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notes.txt
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outstanding introduced/emulation bugs:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
search for 'XXX' in fe2.s to find comments on known breakage.
462(a5) arg d1:
0x0 last thingy? always player's ship?
0x2 *hmm...*
0x4 *crash!*
0x6 prox mine
0x8 prox mine
0xa missile
0xc smart missile
0xe naval missile
0x10 nuclear missile
0x12 escape capsule
0x14 interplanetary shuttle
0x16 lifter
0x18 osprey
0x1a falcon attack fighter
0x1c hawk airfighter
0x1e kestrel
0x20 eagle
0x22 eagle II
0x24 eagle III
0x26 sidewinder
0x28 krait
0x2a gecko
0x2c adder
0x2e viper
0x30 cobra 1
0x32 moray starboat
0x34 cobra 3
0x36 constrictor
0x38 asp
0x3a transporter
0x3c lion
0x3e tiger
0x40 imperial courier
0x42 python
0x44 imperial trader
0x46 anaconda
0x48 puma
0x4a boa
0x4c panther clipper
0x4e big thargoid ship...
0x50 lynx bulk carrier
0x52 long range cruiser
0x54 lave type small space station
0x56 hoop type space station
0x58 orbital city
0x5a 4-berth starport with hills and a river and crap
0x5c more landscape poo. starport?
0x5e 6-berth starport with scenery.
0x60 another 6-berth starport + scenery
0x62 2-berth starport (merlin) + big greenhouses and junk
0x64 6-berth starport on a big lump of green. how odd. intro?
0x66 no atmosphere type starport. 2 flashy light towers. dirty industry, etc
0x68 " ". 4 towers.
0x6a " ". smaller.
0x6c " ". lots of industry and greenhouses on this one.
0x6e 5 tower thing. industry. not a starport apparently.
0x70 " ". +big fuckoff radar dish
0x72 " ". +greenhouses
0x74 " ". +2 thargoid things.
0x76 Hm. you die. this must be something really big.
0x78 mb-4 mining machine
0x7a see 0x76
0x7c an asteroid
0x7e,0x80,0x82,0x84 see 0x76
... do more ...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
for calling FmtStr:
d0 = format type described below
d4 = colour
d5 = x
d6 = y
d7 = 0 ??
d0:
< 0x3000 string 'd0' in stringtable L3e878, which contains
only "hello there" and "how are you" :-)
0x3015 "%08x" hex (in d3)
0x3014 "%08x" hex (in d2)
0x3013 "%08x" hex (in d1)
0x3012 HH:MM:SS (in d3)
0x3011 HH:MM:SS (in d2)
0x3010 HH:MM:SS (in d1)
0x300f dd-mon-year (day of year in d3)
0x300e dd-mon-year (in d2)
0x300d dd-mon-year (in d1)
0x300c int32 3 dec places (in d3)
0x300b int32 3 dec places (in d2)
0x300a int32 3 dec places (in d1)
0x3009 int32 2 dec places (in d3)
0x3008 int32 2 dec places (in d2)
0x3007 int32 2 dec places (in d1)
0x3006 int32 1 dec place (in d3)
0x3005 int32 1 dec place (in d2)
0x3004 int32 1 dec place (in d1)
0x3003 int32 (in d3)
0x3002 int32 (in d2)
0x3001 int32 (in d1)
0x3000 erm, like, do last thing printed.
0x4xxx use string xxx from stringtable A6_game_strings(a6)
0x80xx - 0xa2xx
use string xxx from stringtable in module given by:
12 + a6 + (((d0*2) & 0xffff)>>7)
(The module string table is then obtained by jumping
to 40(addr), the address calculated above.
( mod0 = 0x80xx, mod1 = 0x82xx, ... )
hm. that there copy thingy is 0x98d8
SFX indices:
~~~~~~~~~~~~~
0 ui_beep
1 laser0
2 laser1
3 laser2
4 launch_granted
5 station_door_open
6 explode1
7 ??
8 explode2
9 explode3
10 explode4
11 explode5
12 explode6
13 explode7
14 explode8
15 explode9
16 explode10
17 laser_burn
18 ??
19 hyperspace (loop)
20 hyperspace_end
21 send_message
22 fire_missile
23 noise (loop)
24 ECM
25 warning!
26 retract wheels (?)
27 <silence?>
28 select object
29 bing
30 big bing!
31 launch_noise
32 dildo
modfuncs:
~~~~~~~~~
4(a4) - init
20(a4) - every turn in 3d view
40(a4) - get string-table
MOSTLY 3D RENDERER
~~~~~~~~~~~~~~~~~~
notation example: normal{4} means 4 byte long type nicknamed 'normal'
220 byte stackframe in A6 setup by PutGameData3DObj, Put...3DObj, etc
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
LONG -220(a6) pointer to normals{4} in 3d model
LONG -216(a6) pointer to vertices{4} in 3d model
LONG -212(a6) a6 as passed to PutGameData3DObj... (higher stackframe..)
