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Author Topic: Bloodwych Amiga Disassembly  (Read 8477 times)

Hungry Horace

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Re: Bloodwych Amiga Disassembly
« Reply #75 on: March 20, 2016, 06:14:05 PM »

Ok, so i added the crack to the game without WHDLoad (i.e. direct into the source code) and then recompiled it.

Mostly as a test to see if we had re-sizabel code yet.

There are a few graphical glitches - the bottom graphic for the shield, and the way the characters are being drawn (haywire colours) , but actually nothing major imho.

Hopefully i can locate the code for these two items and see if we still have any outstanding addresses as long-words etc.

Definate progress though :)


EDIT:

First graphical glitch fixed.... one of them-there long addresses!  (this one is for the Avatar/Shield graphic


Code: [Select]
;move.l #adrL_01000A,d7 ;2E3C0001000A
move.l #$0001000A,d5 ;2A3C00010008



I found a similar one, which appears to jump to the middle of the "level object data" , so i *think* this would need fixing also, but i admit, i don't know what it does (i couldnt see any change as a result of fixing it)

Code: [Select]
;add.l #adrL_010040,d5 ;068500010040
add.l #$00010040,d5 ;068500010040;


And one more...


Code: [Select]
;move.l #adrL_04080C,adrEA00B4C0.l ;23FC0004080C0000B4C0
move.l #04080C,adrEA00B4C0.l ;23FC0004080C0000B4C0


This one is an easy spot because #0004080C are the mask colours used throughout the game :)

(probably this one should be set up as a fixed number with EQU eventually - might help spot certain bits of code!)
« Last Edit: March 20, 2016, 09:47:20 PM by Hungry Horace »
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Hungry Horace

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Re: Bloodwych Amiga Disassembly
« Reply #76 on: March 20, 2016, 09:46:35 PM »

nailed another one... definately at least part of the cause of the graphical glitches:

Code: [Select]
adrCd00AD2E:
add.l #$000396F0,a1 ;D3FC000396F0 ;Long Addr replaced with Symbol

This is erroneously replaced as a number, and *does* refer to a label :)


I think the label should be GFX_Bodies  (396F0 - $3A4 = $3934C, which appears to be that) ... however, it's not fixing it here, so maybe i've made some other fix above incorrectly, and i should probably revert back to 002 and add  each fix in turn!

edit : (again)

fixed code:
Code: [Select]
add.l #GFX_Bodies,a1 ;D3FC000396F0
:D

I have a modification to the main menu text which therefore affects the entire game (in terms of offsets) ....   i've also taken out the copy protection, using the above mentioned new code....  the fact that all the graphics now appear correctly, and the game seems to run, is a major breakthrough i think :)
« Last Edit: March 20, 2016, 10:45:51 PM by Hungry Horace »
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MadMunky

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Re: Bloodwych Amiga Disassembly
« Reply #77 on: March 22, 2016, 07:21:40 AM »

I don't know what any of this means but keep up the good work all, seems like your making good progress in understanding the source. :)
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Hungry Horace

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Re: Bloodwych Amiga Disassembly
« Reply #78 on: March 22, 2016, 07:28:06 PM »

I don't know what any of this means but keep up the good work all, seems like your making good progress in understanding the source. :)

In summary - fixing the above items, we can now re-compile the amiga BW disassembly.

All of this means more labels are getting put in, slowly building up a more readable source code :)

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because winuae is made of code and your amiga is made of stuff

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Hungry Horace

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Re: Bloodwych Amiga Disassembly
« Reply #79 on: June 25, 2017, 09:58:21 AM »

nailed another one... definately at least part of the cause of the graphical glitches:

Code: [Select]
adrCd00AD2E:
add.l #$000396F0,a1 ;D3FC000396F0 ;Long Addr replaced with Symbol

This is erroneously replaced as a number, and *does* refer to a label :)


I think the label should be GFX_Bodies  (396F0 - $3A4 = $3934C, which appears to be that) ... however, it's not fixing it here, so maybe i've made some other fix above incorrectly, and i should probably revert back to 002 and add  each fix in turn!

edit : (again)

fixed code:
Code: [Select]
add.l #GFX_Bodies,a1 ;D3FC000396F0
:D

I have a modification to the main menu text which therefore affects the entire game (in terms of offsets) ....   i've also taken out the copy protection, using the above mentioned new code....  the fact that all the graphics now appear correctly, and the game seems to run, is a major breakthrough i think :)


having another look at tudying some code. Realised i lost the .rs file i had applied these fixes too (glad i posted them here!!)

Only problem is that i cant remember how to do the macro or keyboard shortcuts that let me fix it :S

EDIT: Found... thankfully just a matter of using [V]  ... found in a spereate thread that had been chopped out of this one!
« Last Edit: June 25, 2017, 04:14:42 PM by Hungry Horace »
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Quote from: KillerGorilla
because winuae is made of code and your amiga is made of stuff

Hungry Horace's Artwork Available
Buy my work

http://twitter.com/horaceandspider
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