Silicon Warrior mystery: Intro to Retro Debugger and 6502Bench

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  • čas přidán 22. 08. 2024

Komentáře • 17

  • @markusfritze
    @markusfritze Před 3 měsíci +4

    Thanks again for such an informative video.
    For the heck of it, I've looked at the Atari code (with Ghidra and my Atari8BitGhidra plugin - it's on GitHub): completely different! I guess there was no shared source code - that was quite common at that time.
    The "rule of 3" on the Atari implementation: at game launch the variable for the black hole tile is set to 0. When a black hole should appear, the tile index is incremented by 3 and that's where the hole will appear. At 25 it wraps around. So, years, trivially to predict. And the comment suddenly makes sense.

    • @DavidYoud
      @DavidYoud  Před 3 měsíci +1

      Whoa, thank you for so quickly answering the question I posed at the end of the video!
      I just found a youtube video showing the black holes on Atari gameplay, and yes, it's really as simple as t=(t+3)%25 in the original. :D
      I find it fascinating that (you determined that) the Commodore port didn't use any code from the Connelley Group's Atari original. Does anyone know who the original programmer is?
      Yes, Ghidra is quickly becoming well-suited for 6502 work. The most useful thing to me is the pcode emulation, which allows large windows of self-modifying 6502 code (common in copy protection) to update itself in the Ghidra dissessembly, just as it would on the 8-bit machine. On my c64_ghidra github, I wrote a rudimentary Ghidra emulator harness that gets the emulation job done, but it could certainly be improved upon.
      Once again, thanks for looking into this; you sir have officially put the nagging black hole question to rest. :)

    • @DavidYoud
      @DavidYoud  Před 3 měsíci

      I added your findings to the video description in the updates section.

    • @markusfritze
      @markusfritze Před 3 měsíci +1

      ​@@DavidYoud You video about Ghidra I still watch ever now and then. It is such a well done video on how to approach reverse engineering C64 code.
      I didn't know about 6502Bench, but I am on a Mac, so I try to avoid Windows.

    • @markusfritze
      @markusfritze Před 3 měsíci +1

      ​@@DavidYoud It was quite common to _not_ have the code for a port. Often the license for a specific platform was sold and the company then was looking for developers to write the code. If you were lucky, you had access to the original version, so you could see. That combined with schedules counted in weeks, it often resulted in quick ports. Also: we can't forget that often the development happened on the original machine as well. A machine without enough memory. So you see code with 1-character symbols and no comments at all. Today some old code can be found at GitHub, like Fort Apocalypse - it is really written to be compact. Been there, done that…
      Later (Atari ST, Amiga) cross-development was more common. I've developed an assembler (TurboAss) for the ST, which supported an output API. This was used to transfer via parallel cable code to e.g. an Amiga with a minimal stub. Crashes were caught and the TurboAss supported not just "GOTO line number", but also "GOTO address", so you could just enter the crash address to see where the crash happened. Turn-Arround times were less then 30s, not bad at the time.

    • @DavidYoud
      @DavidYoud  Před 3 měsíci

      @@markusfritze I'm going to pin this thread to keep it on the top of the comments. :)

  • @8_Bit
    @8_Bit Před 3 měsíci +2

    That rewind to last read/write of a particular location would be amazingly useful. All this new-fangled stuff, it's going to put us all out of jobs!

  • @brileyh
    @brileyh Před 3 měsíci +2

    You are definitely a computer scientist. In a way, you are treating this entire video as a puzzle solving a game like Zork's twisty little passages. LOL! I have learned more about assembly language from THIS video than I did back in college. BTW- I hated coding at such a low level but it was a required course. Changing the labels makes it much easier to understand. Fun video watching how your puzzle solving mind works.

  • @saganandroid4175
    @saganandroid4175 Před 3 měsíci +1

    Intuitive is not a word l have ever seen used to describe Retro Debugger.

    • @DavidYoud
      @DavidYoud  Před 3 měsíci

      :D Maybe it's the kind of intuitive that means "easy to remember once you know" as opposed to "easy to discover". Either way, I found it more friendly than I expected.

  • @RyanWeaving
    @RyanWeaving Před 3 měsíci +1

    Awesome video. Retro debugger looks super fun

    • @DavidYoud
      @DavidYoud  Před 3 měsíci +1

      Hey old friend, long time no see. Yah, try out Retro Debugger on some old favorite game, you'll like it.

  • @puzzud
    @puzzud Před 3 měsíci +1

    Thanks for the video. I learned some good stuff that I will definitely try out. I use this program all the time but I guess didn't rtfm enough!

  • @BRich057
    @BRich057 Před 3 měsíci +1

    Lastly I would like to propose an answer to your question about what to do with leftover code up concerning the 6502. I personally would renew, reuse and recycle all electricity that comes out of intelligent work. Because it gains knowledge the same as we do. So use those magic squares. Start by arranging those numbered tiles in silicon warrior according to the art. And the Black hole(a) will guide you in the ways of proper handling the now coherent electricity.

  • @BRich057
    @BRich057 Před 3 měsíci +1

    Wow you are so amazing. I have been watching this video 1-3 times a day since finding it 4 days ago. I do have a hopeful piece of info that should lead to something phenomenal. Those tiles are ,5 wide and five deep. That is a magic square. There are 3 magic squares total that are currently known. And because these magic squares can be added or subtracted from each other. They make up all other squares. I believe the other 2 magic squares are 4 and 3. How many power pyramids are there on that screen. Also how many sides? 4 if you count the bottom. Lol

  • @BRich057
    @BRich057 Před 3 měsíci +1

    So if one takes the 3 magic squares and multiples each number by 3. You get 9, 12, 15. Add those together and you get 36. Which stands for 369 degrees also ,6*6. The 3 rd 6 comes from 15 not being able to divide into 36 evenly and so leaves a remainder of 6. Now add those 6's together and you get 18. Well 1+8=9 and 3 is the square root of 9..