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PostPosted: Mon Jul 05, 2010 2:22 pm 
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tepples wrote:
tomaitheous wrote:
tepples wrote:
But it'd still be a heck of a job for a program to discover which are being used as local variables, especially when the low and high bytes of a pointer might not be stored together in ROM.

I don't follow you. Why would this be difficult?

How would your automatic translation program know whether a particular value left in some zero page location will be needed later by some other part of the program?


Because you would keep a 256byte section of ram just for ZP and indirect/pointer calculation. No different than what you would do in real time emulation. But with the opportunity of translating the original source, you can scan the entire source code for all jump/branch/starting points. From there, you can optimize instructions accordingly (look ahead for compounding multiple instructions into less or single ones, etc).


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PostPosted: Tue Jul 06, 2010 6:45 pm 
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Just got through playing it. The A and B buttons are reversed. It's a pain.


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PostPosted: Sat Jul 10, 2010 10:49 pm 
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Mairtrus just released a new version:

Quote:
Version 1.4.1 released!! http://www.fileden.com/files/2007/11/30/1616239//MULS_1.4.1.BIN
Changes since the last version:
- The pallete was replaced by a one more accurated. INFINITE thanks to localh for that.
- Some minor bugs around the whole code where fixed. Credits to Chilly Willy for some of them.
- The PPU emulation code was rearranged, so now (plus some minor things in some parts of the code) it SHOULD works on real hardware whitout graphical glitched and other shit. HUGE thanks to tascoDLX for ALL that.
- A small error in the musics was fixed (the D4 and D#4 notes was using the D4 frequency). Thanks to Bibin who reminds me to fix this.
- According to Sik (he said it first...), now in main screen the number of players is selected with the Up/Down buttons. Now the A and C buttons does the same function. Plus, the joypads are initilized properly, so now the joypad 2 works in Fusion (an I guess in real hardware too)
- The checksum routine now is gone (as you hear, space pirates), since it took less time hack it than it tooks to me create it.
- The new cheats are(always before the tittle screen): press "A" for enable the world selection cheat; press "Up" for set the screen in Interlace mode (as localh requested).

Enjoy it!!


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PostPosted: Sun Jul 11, 2010 8:17 am 
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- How did they get music and sound effects playing in separated channels?


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PostPosted: Sun Jul 11, 2010 8:42 am 
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Zepper wrote:
- How did they get music and sound effects playing in separated channels?

By using the original data but rewriting the playback code completely?


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PostPosted: Sun Jul 11, 2010 5:35 pm 
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mic_ wrote:
Zepper wrote:
- How did they get music and sound effects playing in separated channels?

By using the original data but rewriting the playback code completely?


- I hope you're not making fun of me..?


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PostPosted: Mon Jul 12, 2010 5:13 am 
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No, I'm just pointing out that that's what he did. Which should allow him to play different sounds through different channels.


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