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Updated skool file? #1
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Hiya! Afraid this disassembly suffers somewhat from being the first one I did - I've changed my formatting a lot since this was created, and whenever I pick it up to work on it these days, it tends to be to convert it to work more closely to the others... It's still very much a WIP - but I'm happy to disassemble that part at With data blocks it's always especially difficult to tell where they start and finish until you get further along, hence I probably skipped out on it, as when I converted it to another format (FUZE for Nintendo Switch) - I didn't do the game part, I focused more on the duel bonus round. It's a wonderful game - I'm looking forward to seeing what you make of it! Many thanks, Paul |
Hi Paul,
Thank you, it would be great if you would disassemble the block. I'm still
not sure how much of the code I can use, whether I can use semi-automatic
conversion as I have done for some other games, or I can only use the
overall structure but rewrite each routine, or I can use the graphics only.
It looks more hard-coded and less structured than other games I have
converted. I will also need to understand more about the data structure,
especially around the data block at $d07d.
I noticed a few things in the code myself:
- The routine at $6600 is for scrolling the screen right one door
- The routine at $6700 is for scrolling the screen left one door
- The routine at $5b9b is just junk copied from elsewhere in the code
($cbd0). In fact the whole area for $5b80 to $6000 appears to be a buffer
for various uses, e.g. scrolling. The jump block at the top is not there
during game play.
Thanks,
Rasmus
…On Mon, 17 Apr 2023 at 19:29, Paul Maddern ***@***.***> wrote:
Hiya!
Afraid this disassembly suffers somewhat from being the first one I did -
I've changed my formatting a lot since this was created, and whenever I
pick it up to work on it these days, it tends to be to convert it to work
more closely to the others... It's still very much a WIP - but I'm happy to
disassemble that part at $FD80 this coming weekend.
With data blocks it's always especially difficult to tell where they start
and finish until you get further along, hence I probably skipped out on it,
as when I converted it to another format (FUZE for Nintendo Switch) - I
didn't do the game part, I focused more on the duel bonus round.
It's a wonderful game - I'm looking forward to seeing what you make of it!
Many thanks,
Paul
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I found out by debugging that if you press Space and Shift together it calls the routine at $FD80, which breaks out of the ongoing game and returns to the title screen. That is unless you press some additional keys (A and Enter) in which case it appears to be doing something related to debugging. Anyway, it's not relevant for my conversion, so there's no need to disassemble it for my sake. |
Every time I pick this West Bank disassembly back up, I consider that it'd probably be easier to start again with it - but I did do a lot of work to it yesterday (Sunday) and TBH, it didn't go too badly! I've still got a bit of a "to-do" list to get through and then a bit of reorganising the labels (as I mentioned, this was actually my first disassembly so I hadn't really settled on any "format" for anything at the time). I'll see about pushing what I've got after work this evening. BTW, I tend to do "two passes" - the first is to just blanket document the code as it is, then I'll go through it again and add the comments, and then I'll go through it again and change the wording to be more "human readable". It can be a bit of a slow process doing it like this, but it helps me to understand what's going on. Also, thank you so so much for identifying the scrolling code blocks and the buffer area! I'd marked that buffer area as "ignore" in the control file - I think initially, I was a little confused about everything it was handling, so I thought I'd come back to it later :) |
Thanks to your source code, my TI-99/4A version is playable already. I have assigned a lot of meaningful labels, and you might be interested in taking a look at my source code in the state it's in now. I'm still sticking more or less to the Spectrum structure, and I have kept all the Z80 code next to the TMS9900 code. For performance, some sections are commented out and replaced by call to 'native' code. I can still do a lot to improve and optimize the code, but it's working surprisingly well as it is. I will post a video link when I have one. BTW, I'm also interested in converting some of your other disassemblies like The Hobbit and Way of the Exploding Fist. |
Oh my!!!! That's incredible! I'd love to see a video of it playing - that makes doing all these disassemblies very worth it 😄 About the other two disassemblies you mentioned; The Hobbit, there's probably enough of that done to be able to create something that'll work (I got a bit frustrated working on a Python script to do the "drawing" in animated frames, and put this down for a while...) but for Way of The Exploding Fist ... I'm afraid I've done/ confirmed very little of the actual gameplay itself. I don't tend to use a map/ trace file for my control files, I tried it initially but it produced so much incorrect stuff that I start from scratch these days. Meaning, I'm so sure that WOTEF is going to have code blocks that should be data blocks (and the other way around too...) that it'll likely need a lot more work to create something usable from what I've disassembled so far. |
Video of my TI-99/4A conversion: |
Wonderful!!! That's so awesome! 😍 Great work! |
Hi,
I have been looking at your disassembly with the aim of porting West Bank to the TI-99/4A, but I noticed that the committed skool file is not quite up to data with the HTML version at https://pobtastic.github.io/westbank/. For instance the labels NEW_GAME_0-19 are missing from the skool file. Would it be possible to commit the latest version?
I also noticed:
CAF8 | CALL $FD80
which is calling into 'Data block at FD00'.
Could that part be disassembled?
Thanks,
Rasmus
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