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Huge Insect
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Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Games > Games by content > Games with uncompiled source code
Games > Games by developer > Games developed by Sachen
Games > Games by platform
Games > Games by publisher > Games published by Sachen
Games > Games by release date > Games released in 1993
Games > Unlicensed games > Unlicensed NES games
The Cutting Room Floor > Unimportant Awards > NES games
Huge Insect |
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Developer: Sachen This game has uncompiled source code. |
No, Huge Insect isn't some weird euphemism for reproductive organs, but rather a bit of a clone of Galaga.
Uncompiled Source Code
Starting at 0x5213 in the ROM is a huge amount of assembler code.
DB 100,100,20,0,100,100 DB 100,100,20,0,100,100,30 DB 100,100,20,0,70,100,30 DB 100,100,20,0,70,100,30 DB 100,100,20,0,100 DB 100,100,20,0,100 DB 100,100,20,0,100 DB 100,100,20,0 DB 100,100,20,0 DB 100,100,20,0 DB 100,100,20,0,100,100 DB 100,100,20,0,100,100 DB 100,100,20,0,100,100 DB 100,100,20,0,100 DB 100,100,20,0,100 DB 100,100,20,0,100 ;;===================================================================================================================================== P1X DW P_A,P_B,P_A,P_A,P_B,P_B,P_A,P_C,P_A,P_A,P_B,P_B,P_C,P_C,P_B,P_B,P_A,P_A,P_C,P_C,P_B,P_B,P_C,P_C,P_A,P_C,P_C,P_B,P_C,P_C P1Y DW P_A,P_B,P_A,P_A,P_B,P_B,P_A,P_C,P_A,P_A,P_B,P_B,P_C,P_C,P_B,P_B,P_A,P_A,P_C,P_C,P_B,P_B,P_C,P_C,P_A,P_C,P_C,P_B,P_C,P_C P2X DW P_A,P_M,P_M,P_M,P_M,P_M,P_M,P_M,P_N,P_M,P_M,P_M,P_M,P_M,P_N,P_M,P_N,P_M,P_M,P_M,P_N,P_M,P_N,P_M,P_N,P_N,P_M,P_N,P_N,P_N P2Y DW P_M,P_M,P_M,P_M,P_M,P_M,P_M,P_M,P_N,P_M,P_M,P_M,P_M,P_M,P_N,P_M,P_N,P_M,P_M,P_M,P_N,P_M,P_N,P_M,P_N,P_N,P_M,P_N,P_N,P_N P3X DW P_A,P_B,P_A,P_A,P_B,P_B,P_A,P_C,P_A,P_A,P_B,P_B,P_C,P_C,P_B,P_B,P_A,P_A,P_C,P_C,P_B,P_B,P_C,P_C,P_A,P_C,P_C,P_B,P_C,P_C P3Y DW P_X,P_X,P_X,P_Y,P_X,P_Y,P_Y,P_X,P_X,P_Z,P_Y,P_Y,P_X,P_Y,P_X,P_Z,P_Y,P_Z,P_Y,P_Y,P_Y,P_Z,P_X,P_Z,P_Z,P_Y,P_Z,P_Z,P_Z,P_Z P4X DW P_M,P_M,P_M,P_M,P_M,P_M,P_M,P_M,P_N,P_M,P_M,P_M,P_M,P_M,P_N,P_M,P_N,P_M,P_M,P_M,P_N,P_M,P_N,P_M,P_N,P_N,P_M,P_N,P_N,P_N P4Y DW P_X,P_X,P_X,P_Y,P_X,P_Y,P_Y,P_X,P_X,P_Z,P_Y,P_Y,P_X,P_Y,P_X,P_Z,P_Y,P_Z,P_Y,P_Y,P_Y,P_Z,P_X,P_Z,P_Z,P_Y,P_Z,P_Z,P_Z,P_Z ;;===================================================================================================================================== P_A INCLUDE PATH.A ;; O P_B INCLUDE PATH.B ;; OO P_C INCLUDE PATH.C ;; OOC -> P_M INCLUDE PATH.M ;; @@ P_N INCLUDE PATH.N ;; @@@ P_X INCLUDE PATH.X ;; \ P_Y INCLUDE PATH.Y ;; \.. P_Z INCLUDE PATH.Z ;; \\ ;;============================================================================= PATHFG: INCLUDE PATH.FG PATHWY: INCLUDE PATH.YW ;;============================================================================= MAP_TAB DW G4_1_MP,G3_1_MP,G1_6_MP,G2_1_MP,G5_1_MP DAT_TAB DW G4_1_DAT,G3_1_DAT,G1_6_DAT,G2_1_DAT,G5_1_DAT COL_TAB DW G4_COL,G3_COL,G1_COL,G2_COL,G5_COL XXX_TAB DW G4X_COL,G3X_COL,G1X_COL,G2X_COL,G5X_COL COLSTAB DW G4S_COL,G3S_COL,G1S_COL,G2S_COL,G5S_COL BANKTAB DB 1,1,0,0,2 ;;============================================================================= G1_6_MP: INCLUDE 333.MP G2_1_MP: INCLUDE 444.MP G3_1_MP: INCLUDE 222.MP G4_1_MP: INCLUDE 111.MP G5_1_MP: INCLUDE 555.MP G1_6_DAT: INCLUDE 333.DAT G2_1_DAT: INCLUDE 444.DAT G3_1_DAT: INCLUDE 222.DAT G4_1_DAT: INCLUDE 111.DAT G5_1_DAT: INCLUDE 555.DAT G1_COL: INCLUDE G1.COL G1S_COL: INCLUDE G1S.COL G1X_COL: INCLUDE G1X.COL G2_COL: INCLUDE G2.COL G2S_COL: INCLUDE G2S.COL G2X_COL: INCLUDE G2X.COL G3_COL: INCLUDE G3.COL G3S_COL: INCLUDE G3S.COL G3X_COL: INCLUDE G3X.COL G4_COL: INCLUDE G4.COL G4S_COL: INCLUDE G4S.COL G4X_COL: INCLUDE G4X.COL G5_COL: INCLUDE G5.COL G5S_COL: INCLUDE G5S.COL G5X_COL: INCLUDE G5X.COL ;;============================================================================= PAGE0_MP: INCLUDE PAGE0.MP PAGE0_DATA: INCLUDE PAGE0.DAT PAGE0_COL: INCLUDE PAGE0.COL PAGE0SCOL: INCLUDE PAGE0S.COL PAGEF_DATA: INCLUDE PAGEF.DAT PAGEF_MP: INCLUDE PAGEF.MP PAGEF_COL: INCLUDE PAGEF.COL PAGES_DATA: INCLUDE PAGES.DAT PAGES_MP: INCLUDE PAGES.MP PAGEW_DATA: INCLUDE PAGEW.DAT PAGEW_MP: INCLUDE PAGEW.MP PAGEW_COL: INCLUDE PAGEW.COL PAGEV_DATA: INCLUDE PAGEV.DAT PAGEV_MP: INCLUDE PAGEV.MP PAGEV_COL: INCLUDE PAGEV.COL ;;============================================================================= PAGE0BEEL DB 00H,4EH,48H,42H,0FEH DB 74H,50H,4AH,44H,0FEH DB 00H,52H,4CH,46H,0FDH PAGE0BEER DB 3CH,36H,0FEH DB 3EH,38H,32H,6EH,0FEH DB 40H,3AH,34H,0FDH SHOTER DB 06AH,0FEH,06CH,0FDH SHOTER_ DB 06AH,0FEH,066H,0FDH SPACE_ DB 0,0,0,0,0FDH SHOTLSUB DB 10H,0FDH SHOTRSUB DB 26H,0FDH BOM_SHOT DB 1CH,01EH,0,0,0FDH BIGBBB DB 34H,36H,0FDH BBB DB 20H,0FDH LASER DB 0EH,0FDH BOM_S DB 01CH,01EH,0FDH KIND1S DB 42H,44H,0FDH,0 DB 6EH,70H,0FDH,0 KINDAS DB 4EH,50H,0FDH,0 DB 7AH,7CH,0FDH,0 TREAS1 DB 10H,10H,0FDH TREAS2 DB 02H,04H,0FDH TREAS3 DB 06H,08H,0FDH TREAS4 DB 0AH,0CH,0FDH TREAS5 DB 18H,1AH,0FDH TREAS6 DB 14H,16H,0FDH FROG1A DB 02AH,02CH,0FDH FROG2A DB 02EH,030H,0FDH ;;============================================================================= NOTHING DB 000H,000H,0FEH,000H,000H,0FDH KIND1 DB 01CH,01DH,0FEH,064H,065H,0FDH,0,0 DB 002H,003H,0FEH,008H,009H,0FDH,0,0 DB 019H,01AH,0FEH,01FH,040H,0FDH,0,0 DB 0AFH,0B0H,0FEH,0B5H,0B6H,0FDH,0,0 DB 01AH,01BH,0FEH,060H,061H,0FDH KINDA DB 06AH,06BH,0FEH,09FH,0B8H,0FDH,0,0 DB 00EH,00FH,0FEH,014H,015H,0FDH,0,0 DB 063H,064H,0FEH,069H,06AH,0FDH,0,0 DB 0BBH,0BCH,0FEH,0C1H,0C2H,0FDH,0,0 DB 066H,067H,0FEH,06CH,06DH,0FDH P_UP DB 22H,0FEH,0,0FEH,0,0FDH P_DOWN DB 