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View topic - Sonic Spinball: Unusual Source Code in ROM

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  • Joined: 08 Dec 2005
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Sonic Spinball: Unusual Source Code in ROM
Post Posted: Fri Jun 17, 2011 12:10 am
The following can be found within the Sonic Spinball (SMS) ROM:

88
1C58 C5                 M    PUSH   BC
1C59 21 00 00           M    ld   HL,RobotnicShipAnim
1C5C                    M    XREF   CreateState
1C5C CD 00 00           M    CALL   CreateState
1C5F D1                 M    POP   DE
1C60 38 00              M    JR   C,AppendRightError_1988
1C62 21 4B D7           M    ld   HL,StateRight
1C65 19                 M    add   HL,DE
1C66 71                 M    ld   (HL),C
1C67                    M AppendRightError_1988
1C67                            _YSpeed   3
1C67 FD 36 28 06        M    ld   (IY+ItemYSpeedHi),lo(3*SpdFac)
1C6B FD 36 27 00        M    ld   (IY+ItemYSpeedLo),0
1C6F                     

1C6F                            _Goto   EndItemsCheck
1C6F 18 00              M    JR   EndItemsCheck
1C71                     

1C71                         ;=== Re Entry (into the volcano) ===
1C71                      Reentry:
1C71                            _AppendRight   ReentryAnim
1C71                    M    XREF   AppendRight
1C71 CD 00 00           M    CALL   AppendRight
1C74                    M    bcs   AppendRightError_1992
1C74 38 00              M    jr   C,AppendRightError_1992
1C76 C5                 M    PUSH   BC
1C77 21 00 00           M    ld   HL,ReentryAnim
1C7A                    M    XREF   CreateState
1C7A CD 00 00           M    CALL   CreateState
1C7D D1                 M    POP   DE
1C7E 38 00              M    JR   C,AppendRightError_1992
1C80 21 4B D7           M    ld   HL,StateRight
1C83 19                 M    add   HL,DE
1C84 71                 M    ld   (HL),C
1C85                    M AppendRightError_1992
1C85                            _YSpeed   3
1C85 FD 36 28 06        M    ld   (IY+ItemYSpeedHi),lo(3*SpdFac)
1C89 FD 36 27 00        M    ld   (IY+ItemYSpeedLo),0
1C8D                     

1C8D                      EndItemsCheck:
1C8D FD 7E 05                   ld   A,(IY+ItemYHi)      ;Check if hit stop point
1C90 FD BE 31                    cp   (IY+ItemParm0)
1C93                            bne   EndItemsNext
1C93 20 00              M    jr   NZ,EndItemsNext
1C95                     

1C95 FD 7E 04                   ld   A,(IY+ItemYLo)
1C98

This code looks very unusual, in particular due to:

* The presence of addresses and opcode bytes on the far left.
* The XREF, _Goto and bcs "instructions". These are clearly related to the calls and jumps - all of which appear to have immediate data of zero.

Does anyone know what this code might be? A disassembly? Output from a high-level compiler?

P.S. It seems that this code corresponds to the part of the binary at $15e55-$15e94.
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Post Posted: Fri Jun 17, 2011 3:01 am
Quote
* The presence of addresses and opcode bytes on the far left.



Very cool find. This is a listing file which the assembler produces, that contains the absolute addresses and the byte sequences for each instruction. I don't know which Z80 assembler exactly, however.

I wonder if the M prefixes code that is part of a macro, to indicate macro expansion. Typically listing files don't show expanded macros unless you direct the assembler to do so.
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Post Posted: Fri Jun 17, 2011 5:14 am
Something similar turned up in an NES game called Air Fortress.
The only speculation I've heard is that maybe instead of filling unused ROM space with zeros or FF, it just grabbed random data from the programmer's hard drive/RAM.
Though it's a bit odd as the text is at $1F600 and doesn't go until the end of the bank.
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Post Posted: Fri Jun 17, 2011 7:59 am
The Sonic 2 "beta" ROM has some chunks of source code in it too.

Basically if you enlarge a file by just setting the pointer to your desired point then all the space from the end of your file to the pointer get filled with whatever there was before on your HDD and if a program does not overwrite it with zeroes you got stuff like that.

I hear that whole source code of some games are found that way :O
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Post Posted: Fri Jun 17, 2011 8:17 am
Can you add it to a Development page for the game? I've done that for a few different games, e.g. this recently:

http://www.smspower.org/Development/ManOverboard-GG

...including comments with mild profanity.

The M stuff does look a lot like macro expansion, with the unexpected "opcodes" being the macros themselves. XREF and bcs seem a bit like someone trying to overlay a different mnemonic system onto the Z80 standard set...

The inclusion is more likely due to memory managers not blanking RAM than due to file expansion.
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Post Posted: Fri Jun 17, 2011 11:49 am
Maxim wrote
Can you add it to a Development page for the game?

Sure. I was planning to do that soon (I added a similar page for Hang On / Safari Hunt just recently), but I didn't know exactly how to describe the code. Unlike other examples, this is clearly not hand-written assembly.

Charles MacDonald wrote
This is a listing file which the assembler produces, that contains the absolute addresses and the byte sequences for each instruction.

I see. That makes sense.

Maxim wrote
The M stuff does look a lot like macro expansion, with the unexpected "opcodes" being the macros themselves.

So, for example, _AppendRight is a macro which expands to give several lines - the first of which is "XREF AppendRight"? Then this nested macro expands to "CALL AppendRight"?
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Post Posted: Fri Jun 17, 2011 12:48 pm
That seems believable. You can't see the level of the macro "stack" but any line with no bytes recorded seems to be a macro.
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