Hello,
finally I have ended the first step of the reverse engineering that is been applied to the chosen game.
Now I have numbered every group of code lines like that BLKnnn, there are 461 blocks of code!
Those blocks that are just data or tables are named simply DATA without numbers.
I have traced manually the program numbering the Blocks as they are used. Unfortunately, there are a few that are never called,
despite some of them are related, I mean one is calling another or more than one of them.
For maybe someone would like to have a peek at the monster source file, I am attaching here the output created by the disassembler
F9DASM and the current version of the file I am working on. The Blocks that are never called are these
Z749C, Z7564, Z756C, Z7A17, Z8062, Z8B5C, Z8BB7, Z90B4, Z90C8, Z90F9, Z9107, Z9115, Z9123, Z913E, Z9159,
ZB0CD, ZB0DF, ZB0FA, ZB10C, ZB5D5, ZD2B1, ZD2B5, ZD2B9, ZD2BD, ZD2C1, ZD2C5, ZD311, ZD45A, ZD491, ZD49F
The only data Block that is never pointed to is M82A1
Any help trying to find out where these Blocks are called / pointed will be highly appreciate
Next step will be trying to understand what every function does, beginnig from $4000 on.
There are a lof of $FDxx used. By now, I don't know what most of them they are used for, so once I begin the tracing, I will be posting
messages with these addresses so that someone (malikto999) could tell us what are they intended for.
Current version has been greatly modified so that when compiling with ASM6809 it creates the same binary as the original game loads from disk.
cheers!
pere