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Believe it or not(sing along)!


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#26  

    Sheik Yerbouti

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Posted Fri Mar 18, 2005 4:38 PM

Nope...the only thing that I'm working on is doing the labelling - enough to the point that the program can be divided up between 2 banks...then add in animation tables for each of the objects. The game kernal is very similar to Adventure's, so once it's done it will be very easy to add in GFX frames, screens, etc. much like you would do with 8k Adventure's "tutorials".
Here's a copy of the disassembly so far:

Attached Files



#27  

    Stargunner

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Posted Fri Mar 18, 2005 6:12 PM

Ooo... when Nukey does labelling and stuff like bankswitching, magic can happen! ;) Great work, Out_of_Gas (you never are!).

#28  

    Dragonstomper

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Posted Fri Mar 18, 2005 11:23 PM

Got the disassemble, Great job(as always)!
Nukey is the MAN!!!

#29  

    Dragonstomper

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Posted Fri Mar 18, 2005 11:30 PM

WOW, 12 downloads!
Thanks to those that downloaded this. I am honored. :D
Kudos to s0c7 for his help on this too.

#30  

    Dragonstomper

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Posted Sat Mar 19, 2005 12:08 AM

Cart Mock-up. Cant really call it "Greatest American Hero".
So heres the Greatest Hero!

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  • Attached Image: gac1.jpg


#31  

    Web-slinger

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Posted Sat Mar 19, 2005 12:18 AM

love the label, but homeboy has one wicked huge hand! :o

#32  

    Dragonstomper

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Posted Sat Mar 19, 2005 12:21 AM

LOL, he originally carried a pizza on the other hand LOL!!

#33  

    Sheik Yerbouti

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Posted Sat Mar 19, 2005 12:38 AM

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 :)

#34  

    Sheik Yerbouti

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Posted Sat Mar 19, 2005 4:51 AM

Current version has all of the screens mapped out...

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#35  

    Sheik Yerbouti

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Posted Sat Mar 19, 2005 6:37 PM

First 8k version...
Some tables must remain on the same page as others...but most of them can be moved around. Next step is to add in tables for each animation (rather than using immediate values loaded directly).

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#36  

    Dragonstomper

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Posted Sun Mar 20, 2005 12:10 AM

Nukey is DA MAN!!!!
Bar none! :D

#37  

    Sheik Yerbouti

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Posted Sun Mar 20, 2005 2:20 AM

All set to go :) In this assembly, I unshared everything (it's possible to have different types of enemies or satellites, for example). Or the Daily Planet doorway with a globe that moves! :D All you need to do is edit the corresponding bitmaps and/or add in new ones (if adding some causes Dasm to report errors, just paste all the frames for that object on a different "page" of memory). When adding frames, you'll need to change that object's "Anim" table...listing each one by name and adjusting the AND value (see the example table SflyAnim for a better description of this).
NOTE: the color table is still a static number of bytes for each object...that would need correcting if you want the colors of objects to be able to move/change between frames).

Since you are currently interested in adding in W.Katt's spastic flying, I increased the number of frames for flying to 8 in this sample...notice the nice smooth animation of Supe's cape? :)

Final assembly + binary...hack away!

Attached Files



#38  

    Dragonstomper

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Posted Sun Mar 20, 2005 4:48 AM

You are the best!!!
Thank you so very much! :D

#39  

    Dragonstomper

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Posted Sun Mar 20, 2005 4:51 AM

WIll have major update on Sunday!! :D
Thank you again Nukey.

#40  

    River Patroller

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Posted Sun Mar 20, 2005 4:56 AM

You'd probably want to change the engine some to accomodate it, but this disassembly might make a good foundation for a Batman game, something Warner Communications really should have delivered when they had the chance.

#41  

    Dragonstomper

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Posted Sun Mar 20, 2005 3:20 PM

Ok, should have update today(SUNDAY)
Now there is 3 energy zapping orbs(each with animations).
Working on sprite colors, and hopefully soon I will have a update.
Big thanks again to Nukey!

#42  

    Dragonstomper

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Posted Mon Mar 21, 2005 1:03 AM

Will have a update on Monday

#43  

    Dragonstomper

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Posted Tue Mar 22, 2005 2:50 PM

Ok. First version under 8k.
Changed colors of almost everything, as well as most shapes.
Still need to smooth out flying though.

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#44  

    Dragonstomper

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Posted Tue Mar 22, 2005 4:04 PM

Thanks to Nukey, for making this incredible 8k version of Superman,.
He ROCKS!!!





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