Disassemblies of BBC Micro Games
- billcarr2005
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Re: Disassemblies of BBC Micro Games
Just to confirm then, all four Acornsoft Revs HFE images in scarybeast's spreadsheet (at least my copy of it, not sure if it's up-to-date) behave exactly the same once you're through the initial loading screen - the embedded revs1, revs2, and silver files are identical, even being stored at the exact same sectors on the discs. The significant differences seem to be only in the initial "REVS" BASIC loader, which has a guard against PAGE being less than &1000, and in the second stage loader that the outer "REVS1" loads from raw sectors on disc - which is mostly responsible for setting up access to the embedded catalog. An interesting feature of that loader is that it has support for double-stepping to allow use of the 40 track disc in an 80 track drive.
I also verified that the CRC of revs2 in these four variants corresponded to the one billcarr posted earlier (E22A0A93).
The Acornsoft Revs4 disc in scarybeast's sheet also appears to only contain the new tracks and loader code, with no main executable - when you run it, it prompts you to insert the original disc after selecting a track, so it can load the main game from that. So it does look like the CAS feature and the bundling of all five tracks together were all introduced at once in the Superior re-release.
I also verified that the CRC of revs2 in these four variants corresponded to the one billcarr posted earlier (E22A0A93).
The Acornsoft Revs4 disc in scarybeast's sheet also appears to only contain the new tracks and loader code, with no main executable - when you run it, it prompts you to insert the original disc after selecting a track, so it can load the main game from that. So it does look like the CAS feature and the bundling of all five tracks together were all introduced at once in the Superior re-release.
Re: Disassemblies of BBC Micro Games
Great! Thanks for confirming that, it’s good to know there are still only two variants out there (that we know about, anyway). You never know until you’ve checked!gfoot wrote: ↑Fri Feb 18, 2022 12:51 am Just to confirm then, all four Acornsoft Revs HFE images in scarybeast's spreadsheet (at least my copy of it, not sure if it's up-to-date) behave exactly the same once you're through the initial loading screen - the embedded revs1, revs2, and silver files are identical, even being stored at the exact same sectors on the discs.
Mark
Re: Disassemblies of BBC Micro Games
I did most of a disassembly of Wizzy's Mansion at the weekend, but haven't uploaded it anywhere yet. I've also started a disassembly of Inertia, which seems to be a very interesting and well-written game - so far I've mostly done the initialization, scoring, and input logic, and made an infinite-lives cheat of course.TobyLobster wrote: ↑Sun Aug 08, 2021 9:05 pm Diminished suggested there should be a list of published Beeb game disassemblies. Here's a list of all the ones I know about (including my own). Some can be reassembled too. Any more?
- TobyLobster
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Re: Disassemblies of BBC Micro Games
Thanks - I've added these two to the 'work in progress' section. Let us know when you upload a version and I'll add links.gfoot wrote: ↑Mon Apr 04, 2022 12:13 pm I did most of a disassembly of Wizzy's Mansion at the weekend, but haven't uploaded it anywhere yet. I've also started a disassembly of Inertia, which seems to be a very interesting and well-written game - so far I've mostly done the initialization, scoring, and input logic, and made an infinite-lives cheat of course.
For anyone who hasn't seen the full list recently, take a look at the initial post of this thread. I've been updating it with any new or existing disassemblies I find, so the list has grown quite a bit since it started.
Re: Disassemblies of BBC Micro Games
You could also add Jeltron, although it isn't finished if you like.
On waybackmachine http://www.retrosoftware.co.uk/wiki/ind ... le=Jeltron until RS is back.
On waybackmachine http://www.retrosoftware.co.uk/wiki/ind ... le=Jeltron until RS is back.
- TobyLobster
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Re: Disassemblies of BBC Micro Games
I also made a start on Attack on Alpha Centauri around the same time as Zany Kong (which has recently been updated), in case anyone else was going to work on it
https://github.com/fizgog/Attack-On-Alp ... isassembly
https://github.com/fizgog/Attack-On-Alp ... isassembly
Pitfall, Gridrunner, Matrix: Gridrunner 2, LaserZone, AcornViewer, AcornPad
- TobyLobster
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Re: Disassemblies of BBC Micro Games
Added, thanks.
