Happy_Dude Posted March 28, 2004 Share Posted March 28, 2004 Distella only does 2 and 4k roms. How can I go about disassembling an 8k rom ? Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted March 28, 2004 Share Posted March 28, 2004 Distella only does 2 and 4k roms. How can I go about disassembling an 8k rom ? I have described that in the Programming forum some time ago. Quote Link to comment Share on other sites More sharing options...
Happy_Dude Posted March 28, 2004 Author Share Posted March 28, 2004 Distella only does 2 and 4k roms. How can I go about disassembling an 8k rom ? I have described that in the Programming forum some time ago. Thanks. I must have misspelled disassemble when I searched http://www.atariage.com/forums/viewtopic.php?t=3214& Quote Link to comment Share on other sites More sharing options...
Happy_Dude Posted March 28, 2004 Author Share Posted March 28, 2004 you wouldn't have a Centipede disassembly by any chance ? Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted March 28, 2004 Share Posted March 28, 2004 you wouldn't have a Centipede disassembly by any chance ? Though I have collected more than 50 DiStella configuration files, Centipede is not one of them. Sorry. Quote Link to comment Share on other sites More sharing options...
Happy_Dude Posted March 28, 2004 Author Share Posted March 28, 2004 Though I have collected more than 50 DiStella configuration files, Centipede is not one of them. Sorry. when I figure it out I'll send it to you. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted March 28, 2004 Share Posted March 28, 2004 Here you go. There are most definately some tags that haven't been detected, and all the vectors need labelling... Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted March 28, 2004 Share Posted March 28, 2004 Oops! Wrong origin tag in the first bank (should be $D000) Corrected: centipede_disassembly.zip Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted March 28, 2004 Share Posted March 28, 2004 Label LDF10 holds the offsets (low bytes) for the digits' bitmap start addresses...you can save half of the memory devoted to the bitmaps by reorganizing them like this: ;erase all data between LDF10 to LDF70, and add this: LDF10: ;digit look up table... .byte <Digit0 .byte <Digit1 .byte <Digit2 .byte <Digit3 .byte <Digit4 .byte <Digit5 .byte <Digit6 .byte <Digit7 .byte <Digit8 .byte <Digit9 .byte <DigitSpace .byte <DigitXtra ;bitmaps Digit1: .byte $0E; | XXX | $DF1C Digit7: .byte $0E; | XXX | $DF1D .byte $0E; | XXX | $DF1E Digit4: .byte $0E; | XXX | $DF1F Digit9: .byte $0E; | XXX | $DF20 .byte $0E; | XXX | $DF21 .byte $0E; | XXX | $DF22 Digit8: .byte $FE; |XXXXXXX | $DF23 .byte $CE; |XX XXX | $DF24 .byte $CE; |XX XXX | $DF25 Digit6: .byte $FE; |XXXXXXX | $DF26 .byte $CE; |XX XXX | $DF27 .byte $CE; |XX XXX | $DF28 Digit2: .byte $FE; |XXXXXXX | $DF29 .byte $C0; |XX | $DF2A .byte $C0; |XX | $DF2B Digit3: .byte $FE; |XXXXXXX | $DF2C .byte $0E; | XXX | $DF2D .byte $0E; | XXX | $DF2E Digit5: .byte $FE; |XXXXXXX | $DF2F .byte $0E; | XXX | $DF30 .byte $0E; | XXX | $DF31 .byte $FE; |XXXXXXX | $DF32 .byte $C0; |XX | $DF33 .byte $C0; |XX | $DF34 Digit0: .byte $FE; |XXXXXXX | $DF35 .byte $CE; |XX XXX | $DF36 .byte $CE; |XX XXX | $DF37 .byte $CE; |XX XXX | $DF38 .byte $CE; |XX XXX | $DF39 .byte $CE; |XX XXX | $DF3A .byte $FE; |XXXXXXX | $DF3B DigitSpace: .byte $00; | | $DF3C .byte $00; | | $DF3D .byte $00; | | $DF3E .byte $00; | | $DF3F .byte $00; | | $DF40 .byte $00; | | $DF41 .byte $00; | | $DF42 DigitXtra: .byte $38; | XXX | $DF43 .byte $6C; | XX XX | $DF44 .byte $6C; | XX XX | $DF45 .byte $7C; | XXXXX | $DF46 .byte $54; | X X X | $DF47 .byte $BA; |X XXX X | $DF48 .byte $C6; |XX XX | $DF49 ORG $DF70 They will look different, but it will leave $DF4A to $DF6F free Quote Link to comment Share on other sites More sharing options...
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