Re: [stella] Adventure Labeling Complete

Subject: Re: [stella] Adventure Labeling Complete
From: "Joel Park" <joelp@xxxxxxxxxxxxxxxxxx>
Date: Sat, 15 Jun 2002 11:28:21 -0400
I didn't really understand it at first, but now thanks to advice from Brian
and Thomas,  I think I have all that stuff figured out.    In the labeled
version I posted, nothing has been moved yet, just labeled,  everything
should be exactly like the original.

----- Original Message -----
From: "Chris Wilkson" <ecwilkso@xxxxxxx>
To: <stella@xxxxxxxxxxx>
Sent: Friday, June 14, 2002 7:54 PM
Subject: Re: [stella] Adventure Labeling Complete


> I think Joel has already run into that problem while doing the
> disassembly.  I think what he means is that the program will still
> compile and run if moved.  It's true that the game might break,
> graphics wise, but it will still run.  And you can always take
> pieces of code and relocate them while keeping page boundaries
> properly aligned.
>
> -Chris
>
>
> On Fri, 14 Jun 2002, Andrew Davie wrote:
>
> >
> > > 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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