Jump to content
IGNORED

Asteroids source/disassembly?


Feralstorm

Recommended Posts

Thanks again for the disassembly. I'm in the middle of a hack which will get lost in the wealth of Asteroids hacks out there, along with a test or two of graphic experiments. I'm just a bit-hacker, but there's a lot one can do in bit hacking when one has a roadmap.

 

Which leads me to a follow-up question for anyone willing to listen. Is there a way (with bit-hacking) to disable the difficulty switch check? My goal is to set the UFOs as on regardless of the switch position.

 

Thanx in advance

Link to comment
Share on other sites

Which leads me to a follow-up question for anyone willing to listen. Is there a way (with bit-hacking) to disable the difficulty switch check? My goal is to set the UFOs as on regardless of the switch position.

:idea: Search for SWCHB (probably BIT SWCHB) and where the two highest bits are checked (probably by bpl/bmi and bvc/bvs).

Link to comment
Share on other sites

Thanks again for the aid. I managed to do what I was shooting for mostly by trial and error, since I was bit-hacking as opposed to assembly-hacking. Sorta like turning on and off lamps in your home by pounding the circuit breaker with a hammer. :) No apparent side-effects so far, so I'm hopeful.

 

I also stared over, using Sadistroids as a baseline this time (since it already had a few things I wanted already in place.) Hope you don't mind... eheh.

 

Getting close to done either way - watch this space.

Link to comment
Share on other sites

  • 2 weeks later...
Okee-doke.

 

I'm beta-testing/playtesting and tweaking, mostly so the "slow" game doesn't totally kick my ass. :)

939741[/snapback]

 

In cases of checking just to make sure that the game mechanics work as expected, I usually add in cheat options to the assembly file (most game cheats are easily added by looking though the listing for collision register checks). For example:

 

      BIT CXPPMM;check player/player collisions
     BPL LXXXX;branch if no collision

 

...could be changed to be:

  IF CHEAT
     JMP LXXXX;always skip to the "no collsions" address
     NOP;extra byte
 ELSE
     BIT CXPPMM;check player/player collisions
     BPL LXXXX;branch if no collision
 ENDIF

 

Then at the top of the assembly, you can set CHEAT to be 0 or 1 before you assemble the binary.

 

'Course, not all games use collision registers ;)

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...