Search found 2272 matches

by 3gengames
Sun Sep 06, 2020 10:26 pm
Forum: NESdev
Topic: Mike Tyson's Punch-Out Disassembly
Replies: 60
Views: 8557

Re: Mike Tyson's Punch-Out Disassembly

I was quite possibly going to do this game in the future, but looks like you're gonna beat me to it. If you need any help with what you're looking at, you can message me. I took apart Duck Hunt (4K SLOC) and Defender (12K 6809 SLOC) with a custom tool I made, and have looked at so much code I believ...
by 3gengames
Tue Jul 14, 2020 3:02 pm
Forum: Other Retro Dev
Topic: Reverse Engineering DEFENDER (Arcade, 1980) live on Twitch
Replies: 3
Views: 2944

Re: Reverse Engineering DEFENDER (Arcade, 1980) live on Twitch

Bumping this. Made some good progress, you guys might wanna check it out. Also gonna stream the next few hours if you guys wanna watch.
by 3gengames
Mon May 04, 2020 2:54 pm
Forum: Other Retro Dev
Topic: Reverse Engineering DEFENDER (Arcade, 1980) live on Twitch
Replies: 3
Views: 2944

Re: Reverse Engineering DEFENDER (Arcade, 1980) live on Twitch

drat, I missed it :( Haha, follow me, I'm only through like 1% of the games code so far. I'll be doing many more streams! Also, you can follow the github of the source I'm making if you wanna see some code comments and whatnot if you miss the stream. :) For now I'm trying to get together an intro f...
by 3gengames
Wed Apr 29, 2020 2:25 pm
Forum: Other Retro Dev
Topic: Reverse Engineering DEFENDER (Arcade, 1980) live on Twitch
Replies: 3
Views: 2944

Reverse Engineering DEFENDER (Arcade, 1980) live on Twitch

Hey NESDevers: After disassembling Duck Hunt, I rewrote my tool to work on more platforms and processors and be more expandable, and I'm now going to disassemble Defender by Williams Electronics Inc. If you're interested in the code, here is the github where the code will be deposited . Here is a li...
by 3gengames
Wed Mar 25, 2020 6:49 am
Forum: NESdev
Topic: Duck Hunt Reverse Engineering
Replies: 7
Views: 3155

Re: Duck Hunt Reverse Engineering

behind closed doors so the vultures don't get access to it ;) or get hints of what I'm up to. You do know that I have the full source mostly done, right? But that's fine, thanks for the hint of what that routine does/comments that I didn't have. I'll probably slightly poach your function comments t...
by 3gengames
Sun Mar 22, 2020 2:49 pm
Forum: NESdev
Topic: Duck Hunt Reverse Engineering
Replies: 7
Views: 3155

Re: Duck Hunt Reverse Engineering

mostly, I didn't care about the sound driver, I just worked out which function played which sfx. Since I wasn't using a PPU, I didn't care for the minute details of the PPU code either, such as sprite offsets or the particle code. Where is your source code? I actually did that game also because the...
by 3gengames
Sat Mar 21, 2020 10:13 am
Forum: NESdev
Topic: Duck Hunt Reverse Engineering
Replies: 7
Views: 3155

Re: Duck Hunt Reverse Engineering

I've also reversed Duck Hunt for reasons You might want to try https://csdb.dk/release/?id=149429 it is already fully featured and handles all the cases, such as split lo/hi rts tables etc. Did you get the whole thing done too? Your tool does look like a slightly more flexible version of mine: Scre...
by 3gengames
Sat Mar 21, 2020 12:08 am
Forum: NESdev
Topic: Duck Hunt Reverse Engineering
Replies: 7
Views: 3155

Duck Hunt Reverse Engineering

Hey guys, I recently had the idea of trying to get into streaming. I plan on doing reverse engineering of NES games on stream, going over the internals, finding and fixing bugs, unused data, etc. I made a tool to help me do this. I have been using it on duck hunt to basically prove it has enough fea...
by 3gengames
Wed May 22, 2019 6:04 pm
Forum: General Stuff
Topic: Single, precompiled program for both Windows and Linux?
Replies: 28
Views: 21173

Re: Single, precompiled program for both Windows and Linux?

Just wanting to put in my own two cents. All this stuff sucks because creating stuff from scratch outside of languages which require toolkits and such to make a UI is a complete and utter bitch, and it sucks. And it's 10x more code and headache for what should be 5% of your time. I totally understan...
by 3gengames
Tue Jan 15, 2019 6:39 pm
Forum: NESdev
Topic: Spike & killtile talk (collision vs representation)
Replies: 11
Views: 6501

Re: Spike & killtile talk (collision vs representation)

That's the sorta idea I had. That way if you don't save all tile info in another huge table of RAM you can still decide if they're hurt without as much math, but more objects to process, which I think it cheaper I'd bet.
by 3gengames
Tue Jan 15, 2019 4:11 pm
Forum: NESdev
Topic: Spike & killtile talk (collision vs representation)
Replies: 11
Views: 6501

Re: Spike & killtile talk (collision vs representation)

Dumb optimization idea, spawn an object and handle the hit detection against it with it in object code, and then just put background tiles as graphics like normal and remember when moved to re-adjust object data.
by 3gengames
Sun Jan 13, 2019 10:03 am
Forum: NESdev
Topic: Code organization with bank switching
Replies: 12
Views: 7630

Re: Code organization with bank switching

In early Arcade games, they would call a routine that was in RAM, and then jumped back in after switch to their PRG code from a table at the very beginning of the ROM for what subroutine they wanted to call. Also an okay way of doing it probably.
by 3gengames
Tue Dec 11, 2018 9:40 am
Forum: General Stuff
Topic: systemd[erp]
Replies: 8
Views: 4562

Re: systemd[erp]

If you bork moving from systemd to anything else, you have one shot, since it boots the entire system. (When installed) I think it's much more sane to just pick something that doesn't use it. On the BSD front, it's easy to have uptime when you don't support anything. They ever get uptime on a stock ...
by 3gengames
Mon Oct 29, 2018 6:29 pm
Forum: NESdev
Topic: Copying a pointer of a pointer to a pointer
Replies: 14
Views: 7170

Re: Copying a pointer of a pointer to a pointer

Increment Y instead. You're pulling a bad zeropage location by doing Pointer+1 because it then grabs the incorrect address because the location shouldn't change. With (ZP),Y, the location at $00ZP and $00ZP+1 is queried for the address, the value of Y is then added to that address pointer to by the ...
by 3gengames
Fri Sep 07, 2018 11:53 am
Forum: General Stuff
Topic: Makefile, how to make it react to any content included?
Replies: 42
Views: 17958

Re: Makefile, how to make it react to any content included?

I think Meson would be able to make it work, I don't see why it wouldn't. I moved my projects too it, MUCH less headache over all. You can list deps of an executable even if they're not a .c file, afaik.