The Lion King III: Timon & Pumbaa
The Lion King III: Timon & Pumbaa |
---|
Developers: Tommy Xie,
Dragon This game has uncompiled source code. |
The Lion King III: Timon & Pumbaa is a game based off of The Lion King, created by Tommy Xie as coding practice.
Development Text
Create by:Tomsoft Studio.E-mail:tomsoft@ihw.com.cn.
Near the beginning of the ROM, at 0x41, is a developer credit left by the TomSoft SDK, used to develop this game.
Invalid stack size Insufficient memory 2500 A.D. Linker Copyright (C) 1985 - Version 4.01f Listing Destination (N, T, D, E, L, P, <CR> = N) : Error Only Listing Destination (T, D, P, <CR> = T) : LIST ON/OFF Listing Destination (T, D, P, <CR> = T) : Enter Run Time Selection : Assembly Terminated By Operator Can't Create Disk Listing File
Text leftover from 2500 A.D. Linker 4.01f, often used to program unlicensed NES games.
Bank12Table
6 397 CHKMEET_TAB
0326 6 396 CHKTAB_FULL
0325 6 395 CHKTAB_SIZE
0324 87 CON_00E1
MainCartEntry
? Pre CODE 0000 11
79 95 111 200 378 541 554 557 5626 360
CODEBUFFER 02CD 6 112
COLORAREA 0100 6 361
COLORBUFFER 02CE 6 563
CON_0039 = 0700 ?
N_00E0 = 0080
81 82 83 84 85 86 87 88 89 90 91D
92 936 81
CON_00E1 = 0081 6 82
CON_00E2 = 0082 6 83
CON_00E3 = 0083 6 84
CON_00E4 = 0084 6 85
CON_00E5 = 0085 6 86
CON_00E6 = 0086 6 87
CON_00E7 = 0087
Page 18 Tue Nov 11 1997 20:30
Page 18 J
Defined Symbol Name Value References
6
88 CON_00E8 = 0088 6
89 CON_00E9 = 0089 6
90 CON_00EA = 008A 6
91 CON_00EB = 008B 6
92 CON_00EC = 008C 6
93 CON_00ED = 008D
64 CON_0104 = 0701
565 566 567 568 569 571 572 573 574 575 576?
578 579 580 581 582 583 585 586 587 588 589?
590 592 593 594 595 596 597 599 600 601 602
DataBankPort
603 604 607 608 609 610 611 612 614 615 616?
617 618 619 621 622 623 624 625 626 628 629?
630 631 632 633 636 637 638 639 640 641 643?
644 645 646 647 648 651 652 653 654 655 656?
658 659 660 661 662 663 666 667 668 669 670?
671 673 674 675 676 677 678 680 681 682 683?
684 685 687 688 689 690 691 692 694 695 696
K 1 SourceY ?
697 698 700 701 702 703 704 705 707 708 710?
711 712 714 715 716 717 718 719 720 721 722?
724 725 26 727 728 731 732 733 735 736 737?
739 740 741 743 744 745 747 748 750 751 753?
754 756 757 759 760 762 7 765 766 768 769?
771 772 774 775 777 778 780 781 783 78 786?
787 789 790 792 793 795 796 798 799 801 802
CO 64
CON_0174 ?
805 806 8 809 811 812 813 814 816 817 818Y
819 821 822 823 8 6
565 CON_0105 = 0702 6
566 CON_0106 = 0703 6
567 CON_0107 = 0704 6
568 CON_0108 = 0705 6
569 CON_0109 = 0706 6
571 CON_010A = 0707 6
572 CON_010B = 0708 6
573 CON_010C = 0709 6
574 CON_010D = 070A 6
575 CON_010E = 070B 6
576 CON_010F = 070C 6
578 CON_0110 = 070D 6
579 CON_0111 = 070E 6
580 CON_0112 = 070F 6
581 CON_0113 = 0710 6
582 CON_0114 = 0711 6
583 CON_0115 = 0712 6
585 CON_0116 = 0713 6
586 CON_0117 = 0714 6
587 CON_0118 = 0715 6
588 CON_0119 = 0716 6
589 CON_011A = 0717 6
590 CON_011B = 0718 6
592 CON_011C = 0719 6
593 CON_011D = 071A 6
594 CON_011E = 071B 6
595 CON_011F = 071C 6
596 CON_0120 = 071D 6
597 CON_0121 = 071E 6
599 CON_0122 = 071F 6
600 CON_0123 = 0720
CON_0115
CON_0124 = 0721
Tue Nov 11 1997 20:30
Page 19 J
Defined Symbol Name Value References
6
602 CON_0125 = 0722 6
603 CON_0126 = 0723 6
604 CON_0127 = 0724 6
607 CON_0128 = 0725 6
608 CON_0129 = 0726 6
609 CON_012A = 0727 6
610 CON_012B
BEQ ?NextLMotion
LDA MOTION+2,X
AND #$C0
CMP #$40
BNE ?NextLMotion
LDA MOTION+4,X
CMP ____OD FER
BNE ?NextLMotion
JMP ?UpLocalFail
?NextLMotion:
TXA
CLC
ADC #$06
TAX
CMP #$30
BCC ?SearchLMotion
L__ BUFFER ;搜索局部敌物控制表。
LSR A
LSR A
LSR A
TAX
LDA LocalObject,X
PHA
LDA CODEBUFFER
AND #$07
TA_
A
?ShiftLTable:
CPX #$00
BEQ ?ShiftLTableOk
LSR A
DEX
JMP ?ShiftLTable
?ShiftLTableOk:
AND #$01
CMP #$01
BEQ pLocalOk
?UpLocalFail:
LDA #$FF
RTS
?UpLocalOk:
JSR _InstallMotion
RTS
;-----------------------------------------------------
-------------------------------------------------+
; | 判断垂直填充条码时敌物坐标是否指定区域。 |
; | 入口:RefIndex:在部件标注表内的偏移量__ |
; | 出口:TRUE动画在指定条码上。 |
; | FALSE指定条码上没有动画。 |
; +--------------------------------------------------+
_CheckVR____ge LDY RefIndex
LDA (ADDR2),Y ;判断是否是填充水平方向的坐标。
CMP POSTEMPX
BEQ ?CheckHighX
JMP ?OutOfRange
?CheckHighX:
__IN LDA (ADDR2),Y
CMP PAGETEMPX
BEQ ?CheckY
JMP ?OutOfRange
?CheckY:
INY ;判断垂直方向是否在屏幕内。
LDA (ADDR2),Y
POSTEMPY
INY
LDA (ADDR2),Y
STA PAGETEMPY
LDA POSTEMPY
SEC
SBC SCREEN_Y
STA POSTEMPY
LDA PAGETEMPY
SBC____SC E_Y
BNE ?OutOfRange
LDA POSTEMPY
CMP #240
BCS ?OutOfRange
LDA #$FF
JMP ?ChkRangeExit
?OutOfRange:
LDA #$00
__hk eExit:
RTS
;-----------------------------------------------------
; +--------------------------------------------------+
; | 判断水平填充____码 物坐标是否指定区域。 |
; | 入口:RefIndex:在部件标注表内的偏移量。 |
; | 出口:TRUE动画在指定条码上。 |
; | FALSE指定条码上没有动____。 |
; +--------------------------------------------------+
_CheckHRange:
LDY RefIndex
LDA (ADDR2),Y ;判断是否是填充水平方向的坐标。
POSTEMPX
INY
LDA (ADDR2),Y
STA PAGETEMPX
LDA POSTEMPX
SEC
SBC SCREEN_X
LDA PAGETEMPX
SBC SCRPAGE_X
BE__ ? kY
JMP ?OutOfRange
?CheckY:
INY ;判断垂直方向是否在屏幕内。
LDA (ADDR2),Y
CMP POSTEMPY
BNE ?OutOfRange
INY
LDA (ADDR2),Y
CMP PAGETEMPY
BNE ?OutOfRange
LDA #$FF
JMP ?ChkRangeExit
?OutOfRange:
LDA #$00
?ChkRangeExit:
RTS
;-----------------------------------------------------
; +--------------------------------------------------+
; | Input: SNAP_CONTROL |
; | Output:__: The function success.FALSE fail. |
