C64 Games memories - Bubble Bobble

  Рет қаралды 1,152

Martin Piper

Martin Piper

3 ай бұрын

In this video I look at Commodore 64 Bubble Bobble and how its software sprite rendering works and demonstrate how the code can render extra sprites.
github.com/martinpiper/Debugg...
GMA disk loader: • Disk fast load digital...
00:12 Introduction
00:29 Disk "Bleep load"
01:07 Memories
01:21 Looking for hardware sprites
01:32 ... and software sprites
02:38 More character masking
03:54 Starting to see dynamic characters
05:16 Two character sets!
05:48 Lots of hardware sprite frames
08:18 Memory write debug, for character sets
09:55 Using the machine code monitor
12:35 Backup screen data
14:15 Dynamic characters for each level
15:26 Collision data
18:18 Finding software sprite code
35:56 Finding frame, xpos and ypos tables
39:01 Rendering new sprites!
41:50 Technical summary

Пікірлер: 29
@Sidchipp
@Sidchipp 2 ай бұрын
Martin, your ability to reverse engineer these games is unparalleled. I love the narrative approach as you figure it out, well done. Pretty nutty the bubbles are drawn using chars mixing in the background data.
@cpu_UP
@cpu_UP 2 ай бұрын
Really interesting. Never played much the game but now I understand that the bobbles were not multiplexed sprites.
@Sumaleth
@Sumaleth 2 ай бұрын
Really impressive engine. One thing that surprises me is how many of these games use a double-buffered screen. Back in the day I thought I had managed to pretty much rule that out as a viable way to make a game just because of the amount of memory it used, but clearly I got that wrong.
@villehursti
@villehursti 2 ай бұрын
These deepdives into C64 games (this and IK+) just blow my mind. I have wondered and guessed for years how they were actually made. Nice to finally see that I wasn't too far off. Thanks Martin!
@MartinPiper6502
@MartinPiper6502 Ай бұрын
Glad you like them!
@aNdy_AL_C0S
@aNdy_AL_C0S 2 ай бұрын
I dug around in the code for this myself some years ago. So very cleverly done and probably way beyond what I would be capable of, even with the ease of development because of the modern tools today! Thanks for the breakdown though!
@delgilchrist
@delgilchrist 2 ай бұрын
Very interesting stuff as always! Thankyou for doing this!
@igork3522
@igork3522 2 ай бұрын
Thank you for making this videos and making access to the code!
@frodbolf
@frodbolf 2 ай бұрын
FOND memories!
@victorwidell9751
@victorwidell9751 2 ай бұрын
The "separate collision buffer" also contains the bubble wind current.
@MartinPiper6502
@MartinPiper6502 2 ай бұрын
oh cool! :)
@TheStuffMade
@TheStuffMade 2 ай бұрын
Nice reverse engineering 👍I always thought Bubble Bobble was an excellent conversion for the C64, but I never imagined they were using quite advanced software sprites for all the bubbles. It's very impressive, especially considering what they had to work with back in the mid/late 80s.
@cruncherx86
@cruncherx86 2 ай бұрын
Hi Martín, good morning! As always fantastic review. Sorry, you surely pointed out previously, but let me ask what kind of environment do you are using for “scraping” games? I started to mess with games with rather simple tool (vice monitor, 64 java based disassembler) but your tools are incredible. Any hint to let me improve?
@InternetVegetable8541
@InternetVegetable8541 2 ай бұрын
Google "ICU64"
@c64customs
@c64customs 2 ай бұрын
Very interesting video as usual, thanks for making it. I wonder wether Bandits works in a similar way.
@MartinPiper6502
@MartinPiper6502 2 ай бұрын
I'll add it to the list...
@geehaf
@geehaf 2 ай бұрын
Great explanation - as always! How about Barbarian - I think that also used SW sprites?
@MartinPiper6502
@MartinPiper6502 2 ай бұрын
it's on the list!
@jameswelch2850
@jameswelch2850 2 ай бұрын
Thanks for these videos. Please do Zybex or Soldier of Fortune (Graftgold) if you can!
@MartinPiper6502
@MartinPiper6502 2 ай бұрын
Thank you for the generous support. They're on the list. :)
@retro_noix
@retro_noix 2 ай бұрын
In two player mode, there must be at least 32 bubbles floating around... did you try that off camera?
@LordmonkeyTRM
@LordmonkeyTRM 2 ай бұрын
If a screen takes 16kb of data to fill does that mean double buffering is using 32k?
@MartinPiper6502
@MartinPiper6502 2 ай бұрын
A VIC bank is 16KB, the screen takes about 1KB, ignoring the characters and colours.
@victorwidell9751
@victorwidell9751 2 ай бұрын
Replace the sw rendering with hw sprite multiplexing!
@epicon6
@epicon6 2 ай бұрын
0:12 It’s Bubble Bobble, not Bubble Bubble
@MartinPiper6502
@MartinPiper6502 2 ай бұрын
I say Bubble Bobble, but the auto-captions are wrong.
@saganandroid4175
@saganandroid4175 2 ай бұрын
"Software sprite"????? B U R N T H E W I T C H. "software sprite" is an oxymoron.
@arlasoft
@arlasoft 2 ай бұрын
Yawn. That's what most developers call them, whether or not the term is technically correct, it has stuck and when you say 'software sprite' everyone knows what you mean. If there was a more succinct, pithy and accurate term for them, we'd already be using it.
@MartinPiper6502
@MartinPiper6502 2 ай бұрын
We do tend to call them software sprites... csdb.dk/forums/index.php?roomid=11&topicid=25151&showallposts=1
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