Author Topic: SEGA Master System level modifying  (Read 35047 times)

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Offline ccexplore

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Re: SEGA Master System level modifying
« Reply #90 on: August 16, 2011, 09:31:51 PM »
SMSExamine tries to figure out the executed bits of code and leaves the rest out, marked as data, but it often gets things wrong (especially when there are table lookups). For disassembling, I usually use z80dasm which you can find here: http://www.smspower.org/Development/Tools#Disassemblers

Thanks! :thumbsup:  Will give that a try later tonight.

Offline petaQ

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Re: SEGA Master System level modifying
« Reply #91 on: January 15, 2020, 02:47:43 AM »
I only just realised that this is a real thing in the same way that L++ and Lemmix are, no idea how I didn't twig for so long but I'll take some time to get the hang of it and the vagaries of the tiles, then get to work on a series of levels. Requests welcome since I have plenty of time to make a whole bunch! If anyone ever wants to set challenges for either speedrunning levels or just causing me some chaos, I'd be quite happy to take on allcomers and post the results to my Youtube or even in future stream me playing a pack of SMS levels blind like they do with mario maker. Who knows, a community built pack of 30 might become a category on Speedrun.com one day!