Pacmans visualisierter Assembler-Code feat. Super Mario


Ben Fry, Autor von Visualizing Data vom O’Reilly Verlag und des Processing-Buchs von MIT Press, hat den Assembler-Code klassischer Atari 2600-Games visualisiert, oben ein Ausschnitt aus Pacman. Das gleiche gibts von ihm auch für den Source Code von Super Mario Bros. Toll!

Like any other game console, Atari 2600 cartridges contained executable code also commingled with data. This lists the code as columns of assembly language. Most of it is math or conditional statements (if x is true, go to y), so each time there’s “go to” a curve is drawn from that point to its destination.

When a byte of data (as opposed to code) is found in the cartridge, it is shown as an orange row: a solid block for a “1″ or a dot for a “0″. The row is eight elements long, representing a whole byte. This usually means that the images can be seen in their entirety when a series of bytes are shown as rows. The images were often stored upside-down as a programming method.

Distellamap – Seeing the operation of code in Atari 2600 games (via Jeriko)