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The Dragon32 Snapshot Cassette Program (TM)

Posted: Thu Sep 05, 2013 3:38 pm
by retrocanada76
Hi all,

Since I got the superIDE working on my Tano Dragon, I noticed that very few games have been converted from cassette to floppies and in all cases they miss the splash screens (conflict with DOS area) and some like batck track have graphics corruptions. So I decided to move and make myselft my conversions. Since most of the cassettes have all copy protection mechanism I created a new techinque that seems to work very well:

http://youtu.be/p59rt9sPfWs

Using the M.E.S.S. emulator I can create a snapshot of the very first instruction being executed after the cassette finishes to load. Then I export this snapshot (48K) and using my special loader mix in ML and Basic I can load the entire snapshot to RAM and make the coco behave just like it was a Dragon32 and the game RUNS! :D.

The game can be loaded from RS-DOS floppies, HDB-DOS (superIDE) and DriveWire (but it must be DW from ROM, not RAM)

I converted so far 4 games (it takes me 5 to 10 minutes per game) but I still deciding some technical details. Notice the conversion is perfect with preserved splash screens and no corrupted graphics. I converted moon cresta, back track, cosmic trooper and kamacarzy.

I think the basic loader can be easily ported to Dragon SuperDOS but I don't have a FDC for my Dragon and the Dragon vdk disks are a bit hard to handle. The loader is mix on basic and ML so the basic part must be converted to superdos.

It also runs on a coco3, but not all games of course. And the coco3 is more sensible to dragon roms. The ideia is to use a coco1/2 for the job or a real dragon32 with DW or SuperIDE from running from ROM.

Re: The Dragon32 Snapshot Cassette Program (TM)

Posted: Thu Sep 05, 2013 3:59 pm
by jedie
nice.
retrocanada76 wrote:Since I got the superIDE working on my Tano Dragon
Can you tell more about this?

Is the CoCo and dragon cartridge 100% the same? Is the SuperIDE from cloud-9 out-of-the-box compatible with dragon 32/64 ?
On the cloud-9 web page and in the documentation is nothing about dragon...

EDIT: Found some informations here: http://www.coco3.com/community/2010/06/ ... -question/

Re: The Dragon32 Snapshot Cassette Program (TM)

Posted: Thu Sep 05, 2013 4:26 pm
by retrocanada76
Did you miss this post ?

viewtopic.php?f=5&t=4224

Re: The Dragon32 Snapshot Cassette Program (TM)

Posted: Thu Sep 05, 2013 4:40 pm
by jedie
Ah, thanks...

Back to initial post:
Why does this work? IMHO this can only work with 100% BASIC code without PEEK/POKE stuff, isn't it?

I found this: http://www.onastick.clara.net/cococnv.htm (IMHO very interesting)

Re: The Dragon32 Snapshot Cassette Program (TM)

Posted: Fri Sep 06, 2013 4:56 pm
by retrocanada76
I'm taking the full memory snapshot from 0x000-0xC000 from a dragon and loading it into a un-modded coco.

It works, but it has garbled keyboard. But since many games supports either joysticks or redefine the keys it's not a big deal. You just need to know the keys to get into joystick mode or key redefinition option.

I've converted 8 games so far and all of them work fine on coco and of course a real dragon using DW:

COSMIC CRUSADER
MOON CRESTA
BACK TRACK
WIZARD'S LAIR
SPACEMAN JONES
KAMACARZY
TEMPLE OF DOOM
SEGA FROGGER

And all of them are 100% ML code.

Re: The Dragon32 Snapshot Cassette Program (TM)

Posted: Sun Sep 15, 2013 1:30 pm
by tormod
retrocanada76 wrote:I'm taking the full memory snapshot from 0x000-0xC000 from a dragon and loading it into a un-modded coco.
That's very clever! If I had 64 KB RAM I would have liked to play with doing it the other way around (running CoCo software on my Dragon). By the way, does anyone know if I can disable the BASIC ROM with the EXMEM (SLENB) pin if I make an extended RAM cartridge for my Dragon 32?