Re: Disassemblies of BBC Micro Games
I've always wanted a disassemby of revs because I really want to make a track designer for it and hope that the game engine allows for extremely angled roads and roller coaster type designs for some crazy action
Re: Disassemblies of BBC Micro Games
I’ve almost finished documenting the format of the Silverstone track file, so once that’s done, creating new tracks (and writing a track editor) should be pretty doable. I’ve also got the Nurburgring track from the C64 loading, but the track buckles at one point, so I’ve got something wrong! Getting there, though. See this Tweet for the latest progress on Silverstone:
https://twitter.com/markmoxon/status/15 ... 2941761538
Not sure how much variation in track height is possible, but we’ll have to see…
Mark
Re: Disassemblies of BBC Micro Games
amazingMarkMoxon wrote: ↑Mon Apr 11, 2022 11:59 pmI’ve almost finished documenting the format of the Silverstone track file, so once that’s done, creating new tracks (and writing a track editor) should be pretty doable. I’ve also got the Nurburgring track from the C64 loading, but the track buckles at one point, so I’ve got something wrong! Getting there, though. See this Tweet for the latest progress on Silverstone:
https://twitter.com/markmoxon/status/15 ... 2941761538
Not sure how much variation in track height is possible, but we’ll have to see…
Mark
Re: Disassemblies of BBC Micro Games
For works in progress, I have a 80% complete annotated disassembly version of Island of Xaan at https://github.com/tautology0/textadven ... obico/xaan
I wrote some words about it as well: https://tautology.org.uk/blog/2017/11/
My intention was to reimplement it in Python natively, but, well, time.
I wrote some words about it as well: https://tautology.org.uk/blog/2017/11/
My intention was to reimplement it in Python natively, but, well, time.
- TobyLobster
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Re: Disassemblies of BBC Micro Games
Might be worth adding a link to my Revs website too, now that it’s released?
https://revs.bbcelite.com/
It’s a bit easier to follow than the git repository.
Mark
https://revs.bbcelite.com/
It’s a bit easier to follow than the git repository.
Mark
- TobyLobster
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Re: Disassemblies of BBC Micro Games
Thanks, added.
- TobyLobster
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Disassemblies of BBC Micro Games
I've added a new Castle Quest disassembly from level7:
http://www.level7.org.uk/miscellany/cas ... sembly.txt
http://www.level7.org.uk/miscellany/cas ... sembly.txt
- Diminished
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Re: Disassemblies of BBC Micro Games
I've now deleted my post with the start I made on Castle Quest, so you should probably remove that note from the list. I'm now glad I didn't waste any more time on it.TobyLobster wrote: ↑Sat Jul 02, 2022 2:04 pm I've added a new Castle Quest disassembly from level7:
http://www.level7.org.uk/miscellany/cas ... sembly.txt
I notice level7 has also now added Bonecruncher.
- TobyLobster
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Re: Disassemblies of BBC Micro Games
Removed.Diminished wrote: ↑Tue Aug 02, 2022 8:44 pm I've now deleted my post with the start I made on Castle Quest, so you should probably remove that note from the list. I'm now glad I didn't waste any more time on it.
Thanks, added.
- maniacminer
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Re: Disassemblies of BBC Micro Games
I got about 40% through disassembling Hopper and noticed it wasn't a game as such, but some kind of weird game builder running a program from within it like a virtual machine. Has anyone had a look at it? I don't have the time to go through it now, maybe around Xmas.
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- Rich Talbot-Watkins
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Re: Disassemblies of BBC Micro Games
I think you should definitely continue if you can!
What you're talking about is a "program generator" called GOAL (Graphics Oriented Arcade Language) which was written by Neil Raine and which was mentioned in this thread. It was apparently a top secret project within Acornsoft which was never publicly released, or even alluded to, and we only know of two games which used it: Hopper and an unreleased Neil Raine game called Bandit.
