Rocketman is a machine code game loaded from tape in two parts: a BASIC loader and a separate CODE block starting at address 32668. The BASIC program uses CLEAR 32667 to protect the machine code area from being overwritten by BASIC’s memory management, then loads 8500 bytes of machine code at address 32668. Execution is transferred immediately via PRINT USR 39202, which calls the machine code entry point at that address. The second line provides a re-save routine that writes both the BASIC loader and the machine code block back to tape.
Content
Source Code
10 CLEAR 32667: LOAD "rocketman"CODE 32668: PRINT USR 39202
20 SAVE "ROCKETMAN": SAVE "rocketman"CODE 32668,8500
Note: Type-in program listings on this website use ZMAKEBAS notation for graphics characters.
