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unorig.bsky.social
Reverse engineering Commodore 64 games.
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My Gnome C64 disassembler now has data blocks and can put start and end comments around a data block.

Some good progress on the Gnome C64 Disassembler. It now has all the buttons working and I can save and load a project.

Making some good progress on my Gnome C64 Disassembler. It how has some nice features like "Make data block", "Jump to memory address" (If the row contains a JSR, JMP, BEQ, etc), and also bookmarks. Bookmarks are handy to make areas of focus.

I can now add and update labels on code and adjust the starting memory address in my Gnome C64 Disassembler. The code is very messy and needs to be refactored, but making some good progress.

My code is pretty hacky at the moment but I now have branching logic working along with JMP operations in my Gnome C64 debugger. The hardest part has been learning Vala - and some object oriented programming concepts. Its certainly different from Assembly which I am used to.

Finally built a basic Gnome application in Vala. Its the foundation of my C64 Disassembler. Getting to this point was pretty difficult - the rest of the disassembly logic is already know in my Python script so hopefully it should be easier now.

An enjoyable and frustrating game. #balatro

I'm learning GTK to build my first Gnome app and decided to start by converting my Commodore 64 Python disassembler. Yes, I am a weirdo.

I started coding a Commodore 64 conversion of Chiller into Pico8 and completely forgot about it. I may pick it up again - or I may just start yet another project.

Something else I am working on. I now have a build script that extracts binary from spritepad files and inserts into code and builds a Toki C64 cartridge.

Uploaded the first cut of the reverse engineered code for Squirm for the Commodore 64. Its a raw output of my disassembler but its a big start. github.com/unorig/Squirm

After some messing around, I can now finally reverse engineer Kane (Commodore 64) into 64Tass code. I had a few bugs in my disassembler that were really hard to find.

Disassembling Kane for the Commodore 64 has been a bit of a challenge but digging into unp64 a little more I realised "Patch original Kernal ROM at $e000" can be really helpful.

I can now disassemble and reassemble Squirm for the C64. Its not commented yet but it is all disassembled in to 64Tass format.

Continuing to disassemble Chiller (Commodore 64) with my Python script. I now have more code and data sections identified. #C64

Noticed a really strange BEQ in Chiller that didnt make sense. Game still worked but failed in my disassembler build. A small adjustment and its all good now.

I spent so much time trying to figure out why my sprite positioning calculations were off... and then I realised I had the sprites in double height/width🤦Its all good now!

Making some good progress on my sprite-jigsaw tool for Toki Remasterd. Not only is it a useful tool, but also helping me get better at Assembly coding. Its such a creative and rewarding process. #c64 #commodore64

My walkthrough for the mine level for A View to a Kill for the Commodore 64 just clocked over 1K views. I did it for myself, but glad others found value (and closure) in this video too. #c64 #commodore64 www.youtube.com/watch?v=enfY...

As Toki enemies are built up of multiple sprites and varying offsets, I need to calculate their offsets on new sprites. It was getting really time-consuming so now I am building my own program to calculate the offsets. I can select a sprite and push it around to get the offsets. #c64 #commodore64