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elite-modify-plus4.py
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elite-modify-plus4.py
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#!/usr/bin/env python
#
# ******************************************************************************
#
# COMMODORE PLUS/4 ELITE FLICKER-FREE MODIFICATION SCRIPT
#
# Written by Mark Moxon
#
# This script applies flicker-free ship-drawing to Commodore Plus/4 Elite, as
# described here:
#
# https://elite.bbcelite.com/deep_dives/flicker-free_ship_drawing.html
#
# It does the following:
#
# * Modify the PRG file to draw flicker-free ships
#
# Run this script by changing directory to the folder containing the disk files
# and running the script with "python elite-modify.py"
#
# This modification script works with the following disk image, which is the
# Pigmy Plus/4 version from Ian Bell's site, with the demo and packing removed:
#
# * elite_+4_unpacked.prg
#
# ******************************************************************************
from __future__ import print_function
import os
# Convert a C64 address into the corresponding offset within the gma6 file
def get_offset(addr):
return addr - load_address
# Insert a binary file into the game code, overwriting what's there
def insert_binary_file(data_block, addr, filename):
file = open(filename, "rb")
file_size = os.path.getsize(filename)
insert_from = get_offset(addr)
insert_to = insert_from + file_size
data_block[insert_from:insert_to] = file.read()
file.close()
print("[ Modify ] insert file {} at 0x{:02X}".format(filename, addr))
# Insert an array of bytes into the game code, overwriting what's there
def insert_bytes(data_block, addr, insert):
insert_from = get_offset(addr)
insert_to = insert_from + len(insert)
data_block[insert_from:insert_to] = insert
print("[ Modify ] insert {} bytes at 0x{:02X}".format(len(insert), addr))
# Insert a block of NOPs into the game code, overwriting what's there
def insert_nops(data_block, addr, count):
insert = [0xEA] * count
insert_bytes(data_block, addr, insert)
print("[ Modify ] insert {} NOPs at 0x{:02X}".format(count, addr))
# Print a progess message
print()
print("Modifying Commodore Plus/4 Elite")
# Configuration variables
load_address = 0x1100 - 2
# Set up an array to hold the game binary, so we can modify it
data_block = bytearray()
# Load the main code file into data_block
elite_file = open("elite_+4_unpacked.prg", "rb")
data_block.extend(elite_file.read())
elite_file.close()
print()
print("[ Read ] elite_+4_unpacked.prg")
# Set the addresses for the extra routines (LLX30, PATCH1, PATCH2) that we will
# load into unused portiong of the main game code
llx30 = 0x7200
patch1 = 0x723E
patch2 = 0x7255
# We now modify the code to implement flicker-free ship drawing. The code
# changes are described here, which can be read alongside the following:
#
# https://elite.bbcelite.com/deep_dives/backporting_the_flicker-free_algorithm.html
#
# The addresses in the following are from when the game binary is loaded into
# memory. They were calculated by analysing a memory dump of the running game,
# searching for patterns in the bytes to match them with the corrsponding code
# from the BBC Micro version (which is very similar, if you ignore any different
# addresses).
# SHPPT
#
# We start with the new version of SHPPT, which we have already assembled in
# BeebAsm and saved as the binary file shppt.bin, so we simply drop this over
# the top of the existing routine (which is slightly longer, so there is room).
insert_binary_file(data_block, 0x9932 + 0x900, "shppt-plus4.bin")
# LL9 (Part 1)
#
# This is the modification just after LL9. We insert the extra code with a call
# to the new PATCH1 routine, which implements the original instructions before
# moving on to the new code.
#
# From: LDA #31
# STA XX4
#
# To: JSR PATCH1
# NOP
insert_bytes(data_block, 0x9A8A + 0x900, [
0x20, patch1 % 256, patch1 // 256 # JSR PATCH1
])
insert_nops(data_block, 0x9A8D + 0x900, 1)
# LL9 (Part 9)
#
# This is the modification at EE31.
#
# From: LDA #%00001000
# BIT XX1+31
# BEQ LL74
# JSR LL155
#
# To: LDY #9
# LDA (XX0),Y
# STA XX20
# NOP
# NOP
# NOP
insert_bytes(data_block, 0x9F2A + 0x900, [
0xA0, 0x09, # LDY #9
0xB1, 0x57, # LDA (XX0),Y
0x85, 0xAE # STA XX20
])
insert_nops(data_block, 0x9F30 + 0x900, 3)
# LL9 (Part 9)
#
# This is the modification just after LL74.
#
# From: LDY #9
# LDA (XX0),Y
# STA XX20
# LDY #0
# STY U
# STY XX17
# INC U
#
# To: LDY #0
# STY XX17
# NOP x10
insert_bytes(data_block, 0x9F39 + 0x900, [
0xA0, 0x00, # LDY #0
0x84, 0x9F # STY XX17
])
insert_nops(data_block, 0x9F3D + 0x900, 10)
