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Re: More thoughts about Lode Runner & other multiload games...
Thinking again.
1 - LR again
I still have some notes gathered from reverse engineering the game, but
none of this points to those three functions yet. :(
It does mention where some code can be cut out to disable the Editor,
something which I will be doing. Mostly that's 7B84-7C4C which is 201
bytes. Something could probably be stuffed in that space.
A possible hint is in these notes: "61E4 = high score table routine",
"6056 = play a level", "786B = show score list".
If a full dasm is done it may be possible to put the three demo levels
lower in memory, which are stored at 9F00-A1FF. (It may be that the
bootloader, still present from 0800-0CFF, is not needed for anything and
can be reappropriated.) My notes suggest only 3 other pages, 9B-9D, are
used between 9000 and 9EFF, which could perhaps also be moved, allowing
the entire code to sit below 9600. (Thus allowing a 2-stage DOS loader
for test purposes.)
With relocation, it is safe to reserve 9800-BFFF for 10K worth of extra
levels on top of the entire language card. I offered 24K as an ideal
before, but this would allow 26, and possibly up to 28 (9000+). If level
compression is utilized, it might be possible to stuff all 150 levels in
there and on the language card.
--
2 - Donkey Kong
If it is, as some think, possible to compress level data by at least 50%,
it may be possible to stuff it all on the language card; but I hesitate to
attempt to reverse-engineer the code since not the whole engine may be in
memory at once. (With LR, I know it is.)
I feel like all this should be possible and yet have no clue how to do it.
Somehow I just don't understand anything involving the disk. :<
I need a guru. x.x
-uso.