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Re: Ripping sound routines?



BLuRry wrote:
> i put breakpoint support in JACE to track down things like this.
> Basically set a breakpoint for c030 and it will halt when it hits
> anything accessing that memory location.  You can then check "trace"
> and then unpause the emulation.  This will give you a disassembly of
> the code that is running at the time -- useful for seeing how the
> conditional logic may be impacted by registers, etc.  What is missing
> is a full memory browser, etc, like that of something more capable
> like Applewin.  :-D
> 
> -Brendan

I'm using 3 different emulators for testing (ApplePC with EDM, KEGS with GS
ROM 3 and Visit Monitor, and AppleWin on WINE).  ApplePC is at least capable
of browsing the "Contiguous 48", though I know Odell uses the LC as well.

I wrote a game about 15 years ago which I never really finished or released,
but it was in some respects an homage to "Kingdom of Kroz" (the overall
look), "Super Mario Bros." (it used the cave bgm, poorly arranged, in one
draft version), "Commander Keen 4" (might have been 6, I can't remember; I
swiped a couple sound effects from it poorly), "Pac-Man" (some levels
involving running from monsters) and "Arkanoid 2" (some other levels).  It
never really worked right.  I should try to rewrite it and GET it to work
right.  And on an Apple, instead of an IBM XT.

-uso.