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Geek Culture / Metroid source code

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Great Knight
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Posted: 22nd Oct 2003 06:02
http://www.classicgaming.com/mdb/m1/m1source.txt
Check this out. Nintendo Source code for metroid.

Imagin Dark Basic was like old Nintendo code. LOL

AMD Atherlon 2400+ XP, 380 DDr memeory, ATI Radeon 9000 64 DDR, Windos XP home edition.
-----------------------And a Katana.
Easily Confused
22
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Location: U.K. Earth. (turn right at Venus)
Posted: 22nd Oct 2003 07:45
You're sure this is legal?

I can't read it too well anyway, I've never used assembler.

Programming anything is an art, and you can't rush art.
Unless your name is Bob Ross, then you can do it in thirty minutes.
OSX Using Happy Dude
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Posted: 22nd Oct 2003 13:48
Good old 6510 code... Quite unreadable though...


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CattleRustler
Retired Moderator
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Location: case modding at overclock.net
Posted: 22nd Oct 2003 15:56
<shiver>
asm is sickly looking.

-RUST-
Van B
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Location: Sunnyvale
Posted: 22nd Oct 2003 16:13
Now there was a language you had to plan out properly, no scribbling notes on the back of a fag packet on the way home - more like months of tedious debugging and testing. Damn we've got it good.

Very interesting to look through that though, I like how the decompiler guys take little pot shots at the original programmer .


Van-B

Megaton Cat
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Location: Toronto, Canada
Posted: 22nd Oct 2003 17:25


That code sends chills down my spine.

My site is delyaed for the 250th time!
If life is just one big joke...
then I must have missed the punchline.
OSX Using Happy Dude
21
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Location: At home
Posted: 22nd Oct 2003 20:07
Wish I still had the source code to my Walker game on the C64 - completely written in 6510 code. Took 6 months to write, if I remember correctly, and was the first (and last time) I wrote a game in 100% machine code.


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Pincho Paxton
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Posted: 22nd Oct 2003 20:11
I did some programming in assembler it was horrible. There was no error checking either, so a mistake would crash out the computer. Reloading the assembler editor would take 5 minutes. C++ is a doddle compared to that.

Pincho.
Shadow Robert
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Location: Hertfordshire, England
Posted: 22nd Oct 2003 21:21
Quote: "You're sure this is legal?"


ClassicGaming.com seems to be a pretty legal and legit website

Ian T
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Posted: 22nd Oct 2003 22:49
That's ASM? Well that's heartening, I thought it'd be a lot more confusing than that

--Mouse: Famous (Avatarless) Fighting Furball

A very nice %it, indeed.
David T
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Posted: 22nd Oct 2003 23:14
Quote: "That's ASM? Well that's heartening, I thought it'd be a lot more confusing than that "


The odd thing about lanuages such as asm or c/c++ is that they're geared towards just about anything. Whereas dbp is geared towards graphics and so has prewritten functions to deal with common taks, in C / C++ / ASM you have to do it yourself :/

Fishie says:
"Those who fail to prepare prepare to fail"
"Rules are for the guidance of the wise and the blind obdeniency of the fools"
Shadow Robert
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Posted: 23rd Oct 2003 02:12
asm is kinda like reading an acronim basic

Preston C
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Joined: 16th May 2003
Location: Penn State University Park
Posted: 23rd Oct 2003 02:58
reminds me of those z80 programs you can find at www.ticalc.org, aka, reminds me of torturous nightmares


Kevin Picone
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Location: Australia
Posted: 23rd Oct 2003 03:53
Hmmm, well even though it's dissembled, it's still fairly clean to look at. Most macro base hand written asm is a lot more friendly than any disassembly will appear however.

Kevin Picone
Play Basic - Visible Worlds - Kyruss II
[url]www.underwaredesign.com[/url]
The Dark Padawan
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Location: USA!
Posted: 24th Oct 2003 23:54
no.... no...... that code....... has....... RETURNED to haunt me JUST JOKING IVE NEVER SEEN THAT CODE IN MY LIFE ..... but still its scary to me

"Nintendo GameCube is the best" and " I am nearing the day I become a Jedi" - The Dark Padawan
The Dark Padawan
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Posted: 24th Oct 2003 23:57
How long would it take to make that DB code? or is it impossible?

"Nintendo GameCube is the best" and " I am nearing the day I become a Jedi" - The Dark Padawan
David T
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Posted: 25th Oct 2003 00:16
Quote: "How long would it take to make that DB code? or is it impossible?"


Don't even dream I know where you're going here...

Fishie says:
"Those who fail to prepare prepare to fail"
"Rules are for the guidance of the wise and the blind obdeniency of the fools"
Kevin Picone
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Posted: 25th Oct 2003 00:37
Yeah 6502 can certainly be ported, not real wise though. You'd be far better off ripping the method then porting 'particular routines'. Although since the source the missing now ?, I can't say for sure how possible a high percentage port would be (A 100% port to DBpro isn't viable IMHO).

The main issues are really what machine specific things are missing. In terms of hardware, like the system Memory Map, display/sprite/sound/input hardware & Rom kernel calls.. Most of which could found online i'm sure..

Kevin Picone
Play Basic - Visible Worlds - Kyruss II
[url]www.underwaredesign.com[/url]
David T
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Posted: 25th Oct 2003 13:02
What could be useful is seeing how the code was structured (ie how you get from level to level etc). Other than that little use I'm afraid

Fishie says:
"Those who fail to prepare prepare to fail"
"Rules are for the guidance of the wise and the blind obdeniency of the fools"

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