Captain Cozmos Posted September 8 Share Posted September 8 (edited) Ripped graphics, sound and reprogrammed the rest. Eye sparkle and and pulsating star timing was a ***ch but I got as close to the original that I thought looked good enough. A lot of optimization over from what I took it from. Why? because I am a bad ass programmer. Also, because I could. Comments, likes, promotions...below. Possibilities.rom Edited September 8 by Captain Cozmos 2 1 Quote Link to comment Share on other sites More sharing options...
youki Posted September 8 Share Posted September 8 Now , we want the next 116 minutes of the film.😀 Quote Link to comment Share on other sites More sharing options...
+evg2000 Posted September 8 Share Posted September 8 pretty cool. Quote Link to comment Share on other sites More sharing options...
Captain Cozmos Posted September 8 Author Share Posted September 8 (edited) I disassembled the 2010 Text Adventure game off the DDP. It was in several parts of course. Loads into $C800 which transfers the title into memory, executes which starts the title and loads in the game itself. Then the end sequence loads in after completion. Everything overwrites each other after the part is no longer used. The title only plays once and then is discarded. The ending plays and the game is discarded. The title tune "ALSO SPRACH ZARATHUSTRA" could use improvement. I could probably fit the entire game on a cartridge with some type of password save game system like the old days. Both title and end screen graphics are full screen and not very good with compression. The Title uses mode 1 with a limited color table while the end "Jupiter" is mode 2 with a complete color table to match the patterns. That is 768x3 with no RLE so it takes up a lot along with 16k for the text database. All in all leaving 5k or so for an interpreter navigated with the controller and a password save scheme. Is it worth it or just something that you want but meh.... Edited September 8 by Captain Cozmos 1 Quote Link to comment Share on other sites More sharing options...
Captain Cozmos Posted September 8 Author Share Posted September 8 (edited) You have to think of ADAM Super Games as several programs on the DDP or Disk. They load in, do their thing and then are thrown out because something else needs that memory space. The major obstacle with disassembling these things are that when a portion of program A needs to address a portion of program B you have to make sure everything is in it's memory spot because it does not matter where it is on disk or ddp. Not to mention they are also calling the EOS and sometimes OS7. BTW, 2010 Text uses the Console routines in EOS. If it did not use the sprite for that red pointer I would have like to toy around by patching it to use the 40 column text mode. But then you would only have 2 colors and no sprites. Edited September 8 by Captain Cozmos 1 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
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.