Subject: [stella] Battlezone "Crash" analysis From: Manuel Polik <cybergoth@xxxxxxxx> Date: Thu, 31 Oct 2002 15:39:27 +0100 |
Happy Halloween everybody! Ok, I'm done with analyzing how the "Crash" scene is done in Battlezone. Basically just some random *noise* is produced over the essential registers for P0/P1/M0/M1. Once everything is *seeded*, just some 165 STA WSYNC STA HMOVE are executed, to finish the screen. Attached is my partial reverse-engineering, focusing on that effect only. It will compile into a bit-perfect NTSC 8K Battlezone, so it will at least save you any 8K Distella troubles ;-) The variable names I "found" will work fine for the understanding of the trick, though in the context of the whole game, their meaning might be slightly different/enhanced. For the rest of the day I decided to celebrate Halloween with playing Diablo 2, so you've to wait until tomorrow, if you'd like to see the effect in Star Fire :-) Trick or Treat, Manuel
Attachment:
battle.zip
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