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More thoughts about single-load Lode Runner



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.