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config.asm
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config.asm
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.ignorenl
; ----------------------------------------
; Super Mario Bros. 2 Disassembly Config
; ----------------------------------------
;
; By default, this repository is set up to build an identical copy
; of the original PRG0 revision of Super Mario Bros. 2 (USA).
;
; You can tweak the build settings below. To remove
; the default options, comment them out.
; (Changing the assignment to 0 won't work.)
;
; To enable them indefinitely, uncomment the definition.
;
; To enable them for a single build from the command line, use
; build -dFLAGNAME
; For example, to build a PRG1/Rev A ROM,
; build -dREV_A
; ----------------------------------------
; Compatibility fixes for the disassembly
; In some locations, Nintendo used absolute addressing instead of
; zero-page for addresses in the zero page.
; This flag adds in raw bytes to match the opcodes,
; as this assembler isn't capable of forcing absolute addressing for zp.
;
; Note that if you use this, you should probably use
; PRESERVE_FREE_SPACE, too.
COMPATIBILITY = 1
; ----------------------------------------
; Preserve unused space.
; Free space in the original ROM will continue to be padded outwards,
; to the extent that it was in the original.
; Adding your own code should shrink the free space afterwards automatically.
;
; Turning this off will "squish" most banks and move free space
; within them to the end, making it easier to add your own code anywhere.
; ...but it might also cause problems if data gets relocated
; when it isn't properly pointed to.
PRESERVE_UNUSED_SPACE = 1
; ----------------------------------------
; Build PRG1 / Revision A ROM.
;
; Differences:
;
; PRG-2-3: Fixes bug where killing one of the mini FryGuy enemies
; while changing size from taking damage would cause
; the enemy to do the "flip over and fall off" death
; instead of the "puff of smoke" death, which caused
; the "number of small bosses left" number to not
; decrease. Which meant the boss fight never ended.
; Hope you had an extra life and a second controller...
;
; PRG-E-F: Fixes a minor issue when played on PAL consoles where
; remarkably poor luck would cause the bonus chance screen
; to end up rendering completely invisibly due to an NMI hitting
; at the worst possible time.
; The fix just waits for an NMI cycle before doing its work.
;
; REV_A = 1
; ----------------------------------------
; Build Super Mario USA ROM.
;
; Note: This implicitly enables the Revision A fixes as well.
;
; Differences:
;
; PRG-0-1: Changes to the palette/nametable data for the title screen.
;
; PRG-2-3: "SUPER MARIO USA" added to the end of bank 3 in ASCII, which has
; no impact on gameplay.
;
; SM_USA = 1
IFDEF SM_USA
REV_A = 1
ENDIF
; ----------------------------------------
; Patches that fix bugs or glitches
; Show all 8 frames of CHR cycling animation
; FIX_CHR_CYCLE = 1
; Fixes the POW falling log glitch
; FIX_POW_LOG_GLITCH = 1
; Fixes vine climbing bug when holding up and down simultaneously
; FIX_CLIMB_ZIP = 1
; Fixes green platform tiles in Subspace
; FIX_SUBSPACE_TILES = 1
; Fixes rare softlock when Fryguy doesn't create all four mini flames
; FIX_FRYGUY_SPLIT_COUNT = 1
; Supports D1 joypad data for expansion port controllers
; JOYPAD_D1 = 1
; ----------------------------------------
; Patches that alter the game in
; interesting or useful ways
; Skips Bonus Chance after the end of a level
; DISABLE_BONUS_CHANCE = 1
; Go to the Charater Select screen after death
; CHARACTER_SELECT_AFTER_DEATH = 1
; Respawn at the beginning of the area instead of dying
; RESPAWN_INSTEAD_OF_DEATH = 1
; Restore the prototype's DPCM samples and/or music;
; NOTE: The prototype underground music requires the shortened prototype ending music to fit
; everything in the music header table. Use EXPAND_MUSIC to remove this restriction.
; PROTOTYPE_DPCM_SAMPLES = 1
; PROTOTYPE_INSTRUMENTS = 1
; PROTOTYPE_MUSIC_STARMAN = 1
; PROTOTYPE_MUSIC_UNDERGROUND = 1
; PROTOTYPE_MUSIC_ENDING = 1
; Include debugging tools
; (push Select to open the debug menu)
; DEBUG = 1
; Include controller 2 debug features
; (@TODO: explain usage)
; CONTROLLER_2_DEBUG = 1
; ----------------------------------------
; Patches and enhancements largely useful
; only to people hacking the game
; Expand PRG and/or CHR to max capacity
; EXPAND_PRG = 1
; EXPAND_CHR = 1
; Use MMC5 (mapper 5) instead of MMC3 (mapper 4)
; Based on RetroRain's MMC5 patch (https://www.romhacking.net/hacks/2568)
; MMC5 = 1
; Enable hard-wired 4-screen mirroring. If enabled, normal nametable mirroring is disabled.
; See https://wiki.nesdev.com/w/index.php/INES#Flags_6
; FOURSCREEN = 1
; Use FME-7 (mapper 69) instead of MMC3 (mapper 4)
; FME7 = 1
; Pads title screen PPU data for easier modification
; PAD_TITLE_SCREEN_PPU_DATA = 1
; Expands various lookup tables so that more values can be added
; EXPAND_TABLES = 1
; Skip unnecessary bonus chance RAM copy
; BONUS_CHANCE_RAM_CLEANUP = 1
; Uses an alternative pointer method for music headers to allow for more segments
; EXPAND_MUSIC = 1
; Encode world tileset in unused 3 bits of area header byte 2
; AREA_HEADER_TILESET = 1
; Checks the CHR latch variable to reload the CHR data
; RESET_CHR_LATCH = 1
; Encode level engine object mode switch in unused 2 bits of area header byte 4
; ENABLE_LEVEL_OBJECT_MODE = 1
; Enables additional level engine features
; LEVEL_ENGINE_UPGRADES = 1
; Enables quicksand tile behavior outside of worlds 2 and 6
; ALWAYS_ALLOW_QUICKSAND = 1
; Use a tile attributes table for rather than TileSolidnessTable
; ENABLE_TILE_ATTRIBUTES_TABLE = 1
; Disables door pointers, so that area pointers are always required
; DISABLE_DOOR_POINTERS = 1
; Enables full-page door/vine searching so that entrances don't need to align
; ROBUST_TRANSITION_SEARCH = 1
; Use RAM address for player hitbox offset rather than PlayerDucking
; PLAYER_HITBOX = 1
.endinl