Source code

All 680x0 related coding posts in this section please.

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mcoder
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Source code

Post by mcoder »

Most of my source codes are now available on my site (compressed in ARJ):

http://euler.free.fr/AtariST/

You'll find four folders (at this moment).

- 3D: contains the source codes of Claude (Algernon, 16 colors), JC (mine, 4 colors), Pascal (Zarathustra, 16 colors) and Vincent (4 colors). Objets is a list of 3D objects

- demos: the source codes of most of my demos.

- exes: some PRG that were on my disks (don't remember what it was)

- unreleased: a Minesweeper game.

I'll probably release more source code soon, if there is a demand for that.
My sprite routine will come first, then maybe I'll release some games source codes (Toki).

I would appreciate your feedback.

JC
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Post by mcoder »

I just uploaded my Madmax collection in the unreleased folder !

It includes a lot of Madmax musics, with all the converters (to convert them in COmpressed SOundtrack format).
Some of these musics were not released in my mega-Madmax demo (since I ripped them AFTER its release).
Of course, all the source codes are here (the demo source code is here too).

You'll also find some surprises, like a music editor by Ziggy !

JC
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Post by bullis1 »

Amazing stuff! Thanks for releasing this. I'm especially interested in the music editor myself, as well as the minesweeper game and misc. exes.
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Post by distantminds »

i'm almost speechless!

thank you!!!! and please post more :D
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Post by PaulB »

Nice one mcoder! I for one would certainly like to see your sprite code. Sounds really interesting.
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Post by mcoder »

Here is basically my sprite routine (only a little tiny part).

This macro takes graph and shifts it by shift bits, computes the mask, then writes it to ecran.
This macro alternates with another one that swaps registers reste1,reste2 and plan1,plan2.
const contains the mask.

MASK1 MACRO
move.l (graph)+,reste1
move.l (graph)+,reste2
ror.l shift,reste1
ror.l shift,reste2
swap plan1
swap plan2

eor.l reste1,plan1
and.l const,reste1
eor.l reste1,plan1

eor.l reste2,plan2
and.l const,reste2
eor.l reste2,plan2

move.l plan1,mask
or.l plan2,mask
move.l mask,rmask
swap mask
or.l rmask,mask
not.l mask

and.l mask,(ecran)
or.l plan1,(ecran)+
and.l (ecran),mask
or.l mask,plan2
move.l plan2,(ecran)+
ENDM

I'll post the source code, along with Toki's tomorrow.

JC
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Re: Source code

Post by Maverick[RAM] »

mcoder wrote: I would appreciate your feedback.
JC
And you sure deserve it, I am gonna have a good time sorting out
all this.

Excellent

Best Regards
Maverick[RAM]

SYOTN - See You On The Net
/<o>\
< x >
|_o_|

SYOTN - See You On The Net
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Post by Mug UK »

Nice one mcoder .. when time permits, I'll add the source code to the Wiki with as much extra information as you'd like to give.
My main site: http://www.mug-uk.co.uk - slowly digging up the bits from my past (and re-working a few): Atari ST, Sega 8-bit (game hacks) and NDS (Music ripping guide).

I develop a free Word (for Windows) add-in that's available for Word 2007 upwards. It's a fix-it toolbox that will allow power Word users to fix document errors. You can find it at: http://www.mikestoolbox.co.uk
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Post by sh3-rg »

mille mercis! :D

(Hope I didn't cluck that up ;)

A big thanks for taking the time to share your knowledge, your recollections of the old days & especially your STuffs! My head spins thinking of what more might appear! :D


grand haut votre coffre
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Post by earx »

was looking at the screens yesterday. some very nice stuff in there! i like the nastiness in some code: stuff from easyrider, big jumptables, even blitter stuff here and there.
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Post by mcoder »

earx wrote:was looking at the screens yesterday. some very nice stuff in there! i like the nastiness in some code: stuff from easyrider, big jumptables, even blitter stuff here and there.
Nastiness ?
I would prefer extreme optimization :wink:
I'll upload also my correspondence with Nick of TCB.

JC
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Post by mcoder »

Ok, I just uploaded another 5Mb set of files, in the unreleased folder.

What's new:

Demos:
- TB1: sources for Transbeauce 1
- TB2: sources for Transbeauce 2
- *.TOS: some demos

Games:
- Toki source code !
- Game12: a vertical shoot'em up NEVER FINISHED !!!

Sprites:
- all my sprites routines (realtime/preshifted/generated).
+ some unreleased stuff, like a sprite zoomer (I have also a sprite rotation routine on my disks)

Various:
- Debug: my mini debugger (includes a disassembler, catches all exceptions, and works without any system)
- MCopy: a disk copier I wrote (not finished, if I remember correctly)
- Nick: my correspondence with Nick from TCB !
- optim: some tutorials about 68000 optimization
- SndTrk: my tracker replay routine (never released). Based upon an existing tracker, but my routine is more optimized (nice sound, if I remember).