0,0FEH,0,0FEH,22H,0FDH P_STAGE DB 'STAGE: - ',0FDH C_STAGE DB ' ',0FDH TEXTA DB '123456' ;;============================================================================= ;;============================================================================= JNMI: SEI STA NMIA STX NMIX STY NMIY LDA TEMP0 PHA LDA TEMP1 PHA LDA TEMP2 PHA LDA TEMP3 PHA LDA TEMP4 PHA LDA TEMP5 PHA LDA COUNTER PHA LDA HB_P PHA JSR PRTX INC BLKSPR LDA BLKSPR AND #1 TAY LDA BLKTAB,Y STA IO3 LDA #2 STA 4014H LDA PDS_REG STA PDS_IO LDA IO1_REG STA IO1 LDA #0 STA IO5 STA IO5 LDX #4 LDY DELAY_T LOOP: = * DEY BNE LOOP DEX BNE LOOP LDA CUTFLAG BEQ CUT_END LDA BG_POINT STA IO5 LDA #0 STA IO5 ;;============================================================================= ;;============================================================================= JSR PR_SCORE LDA PLAY_F BEQ DONTPLAY LDA CUTFLAG CMP #10 BCS MOV_STAY JSR MOV_L_R JSR FLY_FLY JMP MOV_ED MOV_STAY: LDA #0 STA BG_POINT MOV_ED: JSR PR_FROGA JSR CONTROLER JSR YOURBB JSR BEE_CHK JSR CHK_TOUCH JSR BOMXX LDA OFF_TIME BNE SHOT_NOP JSR SHOT_BOM LDY #0 STY HB_P JSR CHKHISBB INC OFF_TIME SHOT_NOP: DEC OFF_TIME INC BOM_TTT LDA BOM_TTT CMP #75 BNE DOXXPLAY JSR CLSPR52 DOXXPLAY: LDA #80 STA DELAY_T DONTPLAY: ;;============================================================================= ;;============================================================================= LDX #8 LDY #80H LOOP = * DEY BNE POJ0 DEX BEQ CUT_END POJ0: BIT 2002H BVS LOOP LOOP = * DEY BNE POJ1 DEX BEQ CUT_END POJ1: BIT 2002H BVC LOOP CUT_END: LDA #0 STA IO5 STA IO5 INC FLY_CLOCK INC HBCLOCK BNE HB__0 DEC HBCLOCK HB__0: INC CLOCK BNE JCK INC CLOCK+1 JCK: JSR READKEYX JSR MUSIC PLA STA HB_P PLA STA COUNTER PLA STA TEMP5 PLA STA TEMP4 PLA STA TEMP3 PLA STA TEMP2 PLA STA TEMP1 PLA STA TEMP0 LDA NMIA ADC KEY1 EOR RNDBUF STA RNDBUF LDA NMIX TAX ADC KEY2 ADC RNDBUF+1 STA RNDBUF+1 LDA NMIY TAY EOR RNDBUF+2 ROL A STA RNDBUF+2 LDA NMIA RTI ;;============================================================================= START: SEI CLD LDX #-2 ;0FEH TXS ;SP LDA PRT_S STA PRT_E STA PRT_EO LDA #0 TAY STA ADDR+0 STA ADDR+1 LOOP: = * STA (ADDR),Y INY BNE LOOP LDX #5 LDY #0 LDA #02H STA ADDR+1 LDA #00H STA ADDR+0 LOOP = * STA (ADDR),Y INY BNE LOOP INC ADDR+1 DEX BNE LOOP LDA #80 STA DELAY_T LDA #8 STA PLAY_F STA PAGE CLSPR JSR HOME LDA #0 STA PAGE STA BG_POINT STA BG_POINT+1 STA POINT_XX STA CUTFLAG STA CLOCK STA CLOCK+1 STA OLD_CLOCK LDA #10100000B STA PDS_IO STA PDS_REG LDA #01EH STA IO1 STA IO1_REG LDA #16 STA SPRSIZE CLSPR JSR HOME LDA #52 STA BOM_NUM JSR PR_PAGE0 JSR CCR_WAIT ;;============================================================================= ;;============================================================================= BEGIN: LDA #0 STA LEVEL STA STAGE STA PATH_CNT JSR RE_NUM JSR CCR_C_OFF GWAN_1: LDA #low GWAN_1 STA HERE LDA #high GWAN_1 STA HERE+1 LDA PATH_CNT STA PATH_TMP JSR ALL_NEW LDA M_WRONG LDX M_WRONG+1 JSR PLAYMUSIC LDA #11 STA CUTFLAG LDX #45 JSR WAITSEC_X JSR PR_STAGE MAINLOOP: LDA BEE_BOM_C CMP TOPBEE BCS PART_2 JSR MUST1 JSR AAAAA JMP MAINLOOP PART_2: JSR WAIT_GW INC LEVEL GWAN_2: LDA #low GWAN_2 STA HERE LDA #high GWAN_2 STA HERE+1 LDA PATH_CNT STA PATH_TMP JSR NEWSUB JSR SET_PAGE1 LDA M_BOSS LDX M_BOSS+1 JSR PLAYMUSIC LDX #124 STX FROGSTEP LDA PATHFG,X STA FROG_XX LDA #132 STA FROG_YY LDA #1 STA DDFLAG JSR PR_STAGE PART2LOOP: LDA BEE_BOM_C CMP TOPBEE BCS PART_3 JSR MUST1 JSR AAAAA JSR FROGMOVALR JSR CHK_FROGA JMP PART2LOOP PART_3: JSR WAIT_GW INC LEVEL GWAN_3: LDA #low GWAN_3 STA HERE LDA #high GWAN_3 STA HERE+1 LDA PATH_CNT STA PATH_TMP JSR NEWSUB JSR SET_PAGE1 LDA M_WRONG LDX M_WRONG+1 JSR PLAYMUSIC LDA FROGSTEP ADC #128 STA FROGSTEP+1 TAX LDA PATHFG,X STA FROG_XX+1 LDA #132 STA FROG_YY+1 LDA #2 STA DDFLAG JSR PR_STAGE PART3LOOP: LDA BEE_BOM_C CMP TOPBEE BCS PART_4 JSR MUST1 JSR AAAAA JSR FROGMOVALR JSR CHK_FROGA JMP PART3LOOP PART_4: JSR WAIT_GW INC LEVEL GWAN_4: LDA #low GWAN_4 STA HERE LDA #high GWAN_4 STA HERE+1 LDA PATH_CNT STA PATH_TMP JSR NEWSUB JSR SET_PAGE1 LDA M_BOSS LDX M_BOSS+1 JSR PLAYMUSIC LDA FROGSTEP ADC #64 STA FROGSTEP+2 TAX LDA PATHFG,X STA FROG_XX+2 LDA #116 STA FROG_YY+2 LDA #3 STA DDFLAG JSR PR_STAGE PART4LOOP: LDA BEE_BOM_C CMP TOPBEE BCS PART_5 JSR MUST1 JSR AAAAA JSR FROGMOVALR JSR CHK_FROGA JMP PART4LOOP PART_5: JSR WAIT_GW INC LEVEL GWAN_5: LDA #low GWAN_5 STA HERE LDA #high GWAN_5 STA HERE+1 LDA PATH_CNT STA PATH_TMP JSR NEWSUB JSR SET_PAGE1 LDA M_WRONG LDX M_WRONG+1 JSR PLAYMUSIC LDA FROGSTEP ADC #192 STA FROGSTEP+3 TAX LDA PATHFG,X STA FROG_XX+3 LDA #116 STA FROG_YY+3 LDA #4 STA DDFLAG JSR PR_STAGE PART5LOOP: LDA BEE_BOM_C CMP TOPBEE BCS PART_6 JSR MUST1 JSR AAAAA JSR FROGMOVALR JSR CHK_FROGA JMP PART5LOOP PART_6: JSR WAIT_GW INC LEVEL GWAN_6: LDA #low GWAN_6 STA HERE LDA #high GWAN_6 STA HERE+1 LDA PATH_CNT STA PATH_TMP JSR NEWSUB JSR SET_PAGE1 LDA M_BOSS LDX M_BOSS+1 JSR PLAYMUSIC LDA #4 STA DDFLAG JSR PR_STAGE PART6LOOP: LDA BEE_BOM_C CMP TOPBEE BCS PART_N JSR MUST1 JSR AAAAA JSR FROGMOVALR JSR CHK_FROGA JMP PART6LOOP PART_N: JSR WAIT_WON LDY STAGE LDA BITWONT,Y STA BITWONC JSR BIT_WON INC LEVEL INC STAGE LDA LEVEL CMP #30 BCS J_PAGEV JMP PR_PAGEW J_PAGEV: JMP PR_PAGEV ;;======================================================
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Games > Games by content > Games with uncompiled source code
Games > Games by developer > Games developed by Sachen
Games > Games by platform
Games > Games by publisher > Games published by Sachen
Games > Games by release date > Games released in 1993
Games > Unlicensed games > Unlicensed NES games
The Cutting Room Floor > Unimportant Awards > NES games