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When the topic discussion began, I focused on the memory location $Dc00, which manages CIA Data Port A. This area communicates with outside devices by writing bits of data to registers and sending them to external devices. This area is also responsible for reading the keyboard. There are various bit positions that when set control different movement of the joystick and send calls to the keyboard. Here is the pattern broken down according to Mapping the Commodore 64 as seen in the screenshot example.
I started evaluating a code sample from Dragon’s Lair at memory location $0E57 that was first identified by the Infiltrator tool in the Memory window for the CIA 1 register. This gave me a glimpse into how the RAM memory was searching the joystick locations and the code that corresponded to this. The example screenshot illustrates that this is loading a $7f (127) into memory register $DC00 (56320). This is likely just setting a default setting for the joystick, which is the value outputted in Basic when the joystick is idle.
Next I transitioned over to looking at the RAM memory for the popular Ghostbusters game for the Commodore 64 in Infiltrator. Opening up the Sprite tool, I demonstrated how the application detected the sprites in the game. They are patterned in a grid spanning 8 x 8. It divided them into their individual cells starting at memory location $4000 and up to $4E00 + 8 rows. The Ghostbusters game was written and developed by David Crane in 1984 and ported in many different systems in that era. It was the idea based off the famous movie in that generation.
For the next part of the video, I opened up the Bitmap viewer in Infiltrator. Using the memory window I was able to see some of the background graphics for the main screen that the player navigates the Ghostbuster sprite on. It was evident here that they utilized some of the background graphics to paint up the houses and scenery around the player. Scrolling through the Memory window area on the left offers the ability to view other segments of memory of the game. It could also open the door to modifying your own hack of the game’s graphics.
Then I wanted to see what the character sets looked like in the game. Infiltrator can look at individual character bitmaps in an 8×8 format using the Charsets and Screen tool. You can also change any of the 4 different color modes that are available. The tool, identical to the others, also allows you to scan through various parts of memory banks to see the different characters sets resident in those areas. The Commodore 64 refers to these as multicolor graphics, which are contained in memory locations $D020-$d024.