Out_of_Gas said:
Got the disassemble, Great job(as always)!
Nukey is the MAN!!!
That file is a very rough assembly...there's tons of vectors that weren't labelled yet.
I've found that the screens are numbered as multiples of 8...and 8 bytes are used for each one. This value is used as an offset for page $F000 to gather that screen's info (i.e. addresses $F000 to $F007 belong to the "zero" screen and so on). This is the data that each group of 8 bytes holds:
Offset 0 and offset 1 holds the address pointer to the GFX bitmap for that screen (more on this in a second). Offset 2 holds the playfield color (i.e. the "sky" and windows in the subway), while offset 3 holds the background color. Offset 4 through 7 holds the linked screen numbers when you move out of bounds...offset 4=up, 5=right, 6=down, and 7=left.
The GFX bitmaps of the screens are held at page $F200. Each screen uses 9 bytes of info (3 sets of PF0, PF1, and PF2 values)...and are arranged upside-down...i.e.:
Offset 0: PF2 for the bottom group
Offset 1: PF1 for the bottom group
Offset 2: PF0 for the bottom group
Offset 3: PF2 for the middle group
Offset 4: PF1 for the middle group
Offset 5: PF0 for the middle group
Offset 6: PF2 for the top group
Offset 7: PF1 for the top group
Offset 8: PF0 for the top group
...and the bitpattern for PF0 and PF2 are in reverse of PF1's.
A more complete disassembly will follow some time this weekend...I should be able to track down the remaining vectors by then