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