Super Tech'Rex World 🦖: The Assembler Strikes Back 🌟
summary
Shows modifying a Super Mario World SNES ROM with assembly to change game behavior: uses LDA/STA to write to RAM address $7E0019 so the player stays large, clears the B-button bit in input registers to disable jumping, and repurposes B presses to spawn a custom projectile sprite. Demonstrates inserting code with community patching tools by hooking into free ROM space (JSL/JSR hooks and RTS returns), using PHA/PLA to manipulate the stack, and accounting for the game's 50 FPS timing.
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chapters (16)
- 0:00Project introduction
- 1:47Modified game demo
- 3:34Discovery age
- 4:17Assembler basics
- 12:49Assembly language and opcodes
- 15:37Player modification
- 18:27First modification result
- 24:05Modern assembler era
- 26:53Inserting code into game
- 30:05Stack and uses
- 31:50Contemporary era
- 33:35Sprite creation and spawn
- 36:22Frame management and button B
- 40:12Projectile firing and victory
- 40:33Game end in assembler
- 44:25Conclusion
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