On Mon, 8 Mar 1999, jam wrote:

> Hola Marco Antonio:
> 
>  MP> But Nemesis I does frequent block switching, and how did he made this
>  MP> conversion? You wouldn't believe, but he reconstructed the entire
>  MP> game, joining the routines that were most frequently accessed,
>  MP> reducing the block switching rate at a minimum!!!!! But, he spent 8
>  MP> months in this work. Of course, no other Konami games were converted
>  MP> in Brazil.
> 
> Frank Martos, from Spain, made that many times. He adapted many megaROMs for
> using diskdrive instead of RAM. And he had to reconstruct most of games, due to
> the same trouble: the page-switching.

REALLY? That's incredible! And which games did he converted to load
directly from disk?

>  MP> Super Laydock, Final Zone, Fantasy Zone, Mirai and Young Sherlock)
>  MP> uses direct access to the port based FDC, then, it won't work on
>  MP> European MSX. Sorry! Perhaps, in future, if somebody is interested, I
>  MP> can make a version for the address bades FDC.
> 
> And why don't use DISKROM?

Because there are 2 problems: the high memory area is destroyed by the
game variables, and I couldn't use the page 0 to save them (making a
memory swap) because the latest Konami games also uses the page 0 to store
variables. The other problem is simultaneously high speed disk access and
copy protection.

I think that the first problem is the worst.

Greetings from Brazil!

-----------------------------------------------------------------
Marco Antonio Simon Dal Poz        http://www.lsi.usp.br/~mdalpoz
[EMAIL PROTECTED]   "Apple" (c) Copyright 1767, Sir Isaac Newton

    /"\
    \ / CAMPANHA DA FITA ASCII - CONTRA MAIL HTML
     X  ASCII RIBBON CAMPAIGN - AGAINST HTML MAIL
    / \


****
MSX Mailinglist. To unsubscribe, send an email to [EMAIL PROTECTED] and put
in the body (not subject) "unsubscribe msx [EMAIL PROTECTED]" (without the
quotes :-) Problems? contact [EMAIL PROTECTED] (www.stack.nl/~wiebe/mailinglist/)
****

Reply via email to