Thursday, 6 July 2017

Use the source, Luke!

In my third blog update for the day, I can report that I've all-but-finished the reverse-engineering of the arcade Asteroids 6502 code.

Aside from temporary storage, all zero page and player RAM variables have been documented. There are no variable addresses remaining for which I do not know the purpose.

About 95% of the code has been commented. There's some particularly nasty code in a few places throughout the ROM that remains uncommented at this stage; aside from some physics there's the exploding ship routine - which seems unnecessarily complex in my opinion - for example.

Importantly, I know what all the code is meant to achieve, even if I don't understand the nitty-gritty of every line in some isolated cases. It's something I'll probably have to rectify once I start transcoding to 6809 and/or C, but for now I'm satisfied that I have a well-enough commented source file on which to base my official Apple IIGS port.

From here I need to re-generate the core .ASM file and re-apply my patches for running on the IIGS. Since I annotated those patches in IDAPro, it should only take about 10 minutes before it's running again with the new source. And thereafter, I can start modifying the code 'for real' this time, including optimising for performance and incorporating pixel-shifted bitmaps.

It'll probably be a few days before I have anything rendering again, and the still screen shots will probably look no different to those I have posted already. The video should look a lot better though...

Wednesday, 5 July 2017

Great minds think alike (or fools never differ).

Interesting to dissect Norbert's Atari800XL Asteroids emulator.

The aforementioned patches to the rendering routines actually implement an alternate display list, of sorts. For all the (alpha-numeric) characters and the extra ships, Norbert adds an entry to his own display list, using the character code directly (no reverse-lookup on JSR address required). He also assigns character code $FF for the DVG CUR command, and inserts the pre-scaled Atari display coordinates. This is essentially what I had in mind for 'tokenising' the display list to optimise for the Apple IIGS.

As described in my last post, the emulator hooks the main loop and calls out to three (3) subroutines.

The first routine is (as I subsequently discovered) the rendering routine and it only renders the display every 3rd call. It does something with self-modifying code that I'm yet to reverse-engineer, before rendering the asteroids directly from the player status RAM area. Next is rendering the player ship or explosion, depending again on the player status - something I'm actually doing now as a 'quick hack'... not so much of a hack as it turns out! And as I suspected, the relative coordinates (offset) of the thrust pixel is stored in a lookup table and plotted discretely. After that, the saucer is rendered, and then the shots (saucer and player), before the alternate display list (characters) is finally rendered. At the end of the routine it appears to handle the high score entry, and then mess with ANTIC registers - and I'm way out of my depth here!

I've missed the copyright message in there somewhere, but perhaps it's done at startup and never deleted from the ANTIC display list? Not worth pursuing further since it's not relevant to the IIGS or likely any other hardware I'll be porting to.

The second hook routine emulates the inputs, and the third the sound.

And as I suspected, when the player status RAM bank switch is hit (changed), the emulator simply swaps 256 bytes between $200 and $300.

So what will I be taking away from this?

I like the idea of the alternate display list, though perhaps with the arcade 'source' it'll be easier for me to simply re-purpose the DVG shared RAM. Certainly it would appear that 'tokenising' the display list is the way to go. I would also eliminate all the dead code that makes up the current display list. And not having to iterate over player status RAM - essentially for the 2nd time each frame - should speed things up a little too.

I'll use Norbert's lookup table for the thrust, but instead use it to pre-render a 2nd set of bitmaps for the player ship. Again, not having the extra look-up and calculations to render a single pixel will increase performance further.

I should also be able to find the ship explosion bitmap(s) in there somewhere, if I can navigate the eccentricities of the Atari 800XL display hardware!

Standing on the shoulders of giants...

Undecided on how best to proceed with the remaining rendering tasks, today at lunchtime I downloaded Norbert's (Atari 800XL) emulator and fired it up in MAME, intending to plot the 'thrust' pixel in each of the 24 player ship bitmaps based purely on observation.

I've documented 12/24 but not surprisingly, it got old pretty quickly and, curiosity getting the better of me, I dumped the first 16KB of the Atari's memory into a binary file and loaded it up into IDAPro.

Before transferring control to the arcade code, Norbert's emulator patches a bunch of addresses in the ROM. Aside from those critical for running on non-Asteroids hardware (ie. the same patches I made) it also patches routines such as the 'CUR' (current) DVG command, character display, display of extra ships, etc.

It also installs a hook in the main game loop. The hook itself calls three subroutines; one to read the Atari joystick inputs and seed the memory-mapped Asteroids inputs, one to play the sounds based on the memory-mapped outputs, and the third I'm yet to ascertain.

Most importantly though, I'm still yet to determine how the emulator goes about rendering the display. From what little I've seen, the display list is somewhat 'corrupted' by the patched routines. However there are other unpatched routines that must still provide data to the emulator via the display list - so I'm not sure how it all works just yet. The waters could also be further muddied by the Atari 800XL's unique display hardware... I'm sure I'll work it all out next session.

Tuesday, 4 July 2017

Ship-shape!

I converted Norbert's ship data to my IIGS format and checked out exactly what he has rendered. There are 24 bitmaps in total, covering 360 degrees of rotation.