Pausing Hopper in an emulator and looking at the code being executed, it looks like it has some kind of bytecode interpreter - it would be fascinating to see the capabilities and features of that bytecode!
There are also artefacts of GOAL lying around in the Bandit executable, e.g. we can see this fragment of BASIC which I guess we can speculate might have been from some kind of sprite editor?
It's an interesting concept, and potentially a great way of squeezing more complicated game logic into a tight memory footprint, but the little we know about it suggests that it was incredibly difficult to use! Magic Mushrooms, a later Neil Raine game, doesn't appear to use it.
What you're talking about is a "program generator" called GOAL (Graphics Oriented Arcade Language) which was written by Neil Raine and which was mentioned in this thread. It was apparently a top secret project within Acornsoft which was never publicly released, or even alluded to, and we only know of two games which used it: Hopper and an unreleased Neil Raine game called Bandit.
Pausing Hopper in an emulator and looking at the code being executed, it looks like it has some kind of bytecode interpreter - it would be fascinating to see the capabilities and features of that bytecode!
There are also artefacts of GOAL lying around in the Bandit executable, e.g. we can see this fragment of BASIC which I guess we can speculate might have been from some kind of sprite editor?
Code: Select all
0REM S.DESIGN
100REM /// Shape designer for the GOAL system ///
200
300page%=PAGE:PAGE=&1C00:IFpage%<>PAGE CHAIN$(page%+5)
400mode%=2:d=8:p=2
500VDU23,224,0,&3C,&42,&42,&42,&42,&3C,0
600HIMEM=&2E00:names=HIMEM:ss=10
700Sdata=&1100:maxshape=&1C00:s=48
800shapelo=Sdata+&10:shapehi=shapelo+s:shdata=shapehi+s:I%=FNnew
900bx=72:by=15:buff%=&3000+8*bx+&280*by
1000bx%=d*p*bx:by%=1020-32*by:BX%=1:BY%=2
1100*FX226,148
1200
1300ONERRORGOTO1600
1400PROCmenu:END
1500
1600PROCon:REPORT:PRINT" at line ";ERL:END
1700
1800DEFPROCon
1900*FX225,1
2000*FX4,0
2100VDU23;10,&72,0;0;0;28,0,24,39,23:ENDPROC
2200
2300DEFPROCoff
2400*FX225,140
2500*FX4,1
2600VDU23;10,&20,0;0;0;26:ENDPROC
2700
2800DEFPROCmenu
2900exit%=FALSE
3000REPEATG%=GET:PROCon:VDU12
3100IFG%>=140ANDG%<=149THENexit%=EVAL("FN"+FNoption(G%-140)):GOTO3400
3200IFG%>=&88THENN%=N%+(G%=136)-(G%=137)+3*(G%=139)-3*(G%=138)
3300N%=(N%+s-1)MODs+1:IFN%=s THEN3200ELSEPROCc
- Rich Talbot-Watkins
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Re: Disassemblies of BBC Micro Games
If anyone has any time, it'd be interesting to investigate one of the original Acornsoft disk releases of Hopper, to see if there is any GOAL source code on any of the unused sectors. Unlikely, if the disc is generated by a mastering program, but you never know.
- Diminished
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Re: Disassemblies of BBC Micro Games
The planets have aligned. The Snapper source code disc that just turned up seems to contain the following, in the file DESIGN. It may look ... strangely familiar.Rich Talbot-Watkins wrote: ↑Wed Aug 10, 2022 9:21 pm If anyone has any time, it'd be interesting to investigate one of the original Acornsoft disk releases of Hopper, to see if there is any GOAL source code on any of the unused sectors. Unlikely, if the disc is generated by a mastering program, but you never know.
