Added flicker-free planets to Commodore 64 version

This commit is contained in:
Mark Moxon 2023-02-26 15:14:00 +00:00
commit 47c4d5f029
4 changed files with 858 additions and 18 deletions

View file

@ -14,8 +14,17 @@
# It does the following:
#
# * Decrypt the gma6 file
# * Modify the gma6 file to draw flicker-free ships
# * Modify the gma6 file to draw flicker-free ships and planets
# * Encrypt the gma6 file
#
# * Decrypt the gma5 file
# * Modify the gma5 file to draw flicker-free planets
# * Encrypt the gma5 file
#
# * Decrypt the gma4 file
# * Modify the gma4 file to draw flicker-free planets
# * Encrypt the gma4 file
#
# * Modify the gma1 file to remove disk protection
#
# Run this script by changing directory to the folder containing the disk files
@ -86,7 +95,7 @@ print()
print("Modifying Commodore 64 Elite")
print("Platform: {}".format(platform.upper()))
# Configuration variables
# Configuration variables for gma6
load_address = 0x6A00 - 2
seed = 0x49
@ -288,9 +297,9 @@ insert_nops(data_block, 0x9FC1, 1)
# NOP
insert_bytes(data_block, 0x9FD9, [
0xC8, # INY
0xB1, 0x5B, # LDA (V),Y
0xAA # TAX
0xC8, # INY
0xB1, 0x5B, # LDA (V),Y
0xAA # TAX
])
lda_sta_block = get_offset(0x9FDD)
@ -298,9 +307,9 @@ for n in range(lda_sta_block, lda_sta_block + 4 * 5):
data_block[n] = data_block[n + 4]
insert_bytes(data_block, 0x9FF1, [
0xC8, # INY
0xB1, 0x5B, # LDA (V),Y
0xAA # TAX
0xC8, # INY
0xB1, 0x5B, # LDA (V),Y
0xAA # TAX
])
insert_nops(data_block, 0x9FF5, 2)
@ -316,7 +325,7 @@ insert_nops(data_block, 0x9FF5, 2)
# To: JMP PATCH2
insert_bytes(data_block, 0xA010, [
0x4C, patch2 % 256, patch2 // 256 # JMP PATCH2
0x4C, patch2 % 256, patch2 // 256 # JMP PATCH2
])
# LL9 (Part 11)
@ -359,6 +368,91 @@ elite_file.close()
print("[ Modify ] append file extra.bin")
# We now move on to the routines for drawing flicker-free planets
# Set the addresses for the extra routines (LLX30, PATCH1, PATCH2) that we will
# append to the end of the main game code (where there is a bit of free space)
erasep = 0xCD3B
patch4 = 0x69D0
patch5 = 0x69D5
# PL9 (Part 1 of 3)
#
# We have already assembled the modified part 1 of PL9 in BeebAsm and saved
# it as the binary file pl9.bin, so now we drop this over the top of the
# existing routine (the new routine is slightly bigger, so it ends by jumping
# to PATCH6, which contains the spill-over).
insert_binary_file(data_block, 0x7D8C, "pl9.bin")
# PL9 (Part 2 of 3)
#
# The above modification moves PL20, so we need to modify the branch instruction
# at the start of part 2 of PL9.
insert_bytes(data_block, 0x7DA8, [
0x90, 0xEB # BCC PL20
])
# PL9 (Part 3 of 3)
#
# The above modification moves PL20, so we need to modify the branch instruction
# at the start of part 3 of PL9.
insert_bytes(data_block, 0x7DE2, [
0x30, 0xB1 # BMI PL20
])
# WPLS2
#
# We have already assembled the modified part 1 of PL9 in BeebAsm and saved
# it as the binary file pl9.bin, so now we drop this over the top of the
# existing routine (which is quite a bit longer, so there is room).
insert_binary_file(data_block, 0x80BB, "wpls2.bin")
# PLS22
#
# This is the modification on either side of PL40, with the label moving two
# bytes backwards to accommodate the modified code.
#
# From: BCS PL40
# ...
# STA CNT2
# JMP PLL4
# .PL40
# RTS
#
# To: BCS PL40
# ...
# JMP PATCH4
# .PL40
# JMP EraseRestOfPlanet
insert_bytes(data_block, 0x7F04, [
0xB0, 0x0A # BCS PL40
])
insert_bytes(data_block, 0x7F0D, [
0x4C, patch4 % 256, patch4 // 256, # JMP PATCH4
0x4C, erasep % 256, erasep // 256 # JMP EraseRestOfPlanet
])
# CIRCLE2
#
# This is the modification at the start of the routine.
#
# From: LDX #&FF
# STX FLAG
#
# To: JSR PATCH5
# NOP
insert_bytes(data_block, 0x805E, [
0x20, patch5 % 256, patch5 // 256 # JSR PATCH5
])
insert_nops(data_block, 0x8061, 1)
# All the modifications are done, so write the output file for gma6.modified,
# which we can use for debugging
@ -386,6 +480,165 @@ output_file.close()
print("[ Save ] gma6.encrypted")
# Configuration variables for gma5
load_address = 0x1D00 - 2
seed = 0x36
scramble_from = 0x1D00
scramble_to = 0x1D00 + (0x21D4 - 3) # File size - 3
