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Anyone want to learn how to convert games to fastrom?
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<blockquote data-quote="bogaa" data-source="post: 47" data-attributes="member: 118"><p>I always loved your insightful and informative posts slidelljohn. A lot of the time I did learn stuff when people could just outline the work in simple therms. Then I would pickup what I need form there. Sure there is a lot to be added..</p><p></p><p>Here is how I would go about it.</p><p>- Make a disassembly so you can move code to a new location. Diztinguish does not just automate the process but it can produces good results.</p><p>- When using Diztinguish you can then assemble the game with ASAR. On a LowROM you change the "ORG $008000" to "ORG $808000" to encode addresses to the higher bank numbers!</p><p>- Set a breakpoint on $420D so you find the routine to hijack and write new code.</p><p><img src="https://i.imgur.com/n1NeR8L.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p>- Then set a range of breakpoints for the lower banks where it should not execute anymore to be fastROM and address the fixes.</p><p><img src="https://i.imgur.com/6k7CJ8q.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p>- You can change the header bit but as far as I know that does not infuanc the speed anywhere</p><p><img src="https://i.imgur.com/Ff63Vy4.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Here are some example projects made by VitorVilela. He made asm patches that just address the changes and can be applied to the original ROM.</p><p>With the method mentioned above it is a bit of a hot take since you have full game assembly projects..</p><p>https://github.com/VitorVilela7/fastrom</p><p></p><p>Also like to mention that the fastROM projects does not need to be perfect in order to run fast. If you just execute most of it in PPU at 3.58 MHz instead of 2.68 MHz it makes a difference.</p><p>Might also be a bad example since I do not know if a indirect ROM read does influence the speed at all.. having it execute on higher bank is most important.</p></blockquote><p></p>
[QUOTE="bogaa, post: 47, member: 118"] I always loved your insightful and informative posts slidelljohn. A lot of the time I did learn stuff when people could just outline the work in simple therms. Then I would pickup what I need form there. Sure there is a lot to be added.. Here is how I would go about it. - Make a disassembly so you can move code to a new location. Diztinguish does not just automate the process but it can produces good results. - When using Diztinguish you can then assemble the game with ASAR. On a LowROM you change the "ORG $008000" to "ORG $808000" to encode addresses to the higher bank numbers! - Set a breakpoint on $420D so you find the routine to hijack and write new code. [img]https://i.imgur.com/n1NeR8L.png[/img] - Then set a range of breakpoints for the lower banks where it should not execute anymore to be fastROM and address the fixes. [img]https://i.imgur.com/6k7CJ8q.png[/img] - You can change the header bit but as far as I know that does not infuanc the speed anywhere [img]https://i.imgur.com/Ff63Vy4.png[/img] Here are some example projects made by VitorVilela. He made asm patches that just address the changes and can be applied to the original ROM. With the method mentioned above it is a bit of a hot take since you have full game assembly projects.. https://github.com/VitorVilela7/fastrom Also like to mention that the fastROM projects does not need to be perfect in order to run fast. If you just execute most of it in PPU at 3.58 MHz instead of 2.68 MHz it makes a difference. Might also be a bad example since I do not know if a indirect ROM read does influence the speed at all.. having it execute on higher bank is most important. [/QUOTE]
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