WORD -208(a6) obj scale - from 10(objmodel)
WORD*3 -198(a6) lightsource vector
WORD -192(a6) <cleared on init>
WORD -156(a6) <cleared on init>
LONG*4 -104(a6) lightsource tint palette
WORD -64(a6) <cleared on init>
WORD*16 -36(a6) obj rot matrix (3x3)
LONG -4(a6) pointer to obj model
the 3d model the renderer has pointer to in a5:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
size offset
WORD 0 offset to bytecode (added to a5 for ProjectObj3D)
WORD 2 offset to vertices
WORD 4 num vertices * 64 - size of a4 vertex struct made in SetupNProjectObj
WORD 6 offset to normals
WORD 8 4*num normals + 4
WORD 10 scale
WORD 12 ???
WORD 14 another scale thingy?
Entering projection functions, type read with (a5)+, Passed to project funcs in d6.w.
Then different projector functions read their vertex,color,other crap from (a5)+,
and on return to Project3DObj the next word will be another projection func index.
Eg: for ProjectQuad_1:
Bytes 0,1,2,3 of (a5) are the 4 vertex ids.
WORD 4 is colour index of some kind.
for ProjectTriangle_1:
Bytes 0,1,2 are 3 vertex ids.
Byte 4 is colour index.
for shoving objects into the renderer:
Caller (ejemplo DrawBGStars):
# Creates 286 byte stackframe with
lea -286(a7),a7
move.l a7,a6
{ bg stars
20(a6) = 0.l
24(a6) = 0.l
28(a6) = $200.l
90(a6) = $b0.w
}
{ hyperspace cloud (during hyperspace)
20(a6) = 0.l
24(a6) = 0.l
28(a6) = some value (bigger = more distant :)
90(a6) = $ba.w
116(a6) = 0.w
122(a6) = $ffff.w
}
call Put3DObj:
d0 = 90(a6).w
a5 = Address of gamedata obj num 'd0.w'.
a4 = a6
# make 220 byte stackframe
link a6,#-220
# this is the object rotate matrix.
copy 32 bytes: -36(a6) = 0(a4) [caller stackframe]
# so (in viewing coords)
-16(a6) = x
-12(a6) = y
-8(a6) = z
# game data shit
-208(a6) = WORD 10(a5)
-212(a6) = LONG a4 [caller stackframe]
-156(a6) = 0.w
-192(a6) = 0.w
# flags Z if obj is onscreen
call 3DObjClipOffscreen
if not Z: return
-64(a6) = 0.w
* this is an extra color tint value, but is only applied
* if object color (rgb444) bits 4 and 8 are zero.
-154(a6) = $111.w
# lighting vector:
copy 3 LONGs: -198(a6) = L60e2 (which is normally 556(a6))
copy 4 LONGs: -104(a6) = L60f6 (which is normally 576(a6))
call CalcZnLighting
# Destroy stackframe
lea 286(a7),a7
# THIS HERE is a truth table of how object colours are tinted.
# obj_col.w is the rgb444 value in the object model, usually in d6
* when 3DPrimCullNLight is called
* light_col.w is the value returned by 3DPrimCullNLight in (a0)
* extra_col is value passed to Put3DObj, in -154(a6).w
obj_col bit: 4 8
col:
light_col + obj_col 0 0
obj_col 0 1
light_col + obj_col + extra_col 1 0
obj_col + extra_col 1 1
call CalcZnLighting:
d0-2 = z,y,z
d3 = 0
d5 = $4000
d4 = abs (z)
# find a shift value (d3) to keep abs (x,y,z) coords < $4000
while (d4 >= $4000) {
d3 += 1
d4 >>= 1
}
d4 = abs (x)
d4 >>= d3
while (d4 >= $4000) {
d3 += 1
d4 >>= 1
}
d4 = abs (y)
d4 >>= d3
while (d4 >= $4000) {
d3 += 1
d4 >>= 1
}
# all LONG
x >>= d3
y >>= d3
z >>= d3
# save shift val
-44(a6) = WORD d3
d3 += 7
d4 -= WORD -208(a6)
if (d3 < 0) {
d3 = abs (d3)
-44(a6) += WORD d3
WORD x >>= d3
WORD y >>= d3
WORD z >>= d3
}
x = -x
y = -y
z = -z
# WORD 3x3 matrix M[9] at -36(a6)
x1 = HIGH WORD 2*(x*M[0] + y*M[1] + z*M[2])
y1 = HIGH WORD 2*(x*M[3] + y*M[4] + z*M[5])
z1 = HIGH WORD 2*(x*M[6] + y*M[7] + z*M[8])
-50(a6) = WORD x1,y1,z1
# Lighting vector
x,y,z = -198(a6)
x2 = HIGH WORD 2*(x*M[0] + y*M[1] + z*M[2])
y2 = HIGH WORD 2*(x*M[3] + y*M[4] + z*M[5])
z2 = HIGH WORD 2*(x*M[6] + y*M[7] + z*M[8])
-42(a6) = WORD x2,y2,z2
return
# flags Z if obj is onscreen
call 3DObjClipOffscreen:
# a5 still game data shit
x,y,z = viewing coords
d3 = LONG (WORD 14(a5) << WORD -208(a6))
z += d3
# object behind viewer
if z < 0: return
x = abs x
y = abs y
x -= d3
if x >= 0 goto l3966e
x = 0
l3966e:
if x > z: return
y -= d3
if y >= 0: goto l39678
y = 0
l39678:
y *= 2
if y > z: return
x = 0
return
L3e14e:
-216(a6) = LONG (gamedata + 2(gamedata).w)
#alloc stackframe:
a7 -= WORD 4(gamedata)
a4 = a7
# and then some more
a7 -= WORD 8(gamedata)
a7 -= $c0
# save gamedata obj pointer
-4(a6) = LONG a5
-220(a6) = LONG gamedata + 6(gamedata).w
# -208(a6) is 10(a5)
d4 = WORD -208(a6)
d4 -= WORD 8
# that shift val
d4 -= -44(a6)
if (d4 > 0) {
shift each value in vector3 -50(a6) >> d4.
