shoestring #1 Posted December 29, 2016 (edited) As mentioned in the other thread here's the source for Uridium which I made from the original c64 game using Infiltrator disassembler. The uridium_dump.prg is the file I used to derive the source. I took the original tape image, loaded it up in VICE and set a breakpoint at $900 then dumped it. The build is quite simple, click on the batch file and it creates the two PRGs projectu.prg - uncompressed binary pjpu.prg - compressed binary ( exomized ) The source is far from perfect and I haven't had time to go through and comment the entire source or fix errors but hopefully it helps someone who is interested in porting a game to other systems, maybe even the Atari ? I don't know if anyone has noticed that Infiltrator disassembler does not handle opcode F8 / SED and represents this as data ( .byte $F8 ) Anyone know how to get in touch with the author ? I have included uridium.exl for Infiltrator disassembler in the archive which shows this ( see offset $0D77 ) c64uridium.zip Edited December 29, 2016 by shoestring 6 Quote Share this post Link to post Share on other sites
Rybags #2 Posted December 29, 2016 Cheers. I'll be giving this a good look over. Porting to standard A8 hardware would be a job and a half, compromises would be needed. But my objective is to investigate the feasibilty of porting to run on VBXE hardware. 2 Quote Share this post Link to post Share on other sites
shoestring #3 Posted December 29, 2016 Here is a table I created on my whiteboard to help identify and map some of the resources before and after initialization. SPRITE DATA: $4000-$47FF Bullets, Explosions, Manta Deployment Vehicle SPRITE DATA: $4C00-$4FFF Manta Explosion MINI GAME TILE DATA: $4800-$4BFF ( Before Initialisation ) $A600-$A9FF ( After Initialisation ) SPRITE DATA: $5000-$5BFF Manta CHRSET: $5C00 - $67FF Super dreadnought tiles ( Before Initialisation ) $D400-$DFFF ( After Initialisation ) , This address range becomes Sprite data for the Manta's shadow ( generated during initialization ). SPRITE DATA: $6800-6FFF Enemy sprites CHRSET: $7000-$73FF CHRSET: $7800-$7BFF CHRSET: $7C00-$7DFF Minigame tiles ( Before Initialisation ) $D200-$D3FF ( After Initialisation ) The game uses an 8x8 character set which is then expanded/decompressed such that each letter/number requires 8x16 pixels. 1 Quote Share this post Link to post Share on other sites
+JAC! #4 Posted December 29, 2016 Anyone know how to get in touch with the author ? Direct contact should not be a problem: https://twitter.com/uridiumauthor All of the Hewson games are still © and the rights are in use. Most of them are owned by Rebellion Games. Some though appears to still be with Hewson, see http://www.hypersentinel.com/. Paradroid and some more are on my "Todo list" but I stopped when I realized there will be legal trouble ahead... Quote Share this post Link to post Share on other sites
shoestring #5 Posted December 29, 2016 (edited) Sorry perhaps I wasn't clear. I meant the author of Infiltrator disassembler. Edited December 29, 2016 by shoestring Quote Share this post Link to post Share on other sites
Yautja #6 Posted December 29, 2016 Some "behind the scenes" notes from the author: http://uridiumauthor.blogspot.pe/2016/08/computer-development-in-30-years.html - Y - 1 Quote Share this post Link to post Share on other sites
shoestring #7 Posted December 29, 2016 What a great read. Thanks for posting that. 1 Quote Share this post Link to post Share on other sites