously program in WLA DX.
Oh hey, I poke my head in to see what everyone's been up to, and someone finally did what I was pushing for. Congrats on getting a proper split disassembly made!

HoleNet.info

I have done many updates since then, however I'm not sure about releasing it. So I want to do a poll instead:


Q1: How many of you think you will find this source code useful? With the way patching is, I just don't see any point in spending more time on this.

Q2: If you do think it's useful, what improvements on it should I prioritize?

Q3: If you don't think it's useful, to what extent do you think it would help SNES homebrew?

EDIT:
Q4: In the most recent update I switched to WLA to take advantage of its useful features. I think WLA is better for assembling roms+homebrew. Do you agree?

Super Mario World Source Code

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