Debugging Jumpin Jack with TapeXUM

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Green Pixel Retro Lab revisits a forgotten Commodore 64 game in their latest video, using a modern workflow to explore and analyze its behavior. The spotlight this time is on Jumpin Jack, a game originally released in the 1980s. Through the lens of Jumpin Jack debugging, the video walks viewers through loading the title using a tool called TapeXUM, and then stepping through the game’s code using the Retro Debugger.

This isn’t just a casual look at gameplay. Instead, the video focuses on how to preserve the original tape experience while breaking down how the software actually functions. The host explains how TapeXUM bridges old cassette-based formats with current emulation tools, allowing a direct feed into the debugger. This makes it possible to watch the game load and initialize, just as it did on real hardware.

As the Jumpin Jack debugging process continues, viewers are treated to a technical walkthrough. Memory locations, register changes, and input handlers are explored in detail. Yet, the video stays clear and easy to follow, especially for those familiar with Commodore 64 development or retro debugging tools. The goal is not just to play the game but to figure out what makes it tick, all without modifying or bypassing its original structure.

One of the most interesting moments comes when the host finds the code that controls the game’s death sequence. They pause to explain how the game determines a loss and resets its state. These insights are valuable for developers and preservationists interested in retro code structure and behavior.

By combining Jumpin Jack debugging with modern tools like TapeXUM and Retro Debugger, the video manages to bridge retro authenticity with today’s technical clarity. Anyone interested in Commodore 64 development, game preservation, or technical deep dives will find something to enjoy here.

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