BTW: One I definitely didn't see on your list and can't get to single- load is Plasmania by Sirius. I got rid of the Fastloader code, but the raw image of the game takes from $300 to $BFFF and I can't get this to Exomize or even get a runnable single-load binary from within ProDOS (yep, even tried MENU.SYSTEM and POKE 48984,0). Did you have any luck getting it crunched?
CHALLENGE ACCEPTED http://xtra.usotsuki.info/plasmaniw.dsk.gzI found a non-fastloaded version and code-traced how they managed to get it to load, then designed a version that was a single file and didn't care that it ran over the top of DOS. (As it doesn't matter that DOS isn't present.)
Source: http://bb2k.net/download/FASTLOADER/Plasmania%20no%20fastloader.dskAfter tracing, I couldn't find any free memory in which to put my depacker except for in screen memory. The depacker sits from 06F0-06FD, with 2 wasted bytes following, and page 3 sits from 0700-07FF. The original code here has a two stage mover that copies a block to //e memory, then loads the rest, then moves the block above DOS, and the call to the second stage is in the main binary (PLASMANIA, first 3 bytes of this file). In the end, it jumps to 0300.
So my version simply has the memory move already done, as it's all in the main 48K - except that page 3 is now page 7. *This* page move is done by a 14-byte routine at 06F0, thus:
0006F0 1 A0 00 entry: ldy #$00 0006F2 1 B9 00 07 @1: lda $0700, y 0006F5 1 99 00 03 sta $0300, y 0006F8 1 C8 iny 0006F9 1 D0 F7 bne @1 0006FB 1 4C 00 03 jmp $0300I could actually modify the signon screen to remove the 'tro. It's part of the master memory image at 2000-3FFF, a normal graphics screen. (I did not do that here.)
-uso.