Code: Select all
0REM DESIGN
100REM /// Shape designer for the GOAL system ///
200
300page%=PAGE:PAGE=&1C00:IFpage%<>PAGE CHAIN$(page%+5)
400mode%=2:d=8:p=2
500VDU23,224,0,&3C,&42,&42,&42,&42,&3C,0
600HIMEM=&2E00:names=HIMEM:ss=10
700Sdata=&1100:maxshape=&1C00:s=48
800shapelo=Sdata+&10:shapehi=shapelo+s:shdata=shapehi+s:I%=FNnew
900bx=72:by=15:buff%=&3000+8*bx+&280*by
1000bx%=d*p*bx:by%=1020-32*by:BX%=1:BY%=2
1100*FX226,148
1200
1300ONERRORGOTO1600
1400PROCmenu:END
1500
1600PROCon:REPORT:PRINT" at line ";ERL:END
1700
1800DEFPROCon
1900*FX225,1
2000*FX4,0
2100VDU23;10,&72,0;0;0;28,0,24,39,23:ENDPROC
2200
2300DEFPROCoff
2400*FX225,140
2500*FX4,1
2600VDU23;10,&20,0;0;0;26:ENDPROC
2700
2800DEFPROCmenu
2900exit%=FALSE
3000REPEATG%=GET:PROCon:VDU12
3100IFG%>=140ANDG%<=149THENexit%=EVAL("FN"+FNoption(G%-140)):GOTO3400
3200IFG%>=&88THENN%=N%+(G%=136)-(G%=137)+3*(G%=139)-3*(G%=138)
3300N%=(N%+s-1)MODs+1:IFN%=s THEN3200ELSEPROCcursor
3400PROCoff:UNTILexit%:ENDPROC
3500
3600DEFFNoption(I%)LOCALJ%,A$
3700RESTORE3800:FORJ%=0TOI%:READA$:NEXT:=A$
3800DATA new,old,load,save,nowt,edit,nowt,nowt,rename
3900
4000DEFFNold PRINT"Sorry mush - can't do that":=FALSE
4100DEFFNnew
4200S%=shdata:FORI%=0TOs-1:shapelo?I%=S%:shapehi?I%=S%DIV256
4300!S%=&101:S%=S%+3:NEXT:N%=1:Sdata!2=S%
4400FORI%=0TOss*(s-1)STEPss:names?I%=13:NEXT
4500PROCrestart:=FALSE
4600DEFPROCrestart PROCmode(7):PROChelp:PROCdispnames:ENDPROC
4700
4800DEFFNload
4900*L.X.shapes 1100
5000*L.X.names 2E00
5100top=Sdata!2 AND&FFFC:PROCrestart:=FALSE
5200DEFFNsave
5300INPUT"Save ? "A$:IFA$<>"Y"THEN=FALSE
5400*S.X.shapes 1100 1C00
5500*S.X.names 2E00 3000
5600=FALSE
5700DEFFNnowt:PRINT"Not implemented":=FALSE
5800DEFFNedit PROCdesign:PROCrestart:=FALSE
5900DEFFNrename
6000INPUT"Name = "A$:IFLENA$>=ss THENPRINT"Too long":GOTO6000
6100$(names+ss*N%)=A$:PROCoff:PROCpname(N%):=FALSE
6200
6300DEFPROChelp PROCoff
6400FORI%=0TO1:VDU31,0,I%,&81,&9D,&83,&8D
6500PRINT" GOAL shape designer":NEXT
6600FORI%=0TO8:PRINTTAB(1+13*(I%DIV3),2+I%MOD3)"f";I%" "FNoption(I%);:NEXT
6700ENDPROC
6800
6900DEFPROCdispnames
7000PROCoff:@%=3:FORI%=1TOs-1:PROCptab(I%):PRINTI%;
7100PROCpname(I%):NEXT:PROCcursor:ENDPROC
7200
7300DEFPROCcursor LOCALI%,J%:PROCoff
7400IFNN%=N%ENDPROC ELSEIFNN%THENPROCptab(NN%):PRINTNN%;
7500NN%=N%:PROCptab(N%):PRINTTAB(POS+13,VPOS)CHR$&9C;
7600PROCptab(N%):VDU&84,&9D,&87:ENDPROC
7700
7800DEFPROCptab(I%)
7900PRINTTAB((I%-1)MOD3*13,6+(I%-1)DIV3);:ENDPROC
8000
8100DEFPROCpname(I%)
8200PROCptab(I%):VDU9,9,9,32