That is contrasted with 64 different renderings of the player ship in the arcade game. However again, at this resolution, it'd be pointless to attempt to render that many different bitmaps.

One interesting thing to note is that the player ship direction is stored as a single byte, the value varying the full range of 0-255 to represent 360 degrees. Each tap of the rotation changes the direction by +/-3, which means that coming full circle, you don't actually end up at 0 again, but rather at 255 or 2 first time 'round, and 254 or 1 next time. Not terribly important, because your direction is effectively right-shifted by 2 bits to determine which ship to render - IOW each tap of the rotation button does not necessarily change the ship rendering.

In the IIGS case, the direction needs to be divided by 24, which is equivalent to right-shifting by 4 and 5 and adding the results, although the resolution of the operation needs to be increased (easily done in 16-bit mode using the XBA instruction) to get all 24 outcomes.

Unfortunately identifying the ship in the display list is practically impossible. Rather than work out how/where to patch the arcade code, as a quick hack I simply added a routine at the end of the DVG emulation code to (always) render the player ship. Fortunately the arcade code always ends the display list with a CUR command corresponding to the center of the screen, so at least it's always rendered there and the game can be 'played' (more-or-less) as long as you don't use the thrust button!

Player ship is now rendered... sort of...

I should add that I'm yet to implement the 'thrust' indicator on the player ship; Norbert hasn't supplied me with any rendering details for this but from a quick look at his emulator video, it looks like a single pixel is illuminated for each bitmap - I just need to work out exactly which pixel!

That really just leaves the player ship explosion, another list of component vectors patched by the arcade code as it is copied to the display list. Again, there won't be any way to identify it in the display list, so I'll likely extend my quick hack to detect when the ship is exploding and render it there; enough to ensure my rendering algorithm is correct.

And that should be everything that needs to be rendered! From that point on, it's a matter of producing pixel-shifted bitmaps where required, updating the rendering routines to use them, and then finally optimise it all to eliminate the flicker and get it running at full frame rate. There'll be some use of the IIGS interrupts to throttle the frame rate, and of course hooking up proper keyboard/joystick/paddle controls and adding a fancy menu. Unlikely it'll all happen before WOzFest, but I should have a decent demo by then at least!?!

(C)1979 ATARI INC

Picked some low-hanging fruit in my lunch break today; rendering the copyright message at a more appropriate size.

Although Norbert didn't supply the source data for the copyright message, it was a trivial matter to load a screen shot from his emulator page into a graphics editor, crop the message, reduce the colour depth and save it as a Portable Bitmap File - a text-based format perfectly suited to turning into assembler source data statements.

And while I was at it, I centered the screen on the IIGS display. Again, trivial, since screen accesses are all performed via an index register relative to the start of SHR memory - a constant defined in my IIGS .inc file. Simply adjusting the constant by 4 lines and 32 pixels ($290) was sufficient to center the display for each and every rendering routine.

Centered and a less obtrusive copyright message

Now for the player ship...

Monday, 3 July 2017

A shot in the dark

Shots, as it turns out, are rendered in the display list as zero-length vectors with scale=7 and maximum brightness and thus can be uniquely identified.

So I simply added a check for such in my DVG emulation code and now have shots being displayed for both player and saucer. I added some crude keyboard mappings for fire and left/right rotate, and I can coin up, start a game and take aim at asteroids and destroy them.

Player's ship is yet to be rendered, but asteroids can still be destroyed

That leaves player ship and player explosion. The latter consists of component vector commands copied and patched from the DVG ROM routine. In theory, they are the only two remaining objects in the display list, and it may yet be possible to distinguish between the two... something I need to experiment with in order to confirm. It would be really, really nice if I didn't have to patch the original game - even if just for this exercise - and be able to render all the game graphics!

But next task is to get Norbert's player ship bitmaps converted and displayed in the correct orientation.

Sunday, 2 July 2017

Where's the kaboom? There was supposed to be an earth-shattering kaboom!

It turns out that, as suggested on the Computer Archeology page on the DVG ROM, Asteroids does indeed use the global scale in the animation of the explosion. In fact all-up there are 21 different frames of animation of the explosion, all based on the 4 shrapnel pattern routines in the ROM.

Understandably though, Norbert appears to make do without scaling at all, using 4 patterns as-is. In truth, at 256x192 resolution 21 frames of animation of exploding particles is overkill, and half the frames would probably look the same anyway. The shrapnel bitmaps, like the other objects, are confined to 16x16 pixels and likely don't render quite as large as the shrapnel on the original, but it's not noticeable at all except perhaps for the number of frames each pattern persists for. Either way it doesn't affect game play in any way.

Throughout the original animation, the global scale is changed in 6 steps from 11 thru 15 and finally to 0. What I do is simply ignore the shrapnel pattern number and instead use the global scale to display pattern 0, 1, 2, 2, 3 & 3 since the latter scales are displayed for more frames (somewhat realistically the explosion slows down).

Kaboom! A saucer hits an asteroid.

Next I'll look at the (saucer) shots, and see if they can be unambiguously identified in the display list... perhaps via their brightness and/or vector length??? If not, it's time for some 'less benign' changes to the original code!