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trip6 Account closed
Registered: Jan 2007 Posts: 51 |
Berzek for C64
Hello... I recently recieved assembler source code for Berzerk video game. I was told that I would have to use CCS65 to compile it. However, I am quickly realizing that I have no idea how to do this in CCS65. Can some one help me our compile this for me with CCS65 if I sent the source code? All help is appreciated, I'd love to get a port of this classic on the C64.
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Scout
Registered: Dec 2002 Posts: 1570 |
Quote: me *pray* that Martin Piper will do c64 berzerk....
Get real.
Fun thread tho; a little cute space for Lemon64 users on csdb.
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T.M.R Account closed
Registered: Dec 2001 Posts: 749 |
Fungus was talking about doing it a while back and i did a bitmap logo - if anyone gets working code going, get in touch if y'want it. =-) |
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Scout
Registered: Dec 2002 Posts: 1570 |
Quote: Fungus was talking about doing it a while back and i did a bitmap logo - if anyone gets working code going, get in touch if y'want it. =-)
I hope the code is for an Atari 2600, developed in C and using hardware sprites?
(lol) |
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Heaven Account closed
Registered: Jul 2008 Posts: 102 |
Scout... I joined this discussion simply because I have done some conversions (f.e. Venus Express from Aleksi Eben with the well documented sources) and Metagalactic Llamas from VIC20 to Atari800).
And I am coding my RPG with soft sprite routines since two years (ok...what a progress... ;)) but since for few weeks I switched from bitmap modus on A800 to "c64"-like custom font model for the later port...
and because of researches I made regarding soft sprite routines (Zone Ranger, Gremlins, Bubble Bobble etc) I tend to say that it is more likely that you can get over the Atari Version of Berzerk to C64 as it seems to use not much complicated Atari chipset related stuff...
So... I am not kidding here...
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Martin Piper
Registered: Nov 2007 Posts: 722 |
Quote: Martin,
so...why not take the DIS6502 file of the Atari Version and have a go from there?
I had a spare chunk of time, DIS6502 is quite good as long as I ignore the terrible UI :). At least it helps find graphics and separate data and code blocks. The disassembly is only 2235 lines long of code mixed with data. Hmm...
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Heaven Account closed
Registered: Jul 2008 Posts: 102 |
oh. that's cool. DIS6502 is very handy esp. when labeling stuff. you can double click on the label and jump through the code forwards and backwards.
but yes...GUI sux... ;) but more sux that there is no page up/down in the windows possible.
did you make a memory snapshot? or did you load the cart-image? because you have to be carefull as the .PRG files out there might be packed so there are more file segments included... (as Atari can simply link several files into one file...not like the 4 byte header c64 ones).
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Peiselulli
Registered: Oct 2006 Posts: 81 |
I used this
http://www.hex-rays.com/idapro/
to disassemble "boulder dash" for this release
Boulder Dash DTV final + Source
I tested DIS6502 too, but I thought IDA was better to handle ...
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chatGPZ
Registered: Dec 2001 Posts: 11386 |
IDA certainly is the best :) |
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iAN CooG
Registered: May 2002 Posts: 3195 |
Quote: oh. that's cool. DIS6502 is very handy esp. when labeling stuff. you can double click on the label and jump through the code forwards and backwards.
but yes...GUI sux... ;) but more sux that there is no page up/down in the windows possible.
did you make a memory snapshot? or did you load the cart-image? because you have to be carefull as the .PRG files out there might be packed so there are more file segments included... (as Atari can simply link several files into one file...not like the 4 byte header c64 ones).
There are no such things as "segments" on C64 prgs or carts, it's only an exact dump of linear memory beween 2 addresses, so linked parts must be already at the right address or relocated at runtime. |
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Martin Piper
Registered: Nov 2007 Posts: 722 |
Quote: I used this
http://www.hex-rays.com/idapro/
to disassemble "boulder dash" for this release
Boulder Dash DTV final + Source
I tested DIS6502 too, but I thought IDA was better to handle ...
I agree IDAPro is the best, but my licensed copy is on a different PC that is currently somewhere on a boat in the Pacific being transported to my new home.
That said, the disassembly produced by DIS6502 has let me get the Berzerk code up and running on a C64 with the code reloacted to a suitable memory address and it not trying to change ZP$01 all the time. :) So right now the Berzerk code appears to be running in a tight loop updating lots of locations in ZP to about $0380. Interestingly the loop it is running in uses very little stack stack, about five bytes. This memory access is of course being displayed by telling VIC to display the "screen" starting at $0000. :)
Next step is to hook the places where they display the screen and sprite data.
Would anyone like the code produced so far posted on Codebase?
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