8300PRINTLEFT$($(names+ss*I%)+STRING$(9," "),9);:ENDPROC
8400
8500DEFPROCdesign PROCmode(mode%):PROCoff
8600PROCgetbuf(N%)
8700PRINTTAB(0,0);N%". "$(names+ss*N%):PROCborder(7)
8800FORI%=0TOXS-1:FORJ%=0TOYS-1
8900PROCsq(I%,J%,POINT(bx%+I%*d,by%-J%*4)):NEXT,
9000CX%=0:CY%=0:PROCcuron:REPEATG%=GET
9100IFG%>=140THENPROCsq(CX%,CY%,G%-140):PLOT69,bx%+CX%*d,by%-CY%*4:PROCcuron:GOTO9600
9200IFG%<&88THEN9600
9300IFINKEY-1 THENPROCchsize:GOTO9600
9400PROCcuroff:CX%=CX%+(G%=136)-(G%=137):CY%=CY%-(G%=138)+(G%=139)
9500CX%=(CX%+XS)MODXS:CY%=(CY%+YS)MODYS:PROCcuron
9600IFG%=ASC"Q"UNTILTRUE:ENDPROC
9700UNTILG%=13:PROCputbuf(N%)
9800ENDPROC
9900
10000DEFPROCchsize
10100x=XS+p*((G%=136)-(G%=137)):y=YS-(G%=138)+(G%=139)
10200IFx>CX%IFx<=128/d IFy>CY%IFy<29 ELSEENDPROC
10300PROCborder(0):XS=x:YS=y:COLOUR128
10400IFG%=136THENPRINTTAB(BX%+x,BY%)STRING$(y," "+CHR$10+CHR$8+CHR$8)
10500IFG%=139THENPRINTTAB(BX%,BY%+y)SPC(x)
10600GCOL0,0:MOVEbx%,by%-4*y:PLOT1,d*x,0:PLOT1,0,4*y:PLOT1,d,0:PLOT1,0,-4*y
10700PROCborder(7):ENDPROC
10800
10900DEFPROCborder(C%)LOCALx,y:GCOL0,C%:x=8*d*XS+3*d:y=32*YS+12
11000MOVE8*d*BX%-2*d,1028-32*BY%:PLOT1,x,0:PLOT1,0,-y:PLOT1,-x,0:PLOT1,0,y
11100ENDPROC
11200
11300DEFPROCsq(X%,Y%,C%)
11400VDU31,BX%+X%,BY%+Y%,17,128+C%,32:GCOL0,C%
11500ENDPROC
11600
11700DEFPROCcuron
11800C%=POINT(bx%+d*CX%,by%-4*CY%):COLOUR128+C%:COLOURC%EOR7
11900VDU31,BX%+CX%,BY%+CY%,224:ENDPROC
12000
12100DEFPROCcuroff
12200COLOUR128+POINT(bx%+d*CX%,by%-4*CY%)
12300VDU31,BX%+CX%,BY%+CY%,32:ENDPROC
12400
12500DEFPROCgetbuf(N%)
12600S%=shapelo?N%+256*shapehi?N%:XS=p*?S%:YS=S%?1
12700FORI%=0TOXS*YS DIVp-1:IFI%MODYS=0THENJ%=buff%+I%DIVYS*8
12800?J%=S%?(I%+2):J%=J%+1:IF(J%AND7)=0THENJ%=J%+&278
12900NEXT:ENDPROC
13000
13100DEFPROCputbuf(N%)
13200S%=shapelo?N%+256*shapehi?N%:T%=?S%*S%?1:Z%=XS*YS/p-T%:T%=S%+T%+2
13300IFSdata!2+Z%>maxshape THENVDU7:ENDPROC
13400top=(Sdata!2-T%AND-4)+T%
13500IFZ%>0THENFORI%=top TOT%STEP-4:I%!Z%=!I%:NEXT
13600IFZ%<0THENFORI%=T%TOtop STEP4:I%!Z%=!I%:NEXT
13700IFN%<s-1 ELSE14000
13800FORI%=N%+1TOs-1:J%=shapelo?I%+shapehi?I%*256+Z%
13900shapelo?I%=J%:shapehi?I%=J%DIV256:NEXT
14000FORI%=0TOXS*YS DIVp-1:IFI%MODYS=0THENJ%=buff%+I%DIVYS*8
14100S%?(I%+2)=?J%:J%=J%+1:IF(J%AND7)=0THENJ%=J%+&278
14200NEXT:?S%=XS/p:S%?1=YS:Sdata!2=Sdata!2+Z%
14300ENDPROC
14400
14500DEFPROCmode(I%) NN%=0:VDU22,I%:ENDPROC
Re: Disassemblies of BBC Micro Games
I remember the game programming language - didn't remember the name but GOAL sounds plausible.
