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| subject: | Re: Single-load games - cracking for fun? |
On Wed, 24 Dec 2008, sicklittlemonkey wrote: > On Dec 24, 3:51 am, lyricalnanoha > wrote: >>>> I wonder if I could shove the image into an unused part of the memory >>>> instead...or even, if must be, onto the language card. > > I created the Moon Patrol NIB and notes for it. > > The data loaded is necessary unless you omit the moon base animation > (as all file versions do), so as Brendan and Antoine say you'll have > to find somewhere like the language card or aux mem to put it. > (Antoine is referring to the aux mem move routine at $C311). > > Another option is to store the image data compressed in unused memory > and decompress it to the hires screen, thus keeping to the game's > original 48K spec. I was in the process of doing this some time ago, > but it was pushed on the back burner. > > One problem is there isn't enough free memory to do that without > drawing to the displayed screen (or showing a messy data-filled > screen) unless you go beyond 48K. > > Cheers, > Nick. A couple years ago I did a compressed version of "Hard Hat Mack" from the cracked copy. It takes time to decompress during which it garbles the text page - then it runs fine. (The normal version, which has a special loader and has its own RWTS down in the screen memory, also garbles the screen during load, for a similar reason.) That was a trick in itself as it used ALL available memory, from $0400 all the way up to $BFFF, as I recall. A somewhat easier stunt was crunching Xevious, which also used the LC, but didn't use all of low memory. -uso. --- SBBSecho 2.12-Win32* Origin: Derby City Gateway (1:2320/0) SEEN-BY: 10/1 3 34/999 120/228 123/500 140/1 222/2 226/0 236/150 249/303 SEEN-BY: 250/306 261/20 38 100 1404 1406 1410 1418 266/1413 280/1027 320/119 SEEN-BY: 393/11 396/45 633/260 267 712/848 800/432 801/161 189 2222/700 SEEN-BY: 2320/100 105 200 2905/0 @PATH: 2320/0 100 261/38 633/260 267 |
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