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Super bomberman 6 roms
Super bomberman 6 roms











super bomberman 6 roms

  • Old palette used for the Starnuts enemy, and an old palette used for the Gold Mecha Bomberman (This is neither the final US or J palette of the same graphic).
  • A strange purple palette that seems to match the Bomberman sprite.
  • The unused tile does not match any palette in the game.

    super bomberman 6 roms

    A few chunks of empty tiles inside the animated tiles graphic file, and an unused animated tile.Groups of 5 unused or delete palettes in the middle of background palettes section.These structures do not match any of the existing tilesets, and no unused tileset exists in code. The first structure was not structured like a regular level, but had a big unpassable object in the middle of the level, making the level ring-like. One has its palettes right after the park palettes, and one has its deleted palettes after the tunnel zone palettes. There were at least two levels in the game that never saw the light of day, judging by leftover data:.Also, not all RAM offsets are marked as such in code, meaning data can't easily be inserted in the RAM. The RAM is not entirely mapped, and ram.asm is a huge mess.Not all internal formats are as well decoded as they should be, like sprite/animation definitions.Both WAV and BRR files are provided, and the build system ignores the WAV files. I couldn't find or create an algorithm to compress WAVs back to BRR files without losing more information (Assuming the WAV files themselves were converted from BRR files). Due to not being able to re-assemble such code, it is provided in binary form

    #Super bomberman 6 roms code

    Due to the lack of an SPC700 IDA processor module, I only have a partial, uncommitted disassembly of the code, with only code related to the music format. firmware subfile: This is the code that runs on the SPC.instruments sub-file: Format only partially documented.sound_effcts sub-file: Probably the same or very similar to songs sub-file.banks sub-file: Documented, conversion tools not written yet.Most internal formats are decoded to some level either in the ASM or external files.Mapping the entire ROM to data/code all offsets are marked as such, so adding code or data at any point is possible.Decompilation and recompilation of songs.Unpacking and repacking of the DBoot (SPC engine used in the game) data.

    super bomberman 6 roms

    Conversion of all level structures and tilemaps.Conversion of all graphics/palettes to PNGs.Naming many of the subroutines (285 out of 817!).Using the -s and -j flags is recommended What is done python, required to run many of the game- and SNES-specific tools in this repository, such as graphic and audio conversion toolsīuild by running make or make CONFIG=x, where x is us, j, e, bugfix, debug or any other configuration file in the config folder.md5 or md5sum, for verifying the ROM after compilation.It is required for assembling and linking the ROM. I did not test on other UNIX-like systems or Windows. I generally use OS X to build, but I also correctly built a ROM on a Linux system. A UNIX-like system to build the ROM on.The following are required to build a ROM: The randomizer branch can also build ROMs with randomly generated levels. The configuration files let you mix-and-match specific regional changes. It can also build a bugfix version, based on the US version, that fixes some (mostly graphical) bugs, and can also restore access to the debug menu used during development with a debug version. Super Bomberman 1 (US Prototype) : d67a1a2b0fac0564d950f8cd45fee3c2 This disassembly can build the following headerless SNES ROMs: Super Bomberman 1 (US) : d83699a009a62480a7e7e9f1bb5bff6e

    super bomberman 6 roms

    Disassembly and remade build system for SNES game Super Bomberman, inspired by pokered and pokecrystal.













    Super bomberman 6 roms