Path: utzoo!utgpu!water!watmath!clyde!rutgers!lll-lcc!lll-winken!csustan!csun!acphssrw
From: acphssrw@csun.UUCP (Stephen R. Walton)
Newsgroups: comp.sys.amiga
Subject: Re: Installing MarbleMadness! in RAM:
Message-ID: <954@csun.UUCP>
Date: 10 Dec 87 20:02:04 GMT
References: <19084@bbn.COM> <3126@batcomputer.tn.cornell.edu>
Reply-To: acphssrw@csun.UUCP (Stephen R. Walton)
Organization: California State University, Northridge
Lines: 21

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