Copy Link
Add to Bookmark
Report
Commodore 64: Wildload loader
Can be found on...Andy Capp, Championship Sprint, Citadel, Crazy Coaster, Delta, Enduro Racer, Into the Eagles Nest, Joe Blade, Joe Blade 2, Quedex, Rampage, Super Hang-On, Tetris, Wonderboy...
Threshold = $1E0 (480) clock cycles (TAP byte = $3C).
Bit 0 : $30
Bit 1 : $47
Endianess : LSbF
Pilot byte : $A0 (*256)
Sync : $0A down to $01
After the sync sequence is a series of varying size sub-blocks, they are laid out end-to-end without gaps and each one is organised as follows...
- 2 bytes : End address (LSBF)
- 2 bytes : Data size (LSBF)
- 1 byte : Unknown
- n bytes : Data (enciphered. real byte = byte XOR with destination address low byte)
- 1 byte : Checkbyte
Notes:
- The data is loaded in from End to Start (decreasing RAM addresses + data is written out backwards).
- The checkbyte value is.. 0 XOR with all (deciphered) data bytes.
- The end address and data length of the final block will both be 0.
- The final block (end address and length are $0000) consists of 6 bytes (actually 47 pulses)
I treat this as a small secondary filetype called "Wildload Stop".
- 2 bytes : End address ($00,$00)
- 2 bytes : Data size ($00,$00)
then 2 bytes, the last one has only has 7 pulses and im not sure what they do yet.
After final block (Wildload STOP) is sometimes around 8 pulses, these are safe to remove.