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Re: Exomizer: How is the *world* do you get it to work??



> Supposedly, there's a way to specifically use it to create Apple ][ stuff,
> but I've continued to do it the C64 way with a wrapper.

Yes, that way would seem to be with the -t 162 machine-type code (for
Apple II), but that feature in exomizer seems to be broken!

>
> I basically use this:http://xtra.usotsuki.info/automiz2.c
>

How to compile this code, and how to get a Ciderpress "tail" into the
exomized code? Do you have a compiled version available to download?

For simplicity's sake, I just extract the raw BINary data of the game
I want to Exomize, without any header or tail. I make a note of the
load address, and length of the uncompressed game. Then I use the MS-
DOS program prodisk to extract the game from a .HDV image, and then
inject the exomized code back into a .dsk image with MS-DOS program
viewdisk. I have Ciderpress, but it is bloated and Windows-only!

The ultimate aim of this is to create turnkey disks of 10 or so games
per 160 KB (40-track floppy) that I can transfer back to my ol' Apple
IIe and reduce the number of disks required for my collection of
single-load games.