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acorn atom and acorn system series • Re: AGD game incompatibility with Atom file systems

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Hi Dave,

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 free
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

Statistics: Posted by oss003 — Wed Jan 28, 2026 8:24 am



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