# Set up an array to hold the gma5 binary, so we can modify it
data_block = bytearray()
# Load the gma5 code file into data_block
elite_file = open("gma5", "rb")
data_block.extend(elite_file.read())
elite_file.close()
print()
print("[ Read ] gma5")
# Decrypt the gma5 code file
updated_seed = seed
for n in range(scramble_to, scramble_from - 1, -1):
new = (data_block[n - load_address] - updated_seed) % 256
data_block[n - load_address] = new
updated_seed = new
print("[ Decrypt ] gma5")
# Write an output file containing the decrypted but unmodified gma5 code, which
# we can use for debugging
output_file = open("gma5.decrypted", "wb")
output_file.write(data_block)
output_file.close()
print("[ Save ] gma5.decrypted")
# BLINE
#
# We have already assembled the modified BLINE in BeebAsm and saved it as the
# binary file bline.bin, so now we drop this over the top of the existing
# routine (the new routine is slightly bigger, so it ends by jumping to PATCH3,
# which contains the spill-over).
insert_binary_file(data_block, 0x2977, "bline.bin")
# All the modifications are done, so write the output file for gma5.modified,
# which we can use for debugging
output_file = open("gma5.modified", "wb")
output_file.write(data_block)
output_file.close()
print("[ Save ] gma5.modified")
# Encrypt the gma5 code file
for n in range(scramble_from, scramble_to):
data_block[n - load_address] = (data_block[n - load_address] + data_block[n + 1 - load_address]) % 256
data_block[scramble_to - load_address] = (data_block[scramble_to - load_address] + seed) % 256
print("[ Encrypt ] gma5.modified")
# Write the output file for gma5.encrypted, which contains our modified game
# binary with the flicker-free code
output_file = open("gma5.encrypted", "wb")
output_file.write(data_block)
output_file.close()
print("[ Save ] gma5.encrypted")
# Configuration variables for gma4
load_address = 0x4000 - 2
seed = 0x8E
scramble_from = 0x75E4
scramble_to = 0x865A
# Set up an array to hold the gma4 binary, so we can modify it
data_block = bytearray()
# Load the gma4 code file into data_block
elite_file = open("gma4", "rb")
data_block.extend(elite_file.read())
elite_file.close()
print()
print("[ Read ] gma4")
# Decrypt the gma4 code file
updated_seed = seed
for n in range(scramble_to, scramble_from - 1, -1):
new = (data_block[n - load_address] - updated_seed) % 256
data_block[n - load_address] = new
updated_seed = new
print("[ Decrypt ] gma4")
# Write an output file containing the decrypted but unmodified gma4 code, which
# we can use for debugging
output_file = open("gma4.decrypted", "wb")
output_file.write(data_block)
output_file.close()
print("[ Save ] gma4.decrypted")
# We now insert the four extra routines required by the modifications into
# the unused space just after the sprites:
#
# PATCH3
# PATCH4
# PATCH5
# PATCH6
#
# We have already assembled these in BeebAsm and saved them as the binary file
# extra2.bin, so we simply insert this file at the correct address. The contents
# of the GMA4 file is moved after decryption, so although the routines end up at
# $69C0, they actually get loaded and decrypted at $7C3A, so that's the address
# we use when inserting the code into the gm4 file:
insert_binary_file(data_block, 0x7C3A, "extra2.bin")
# All the modifications are done, so write the output file for gma4.modified,
# which we can use for debugging
output_file = open("gma4.modified", "wb")
output_file.write(data_block)
output_file.close()
print("[ Save ] gma4.modified")
# Encrypt the gma4 code file
for n in range(scramble_from, scramble_to):
data_block[n - load_address] = (data_block[n - load_address] + data_block[n + 1 - load_address]) % 256
data_block[scramble_to - load_address] = (data_block[scramble_to - load_address] + seed) % 256
print("[ Encrypt ] gma4.modified")
# Write the output file for gma4.encrypted, which contains our modified game
# binary with the flicker-free code
output_file = open("gma4.encrypted", "wb")
output_file.write(data_block)
output_file.close()
print("[ Save ] gma4.encrypted")
# Finally, we need to remove the disk protection from gma1, as described here:
# https://www.lemon64.com/forum/viewtopic.php?t=67762&start=90