mrcook / jetpac-disassembly

JETPAC: fully annotated source code of this classic 8-bit game (1983, ZX Spectrum)

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JETPAC cartridge ROM disassembly

An unofficial disassembly of JETPAC, the classic 8-bit computer game released in 1983 for the 16K ZX Spectrum home computer.

This disassembly has been created from the raw binary data of the original ZX Spectrum JETPAC cartridge ROM, using the SkoolKit disassembly toolkit.

The Game

A fast-paced shooter video game for 8-bit home computer systems.

Jetpac is the first instalment in the Jetman series, followed by Lunar Jetman (1983) and Solar Jetman: Hunt for the Golden Warpship (1990).

The 'Acme Interstellar Transport Company' is delivering SPACESHIP KITS to various planets in the solar systems throughout the Galaxy; and as chief test pilot, all you have to do is assemble the Rockets, and thrust onto your next destination.

But! as you don't often get the chance of a free trip across the Galaxy, and space travel is, oh, so expensive, now is your chance to get rich! You might just as well stop off on several planets on your journey, collect the odd sack of precious gems, elements or gold, and take them back with you.

Sounds simple doesn't it!

But! before you go and make yourself the richest person in the whole Universe, you must remember to refuel your Spaceship, every time you land on a planet, with 6 fuel pods. Any other goodies you collect, are yours to keep. Upon landing, you will find yourself equipped with the very latest Hydrovac JET PAC, which can automatically airlift almost any rocket stage, fuel pod or valuables, you care to land upon, and release them over the rocket ship base, plus mega powerful, Quad Photon Laser Phasers, to blast any nasty, mean, little aliens who might object to your visit.

And my! do those aliens get upset, when you collect all of their valuables, and sneak off, without so much as a by-your-leave.

JETPAC was designed and developed by Chris Stamper and Tim Stamper in 1983 for the 16K and 48K Sinclair ZX Spectrum.

Project Status

This disassembly might be considered done.

  • All code blocks have been labelled and annotated.
  • All variables have been labelled and annotated.
  • All data has been isolated and annotated.
  • All text data has been annotated.
  • All graphics have been annotated (tiles, sprites).
  • All game buffers (baddie/collectible) are annotated.

However, there are still a few sections of code and variables that would benefit from a deeper analysis.

Feedback and submissions are welcome!

Skoolkit Instructions

When the ZX Spectrum boots from a cartridge the loader routine located at address $0000 is executed. This routine copies the loading screen to the Spectrum display file, and waits for the player to press a key. The game code and data is then copied to the computer RAM at address $6000 (24499 in decimal).

So that the disassembly is placed at the correct address, Skoolkit needs to be given an address to start writing the bytes. The following command will extract the game from the .rom image (not included in this repository), apply the disassembly annotations and write the resulting source code to a .skool file:

$ sna2skool.py -c jetpac.ctl -Hl -o 24499 jetpac.rom > jetpac.skool

Assembly

Skoolkit can generate valid Z80 ASM code with the following command:

$ skool2asm.py -H -crs jetpac.skool > jetpac.asm

The generated asm won't be able to start the game without a loader routine. A basic example is provided in the file loader.asm.

The Pasmo Assembler can be used to assemble the source into a working ZX Spectrum tape image.

$ pasmo --tzxbas loader.asm jetpac.tzx

Cassette version disassembly

This section contains some notes on how the cartridge and cassette versions of Jetpac differ.

The code in the two versions is identical except for a slight difference on where it's loaded in memory, and that the cassette version supports the Kempston joystick instead of the Interface 2. There is also a code mover routine used during tape loading.

The BASIC tape loader is one long line of instructions, which has been reformatted to fit here.

1  CLEAR 24575:
   BEEP .1,1: BEEP .1,2: BEEP .1,3: BEEP .1,4: BEEP .1,5:
   PAPER 0: INK 7: BRIGHT 1: CLS : PRINT BRIGHT 1;INK 7;
   AT 9,7;"JETPAC IS LOADING";
   AT 12,10;"PLEASE WAIT":
   PRINT AT 0,0: LOAD ""SCREEN$ :
   INK 0: PAPER 0:
   PRINT AT 5,0: LOAD ""CODE :
   PRINT AT 5,0: LOAD ""CODE :
   PRINT AT 5,0: LOAD ""CODE :
   PRINT AT 5,0: LOAD ""CODE :
   PRINT USR 24576

Below is the skoolkit t2s config file, which can be used as a starting point for disassembling a TZX image file.

; tap2sna.py file for Jetpac cassette version. Run
;
;   $ tap2sna.py @jetpac.t2s
;
; to create a Z80 snapshot.

jetpac.tzx
jetpac.z80

; Skoolkit handles these automatically,
; but listing here for reference.
; ram load:  4,16384  # load screen (JPSP)
; ram load:  6,24576  # load game code/data
; ram load:  8,23424  # load `mover` routine
; ram load: 10,23728  # load `JP (HL)` opcode
; ram load: 12,23672  # load game start check variables

; After the game loads the PC starts at $6000:
;
; c$6000 DI
;  $6001 JP $5B80
;
; The `mover` routine at $5B80 moves bytes 24580-32772 down to 24576-32768.
; This routine is loaded from tape block #8 (see above).
--ram move=$6004,$2000,$6000

; Initialize all game variables and data so the source code is clean.
--ram poke=$5CCB-$5FFF,$00

--reg sp=$5CF0
--reg pc=$61E5

As you can see, --ram move=$6004,$2000,$6000 emulates the mover routine found on the tape. For those interested, that routine is as follows:

; Skoolkit code mover disassembly for Jetpac

; Disassembly of the code mover routine, which copies 8192 bytes from address
; $6004 down to $6000, before then jumping to the game start routine.
c$5b80 ld hl,$6004   ;
 $5b83 ld de,$6000   ;
 $5b86 ld bc,$2000   ;
 $5b89 ldir          ;
 $5b8b jp $61e5      ;

; Tape block #6 ("The Game") is loaded at this address, starts running, then
; calls the above routine, which then overwrites these instructions.
c$6000 di            ;
 $6001 jp $5b80      ;

The Kempston joystick menu entry:

 $62dc defm "4   KEMPSTON JOYSTIC"
 $62f0 defb $cb                    ; ASCII "K" ($4B) + EOL control bit

The joystick reading routine and how the values are used in the code do have some small differences. Here is the main read routine itself:

; Joystick Input (Kempston)
;
; Output:A Joystick direction/button state.
@label=ReadKempstonJoystick
c$733a in a,($1f)    ; Joystick port
 $733c cpl           ; Invert all bits in #REGa
 $733d ret           ;

128K Spectrum Fix

In the keyboard read code there is an out ($fd),a instruction, which seems to cause issues on the 128K Spectrums and therefore will need changing to NOP instructions.

; jetpac.skool

- $7326 out ($fd),a   ; Set port for reading keyboard
+ $7326 nop
+ $7327 nop

Copyright Information

This disassembly, comments and support files, Copyright © 2020 Michael R. Cook.

JETPAC Copyright, ULTIMATE PLAY THE GAME. Copyright & Trade Name, 1983 Ashby Computers & Graphics Ltd. All rights reserved Worldwide.

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JETPAC: fully annotated source code of this classic 8-bit game (1983, ZX Spectrum)


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