Golden Sun Hacking Community
April 27, 2017, 03:32:09 AM *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News:
 
  Home   Forum   DC Wiki Help Search Calendar Downloads Login Register  
Pages: 1 ... 5 6 [7]   Go Down
  Print  
Author Topic: Post your GBA ASM Questions here.  (Read 23129 times)
0 Members and 1 Guest are viewing this topic.
Fox
(Your name), the Hacking Doctor
Mercury Clan

Prodigy
*

Coins: 17
Offline Offline

I am: You. (What's your name?)
Clan Position: Head Gallant
Posts: 2234

« Reply #90 on: November 14, 2016, 08:54:14 AM »

Good point... Can you remind me what the difference is?

I'm assuming they're basically the same, but referred to in different ways.
-The CPU that executes the instruction set.
-Files that require the instruction set. (But isn't the instruction set itself.)
-Etc.
« Last Edit: November 14, 2016, 11:16:43 AM by Fox » Logged

Golden Sun Docs: Broken Seal - The Lost Age - Dark Dawn | Mario Sports Docs: Mario Golf & Mario Tennis | Misc. Docs
Refer to Yoshi's Lighthouse for any M&L hacking needs...

Isaac Isaac Isaac Isaac Mwahahaha!!!
Garet Aah! Get away from me Issac!
Isaac Why do you spell my name wrong?
Garet They said to add 's' if it's plural.
View Profile
Luna_blade
The last member of the Luna clan
Luna Clan

Great Member
*

Coins: 0
Offline Offline

I am: Timeless. As in, i don't have much free time.
Posts: 525

« Reply #91 on: November 14, 2016, 01:35:54 PM »

the little v is a reference to a whole CPU architecture/serie. Like the X in a intel architecture number X000.
ARM7TDMI is one of the CPU's in the v4T set. Very old.
This is a good list:
https://en.wikipedia.org/wiki/List_of_ARM_microarchitectures

Oh and apparently, the CPU of the DS is even older than the GBA in comparison.
ARM7TDMI: 1998 - GBA release: 2001
ARM946E-S: 2000 - DS release: 2005.
Damn.
Logged

++++++++++[>+++++++>++++++++++>+++>+<<<<-]>++.>+.+++++++..+++.>++.<<+++++++++++++++.>.+++.------.--------.>+.>.
View Profile
Fox
(Your name), the Hacking Doctor
Mercury Clan

Prodigy
*

Coins: 17
Offline Offline

I am: You. (What's your name?)
Clan Position: Head Gallant
Posts: 2234

« Reply #92 on: November 14, 2016, 05:07:02 PM »

Thanks... Although, in the original post (previous page), I wasn't referring to it with the v, however, that is nice to know about.
I was just simply referring to it as ARM7/ARM9, because that's the way I've seen it labeled. Any of the more extreme specifics, I haven't looked into yet. (Don't really need to know it for hacking, I suppose... I think terminology has been one of my weaker points so far...)

Quote
Oh and apparently, the CPU of the DS is even older than the GBA in comparison.
ARM7TDMI: 1998 - GBA release: 2001
ARM946E-S: 2000 - DS release: 2005.
Damn.
The GBA was released in Japan on March 21, 2001.

Interesting... However, that may sound reasonable....
-Cut costs by using an older system you were already testing before the new architecture...
-The GBA could have been made before release.../ Millions of GBAs could have been manufactured before "release"....
-And nobody can know when new bugs are introduced in new versions... (Of course, the GBA does have bug(s) anyway, but...)

There's a Python class that has people using an older version of Python instead of the newer one... so it can be thought similar to that as well.
« Last Edit: November 14, 2016, 05:16:11 PM by Fox » Logged

Golden Sun Docs: Broken Seal - The Lost Age - Dark Dawn | Mario Sports Docs: Mario Golf & Mario Tennis | Misc. Docs
Refer to Yoshi's Lighthouse for any M&L hacking needs...

Isaac Isaac Isaac Isaac Mwahahaha!!!
Garet Aah! Get away from me Issac!
Isaac Why do you spell my name wrong?
Garet They said to add 's' if it's plural.
View Profile
Luna_blade
The last member of the Luna clan
Luna Clan

Great Member
*

Coins: 0
Offline Offline

I am: Timeless. As in, i don't have much free time.
Posts: 525

« Reply #93 on: November 14, 2016, 06:26:32 PM »

Quote from: Fox
(Don't really need to know it for hacking, I suppose... I think terminology has been one of my weaker points so far...)
And to an extend, that is not really bad. Especially in the CPU world there are to many different terms going around, often synonymous or way to detailed.
Quote from: Fox
Interesting... However, that may sound reasonable....
-Cut costs by using an older system you were already testing before the new architecture...
-The GBA could have been made before release.../ Millions of GBAs could have been manufactured before "release"....
-And nobody can know when new bugs are introduced in new versions... (Of course, the GBA does have bug(s) anyway, but...)
Yeah it is. Most console also use this principle. (PS3 excluded they had their own special CPU made, which turned out to be a very awkward thing, but getting a hella lot of topic here).

