Hi Dave,
the memory map for AGD games is like this:
For AtoMMC, address #0Axx is used for code but for the DOS versions #0Axx is not used.
You only need #2000-#21FF for the catalog but when you load the game, this area may be overwritten.
That is what the last file does in the DOS version.
So for SDDOS2/3 you need the DOS versions of the AGD games.
I have all AGD source files locally stored.
I think Rolands solution with the resistor is the best way to fix the joystick problem.
Greetings
Kees
the memory map for AGD games is like this:
Code:
- #0300 to #7FFF for code/data -> length depends on game- #8000 to #97FF for the screen -> CLEAR 4- #9800 to #9E4A for data -> needed for MAP, screenaddress table and shrapnel table- #9E4B to #9FFF freeYou only need #2000-#21FF for the catalog but when you load the game, this area may be overwritten.
That is what the last file does in the DOS version.
So for SDDOS2/3 you need the DOS versions of the AGD games.
I have all AGD source files locally stored.
I think Rolands solution with the resistor is the best way to fix the joystick problem.
Greetings
Kees
Statistics: Posted by oss003 — Wed Jan 28, 2026 8:24 am