Battle City Disassembly

Discuss technical or other issues relating to programming the Nintendo Entertainment System, Famicom, or compatible systems.

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griever
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Joined: Thu Apr 05, 2007 1:34 pm

Battle City Disassembly

Post by griever » Sun Mar 23, 2008 4:22 am

Here it is. I fully admit, that this one is not so comprehensive as doppelganger's one. And it's not so accurate and exact as beneficii' s disassembly - I've made it by my own just for fun and haven't followed single rules for variable's and function names stuff and so on. The same rason I didn't translate comments into english (as you may see, it's not so good) - they are all in russian. However the code is modular - it can be reassembled anywhere. This is reassembled ROM with code moved at $8000 - $BFFF and added/removed/reallocated some data stuff. And this is battle city's APU player.

Well, this disassembly is not quite finished: I couldn't comment out sound engine: $EA51-$ED34. It's not so hard, but I just don't understand all this sound stuff... And it is not large, so maybe someone will be interested?

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maxzhou88
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Post by maxzhou88 » Sat Dec 27, 2008 11:31 pm

I very like the source code ! :P

griever
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Post by griever » Sun Dec 28, 2008 12:14 am

I'm glad that my Disassembly is not totally useless :)
BTW here is another thing, which I've made from source code - now game can generate random levels - I think, this option looks pretty interesting. There are bunch of other changes (51 new levels, enemies can grab bonuses with special effects, kinda boss levels and some others).

8bitMicroGuy
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Re: Battle City Disassembly

Post by 8bitMicroGuy » Wed Sep 11, 2019 3:37 am

Sorry for being 11 years late. I'd like to find this! This is a broken link.

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Memblers
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Re: Battle City Disassembly

Post by Memblers » Wed Sep 11, 2019 3:41 pm

This is why everyone should use forum attachments, when possible.

I did a search for the filename, and managed to find a working link here:
http://griever.magicteam.net/files/BC_Source_Int.rar

Here is the Battle City sound engine, that was easier to find.
http://magicteam.net/index.php?page=other

Attached them both so we're good for another 11 years, at least. :P
Attachments
bc_apu_player.rar
(79.4 KiB) Downloaded 196 times
BC_Source_Int.rar
(54.48 KiB) Downloaded 206 times

8bitMicroGuy
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Location: Croatia

Re: Battle City Disassembly

Post by 8bitMicroGuy » Thu Oct 10, 2019 10:03 pm

Memblers wrote:This is why everyone should use forum attachments, when possible.

I did a search for the filename, and managed to find a working link here:
http://griever.magicteam.net/files/BC_Source_Int.rar

Here is the Battle City sound engine, that was easier to find.
http://magicteam.net/index.php?page=other

Attached them both so we're good for another 11 years, at least. :P
Wow thanks! :D

I'm so glad that there's people who preserve old files like this ^^

So, now I'll be able to make my own Battle City hacks.
I think I'll make it like this:
1. Players start with 5 lives
2. Player tanks don't explode when losing a life, but instead blink like friendly fire and the squeak sound effect plays (like Level 2 shield tanks)
3. Player tanks can move faster and shoot faster and have 2 bullets by default. That way people won't complain at how the game is boring just because they're playing it for the first time.
4. The Star powerup does even more fancy shmancy powerupping
5. Powerups spawn sooner as well as enemy tanks which calls for a lot of action

What should I call it? Battle of the Impatient? XD

In ASM, I did some SMB1 hacks like making Mario not get hurt, but stop instead or making the timer not run. I was gonna use the timer as a health bar or ammo and keep Mario always big. But yeah. I hope this will be a good show :D

Oh, and did you know there's Parsec which is epic for online gameplay? Better than Netplay/VNC/remote/screenshare/VPN/VPS. I did some great stuff there!

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