}
# we are the only caller of this func
call L39690:
# a4 is the stackframe allocated previously
# a4 has 4(gamedata).w bytes below it and
# 8(gamedata).w + $c0 bytes above.
a0 = a4 + 18
-160(a0) = 0.w
-128(a0) = 0.w
-96(a0) = 0.w
-64(a0) = 0.w
-32(a0) = 0.w
# and then it is wiped according to the length in d0,
# every 32 fuckheads
return
# also only caller of this one
call L3a00c:
a0 = 4(a7)
d1 = 8(gamedata).w # which is frame size above a4...
# wtf is -98(a6)...
(a0)+ = LONG -98(a6)
d1 >>= 1
d1 -= 3
if (d1 < 0) return
do {
(a0)+ = #$8080.w
} while (--d1 != -1)
return
# OK. so this a4 stackframe now looks like:
# from 4(a7) to -160(a4) (len 8(gamedata).w) filled with $8080
# -160(a4) to (4(gamedata).w + a4), every 32-bytes = 0.w
#
# The bit below a4 with 32-byte chunks is for storing model vertices
# transformed to viewing coords. It goes like this:
# WORD*2 0 projected 2D x,y coords
# LONG*3 4 20 + viewing transform
# WORD 18 zero if this vertex has not been setup yet
# LONG*3 20 model coords transformed by model rotation
#
-152(a6) = $2.b
a5 += WORD 0(a5)
# phew..
call Project3DObj....
lea -224(a6),a7
return
3DPrimCullNLight:
ARG d0 = WORD (BYTE color id thingy)*2
a1 = LONG -220(a6) # gamedata + 6(gamedata).w
bclr #1,d0
if (bit 1 was set) {
# XXX finish...
}
d1,d3 = WORD -4(a1,d0.w)
d0 = d1
d1 <<= 8
d2 = d3
d2 &= 0xff00
d3 <<= 8
d0 >>= 7
d0 &= 0xfffe
For ProjectCoords:
Input:
model coords 3xl 20(a0)
world coords 3xl -16(a6)
Output:
model+world 3xl 4(a0)
z-component ^^ l 12(a0)
2d projection 2xw 0(a0)
Draw3DView:
pos = primitives_base
for (;;) {
FUCK:
push pos;
if (pos[8].l) {
pos = pos[8].l
continue;
}
break;
}
call L386ce + pos[12].w
for (;;) {
pop pos
if (pos[4].l) {
pos = pos[4].l
goto FUCK
}
peek pos
call L386ce + pos[12].w
}
###################
2d primitive numbers:
0x5a - bezier section of complex polygon
ProjectPlanet:
~~~~~~~~~~~~~~
Allocates 214 bytes on stack in a3.
32(a3).w = (d6 {as passed to function} >> 4) & 0xfffe
194(a3).l = a5 {as passed} + 4
# planet feature detail
172(a3).w = 16 + optdetail2
# load some crap into a0:
lea 0(a4,d0.w),a0 where d0 = (a5)+ byte extended to word << 5
120(a3).w*3 = x,y,z of planet (fucked around with in some way. these notes are crap)
36(a3) = 8 words containing some unknown shit.
56(a3) = 2 words of shite
80(a3) = 4 longs of shite
60(a3) = 2 words of shite
206(a3).w = $10
96(a3).w = $5
48(a3) = 2 words
64(a3) = 2 words
52(a3) = 2 words
76(a3) = 2 words
# the ship object that is read (a5)
(d6.w >> 4) & 0xfffe -> 32(a3)
(a5)+.l
(a5)+.w * 4
(a5)+.w
lea 56(a5),a5
(a5)+.w * 4
if (a5)+.w == 0: goto poop1
poop2: oh fuck this is horrible
poop1: