T

Continuing my analysis, I later arrived at memory location $6D04. The code showed LDA $DC00 STA $7573 AND #$10 BNE L_BRS_($6D13)_($6D0C). Also during this time, I was communicating live with other stream observers that landed on my Twitch.tv channel to see what their thought process was in my evaluation of the code samples I was presenting. Then I heard someone chime in after I asked the question via chat and I saw they mentioned that the AND #$10 against the joystick port was checking for the fire button pressed down.
To probe a little further in my understanding of how the Monitor works, I loaded up the Help screen to see all of the commands available at my disposal. I discovered by just typing the letter r, that I suddenly could see the status registers of the game. This is importance since I could learn what the accumulator, x, y, zero flag, and other registers were now showing in memory. A screenshot is visible here for clarity. The goal was to get the game running again. So opening up the memory window, I finally scrolled through memory until I saw a green line as advised by my viewers. Right clicking on it, I found the option to ‘unset a break point’. Then the game was able to run again.
An idea surfaced much later that I could try to port the game into the CBM Prg Studio tool. The game was saved in Infiltrator as a snapshot. In chat, somebody mentioned to save the game in Regenerator as a tas file (Turbo Assembler) to see if I could load it into the CBM Prg Studio editor. When I finally got it loaded, to my surprise, I discovered that the format was not going to work. This is because the file is recognized to be read by the Turbo Assembler. So next I tried my luck at compiling it, but was disappointed to learn that a ton of errors were resident. It was still interesting to learn at that time that a TAS file could be loaded into CBM Prg Studio for the Commodore 64. However, it would be best to utilize a different editor (none other than the Turbo Assembler) to stay consistent with the format in order to see it have a successful execution.
Toward the conclusion of the video, I returned to Regenerator again. I explained how I prefer this tool since it highlights a lot of the memory locations, includes built in comments for central memory locations (VIC, SID, CIA), and also allows you to embed your own comments. This led me to searching through the code routines again until I came to register $41A6 which was the home of raster subroutine. Rasters are used to run interrupts in the background of a game to save on the game cycles. Often these can run “uninterrupted” by the game, producing a much smoother game. This is necessary especially when you have game characters running around, chase your sprite, and won’t detract from the timing of the joystick movement.