shoestring Posted December 29, 2016 Share 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 Link to comment Share on other sites More sharing options...
Rybags Posted December 29, 2016 Share 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 Link to comment Share on other sites More sharing options...
shoestring Posted December 29, 2016 Author Share 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 Link to comment Share on other sites More sharing options...
+JAC! Posted December 29, 2016 Share 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 Link to comment Share on other sites More sharing options...
shoestring Posted December 29, 2016 Author Share 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 Link to comment Share on other sites More sharing options...
Yautja Posted December 29, 2016 Share 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 Link to comment Share on other sites More sharing options...
shoestring Posted December 29, 2016 Author Share Posted December 29, 2016 What a great read. Thanks for posting that. 1 Quote Link to comment Share on other sites More sharing options...
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