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Forums > Requests > The Infinity Machine by Mastertronic
2013-03-20 16:54
MADMAX

Registered: Dec 2001
Posts: 30
The Infinity Machine by Mastertronic

Has any one done a .CRT of this? I've got this Cartridge now but it is one that my Ripping tools can't rip! I think it hides in the $E000-$FFFF area as my ripping tools only do $8000-$C000 and that comes up blank Funny as it seemed to be a MAX cart type but no memory used! So if any help would be appreciated!
 
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2013-03-21 06:05
SIDWAVE
Account closed

Registered: Apr 2002
Posts: 2238
load a monitor somewhere, and save all ram except monitor.
do it again with monitor on different adress, and svae rest, then merge data, and make sure it all works, then do what you want
2013-03-21 15:02
chatGPZ

Registered: Dec 2001
Posts: 11113
seems sidwave understands the problem about as much as madmax, congrats.
2013-03-21 18:52
Count Zero

Registered: Jan 2003
Posts: 1821
Awesomeness - more alike comments pls!

Hilarious even that someone who PAL/NTSC fixed Mayhem in Monsterland even has to wonder why some silly c64 tool does not work on an obviously MAX Machine targetted cart.
2013-03-22 16:57
Danzig

Registered: Jun 2002
Posts: 429
WOWser... It's 2013 already and still sooo much to laugh about...
2013-03-23 01:12
bugjam

Registered: Apr 2003
Posts: 2477
from a non-coder (maybe helpful): http://markus.brenner.de/cartridge/index.html
@rest (except SidWave): sorry to maybe spoil the fun.
2013-03-25 22:34
MADMAX

Registered: Dec 2001
Posts: 30
You! Guys want to help but first off. If I had the EPROM in my burner I could skip all this dumb shit! I have a catridge with the eprom soldered in the cart! Enough! the first part is in $e000-fffd fe/ff hold the IRQ so it depacks to $0801 basic and ends at $501b now its 73 blocks! and the original basic start shows $0828 but it really is $14fd you can find demos of this under the name Game Killer! I still can't get the underlaying data when you press the Interupt key it only disables the Collisions with sprite and background. Thie could be wrote in the .CRT but then it might be different from the Cart!.

Now here is my real theory!
$8000 to $8600 CBM start and routine to send either of the 2
8K banks!
$8600-$9fff/$A600-$BFFF
$E000-$E5FF is filled with FF byte! to hide the depack routine!
The depack routine sets the IRQ and sets Bank with a simple
78 SEI
A9 35 LDA #$35
85 01 STA $01
And the depacker starts setting the border to flash! and makes sertain to cover the trail with fill byte 00 except at $E000-$E5FF which was filled with FF byte now this routine was found at $0100 most depackers use this location to desolve/depack the program! Hope you see it the way I do!

(This thread gave me what I needed to know!) I will do it myself and I do appreciate those sinsere in their heart wanted to help but since this .CRT isn't on here yet means no one can do it or they just didn't care!

I care and when its done it will be on here! or the Dungeon!
Have fun and stay well!

MAD MAX>MHI< Still the hackest!
2013-03-25 22:42
chatGPZ

Registered: Dec 2001
Posts: 11113
did you read the page bugjam pointed to and understood how to dump an ultimax cart?
2013-03-25 23:06
MADMAX

Registered: Dec 2001
Posts: 30
Yep! Got the web page and it said what I already tried! I have to desolder it and use my Eprom Burner to read the data! But it does help with other cartridges since I have Cart Backer with the switches and I Have a Cardco 5 Cart Port expander with those switches. Got the demo part but the Interupt switch on the cart after you load a game it disables collision. That's what I am after and it seems from what the web page said I have to remove the rom to fully get this data. Thanks again and now I got to get me a good solder iron as my 15amp one doesn't get hot enough to melt the solder used! It's old!
2013-03-25 23:10
MADMAX

Registered: Dec 2001
Posts: 30
I forgot to mention the demo part was compressed with MC McCracken Compressor! In case any one has heard of it as it's a first for me!
2013-03-26 09:02
Urban Space Cowboy

Registered: Nov 2004
Posts: 45
As explained on the ReplayResources page, pushing the button re-enables the cart ROM and triggers an NMI, which causes a jump through the vector at $FFFA to a routine starting (at least in the image they have available) at $FD00, which reads joysticks to decide what to do and patches out sprite/sprite and sprite/background collision checks in software. And yes, the same page mentions the intro was compressed with McCracken Compressor 1.3. :)
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