# LL9 (Part 9)
#
# This is the modification at the end of the routine.
#
# From: LDA XX15
# STA (XX19),Y
# INY
# LDA XX15+1
# STA (XX19),Y
# INY
# LDA XX15+2
# STA (XX19),Y
# INY
# LDA XX15+3
# STA (XX19),Y
# INY
# STY U
#
# To: JSR LLX30
# NOP x21
insert_bytes(data_block, 0x9F87 + 0x900, [
0x20, llx30 % 256, llx30 // 256 # JSR LLX30
])
insert_nops(data_block, 0x9F8A + 0x900, 21)
# LL9 (Part 10)
#
# This is the modification around LL75.
#
# From: STA T1
# LDY XX17
#
# To: STA CNT
# LDY #0
insert_bytes(data_block, 0x9FB4 + 0x900, [
0x85, 0x30, # STA CNT
0xA0, 0x00 # LDY #0
])
# LL9 (Part 10)
#
# This is the second INY after LL75.
#
# From: INY
#
# To: NOP
insert_nops(data_block, 0x9FC1 + 0x900, 1)
# LL9 (Part 10)
#
# These are the two modifications at LL79.
#
# From: LDA (V),Y
# TAX
# INY
# LDA (V),Y
# STA Q
# ... four lots of unchanged LDA/STA, 5 bytes each ...
# LDX Q
#
# To: INY
# LDA (V),Y
# TAX
# ... shuffle the LDA/STA block down by 4 bytes ...
# INY
# LDA (V),Y
# TAX
# NOP
# NOP
insert_bytes(data_block, 0x9FD9 + 0x900, [
0xC8, # INY
0xB1, 0x5B, # LDA (V),Y
0xAA # TAX
])
lda_sta_block = get_offset(0x9FDD + 0x900)
for n in range(lda_sta_block, lda_sta_block + 4 * 5):
data_block[n] = data_block[n + 4]
insert_bytes(data_block, 0x9FF1 + 0x900, [
0xC8, # INY
0xB1, 0x5B, # LDA (V),Y
0xAA # TAX
])
insert_nops(data_block, 0x9FF5 + 0x900, 2)
# LL9 (Part 10)
#
# This is the modification at the end of the routine. The C64 version has an
# extra JMP LL80 instruction at this point that we can modify to jump to a
# new routine PATCH2, which lets us insert the extra JSR LLX30 without taking
# up any more bytes.
#
# From: JMP LL80
#
# To: JMP PATCH2
insert_bytes(data_block, 0xA010 + 0x900, [
0x4C, patch2 % 256, patch2 // 256 # JMP PATCH2
])
# LL9 (Part 11)
#
# This is the modification at LL80.
#
# We blank out the .LL80 section with 28 NOPs
insert_nops(data_block, 0xA13F + 0x900, 28)
# LL9 (Part 11)
#
# We have already assembled the modified part 11 in BeebAsm and saved it as
# the binary file ll78.bin, so now we drop this over the top of the existing
# routine (which is exactly the same size).
insert_binary_file(data_block, 0xA15B + 0x900, "ll78-plus4.bin")
# LL9 (Part 12)
#
# We have already assembled the modified part 11 in BeebAsm and saved it as
# the binary file ll115.bin, so now we drop this over the top of the existing
# routine (which is slightly longer, so there is room).
insert_binary_file(data_block, 0xA178 + 0x900, "ll155-plus4.bin")
# We now load the three extra routines required by the modifications into the
# memory used by the explosion and Trumble sprites, which are not used in the
# Plus/4 version:
#
# LLX30
# PATCH1
# PATCH2
# DrawPlanetLine
insert_binary_file(data_block, 0x7200, "extra-plus4.bin")
# We now move on to the routines for drawing flicker-free planets
# Set the addresses for the extra routines (EraseRestOfPlanet, PATCH4, PATCH5)
# that we inserted above
erasep = 0x89BC
patch4 = 0x1EA0
patch5 = 0x1EA5
# 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 + 0x8F0, "pl9-plus4.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 + 0x8F0, [
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 + 0x8F0, [
0x30, 0xB1 # BMI PL20
])
# WPLS2
#
# We have already assembled the modified WPLS2 in BeebAsm and saved it as
# the binary file wpls2.bin, so now we drop this over the top of the
# existing routine. This binary contains the following routines:
#
# WPLS2
# EraseRestOfPlanet
# PATCH3
# PATCH6
insert_binary_file(data_block, 0x80BB + 0x8F0, "wpls2-plus4.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 + 0x8F0, [
0xB0, 0x0A # BCS PL40
])
insert_bytes(data_block, 0x7F0D + 0x8F0, [
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 + 0x8F0, [
0x20, patch5 % 256, patch5 // 256 # JSR PATCH5
])
insert_nops(data_block, 0x8061 + 0x8F0, 1)
# 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, 0x2974, "bline-plus4.bin")
# We now load the extra routines required by the modifications into the memory
# used by the Trumble sprite-drawing routine, which contains a whole raft of
# NOPs in the Plus/4 version. We can therefore slip the following routines into
# this set of NOPs, adding a JMP beforehand to skip over the patches:
#
# DrawNewPlanetLine
# PATCH4
# PATCH5
insert_binary_file(data_block, 0x1E6A, "trumble-plus4.bin")
# All the modifications are done, so write the output file for the modified PRG
output_file = open("elite_+4_modified.prg", "wb")
output_file.write(data_block)
output_file.close()
print("[ Save ] elite_+4_modified.prg")