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Old 23 May 2023, 17:38   #81
phx
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Quote:
Originally Posted by denis2342 View Post
After some thinking, that would not work. The jumptable is relative to L00B0 and that value needs to be used for the JMP instruction.
Then it's
L00B0+2
now, making the jump-table entry
dc.w L009C-L00B0+2
.

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So just put the label somewhere near and don't use the +2.
The IRA reassembler, for example, uses an offset like +2 in all cases where the referenced address is not aligned with an instruction. Another solution would be to output the JMP-instruction opcode as data, and then the label, which I consider ugly.
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Old 24 May 2023, 13:34   #82
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Originally Posted by jotd View Post
I would not call that "source".
It's a bit big, and bear no great interest. It's not commented, and most of it is raw assembly data. Most of them would need rework before reassembling (apart from Battlechess)
The interesting part is the resourced AmigaOS LVOs and sometimes some information about how the protection must be removed.

ok, I've uploaded the whole load here: http://jotd.free.fr/resourced_games/
It is down is it shared elsewhere?
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Old 24 May 2023, 16:54   #83
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Wayback Machine


https://web.archive.org/web/20140802...sourced_games/

PS.
rename .asm.gz in .asm
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Old 24 May 2023, 17:39   #84
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Thanks I tried it but failed apparently
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Old 26 May 2023, 20:43   #85
zenox98
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Quote:
Originally Posted by jotd View Post
I would not call that "source".
It's a bit big, and bear no great interest. It's not commented, and most of it is raw assembly data. Most of them would need rework before reassembling (apart from Battlechess)
The interesting part is the resourced AmigaOS LVOs and sometimes some information about how the protection must be removed.

ok, I've uploaded the whole load here: http://jotd.free.fr/resourced_games/

Jotd, any chance of a new download for this or maybe dump it on the ftp here?
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Old 26 May 2023, 21:03   #86
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of course. But I changed the way I'm storing the disassemblies. So I have to code a script to include them all.

The trick on webarchive to remove the .gz extension seems to work. Seems that they unpacked without renaming... Still tedious to download files one by one...

EDIT: first part of disassemblies in that archive: https://www.dropbox.com/s/tvk4s16k06..._exes.zip?dl=0

Last edited by jotd; 18 June 2023 at 22:49.
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Old 04 July 2023, 15:52   #87
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Alien Breed SE disassembly have been worked a bit more & transferred to github: https://github.com/hitchhikr/alienbreed
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Old 04 July 2023, 16:53   #88
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"builds to a working game" is a very important part. That's the only way to check that you have covered everything, even if some parts remain non reversed
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Old 26 July 2023, 23:35   #89
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Driller source code transferred to github since some guy from ScummVM crew found it useful and used it to implement the Incentive Software's FreeScape engine in that application and wanted an easy way to reference it.

https://github.com/hitchhikr/driller

Last edited by hitchhikr; 26 July 2023 at 23:49.
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Old 08 August 2023, 08:45   #90
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Thank you Jotd for the disassemblies - very much appreciated.
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Old 08 August 2023, 11:33   #91
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I still have to archive & upload the other part. I changed the way I'm storing them on my machine at some point (and those aren't on any server or github, too big and not that interesting)
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Old 17 August 2023, 20:06   #92
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Zool 2 source code here (with some more bugs removed):

https://github.com/hitchhikr/zool2

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Has anyone managed to get either the Zool 2 code or the Alien Breed SE code to run? I can assemble them without any errors or warnings, but when I run Zool 2 I just a red screen and when I run AB SE I just get a green screen. Anyone have any ideas what I'm doing wrong or is anyone having the same issues?
For ABSE the green screen means it can't open a file so you probably missing some.
For Zool 2 the red screen means that you need lowlevel.library in you libs: directory.
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Old 05 September 2023, 00:40   #93
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Originally Posted by hitchhikr View Post
Zool 2 source code here (with some more bugs removed):

https://github.com/hitchhikr/zool2
Nice. I wonder if there is a way to improve the background parallaxe by "slicing" it like it is done is Mr Nutz or Kid Chaos (and like consoles versions). Was it made using copper magic ?
The design of the background seems made to use this technique.
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Old 06 September 2023, 07:55   #94
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Into The Eagle's Nest: https://github.com/hitchhikr/eaglenest
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