It *was* used in one released game at least - the one with the roundabout and funfair-type games. Sorry, don't remember the name immediately.
The system was only capable of implementing very simple games. It wasn't as powerful, for example, as the current "Scratch" programming environment for teaching programming to kids.
I just remembered that Tim Dobson might have been the author of the game I was thinking of. 'Carousel' perhaps? No - 'Carnival'!
G
It *was* used in one released game at least - the one with the roundabout and funfair-type games. Sorry, don't remember the name immediately.
The system was only capable of implementing very simple games. It wasn't as powerful, for example, as the current "Scratch" programming environment for teaching programming to kids.
I just remembered that Tim Dobson might have been the author of the game I was thinking of. 'Carousel' perhaps? No - 'Carnival'!
G
- TobyLobster
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Re: Disassemblies of BBC Micro Games
Level 7 has disassembled the three text adventures of the 'Saga of a Spy - The Rick Hanson Trilogy' series:
Rick Hanson, Project Thesius, Myorem
http://level7.org.uk/miscellany/
Rick Hanson, Project Thesius, Myorem
http://level7.org.uk/miscellany/
Re: Disassemblies of BBC Micro Games
Maybe a stupid question: is "Level 7" someone we know from this forum perhaps?
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Follow me on Twitter
Visit my YouTube channel featuring my games and demos for Acorn Electron and BBC Micro
Re: Disassemblies of BBC Micro Games
They’ve contacted us via bbcmicro.co.uk and said that they prefer to remain anonymous (or, rather, to simply be known as level7).
Re: Disassemblies of BBC Micro Games
I had a partial disassembly I was working in the past with my data extractors and disassembly for Island of Xaan (same engine): https://github.com/tautology0/textadven ... ter/RobicoTobyLobster wrote: ↑Sun Oct 16, 2022 2:35 pm Level 7 has disassembled the three text adventures of the 'Saga of a Spy - The Rick Hanson Trilogy' series:
Rick Hanson, Project Thesius, Myorem
http://level7.org.uk/miscellany/
I have a work in progress for MP Software's ADVCONT engine (mainly just the Crown of Mardan) which I have locally, but will be posting it to github soonish.
Last edited by tautology on Mon Oct 24, 2022 5:29 pm, edited 2 times in total.
Re: Disassemblies of BBC Micro Games
For tools, can I point to my UEF loader for Ghidra, which makes it easy to use ghidra to RE BBC games as you can use a state file directly from BeebEm.
https://github.com/tautology0/UEFLoader
https://github.com/tautology0/UEFLoader
- TobyLobster
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Re: Disassemblies of BBC Micro Games
Added, thanks.tautology wrote: ↑Mon Oct 24, 2022 5:26 pm I had a partial disassembly I was working in the past with my data extractors and disassembly for Island of Xaan (same engine): https://github.com/tautology0/textadven ... ter/Robico
Added, thanks.tautology wrote: ↑Mon Oct 24, 2022 5:27 pm For tools, can I point to my UEF loader for Ghidra, which makes it easy to use ghidra to RE BBC games as you can use a state file directly from BeebEm.
https://github.com/tautology0/UEFLoader