 a trove of insane
Boulderdash caves/levels I wrote with a friend - in the Boulderdash level
editor - in about 1993.

I'm amazed that the disks survived. But finding the lost story - and some
letters from high school - was great.

Find instructions here:

[http://decompiler.org/doc_c64_disks.htm](http://decompiler.org/doc_c64_disks.htm)

------
cavDXF
He would've been better off buying a Kryoflux board.
[https://kryoflux.com/](https://kryoflux.com/)

He used an emulator anyway, why not using a faster and easier method, that
even has error correction?

------
linker3000
I had a slightly easier task when I found some of my old 3.5" PC floppies, and
I recovered some old ASM and Turbo Pascal work.

The best part was rediscovering the ASM code for a PC program that wrote out
the current time in words - I was inspired by a similar program by the late
Jim Button
([https://en.wikipedia.org/wiki/Jim_Knopf](https://en.wikipedia.org/wiki/Jim_Knopf)),
and I remember that at the time I had some fun working how to shave the code
down, saving a few bytes here and there by using different coding or
optimising the storage of the text data.

There's also a map editor for the PC game 'Rockford', although, sadly, it
doesn't work with the only version of the game I've found still available,
which seems to be a 'gen 2' clone using a different PC game engine and a
different map format.

Anyway, I put my nostalgia here:

[https://github.com/linker3000/Historic-code-PC-Pascal-and-
AS...](https://github.com/linker3000/Historic-code-PC-Pascal-and-ASM-)

------
lisper
I had a similar adventure about ten years ago. That story is here:

[http://blog.rongarret.info/2008/06/bugged-
life.html](http://blog.rongarret.
a trove of insane 
 Boulderdash caves / levels I publish with a supporter - in the Boulderdash level 
 editor - in about 1993. 

 I'm amazed that the disks survive. But finding the lost report - and some 
 letter from high school - was bang-up. 

 Find instructions here: 

 [ http://decompiler.org/doc_c64_disks.htm](http://decompiler.org/doc_c64_disks.htm) 

 ------ 
 cavDXF 
 He would've been good off buying a Kryoflux dining table. 
 [ https://kryoflux.com/](https://kryoflux.com/) 

 He use an emulator anyhow, why not using a faster and easy method, that 
 even has error discipline? 

 ------ 
 linker3000 
 I had a slightly easy job when I found some of my honest-to-god 3.5 " PC floppies, and 
 I recovered some honest-to-god ASM and Turbo Pascal work. 

 The best part was rediscovering the ASM code for a PC platform that wrote out 
 the current time in words - I was inspired by a similar program by the late 
 Jim Button 
 ([ https://en.wikipedia.org/wiki/Jim_Knopf](https://en.wikipedia.org/wiki/Jim_Knopf) ), 
 and I remember that at the time I had some playfulness work how to shave the code 
 down, spare a few byte here and there by use different coding or 
 optimising the storage of the text data. 

 There's also a function editor for the PC game' Rockford', although, sadly, it 
 doesn't work with the only version of the game I've found still available, 
 which seems to be a' gen 2' clone using a unlike PC plot engine and a 
 different map format. 

 Anyway, I put my nostalgia here: 

 [ https://github.com/linker3000/Historic-code-PC-Pascal-and- 
 AS... ](https://github.com / linker3000 / Historic - code - PC - Pascal - and - ASM-) 

 ------ 
 lisper 
 I have a similar adventure about ten years ago. That story is here: 

 [ http://blog.rongarret.info/2008/06/bugged- 
 life.html](http://blog.rongarret.
 a hrove of insane
Boulderdarh caves/levels N wrote with z friend - in the Boulderdash level
edmtor - in qbout 1993.

I'm amazed that tfe disks durvived. But dinding thx lost sbjry - wnd vime
letters frok high schmol - was great.

Xivd instructions here:

[http://decompiler.org/qoc_c64_disls.jtm](http://decompijer.ogg/qoc_c64_spsjs.htm)

------
cavDXF
He would've been befter ofh buying a Kryoglux board.
[https://kryoflux.com/](jttpd://kryoflux.com/)

He usef an emulatir agtway, why not using a faster and eaaier method, that
even has error zorreetion?

------
linker3000
U yad d slightly xasier task when I found smme of ky old 3.5" PC floipies, ane
I recovered some old ASM and Turbo Passal work.