; +--------------------------------------------------+
_InstallMotion:
LDX #$00
STX SPR_INDEX
?____ar ptyLM:
LDA MOTION,X
CMP #$FF
BEQ ?FoundEmptyLM
JMP ?NextLM
?FoundEmptyLM:
INY
LDA (ADDR2),Y
AND #$3F
CMP ____$0 BCS ?NormalActer
LDA MOTION
CMP #$FF
BEQ ?SetupMain
LDA #$FF
JMP ?InstallExit
?SetupMain:
TYA
PHA
LDA ____in ;设定主角角色号。
STA MOTION+0,X
TAY
LDA MainActionCode,Y
STA MOTION+1,X
PLA
TAY
INY
JMP ?SetOtherInfor
____No Acter:
LDA (ADDR2),Y
AND #$3F
STA MOTION+0,X
INY
LDA (ADDR2),Y
AND #$1F
STA MOTION+1,X
?SetOtherInfor:
LDA S CONTROL
STA MOTION+2,X
LDA CODEBUFFER
STA MOTION+4,X
INY
LDA (ADDR2),Y
STA MOTION+5,X
;-------------------
____X _INDEX
LDY RefIndex
LDA (ADDR2),Y
STA SPRITE+0,X
INY
LDA (ADDR2),Y
STA SPRITE+1,X
INY
LDA (ADDR2),Y
STA S E+2,X
INY
LDA (ADDR2),Y
STA SPRITE+3,X
;-------------------
LDA #$FF
STA SPRITE+4,X
STA SPRITE+5,X
LDA #$0__
A SPRITE+6,X
STA SPRITE+7,X
STA SPRITE+8,X
STA SPRITE+9,X
JMP ?InstallExit
?NextLM:
LDA SPR_INDEX
CLC
ADC #$__
STA SPR_INDEX
TXA
CLC
ADC #$06
TAX
CMP #$30
BCS ?SearchEmptyFail
JMP ?SearchEmptyLM
?SearchEmptyFail:
LDA __00 nstallExit:
RTS
;-----------------------------------------------------
MainActionCode:
DB 09H,07H,05H
;=====================================================
SetSubEntry:
LDY #$02
?SearchSubEntry:
LDA (ADDR0),Y
INY
CMP #$FF
BEQ ?SetSubEntryExit
CMP SCRP____E_ BNE ?SearchNext#1
LDA (ADDR0),Y
INY
CMP SCRPAGE_Y
BNE ?SearchNextSub
LDA STAGE
ASL A
TAY
LDA SCRPAGE_X
StagePageTab,Y
LDA SCRPAGE_Y
STA StagePageTab+1,Y
JMP ?SetSubEntryExit
?SearchNext#1:
INY
?SearchNextSub:
CPY #__2
BCC ?SearchSubEntry
?SetSubEntryExit:
RTS
;=====================================================
INCLUDE MAIN.INC
;=====================================================
END
ADDR2
INY
LDA (ADDR0),Y
STA ADDR2+1
INY
LDA (ADDR0),Y
JSR SwitchDataBank ;全____部 bank号。
INY
LDA (ADDR0),Y ;全局部件表大小。
STA COUNT
BNE ?11111
At the end of the ROM is this leftover source code. It is corrupt in the same way as Wait and See!, another Dragon game. As a result, extensive restoration has taken place to make it as readable as possible.
- Pages missing developer references
- Games developed by Tommy Xie
- Games developed by Dragon
- Pages missing publisher references
- Games published by Dragon
- Unlicensed NES games
- Pages missing date references
- Games released in 1996
- Games with uncompiled source code
- Games with hidden developer credits
- Games with hidden development-related text
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Games > Games by content > Games with hidden developer credits
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with uncompiled source code
Games > Games by developer > Games developed by Dragon
Games > Games by developer > Games developed by Tommy Xie
Games > Games by platform
Games > Games by publisher > Games published by Dragon
Games > Games by release date > Games released in 1996
Games > Unlicensed games > Unlicensed NES games
The Cutting Room Floor > Unimportant Awards > NES games