Search found 2276 matches

by 3gengames
Wed Oct 07, 2020 7:24 am
Forum: Other Retro Dev
Topic: Reverse Engineering DEFENDER (Arcade, 1980) live on Twitch
Replies: 6
Views: 7086

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

That sounds like a nightmare, haha. Interesting CPU, I never heard of it before. I'm not much of a Intel-type, fan, though. More 6502 and 6809 as I don't hate myself enough to learn the Intel-like stuff. :twisted: :roll:
by 3gengames
Wed Oct 07, 2020 7:11 am
Forum: NESdev
Topic: Duck Hunt Reverse Engineering
Replies: 10
Views: 6082

Re: Duck Hunt Reverse Engineering

they are 3 parabolic curves. So there is an X/Y and Z curve. Which then get scaled. Unless there is some other aspect you need to know. If you look at the code I send you it should have it mostly figured out. Yeah, I looked at it, but didn't want to just rip my comments/docs out of yours! I just ha...
by 3gengames
Tue Oct 06, 2020 5:35 pm
Forum: Other Retro Dev
Topic: Reverse Engineering DEFENDER (Arcade, 1980) live on Twitch
Replies: 6
Views: 7086

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

I didn't stream the disassembly after the first sessions sadly, just wasn't pulling viewers and I was disassembling it sporadically. But, it's basically done now! Code Link Here's a rundown of the best parts of this code that I posted on a 6809 group elsewhere. One really cool thing about Defender i...
by 3gengames
Tue Oct 06, 2020 5:22 pm
Forum: NESdev
Topic: Duck Hunt Reverse Engineering
Replies: 10
Views: 6082

Re: Duck Hunt Reverse Engineering

Bumping, just because there's been a lot more done.

Duck portion is basically 100% known. I still need to solve the pigeon movement, but clarified the states a bit.

Code Link
by 3gengames
Sun Sep 06, 2020 10:26 pm
Forum: NESdev
Topic: Mike Tyson's Punch-Out Disassembly
Replies: 65
Views: 25644

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: 6
Views: 7086

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: 6
Views: 7086

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: 6
Views: 7086

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: 10
Views: 6082

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: 10
Views: 6082

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: 10
Views: 6082

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: 10
Views: 6082

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: 23179

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: 7378

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: 7378

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.