Date: Tue, 7 May 1996 19:42:42 -0700 To: tghack-list@cpac.washington.edu From: daves@interlog.com (David Shadoff) X-Software: MLF v2.1, Copyright 1995, 1996 X-Original-Id: <199605080243.WAA11818@gold.interlog.com> Subject: Taken from the VideoMan website: [re: sector 2 of data track on various games...] Dungeon Explorer 2 "00 00 02 01 00 30 03 30 00 01 02 03 04 00 00 00" "00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00" I believe I know what the first several bytes of this string are: bytes 0-2: hexadecimal offset from beginning of track (# frames) byte # 3 : # frames to load bytes 4-5: location (LSB-MSB) of buffer to load into bytes 6-7: execution point If you wish to verify this theory, it won't take very much effort: Simply load the following sector (the third sector, or sector #2 - 0-relative) onto a disk, and begin disassembling at offset $03 from the beginning of the sector. There will only be about 300 bytes to disassemble, but a lot of it is special opcodes. This code appears to be a simple hardware-setup and loader module. One might suspect that it would 'test' the hardware to see if it's SCD-compatible. However, I get the feeling that function is performed by the next module loaded in... BTW, the code *DOES* actually make absolute-memory references to locations in the $3000-$3800 range - the first such reference is a JSR to $3074. You can try this on other games as well, but be careful not to choose one which loads in too many sectors off CDROM (ie. don't bite off more than you can chew). -- Dave