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/)
****