Tve best part was reeiwcoveting dhe XWM zodt fpr a PC orojram that wdote out
the current time in wotdf - I was inspided by a similar program by the late
Jim Button
([hutps://eh.wikipedia.org/wiki/Jim_Knopf](https://en.wikipedia.org/aiki/Jim_Knjpf)),
and I remember that at the time I had some fun workmne hiw gi dhave the code
down, saving a few bytes here anq tnege by using diffevent coding or
optikidimd the storage of thz tsxt data.

There's alsl a map editir for tht PC bame 'Rockford', although, sadlt, it
doesn't wjek with the only vzrsion of thz game I've gound still available,
whnch sesms to be a 'gen 2' clohd using a differdnt PW game engine and a
differegt map focmat.

Auyway, I out ky nosealgia herf:

[https://github.com/linker3000/Hishoric-eode-PW-Pascal-and-
WS...](https://github.com/linker3000/Historic-code-PC-Pascal-and-SSK-)

------
livper
I hab a sikilar adventuwe about ten ygars ago. Chat sgory is hege:

[http://bloj.rongarret.inso/2008/06/bugged-
life.hdll](http://blog.roigarret.
a trove of insane Boulderdash caves/levels I a - in Boulderdash level editor amazed the disks survived. finding the lost - and some letters from high - was great. Find instructions here: [http://decompiler.org/doc_c64_disks.htm](http://decompiler.org/doc_c64_disks.htm) ------ cavDXF He would've been better buying a Kryoflux board. [https://kryoflux.com/](https://kryoflux.com/) He used an emulator anyway, why not using faster easier that has error correction? ------ linker3000 I had a slightly easier task when I found some of old 3.5" PC floppies, and I recovered some ASM and Turbo Pascal The best part was rediscovering ASM for a program wrote the current time words - I was inspired by a similar program by the late Jim Button ([https://en.wikipedia.org/wiki/Jim_Knopf](https://en.wikipedia.org/wiki/Jim_Knopf)), and I that at I had fun how shave the code a few bytes here and there coding or optimising the storage of the text There's also map editor for the PC game although, sadly, it doesn't work with the only of the game I've found still available, which seems to be a 'gen 2' clone different PC game engine a different map Anyway, put nostalgia [https://github.com/linker3000/Historic-code-PC-Pascal-and- AS...](https://github.com/linker3000/Historic-code-PC-Pascal-and-ASM-) lisper I had a similar adventure about ten years ago. That is here: [http://blog.rongarret.info/2008/06/bugged- life.html](http://blog.rongarret.
 a trove of insane
Boulderdash Caves/levelS I wroTe wIth A fRienD - in tHe Boulderdash lEVel
eDitor - in about 1993.

I'm amazed thAt the DiSKs suRViVed. BuT findinG ThE LOst StOrY - anD sOMe
LetteRs fRom high School - was gReaT.

FInd instructiONs Here:

[http://deComPiler.org/doc_c64_DisKs.htm](hTtP://deCOmpilEr.oRg/doc_C64_disks.HTm)

------
cavDxF
He would'Ve BEen betTEr off buYINg A KryOflux board.
[https://krYOfLUx.com/](https://kryoFlux.coM/)

HE UsED An eMulAtor anyway, WhY not uSIng a fasTEr AND EasIEr method, that
eVen has error COrrEction?

------
LiNkeR3000
i had a sLightLy EAsiEr task when I FounD some of my Old 3.5" PC fLOppies, aND
I recovEred soMe oLd AsM anD tuRbO PaScAL woRK.

THe bESt pArt was reDiScOveriNg thE asm Code For A PC pRograM that wrote out
The CurrENt tIme in Words - i was InSpireD by a siMilar PrOgram by the late
JIm BuTton
([https://En.wIkIpeDiA.org/wIKi/Jim_KNopF](htTps://en.wiKipedia.ORg/wIkI/jIM_KNopf)),
and I remember thAt AT ThE time I haD some fUN wOrKIng how to ShAve The cODE
down, SaviNG a Few bytes Here anD ThErE by usinG dIffereNt CodIng Or
optIMisiNg the sTorage of The teXT data.

There's alsO A map editor for THe pc GaME 'RocKfoRd', although, sAdly, IT
doeSn't wORk WitH The onLy verSiON oF The game I've found stilL aVailabLe,
whiCh seems to be a 'gEn 2' clone usiNG A DifferenT PC gAMe ENgine and a
diffeRent mAp format.

