Creative Sparks
Found on:
"Chopper"
"Countdown to Meltdown"
"Danger Mouse In Double Trouble"
"Danger Mouse In the Black Forest Chateau"
"Kayak"
"Mad Doctor"
"Merlin"
"Taskmaster"
Loader files:
"Countdown to Meltdown"
"Danger Mouse In Double Trouble"
"Danger Mouse In the Black Forest Chateau"
"Kayak"
"Mad Doctor"
"Merlin"
"Taskmaster"
ROM Header
Turbo loader
ROM Data
BASIC start
Encoding:
Turbo loader
ROM Data
BASIC start
Endianess:MSbF
Threshold:0x175
Lead-in:100 0x01
Sync:0xFF,0xAA,0xFF
Byte:8 bits
0-bit:Short
Structure:Threshold:0x175
Lead-in:100 0x01
Sync:0xFF,0xAA,0xFF
Byte:8 bits
0-bit:Short
Header:No
Checksum:Yes
Checksum:Yes
Notes:
First lead-in byte is always short and/or trashed in some way.
Values like 0x02 and 0x82 seems to be common.
Load start addresses and sizes are hardcoded. The first values are in the the loader, the rest is in the loaded data.
So for File #1, the offsets are in the ROM Header, while all other offsets are relative to the first loaded file.
Chopper
File #1: 0x0800 - 0x69 blocks 0x28(low) 0x2c(high) 0x24(blocks)
Countdown to Meltdown
File #1: 0x0c00 - 0xC4 blocks 0x28(low) 0x2c(high) 0x24(blocks)
Danger Mouse in Double Trouble
File #1: 0x4800 - 5 blocks 0x28(low) 0x2c(high) 0x24(blocks)
File #2: 0x0800 - 0xB8 blocks 0x0422(low) 0x0426(high) 0x041e(blocks)
Danger Mouse in the Black Forest Chateau
File #1: 0x1000 - 0x75 blocks 0x28(low) 0x2c(high) 0x24(blocks)
Kayak
File #1: 0x0f00 - 9 blocks 0x28(low) 0x2c(high) 0x24(blocks)
File #2: 0x1000 - 0x90 blocks 0x08(low) 0x0c(high) 0x04(blocks)
File #3: 0xCA00 - 6 blocks 0x21(low) 0x25/high) 0x1d(blocks)
Mad Doctor
File #1: 0x2000 - 0x34 blocks 0x28(low) 0x2c(high) 0x24(blocks)
File #2: 0x0800 - 0x18 blocks 0x8c(low) 0x8e(high) 0x8a(blocks)
File #3: 0x3B00 - 0x95 blocks 0x95(low) 0x97(high) 0x93(blocks)
Merlin
File #1: 0x3000 - 0x38 blocks 0x28(low) 0x2c(high) 0x24(blocks)
Taskmaster
File #1: 0x1000 - 0x90 blocks 0x28(low) 0x2c(high) 0x24(blocks)
Checksum:
Checksum is EOR of 256 byte blocks all followed by the checksum byte.
Data is always loaded in 256 byte blocks.
First lead-in byte is always short and/or trashed in some way.
Values like 0x02 and 0x82 seems to be common.
Load start addresses and sizes are hardcoded. The first values are in the the loader, the rest is in the loaded data.
So for File #1, the offsets are in the ROM Header, while all other offsets are relative to the first loaded file.
Chopper
File #1: 0x0800 - 0x69 blocks 0x28(low) 0x2c(high) 0x24(blocks)
Countdown to Meltdown
File #1: 0x0c00 - 0xC4 blocks 0x28(low) 0x2c(high) 0x24(blocks)
Danger Mouse in Double Trouble
File #1: 0x4800 - 5 blocks 0x28(low) 0x2c(high) 0x24(blocks)
File #2: 0x0800 - 0xB8 blocks 0x0422(low) 0x0426(high) 0x041e(blocks)
Danger Mouse in the Black Forest Chateau
File #1: 0x1000 - 0x75 blocks 0x28(low) 0x2c(high) 0x24(blocks)
Kayak
File #1: 0x0f00 - 9 blocks 0x28(low) 0x2c(high) 0x24(blocks)
File #2: 0x1000 - 0x90 blocks 0x08(low) 0x0c(high) 0x04(blocks)
File #3: 0xCA00 - 6 blocks 0x21(low) 0x25/high) 0x1d(blocks)
Mad Doctor
File #1: 0x2000 - 0x34 blocks 0x28(low) 0x2c(high) 0x24(blocks)
File #2: 0x0800 - 0x18 blocks 0x8c(low) 0x8e(high) 0x8a(blocks)
File #3: 0x3B00 - 0x95 blocks 0x95(low) 0x97(high) 0x93(blocks)
Merlin
File #1: 0x3000 - 0x38 blocks 0x28(low) 0x2c(high) 0x24(blocks)
Taskmaster
File #1: 0x1000 - 0x90 blocks 0x28(low) 0x2c(high) 0x24(blocks)
Checksum:
Checksum is EOR of 256 byte blocks all followed by the checksum byte.
Data is always loaded in 256 byte blocks.