If you need more, I'll upload some more megabytes (I have around 80 Megabytes of files for my ST).

And no, don't ask, I promised Snow Brothers to Brume.

JC
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Post by distantminds »

JESUS LIVES!!!!
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Post by bullis1 »

The latest stuff is great. Thanks again Mcoder.
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Post by earx »

mcoder: you uploaded more coder porn? cluck! i gotta get more free time to check it all :) cheers mate, and code on :)
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Post by MiggyMog »

Awesome stuff!
('< o o o o |''| STM,2xSTFM,2xSTE+HD,C-Lab Falcon MK2+HD,Satandisk,Ultrasatandisk,Ethernat.
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Post by punkrulesok »

thanks for that code Mcoder! Have you got the graphics to that game too?
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Post by Desty »

Whoa, didn't expect the Toki code. Very nice :)
*ponders at "FASTFEMME"*
tá'n poc ar buile!
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Post by mcoder »

punkrulesok wrote:thanks for that code Mcoder! Have you got the graphics to that game too?
Yes, I have the graphics in original format (it's with the in-house editor).
I think I also have a copy of the editor itself, and the tools to grab the sprites should be in the Toki code.
Opening the source code, I realize that the disk routines are missing (DISK8.S). I search in my ST collection, but didn't find it. I'll check again if it is on one of my CDs.

About FastFemme, it means that the woman is displayed with a fast sprite routine.
Checking the source code, I realized that the rock during the introduction is pure code (if I remember correctly, with Boisramé's generator).
The introduction and the ending are in 50 frames per second. The game is in 25 frames per second.
Also as a nice tip, you have some hidden cheatcodes during the introduction (when the woman is taken by the hand):
THEEND will allow to access to the ending
POORTOKI (or something like that) will give you unlimited lives
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Post by megar »

Thank you for those files.
Especially Toki and Nick. It was a pleasure to read you talking about syncscroll and (early !) protections. It reminds me of mine, those snail-mail / minitel years were the best !

I didn't know that Mcoder was the man behind Toki, Toki was one of my top 4 arcade convertions I boughts (with space harrier, super hang on and ninja warriors). Those 4 were really good convertions, even if they know look pale face to face to the original with mame, they managed to maintain the pleasure to play. Toki was also a pleasure to load: fast load, fast play !

About your filename you used, can you tell us more ? It seems that you appended a version number sort-of ?
Any chance to find the Toki protection source code ? Yeah, I tried to crack my original, just for fun, but was a terrible cracker... I would love to get back into it with adebog !
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Post by bod/STAX »

Heh, nice ending complete with overscan credits list and digi-pic of yourself.

Also a BIG thank you from me for these great source codes. :D
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Post by mcoder »

megar wrote:Thank you for those files.
Any chance to find the Toki protection source code ? Yeah, I tried to crack my original, just for fun, but was a terrible cracker... I would love to get back into it with adebog !
Sorry, but I had no source code access to the Rob Northern protection.
I remember I had to crack (!) the protection, since the game refused to load. There were 2 problems: the first one is that the protection used the system vectors, and the second one is that the protection failed if the disk head was not at track 0 (because I used a special feature on my DMA loader).

I still have the binary codes, if somebody is interested.

JC
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Post by dlfrsilver »

hello Mcoder,

I have the Ocean Editor called ED Sprite and ED MAP by Elmer Fudd.

Can you talk about the GFX and MAP format ?

And yes if you can share the GFX and map, could be great :D
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Post by mcoder »

dlfrsilver wrote:hello Mcoder,

I have the Ocean Editor called ED Sprite and ED MAP by Elmer Fudd.

Can you talk about the GFX and MAP format ?

And yes if you can share the GFX and map, could be great :D
The files are .WRK and .MAP.
In the source code of Toki, you can get some converters (WORK13.S for the .WRK converter, and MAPED4.S for .MAP).

I uploaded in the 10-19-2007 folder:
- 68000.ARJ : my 2 passes disassembler
- ELF.ARJ : source code of the replay routine+music from Elf
- MAPEDIT.ARJ: an editor
- PACKERS.ARJ: collection of packers (mine is PACK)
- SNDTRK.ZIP: a tracker routine
- UNARJ.ARJ: an ARJ decompressor
- WRK.ARJ: probably all the graphics from Toki (in .CMP format, but I don't remember how to decompress them)

JC
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Post by PaulB »

Most people on here have probably already got or are using ARJ occasionally but I had to laugh when I saw this 'UNARJ.ARJ'. You have to have the ARJ program to decompress the ARJ program.
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