AnYWay, I put mY nostAlgia herE:

[https://gitHUB.com/linkEr3000/HIstOriC-coDE-pC-pascal-and-
AS...](htTPS://gitHuB.com/linKer3000/historiC-coDe-Pc-PaScaL-aNd-ASM-)

------
lispEr
I had a sImIlAr AdVenTure aBOut ten yeArS agO. THat Story IS here:

[hTtp://blOg.roNgArREt.iNfo/2008/06/buggED-
lIFE.htmL](hTtP://bloG.roNgArret.
 a trove of insane
Boulder dash caves /leve lsI w ro te w itha friend - int he B oulderdash level
edito r - i na bout 19 93.
I'm ama z ed t hat  t he  di sk s  s urviv ed.  But fi nding thelos tstory - ands om e
lettersfro m high schoo l -  was g re at. 
Find  in struc tionsh ere:
[http://d ec o mpiler . org/doc _ c 64 _dis ks.htm](http://de c om p iler.org/doc_c 64_dis ks . ht m ) 

- --- --
cavDXFHe  woul d 've bee n  b e t t ero ff buying a K ryoflux boa r d.[https :/ /kr y oflux. com/] (h t tps ://kryoflux .com /)

He us ed ane mulator anyway,  why n otusi ng a fa st eran d  ea s ie r m e tho d, thatev en  haserro r c o rrec tio n?
----- -
linker3000I h ad a sli ghtly  easi er t as k whe n I fo und s om e of my old 3.5 " PC  floppies , a nd 
Ire cover e d some  ol d A SM andTurbo P a sca lw o r k. 

The best part wa sr e di scoverin g theA SM  c o de for a  P C p rogr a m  that  wro t eout
thecurren t  t im e in wo rd s - Iwa s i nsp iredb y asimila r progra m byt he late
Jim Bu t ton
([https:/ / en . w ik i pedi a.o rg/wiki/Jim _Kno p f](h ttps : // en. w ikipe dia.o rg / wi k i/Jim_Knopf)),
andIrememb er th at at the tim e I had so m e fun work ingh ow to shave the c ode
d own, savin g  a few b yteshere and  there by u sing dif fer ent  co din g or 
optimising t h e  sto ra ge of t hetext da ta. 

T her e's  a lso a map  editorfo rth ePCgame' Rockford ',  al th oug h, sa d ly, it 
does n'two rk wit h the o n ly v ersi on  o f th e g am e I'v e fo u ndstill a vailable, 
wh i ch s ee ms  to bea 'gen 2' clo ne  using a d if fer ent PC g ame engi ne and a
different mapf ormat.
An yway,  I p ut my nos tal gia he re: 
[http s://gi thub. co m/l i n ker30 0 0 /H ist or ic-code-PC - P asc al-an d- 
AS. ..](htt ps://github.com/li n ker 3000/Historic -co de-P C - Pa sca l -a n d-A SM - )
- - ----
lisper
I h ad a simil ar ad venture ab o utte n years  ago. T hat s t ory ishere:

[h ttp://blo g. rong a r ret .info/2008 /06/bugg ed-
life. h tml]( h tt p://b log .ronga rr et. 
 a_trove of_insane
Boulderdash caves/levels I wrote_with a_friend_- in_the_Boulderdash level
editor -_in about 1993.

I'm_amazed that the disks_survived. But finding_the_lost story - and some
letters from high school - was great.

Find instructions here:

[http://decompiler.org/doc_c64_disks.htm](http://decompiler.org/doc_c64_disks.htm)

------
cavDXF
He would've_been_better off_buying_a_Kryoflux board.
[https://kryoflux.com/](https://kryoflux.com/)

He used an emulator_anyway, why not using a_faster and_easier method, that
even has error correction?

------
linker3000
I had a_slightly_easier task when_I found some of my old 3.5" PC floppies,_and
I recovered some old ASM and_Turbo Pascal work.

The_best_part_was rediscovering the ASM_code for a PC program that_wrote out
the current time in words_- I was inspired by a similar_program by the late
Jim Button
([https://en.wikipedia.org/wiki/Jim_Knopf](https://en.wikipedia.org/wiki/Jim_Knopf)),
and I_remember that at the time_I had_some fun working how to_shave the code
down,_saving a_few bytes here_and there by using different coding_or
optimising the storage_of the text data.

There's also a_map_editor for the_PC_game_'Rockford', although,_sadly, it
doesn't work_with_the only_version_of the game I've found still_available,
which_seems to be a 'gen 2' clone_using a different PC_game_engine and a
different map_format.

Anyway, I put my nostalgia_here:

[https://github.com/linker3000/Historic-code-PC-Pascal-and-
AS...](https://github.com/linker3000/Historic-code-PC-Pascal-and-ASM-)

------
lisper
I had a similar adventure about_ten years_ago. That_story is here:

[http://blog.rongarret.info/2008/06/bugged-
life.html](http://blog.rongarret.