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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.