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More thoughts about single-load Lode Runner
- Subject: More thoughts about single-load Lode Runner
- From: Steve Nickolas <usotsuki@buric.co>
- Date: Tue, 24 Jul 2012 17:18:45 +0200
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All this, I think, can be done without too much hassle, once the necessary
code addresses are found.
1. Location of the editor, so it can be dummied out and used for patch
space. I think I've got this; I mentioned it in the GameMaker thread.
2. Location of code relating to the disk-based high score list. This
should be replaced with a blank list initially and not saved to disk.
3. Location of code relating to reading levels off the disk. This would
be replaced by a simple memory mover initially.
Initially, the levels will need to be stored from $2000.5FFF. This space
is not used when the program is loading, and is immediately blanked at
startup; before that, we can do a test for a language card, and move the
data up there. With *absolutely no compression*, up to 64 levels would
fit on the card; by using a 224 base instead of a 256 base, this number
can be increased to 73, and still no compression is really being used.
(That's almost half the game - and more than cartridge or tape versions of
the day held!)
Once I can figure out the addresses, and I really don't have a clue where
to look, I can probably write the first version myself. Maybe a better
coder than I could ram even more of the game into the limited memory.
-uso.