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Re: Donkey Kong (I might actually get somewhere with this one)
On Tuesday, November 6, 2012 1:56:36 PM UTC-6, Steve Nickolas wrote:
> Well, looks like I made some headway with this one, though not enough yet.
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>
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> I found 3 calls to RWTS by analyzing the code.
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>
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> 1. 7C83, which appears to load the menu screen.
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> 2. 6C53, which appears to load level code (I haven't checked this yet).
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> 3. 6C08, which appears to load the level screen.
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> Everything seems to be loaded, I take it, track at a time, reverse order,
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> and with the sectors backward. For example, the title screen starts with
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> $10/F and ticks down to $0F/0. The levels are stored in the order
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> 1-4-3-2, which makes sense, since the game itself runs the levels in that
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> order (it *is* a US port, so it makes sense to use US level order). Level
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> 1 has 4K of stuff in track $11, followed by the level data ticking down
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> from $13/F to $12/0. The other levels follow this same arrangement. I
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> haven't figured out how it knows what to load, it may use self-modifying
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> code.
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> For continuity: While I used a different crack, I have verified that this
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> track information is also true of the LoGo crack, so it should be possible
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> to use that crack to extract the same data and other data.
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>
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> Anyway, I've already started to drop the files, so
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> http://1.buric.co/dkstuff.dsk.gz has what I've worked out.
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> (Note that I refer to levels in their original order, not the order they
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> are in the game; anyone looking at this data will need to account for
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> that.)
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> My intention is, if I cannot do a single-file port, I'd like to at least
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> do a ProDOS-8 conversion.
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>
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> -uso.
If you want, I can add a few additions to the "metacheat" feature of Jace to log all accesses to specified memory addresses -- this would let you track down these RWTS routines a little faster. I've been looking for a good solid case for improving the debugging workflow. If interested, describe your pie in the sky idea of how it could make you more productive and I'll see what I can do.
-B