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FF4 SNES SRM Checksum
02-12-2017, 04:09 PM
Yep, you pretty much got it.
Nothing is dropped though. When the accumulator is set to 8-bit mode the checksum has already been transferred to X so all 16-bits are stored.
I'm not sure about all of this as I have not properly tested anything but I found the routines with breakpoints, disassembled them and commented by hand.
The checksum starts with RAM value $41, I have no idea what it contains but I hope it's zero. More breakpoints could figure this out though.
I think we're on the right track, you're understanding what I have very well. Let us know if you get something working.
Nothing is dropped though. When the accumulator is set to 8-bit mode the checksum has already been transferred to X so all 16-bits are stored.
I'm not sure about all of this as I have not properly tested anything but I found the routines with breakpoints, disassembled them and commented by hand.
The checksum starts with RAM value $41, I have no idea what it contains but I hope it's zero. More breakpoints could figure this out though.
I think we're on the right track, you're understanding what I have very well. Let us know if you get something working.
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