Path: utzoo!mnetor!uunet!husc6!bloom-beacon!gatech!hubcap!ncrcae!ncr-sd!hp-sdd!hplabs!sdcrdcf!trwrb!trwind.TRW.COM!robert
From: robert@trwind.TRW.COM (Robert W. Snyder)
Newsgroups: comp.sys.amiga
Subject: Re: Installing MarbleMadness! in RAM:
Message-ID: <284@trwind.TRW.COM>
Date: 14 Dec 87 21:29:05 GMT
References: <19084@bbn.COM> <3126@batcomputer.tn.cornell.edu> <954@csun.UUCP>
Reply-To: robert@trwind.UUCP (Robert W. Snyder)
Organization: TRW Information Networks Div
Lines: 31

Robert Snyder
>In article <3126@batcomputer.tn.cornell.edu> hsgj@tcgould.tn.cornell.edu
>(Dan Green) writes many bad things about Marauder II and Marble Madness,
>among them:
>>I specifically
>>bought MarauderII for the SOLE REASON of getting MM to run in RAM:
>>The Marauder 'decoder' program did absolutely nothing except replicate
>>a 175Kbyte file that did not even have any errors on it!
>That's odd.  I have MM with Brain File #6 and it both backed up Marble
>Madness onto a spare floppy, and the decoder program decoded the file
>"MarbleMadness!.dat" into a stand-alone executable.  That done, I was
>able to put a copy of FaccII and the run command on my backup copy and
>change the startup-sequence to:
>
>run FaccII 1760
>MarbleMadness!
>
>which starts up FaccII with enough buffers to hold the entire floppy
>(a bit of overkill) and then starts the game.  After the first time
>through each level, successive reads of the levels come from memory.
>
>Stephen Walton, representing myself		swalton@solar.stanford.edu
>Cal State, Northridge				rckg01m@calstate.BITNET

Can anyone tell me how much memory you need to acomplish this??

-- 
Robert Snyder       Disclaimer  --  nobody claims dis, but me
TRW Information Networks Division 23800 Hawthorne Blvd, Torrance CA 90505
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