Did Google spit up a hairball again? On Fri, 11 May 2012, Michael wrote:
Each Tile is 10x11 pixels. Each Map is 28x16 tiles = 448 bytes/level = 67,200 bytes uncompressed.
I managed to figure out the level format, (I think I've posted my editor a couple times here) - it uses nibbles rather than bytes, so only 224 bytes (not sure what, if anything, it does with the other 32, as each level is in fact 256 bytes - 1 disk sector).
I was figuring, initially, I wouldn't compress the level data in any new way - hence about 47 levels if using 12K of the language card, 63 if 16.
This is 53 (12K) or 72 (16K) if I use 224 bytes instead.If B800-BFFF (which is mostly a stock RWTS) can be reclaimed, the same technique would yield 55 (12K) or 71 (16K) levels unpacked, or 63 (12K) or 81 (16K) levels packed.
I haven't gotten around to doing an Apple Games Disassembly Project for it, yet. I still want to annotate the sprites, map drawing code, analyze the AI and write a C version, along with the cool "Iris In/ Out" level transition. =) If there are any features in AppleWin's Debugger that would help this project, let me know, and I'll bump up its priority.
I've actually been making heavy use of it along with IDA...there is a partial disasembly on my server that I've done - http://xtra.usotsuki.info/lrdas1.txt - as well as my re-engineered map editor - but I only understand some of what I've seen.
-uso.