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SubjectRe: Disassembling Mario  
Posted byorlot
Posted on6/28/03 07:31 AM
From IP24.61.140.205  



hey,

i already came across one of the jump tables you mentioned and what you typed is exactly how they coded it! this is what it looks like:

this code segment starts at $8E04 in memory
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
asl a
tay
pla
sta $04
pla
sta $05
iny
lda ($04),y
sta $06
iny
lda ($04),y
sta $07
jmp ($0006)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

i found about 14 or 15 places in the source that do a jsr to the begining of that code segment...


something else interesting i have come across was right near the begining of the code...maybe before i just didnt understand NMI interupts but i thought it was cool to see that the program basically setups memory, the PPU, DMA sprite memory, etc... and then turns on the NMI interrupt flag and just continuously loops at one lable that jumps to itself while waiting for an NMI interupt to call the NMI interupt subroutine.

Andrew






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Entire Thread
Subject  Posted byPosted On
*Disassembling Mario   orlot6/27/03 7:41 PM
.*Re: Disassembling Mario   loopy6/29/03 05:44 AM
..*Re: Disassembling Mario   Memblers6/29/03 06:50 AM
...*Re: Disassembling Mario   loopy6/29/03 11:05 AM
....*Re: Disassembling Mario   orlot6/30/03 02:58 AM
.....*Mario Disassembled!  orlot7/4/03 4:32 PM
......*Re: Mario Disassembled!  beneficii7/6/03 07:29 AM
.......*Re: mapper 1 and mario  orlot7/6/03 10:20 AM
........*Re: mapper 1 and mario  Memblers7/6/03 12:03 PM
.........*Re: mapper 1 and mario  orlot7/6/03 5:01 PM
.*Re: Disassembling Mario   reapersms6/27/03 10:55 PM
...Re: Disassembling Mario   orlot6/28/03 07:31 AM
.*Re: Disassembling Mario   philtulju6/27/03 8:55 PM
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