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unorig

@unorig.bsky.social

Reverse engineering Commodore 64 games.

45 Followers  |  58 Following  |  83 Posts  |  Joined: 06.12.2023  |  1.8971

Latest posts by unorig.bsky.social on Bluesky

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I now have a tile editor for the mine level of A View to a Kill for the Commodore 64. The level was always interesting to me but was terribly cramped and difficult to get around. Now I can give the level a lot of space.

23.10.2025 08:53 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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I now have a map viewer built in for Paris and Mine levels of a View to a Kill for the Commodore 64. One is character based and the other is tile based which makes things more complicated. However, soon I will be able to modify the maps to make them a little less frustrating to play.

20.10.2025 21:56 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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I always found the arrows on the roads of the Paris level of A View to a Kill for the Commodore 64 really confusing. So now I have a character and map editor where I can change the arrows to dashes straight into an uncompressed PRG.

19.10.2025 00:00 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Since there isn't Charpad for MacOS so I have been trying to build a character / map editor for MacOS. It's not pretty, but I can now see the Paris map for A View to a Kill.

17.10.2025 22:17 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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One of the things that really frustrated me about A View to a Kill - Paris level for the Commodore 64 was the wall collision. Coding a solution would basically be a ground up rebuild so I have decided to shorten the car to greatly reduce this issue - way better. Now to make it multicolour.

17.10.2025 02:26 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Ive also now got the ability to view and edit the sprite. Not sure how useful it would be to make modifications to a sprite while reverse engineering yet, but it's there for my amusement.

14.10.2025 23:59 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Added the ability to define .word, .text, and also sprites. This makes the program use less rows and a bit more manageable to read.

14.10.2025 20:46 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Lossless Listening Arrives on Spotify Premium With a Richer, More Detailed Listening Experience โ€” Spotify Lossless on Spotify Premium is here.ย  Lossless audio has been one of the most anticipated features on Spotify and now, finally, itโ€™s started rolling out to Premium listeners in select markets. Premium...

Just this month. newsroom.spotify.com/2025-09-10/l...

10.10.2025 20:24 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Rockstar really did what they done when they might have not to. They had PS5 the game when the game was.

08.10.2025 09:51 โ€” ๐Ÿ‘ 4    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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GitHub - pditincho/mm-explained: Maniac Mansion C64 explained Maniac Mansion C64 explained. Contribute to pditincho/mm-explained development by creating an account on GitHub.

GitHub user pditincho has taken apart the C64 version of Maniac Mansion - perfect for anyone curious enough to PEEK into the gameโ€™s code. github.com/pditincho/mm...

08.10.2025 06:13 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Sometimes you need 'Cautious', then sometimes you need...

07.10.2025 22:56 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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This is the weirdness of disassembling C64 Assembly. Someone leaves a random address or code somewhere that the program never gets to, but messes up disassembly.

07.10.2025 21:11 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Aggressive follows all JMP, JSR, branches etc. Cautious will stay within the subroutine. This allows me to disassemble small sections, compile and test.

07.10.2025 07:08 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Due to the randomness of C64 Assembly, I have had to make an option of 'Aggressive' or 'Cautious' disassembly. I found that sometimes you need to step through sections and find the buggy code before disassembling. Paris Chase in A View to a Kill was fine on Aggressive, but City Hall has some bugs.

06.10.2025 21:57 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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There are some scaling issues but it looks like I have a build of my disassembler working on Windows now too.

05.10.2025 22:28 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Yeah I have it compiling for MacOS and also Ubuntu now. I am just working on a Windows binary. I still need to do some more testing on the compile+build functionality - basically it allows you to compile and run the reverse engineered code.

05.10.2025 21:08 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Much better on MacOS now.

04.10.2025 04:57 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Testing my disassembler in MacOS. It builds - but it's pretty ugly. I still prefer using Linux as an OS than MacOS.

04.10.2025 00:58 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I will soon. The changes are starting to settle down - not having any c64 compile issues. Iโ€™ll probably start trying a build for Mac and Windows soon.

03.10.2025 22:42 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Complete rewrite. The concepts are the same. c++ is much faster however.

03.10.2025 22:39 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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I can now manage self-modifying code. Getting close to having all the program just use labels rather that direct memory addresses.

03.10.2025 04:48 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Love that intro screen

02.10.2025 11:08 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Added symbol management to my disassembler. I can now select a symbol, press F3 and go to the next usage of the symbol too.

30.09.2025 22:33 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I recall being quite frustrated with the game. Have not looked back at it since I was a kid.

29.09.2025 10:28 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Making some good progress on my disassembler. Its the most promising version of a disassembler I have ever made. I am 70% through mapping out A View to a Kill Paris level which is good. I think the last 15% will be bizarre junk.

29.09.2025 06:41 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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My C64 disassembler is getting to a point where I am spending more time disassembling than updating the disassembler. It now has handy features like percentage categorised and the ability to copy sections to ASM so I can get AI to help understand sections.

26.09.2025 23:54 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Well I now have my C++ disassembler disassembling to 64tass format, compiling to a prg and making a self-extracing prg with exomizer in Linux. It is now also launching in RetroDebugger. This is good because I can continue to disassemble to see when the disassembler doesnt do a good job.

23.09.2025 10:27 โ€” ๐Ÿ‘ 4    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Yep I definitely started following you if you mentioned anything to do with c64 or if you followed me. I follow anyone with an active interest in retro!

22.09.2025 23:02 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

If anyone mentions c64 I follow them even if they are off-topic frequently. Itโ€™s just my own discipline.

22.09.2025 22:55 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Ha! I keep my profile very specific to c64 development. Or maybe some retro games topics ๐Ÿ˜ƒ

22.09.2025 22:52 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

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