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#26 Nukey Shay OFFLINE  

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Posted Fri Mar 18, 2005 4:38 PM

Nope...the only thing that I'm working on is doing the labelling - enough to the point that the program can be divided up between 2 banks...then add in animation tables for each of the objects. The game kernal is very similar to Adventure's, so once it's done it will be very easy to add in GFX frames, screens, etc. much like you would do with 8k Adventure's "tutorials".
Here's a copy of the disassembly so far:

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#27 atwwong OFFLINE  

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Posted Fri Mar 18, 2005 6:12 PM

Ooo... when Nukey does labelling and stuff like bankswitching, magic can happen! ;) Great work, Out_of_Gas (you never are!).

#28 Out_of_Gas OFFLINE  

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Posted Fri Mar 18, 2005 11:23 PM

Got the disassemble, Great job(as always)!
Nukey is the MAN!!!

#29 Out_of_Gas OFFLINE  

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Posted Fri Mar 18, 2005 11:30 PM

WOW, 12 downloads!
Thanks to those that downloaded this. I am honored. :D
Kudos to s0c7 for his help on this too.

#30 Out_of_Gas OFFLINE  

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Posted Sat Mar 19, 2005 12:08 AM

Cart Mock-up. Cant really call it "Greatest American Hero".
So heres the Greatest Hero!

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  • gac1.jpg


#31 StanJr OFFLINE  

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Posted Sat Mar 19, 2005 12:18 AM

love the label, but homeboy has one wicked huge hand! :o

#32 Out_of_Gas OFFLINE  

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Posted Sat Mar 19, 2005 12:21 AM

LOL, he originally carried a pizza on the other hand LOL!!

#33 Nukey Shay OFFLINE  

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Posted Sat Mar 19, 2005 12:38 AM

Got the disassemble, Great job(as always)!
Nukey is the MAN!!!


That file is a very rough assembly...there's tons of vectors that weren't labelled yet.
I've found that the screens are numbered as multiples of 8...and 8 bytes are used for each one. This value is used as an offset for page $F000 to gather that screen's info (i.e. addresses $F000 to $F007 belong to the "zero" screen and so on). This is the data that each group of 8 bytes holds:
Offset 0 and offset 1 holds the address pointer to the GFX bitmap for that screen (more on this in a second). Offset 2 holds the playfield color (i.e. the "sky" and windows in the subway), while offset 3 holds the background color. Offset 4 through 7 holds the linked screen numbers when you move out of bounds...offset 4=up, 5=right, 6=down, and 7=left.

The GFX bitmaps of the screens are held at page $F200. Each screen uses 9 bytes of info (3 sets of PF0, PF1, and PF2 values)...and are arranged upside-down...i.e.:
Offset 0: PF2 for the bottom group
Offset 1: PF1 for the bottom group
Offset 2: PF0 for the bottom group
Offset 3: PF2 for the middle group
Offset 4: PF1 for the middle group
Offset 5: PF0 for the middle group
Offset 6: PF2 for the top group
Offset 7: PF1 for the top group
Offset 8: PF0 for the top group
...and the bitpattern for PF0 and PF2 are in reverse of PF1's.

A more complete disassembly will follow some time this weekend...I should be able to track down the remaining vectors by then :)

#34 Nukey Shay OFFLINE  

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Posted Sat Mar 19, 2005 4:51 AM

Current version has all of the screens mapped out...

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#35 Nukey Shay OFFLINE  

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Posted Sat Mar 19, 2005 6:37 PM

First 8k version...
Some tables must remain on the same page as others...but most of them can be moved around. Next step is to add in tables for each animation (rather than using immediate values loaded directly).

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#36 Out_of_Gas OFFLINE  

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Posted Sun Mar 20, 2005 12:10 AM

Nukey is DA MAN!!!!
Bar none! :D

#37 Nukey Shay OFFLINE  

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Posted Sun Mar 20, 2005 2:20 AM

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! :D 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!

Attached Files



#38 Out_of_Gas OFFLINE  

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Posted Sun Mar 20, 2005 4:48 AM

You are the best!!!
Thank you so very much! :D

#39 Out_of_Gas OFFLINE  

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Posted Sun Mar 20, 2005 4:51 AM

WIll have major update on Sunday!! :D
Thank you again Nukey.

#40 mos6507 OFFLINE  

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Posted Sun Mar 20, 2005 4:56 AM

You'd probably want to change the engine some to accomodate it, but this disassembly might make a good foundation for a Batman game, something Warner Communications really should have delivered when they had the chance.

#41 Out_of_Gas OFFLINE  

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Posted Sun Mar 20, 2005 3:20 PM

Ok, should have update today(SUNDAY)
Now there is 3 energy zapping orbs(each with animations).
Working on sprite colors, and hopefully soon I will have a update.
Big thanks again to Nukey!

#42 Out_of_Gas OFFLINE  

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Posted Mon Mar 21, 2005 1:03 AM

Will have a update on Monday

#43 Out_of_Gas OFFLINE  

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Posted Tue Mar 22, 2005 2:50 PM

Ok. First version under 8k.
Changed colors of almost everything, as well as most shapes.
Still need to smooth out flying though.

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#44 Out_of_Gas OFFLINE  

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Posted Tue Mar 22, 2005 4:04 PM

Thanks to Nukey, for making this incredible 8k version of Superman,.
He ROCKS!!!

#45 doctorclu OFFLINE  

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Posted Thu Apr 11, 2019 12:42 PM

All set to go icon_smile.gif 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! icon_mrgreen.gif 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? icon_smile.gif

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?



#46 Nukey Shay OFFLINE  

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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.

 

Attached Files



#47 doctorclu OFFLINE  

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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...

Screen Shot 2019-04-16 at 5.25.58 AM.png

 

Looks like the screen background code that you detailed has two sections.

 

Screen Shot 2019-04-16 at 5.25.28 AM.png

 

Looks like the above code covers the top portion of the screen:

 

Screen Shot 2019-04-16 at 5.26.06 AM.png

 

So where is the bottom portion defined?

 

Screen Shot 2019-04-16 at 5.26.17 AM.png

 

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



#48 Nukey Shay OFFLINE  

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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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