Here's a copy of the disassembly so far:
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Posted Fri Mar 18, 2005 4:38 PM
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Got the disassemble, Great job(as always)!
Nukey is the MAN!!!
Posted Sat Mar 19, 2005 4:51 AM
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Posted Thu Apr 11, 2019 12:42 PM
All set to go In this assembly, I unshared everything (it's possible to have different types of enemies or satellites, for example). Or the Daily Planet doorway with a globe that moves! All you need to do is edit the corresponding bitmaps and/or add in new ones (if adding some causes Dasm to report errors, just paste all the frames for that object on a different "page" of memory). When adding frames, you'll need to change that object's "Anim" table...listing each one by name and adjusting the AND value (see the example table SflyAnim for a better description of this).
NOTE: the color table is still a static number of bytes for each object...that would need correcting if you want the colors of objects to be able to move/change between frames).
Since you are currently interested in adding in W.Katt's spastic flying, I increased the number of frames for flying to 8 in this sample...notice the nice smooth animation of Supe's cape?
Final assembly + binary...hack away!
This is really cool. Love the aspect that you can have different bad guys. Is the color assigned randomly for the thugs or can that set for each thug?
Posted Fri Apr 12, 2019 2:46 AM
The game uses color tables (the original Superman game does, too). Each gfx and color table is specific to each character here...since I unshared all data.
In the original Superman game, color tables are *mostly* specific to the characters...the upper and lower color values are often shared between characters, satellite colors are taken from other characters. You can see the addresses used by the original game in the disassembly I used to create the Supercharger hack of the game. I just cut a few bytes of superfluous coding so that the data tables at the end of the Rom are shifted downward by a few bytes.
Posted Tue Apr 16, 2019 6:09 AM
Fascinating. I played with this a bit tonight and found out one thing.
On the bridge screen...
Looks like the screen background code that you detailed has two sections.
Looks like the above code covers the top portion of the screen:
So where is the bottom portion defined?
I figure the bottom portion of the screen is the same with the exception of one screen, the bridge screen.
(Hours later). I think I will be alright NOT hacking the lower portion of the bridge screen, but still kinda curious how this works. My guess is though the bridge screen is the playfield where the world ends and begins
Posted Wed Apr 17, 2019 1:33 PM
Hard coded exception at $F555 for that specific screen. The original game uses playfield temps to store bitmap data. On the bottom portion of the screen, zeros are saved to the PF0 and PF1 temps, and then a check is done for the bridge screen when updating the PF2 temp.
;* = $F555 LDY #$00 ;2 STY TempPF0 ;3 ram $E4 STY TempPF1 ;3 ram $E5 LDA $80 ;3 CMP #$0A ;2 BNE LF563 ;2 LDY #$C0 ;2 LF563: ;BNE destination STY TempPF2 ;3 ram $E6 JMP LF579 ;3
The 8k hack uses a simplified version without needing temps:
.noPlayfieldChange ;@64 ldy roomGraphicPtrs ; 3 = @67 get the graphic pointer LSB cpy #<BridgeRoom ; 2 = @69 bne .setPF2Graphics ; 2³= @71 ldy #%11000000 ; 2 = @73 draw gap for bridge chasm bne .drawRiver ; 3 = @76 always branch .setPF2Graphics ;@72 ldy #00 ; 2 = @74 nop ; 2 = @76 .drawRiver ;@76 ;-------------------------------------- sta GRP0 ; 3 = @3 draw object stx COLUP0 ; 3 = @6 sty PF2 ; 3 = @9 ldy #00 ; 2 = @11 sty PF0 ; 3 = @14 sty PF1 ; 3 = @17
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