Super Game Mods
by James N. Walters
Dear Adam users:
All Coleco Super Games contain a file manager table. This table includes
the start block, amount of blocks in the screen, and the buffer
location, (where the screen is to be put in memory). I learned this from
the first Technical manual that I got my hands on. The information was a
little vague, but with a little trial and error I was able to locate one
of the tables. The job at hand was to simply change the blocks to fit on
a 160K disk.
Example of a Table.
The first number, (0) is part of the start buffer location where the
blocks will be placed. We multiply the second number by 256 and add the
first number. The start of the buffer for this screen would be (32768).
The third and fourth number is the first block of the screen. You figure
it the same as the buffer, (fourth number * 256) + third number. In this
case the first block is (1) and the fifth number is the number of blocks
of the screen. When the file manager routine in this Super Game looks at
this table it will place blocks (1 - 16) starting at memory location
(32768). A Super Game can contain several of these tables dependind on
the number of screens in the game. Next time we will take a look at the
Super Game Buck Rogers.
Super Game Mods. By Jim Walters Part 2.
Buck Rogers Planet Of Zoom Super Game Mod., originally done in 1985 by
The first and biggest problem is to find the file manager table. I used
the TOOLKIT program from SmartDSK III. TOOLKIT has a search feature,
that will search for, up to four bytes at a time. Start with block (0)
and load in 16 blocks. Search for a (1, 0) and when a match is found,
check for a table. I located the table in block 6. The first section
loads blocks 1 - 16 starting at location 32768. This is the first
screen, the second screen is loaded at 9216 and the third is loaded at
48384. To modify the game to work from a 160K disk we need to first add
up all the blocks to see if they will fit. I came up with 149 blocks
counting block zero. I thought I remembered Coleco advertizing this game
as 256K ? Now, we need to do a little changing, for it to fit on the
disk. Check the table below to see how I moved things to fit. It could
be done differently and to load a little smoother.
0, 128, 1, 0, 16 - 0, 36, 17, 0, 10 - 0, 189, 151, 0, 9,
(27) (111) (38)
0, 36, 29, 0, 11, - 0, 189, 163, 0, 10 - 0, 36, 41, 0, 12
(121) (50) (134)
0, 186, 174, 0, 13 - 0, 36, 53, 0, 9 - 0, 186, 187, 0, 11
(59) (68) (145)
0, 36, 65, 0, 9 - 0, 71, 75, 0, 10 - 0, 36, 222, 0, 4
(78) (91) (101)
0, 186, 85, 0, 13 - 0, 48, 131, 0, 10 - 0, 88, 141, 0, 1
The first two numbers contain the starting memory location. The next two
numbers contains the starting block and the last number is the amount of
blocks in the screen. The number above the line is the new block
location. The last number is the amount of blocks in the screen.
Remember to move all the blocks in the screen and not to over write any,
if you plan on changing the locations of the screens. If you have an
original Buck Rogers data pack it will only load from data drive number
one. You can change this to load from disk number one by changing the
drive numbers from (8) to (4). The new version will boot from any drive.
If you have any questions about this procedure feel free to call or
write, if you would like a reply please include return postage.
EDITORS, PLEASE LEAVE IN ORIGINAL FORMAT, THANK YOU