> the only way to track it down is either by running tests on an original food fight > game or trace through the game code ( or both ).
Well, tracing is my only option, seeing as how no one has replied with something akin to: "Oh, I have the real Food Fight console in my basement, let me go and check its behavior. Be right back ...".
Frankly, I really have no desire to learn the assembler instruction set for that old game and was hoping "tracing" meant of the driver code, adding a few printfs basically and looking at expected values.
However, the discussion of deadzones, lookzones, speeds, etc., without some way of seeing what the game ROM code is doing relative to the inputs coming from my digital joystick, albeit slowed down a lot, is going to be very well beyond my comprehension. I feel very comfortable with C/C++, but old "outdated" assembler instruction sets, ummm, that's a no It just feels just too much like work.
Thanks for everyones input. I'll keep up on the thread in case someone has any new insights.
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