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Re: 48K stage-loaded to 64K single-load?



A little more thought into this...

On Wed, 9 May 2012, Steve Nickolas wrote:

Obviously this isn't possible with every game. For example Lode Runner needs 37.5K to hold its levels. (Championship Lode Runner may be viable; it doesn't have the editor and only needs 12.5K for its levels - some of which may be able to be placed where the disk read code is now, and over video memory during the load process.)

I'm thinking that if I cut out the editor, I could probably make a 64K/40-47 level version of Lode Runner. According to Wikipedia, there was a 32-level cartridge version on the Atari 400 and the C64, and a 50-level version on the NES, as opposed to the 150-level Apple ][ version; a 24-level arcade port apparently exists as well.

The trick right now is: where is the editor code, where is the trigger to enter the editor, and how/where is the RWTS accessed by code? Anything I can dummy out is going to be useful here.

I have the postmortem dump used to generate a "load from DOS" version; this is going to be the basis for the engine. I may look through it and see what I can come up with. If it works out I'll prolly call it "Little Lode Runner" and add a title screen (I don't like making cracktros but this ain't a cracktro).

-uso.