Update: I'm almost done with a very small assembly demo.
Logged

++++++++++[>+++++++>++++++++++>+++>+<<<<-]>++.>+.+++++++..+++.>++.<<+++++++++++++++.>.+++.------.--------.>+.>.
View Profile
Fox
(Your name), the Hacking Doctor
Mercury Clan

Prodigy
*

Coins: 17
Offline Offline

I am: You. (What's your name?)
Clan Position: Head Gallant
Posts: 2234

« Reply #94 on: November 14, 2016, 06:48:20 PM »

I agree...

WORD is probably one of the big ones... Some groups think it is 16-bit, others, 32-bit. - Really dislike how that terminology works...
Logged

Golden Sun Docs: Broken Seal - The Lost Age - Dark Dawn | Mario Sports Docs: Mario Golf & Mario Tennis | Misc. Docs
Refer to Yoshi's Lighthouse for any M&L hacking needs...

Isaac Isaac Isaac Isaac Mwahahaha!!!
Garet Aah! Get away from me Issac!
Isaac Why do you spell my name wrong?
Garet They said to add 's' if it's plural.
View Profile
Luna_blade
The last member of the Luna clan
Luna Clan

Great Member
*

Coins: 0
Offline Offline

I am: Timeless. As in, i don't have much free time.
Posts: 525

« Reply #95 on: November 14, 2016, 07:00:30 PM »

WORD is probably one of the big ones... Some groups think it is 16-bit, others, 32-bit. - Really dislike how that terminology works...
Pfff yeah what nonsense that is.
Especially in x86. Every instruction is bound to a word size, but some can deviate. Sad
Logged

++++++++++[>+++++++>++++++++++>+++>+<<<<-]>++.>+.+++++++..+++.>++.<<+++++++++++++++.>.+++.------.--------.>+.>.
View Profile
Pages: 1 ... 5 6 [7]   Go Up
  Print  
 
Jump to:  

Cbox
Today at 12:17:52 AM
Fox: (e.g. The process of reomving, replacing, adding, and/or moving around current ability effects to other index numbers.... ETC.)
Today at 12:15:33 AM
Fox: Or an Ability Effect editor, even.... But I imagine most of those would involve have patches applied to help with compatibility, and what not.?
Today at 12:10:36 AM
Fox: Hm. Oh! Did Atrius's Editor contain code from the April Fools version? Might be cool to have that, I'm guessing? - And yes, tools... even specific feature tools... Like an Intellect Editor, maybe.... If it was practical. (Not saying doable, but practical.)
Yesterday at 11:58:08 PM
Lord Squirtle: And yeah, "far less user-friendly" as an argument relies on the current lack of tools that could make using that easier.
Yesterday at 11:57:26 PM
Lord Squirtle: Since the GS editor is actually slower than using a hex editor is when it comes to classes, especially if you are mostly copying or tweaking existing classes to make full lines for them.
Yesterday at 11:56:18 PM
Lord Squirtle: Well I mean, it's the kind of effect that could easily be applied to a number of abilities if one wants. Having to open up a hex editor to use it for each of those abilities would take some time, and wouldn't really be as worthwhile as it can be for classes.
Yesterday at 11:50:27 PM
Fox: Far less user-friendly? Hm? I would say it depends on the tools/and such... For example, still haven't gotten my Exporter project done....
Yesterday at 10:07:39 PM
Lord Squirtle: But what I was thinking of doing with the unused effects was figuring out which ones are still available and combining them; averaging out the differences between each one so they make up for the ones that are missing.
Yesterday at 10:05:36 PM
Lord Squirtle: I may consider moving the effects to the end of the effect list, since I moved the pointer table and added some empty space on the end. My main concern with that is that it would be far less user friendly.
Yesterday at 08:06:20 PM
Fox: Heh... Starting to make me want to add the Ability Editor to my own Editor now... So I can do that, and have chance values listed for each and every one. (So it is more specific than Atrius's editor.)
Yesterday at 08:03:06 PM
Fox: Well, 0-255.
Yesterday at 08:02:53 PM
Fox: The max probably being 255.
Yesterday at 08:00:09 PM
Fox: (@Editor modification: In which case, I would recommend adding support up to the maximum number for future purposes.... if at all reasonably possible.)
Yesterday at 07:53:50 PM
Fox: @Disabling them: It kinda would be a trade-off for those who want to use those effects that went unused.... ...  I have a suggestion, though... and it might be rather interesting. But have you thought about using one of the unused flags to like... switch out Effect lists? (So you can have your own if you don't want to modify the editor.) I imagine it is rather unnecessary, though. Since it is easy enough to extend the list with a quick editor modification.
Yesterday at 04:46:01 PM
Lord Squirtle: And elements too from the looks of things.
Yesterday at 04:44:05 PM
Lord Squirtle: Makes me wonder how much work it would take to add more djinn slots.
Yesterday at 04:30:45 PM
Lord Squirtle: Well, total - 1.
Yesterday at 04:30:13 PM
Lord Squirtle: Huh, neat. I think I found the part of the djinn battle menu code that decides how many djinn of each element exist.
Yesterday at 02:53:07 PM
Lord Squirtle: I should probably look into disabling the multiplier chance for those now that I think about it.
Yesterday at 02:52:17 PM
Lord Squirtle: I still am, but mainly because it doesn't look like there are any abilities that use those effects.

Affiliates
Temple of Kraden Golden Sunrise
Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2006-2009, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.085 seconds with 22 queries.