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 > > > > > > > -------------------------------------------------------------------------- -------------------- > > Archives (includes files) at http://www.biglist.com/lists/stella/archives/ > > Unsub & more at http://www.biglist.com/lists/stella/ > > > > > > -------------------------------------------------------------------------- -------------------- > Archives (includes files) at http://www.biglist.com/lists/stella/archives/ > Unsub & more at http://www.biglist.com/lists/stella/ > > ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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