Re: [stella] Adventure Labeling Complete

Subject: Re: [stella] Adventure Labeling Complete
From: "Andrew Davie" <adavie@xxxxxxxxxxx>
Date: Fri, 14 Jun 2002 22:36:24 +1000
> 3. All memory pointers have been replaced with Labels so the code can be
> moved around at will with no damage to the program.

IMHO that is highly unlikely.  Shifting a table, for example, so that it
spans a page boundary where it didn't before... would add extra cycles to
access to that table over that boundary.  So the timing would be different,
and the screen would glitch.  Sometimes you'd barely notice it, sometimes it
would be in your face.  But just labeling stuff isn't enough to allow you to
move things around "with no damage to the program".  You have to understand
the consequences of placing things in certain positions, and what happens
when access time to that data changes as a consequence of where you put it.

Cheers
A

----- Original Message -----
From: "Joel Park" <joelp@xxxxxxxxxxxxxxxxxx>
To: <stella@xxxxxxxxxxx>
Sent: Friday, June 14, 2002 10:27 PM
Subject: [stella] Adventure Labeling Complete


> Hi everyone,
>
> Attached is the decompiled version of Adventure,  I've done.
>
> It's different from the original Adventure de-compile that was on the net.
> Most comments in the code have come from the original copy of Adventure
that
> was avaialble so I take no credit for them.
>
> 1. This version will compile with DASM..
> 2. At the end of each line there is a clock-tick count, for any lines that
> actually do something.
> 3. All memory pointers have been replaced with Labels so the code can be
> moved around at will with no damage to the program.
>
> A big thanks to everyone for all your help.
>
> Joel D. Park
>

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