Arkista's Ring Disassembly
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Arkista's Ring Disassembly
I managed to disassemble Arkista's Ring with disasm6 and it seems to compile with asm6. I don't have the time to add the proper labels to it. Anyway I have included the .asm file, the .chr file, and the .cdl file I used to make the rom in an attachment.
- Attachments
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- Arkista's Ring Source Code.zip
- (135.27 KiB) Downloaded 220 times
Last edited by mugenfighter on Mon Sep 14, 2015 6:45 am, edited 1 time in total.
Re: Arkista's Ring Source Code
You should call it a disassembly. Source code implies that it's the original developer's collection of .ASM files with all labels and comments intact.
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Re: Arkista's Ring Source Code
Is this just the straight output of the disassembler then? You might as well only post the CDL for now, since that's all someone else should need to produce the disassembly (and also is not violating copyright).
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Re: Arkista's Ring Source Code
Sorry I'm not good with this stuff.ccovell wrote:You should call it a disassembly. Source code implies that it's the original developer's collection of .ASM files with all labels and comments intact.
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Re: Arkista's Ring Source Code
Yeah, it does compile to a working rom though, I rushed though this topic when creating it.rainwarrior wrote:Is this just the straight output of the disassembler then? You might as well only post the CDL for now, since that's all someone else should need to produce the disassembly (and also is not violating copyright).
Re: Arkista's Ring Disassembly
The real question is does it still compile correctly if you add a byte to the middle somewhere. This would indicate that all pointers (both in code and in data) are not absolute 16-bit numbers.
It's not a true relocatable disassembly until all 16-bit numbers that are memory addresses are labels (possibly with + - offsets).
It's not a true relocatable disassembly until all 16-bit numbers that are memory addresses are labels (possibly with + - offsets).
Here come the fortune cookies! Here come the fortune cookies! They're wearing paper hats!
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Re: Arkista's Ring Disassembly
Here is the best cdl I can get. No other files included this time.
- Attachments
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- Arkista's Ring (U) [!].zip
- (1.67 KiB) Downloaded 196 times
Re: Arkista's Ring Disassembly
It's not just 16-bit numbers; you also have to have to handle the (extremely common on the 6502) case where a pointer is split into two immediate operands:Dwedit wrote:The real question is does it still compile correctly if you add a byte to the middle somewhere. This would indicate that all pointers (both in code and in data) are not absolute 16-bit numbers.
It's not a true relocatable disassembly until all 16-bit numbers that are memory addresses are labels (possibly with + - offsets).
Code: Select all
asl index
rol index+1
lda #<table
clc ; can omit if index is guaranteed to be < 32768
adc index
sta ptr
lda #>table
adc index+1
sta ptr+1
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Re: Arkista's Ring Disassembly
Sorry wrong file...mugenfighter wrote:Here is the best cdl I can get. No other files included this time.
- Attachments
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- Arkista's Ring (U) [!].zip
- (1.61 KiB) Downloaded 186 times
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Re: Arkista's Ring Disassembly
By the way, how can I learn what the disassembled code means? I'm still kind of new at this, but I want to learn how the game worked so I can recreate it in 32 bit Windows.
Edit: Sorry I haven't got time to work on a disassembly. I'm busy with stuff I can't go into now.
Edit (Again): My original goal was to have a working disassembly with comments, but again I'm busy.
Edit: Sorry I haven't got time to work on a disassembly. I'm busy with stuff I can't go into now.
Edit (Again): My original goal was to have a working disassembly with comments, but again I'm busy.
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Re: Arkista's Ring Disassembly
I had nothing better to do...
I'm trying to get a good cdl to work from.
Edit: I think I'm just trying to avoid the fact that I have no clue what I'm doing.
I'm trying to get a good cdl to work from.
Edit: I think I'm just trying to avoid the fact that I have no clue what I'm doing.
- Attachments
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- Arkista's Ring (U) [!].zip
- (1.58 KiB) Downloaded 194 times