Subject: [stella] Definitive Combat Disassembly From: "Roger Williams" <mer02@xxxxxxxxxxxxx> Date: Sat, 2 Mar 2002 14:07:26 -0800 |
Here it is -- the ultimate COMBAT
disassembly.
What does it have that you haven't
seen?
* Every single RAM location accounted
for
* Every single byte of ROM data tables accounted
for
* Every single branch and jump target
non-cryptically labelled
* Tables compile correctly even if you change the
length of the file
* Original Atari labels used for toplevel
routines
(thanks to Brian Prescott for Joe DeCuir's
lecture notes!)
* Find out how COMBAT manages Tank PONG missile
reflections
when it doesn't know whether you hit a
horizontal or vertical wall
* Explore COMBAT's byzantine and yet, during
play, barely
perceptible acceleration and
deceleration system
* Find out what mystery RAM locations $88, $A8,
and $AA do
* Find out what the mystery tables at L15F7,
L1637 do, and learn how
the SNDP sound pitch table is incorrectly
documented in NBCOMBAT
* Find out why GTIMER was misnamed in NBCOMBAT,
and how the length
of the game is really
controlled
* Look over Larry Wagner's shoulder from more
than 25 years in the
future and see which routines were
coded first, and what flags
and patches were obviously added as
last-minute tweaks
All in all, this is everything you should need to
make arbitrary
changes to COMBAT without guessing. By
recompiling to a 4K ROM
(a very trivial change) it should be
straightforward to add new
mazes, backgrounds, and even game
variations. Enjoy!
--Roger Williams
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Attachment:
dicombat.asm
Description: Binary data
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