snarfblASM Manual

snarfblASM 6502 Assembler

Updated 12/2/2012 for version 1.1 (download)

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Doors With Editroid

I know I was pretty confused about how doors work when I started messing with Metroid, and it’s been a recurring question. The trickiest part is scrolling, but I’ll go over a couple other points, too, so here’s the scoop. » Read more…

Drawing NES Graphics With C#

One of the tricky parts of working with NES ROMs in .NET is drawing game graphics. There are several approaches that could be tried, but many have problems or simply don’t suit NES graphics. GDI+ is much too slow with tile based graphics, especially indexed (paletted) graphics. GDI is a better fit, but it is more difficult, still not ideal, and requires P/Invoke. Libraries such as DirectX or XNA offer the best performance, but require more work, especially if you need to learn the API. They can also add one more dependency that you may prefer to do without.

My preferred technique is to simply do the blitting myself. Knowing how to access graphics using LockBits is requisite. » Read more…

Editroid 2.1

Editroid 2.1 is available for download (http://snarfblam.com/files/Editroid%202.1a.zip). When it breaks, the best place to whine is MetConst, although you can also comment or e-mail me.

Changes in Editroid since 2.0:

  • Built-in ROM expander – Does not come with a warranty on hacked ROMs. (For example, glitches the title screen on MDbTroid.)
  • Add/delete rooms and structures – (You know, without breaking the ROM.)
  • Improved physics preview – Easier to see bombable blocks, invisible walls, and everything else.
  • Slightly improved “Pointer Explorer” – I don’t know if anyone but me uses this, but it now shows more data, and lists it in the order it appears in the ROM.
  • Advanced palette editor – Allows editing of all level palette data. (Useful mainly for Samus’ colors, the normal palette editor covers all your other bases.)
  • Item Data Disassembler – (Largely useless) Gives item data in a format that can be assembled, for hand-editing and relocating data, for hardcore nerds.
  • Advanced item editor – Complete item editing freedom.
  • General bug fixes, UI changes – One thing I’ll point out is that, since a common question is how to use empty map spaces, I’ve made this very trivial.

Blaster Master Update

The unnamed Blaster Master editor (feel free to suggest a name) is coming along nicely. I’ve decided to make an early build available for download. It’s fully functional as far as editing capabilities go. What it’s lacking are some of the more advanced features I’m planning on adding to my level editor framework (undo, patching, ect.).