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32-bit acorn software: classic games • Re: New: fully documented source code for Lander

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Yeah, those videos have been interesting for this disassembly. But I'm not sure I'm up for modernising Lander so much as documenting how it works.
There's a few bugs in the Zarch code, such as an STM^ which may or may not have come over from Lander. The code is largely the same though...ie an undocumented mess.

You'll see my progress on the Zarch hacker thread, but I've done things like use MUL / MLA, replace the triangle routine and fill routines, I've also added a quadrilateral routine for the landscape. There's all sorts of analytic graphs in that thread to accompany the changes.

Regards running Lander quicker, provided you've fixed the STM^ bug if it exists, it should run on a modern machine (Pi etc) under ADFFS at 1000+fps. You probably just need to wrap the !Run with *GOARM3JIT 0 / *GOARM3JIT and possibly add a *ADFRemapVideoMemory 13 160 if the screen address is hardcoded. eg. a !Run with:

Code:

ADFRemapVideoMemory 13 160GOARM3JIT 0<run Lander>GOARM3JIT

Statistics: Posted by sirbod — Wed Feb 21, 2024 12:15 pm



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