@maddiefuzz ok, that's what i chose - but i would avidly read the post-game write-up, if that helps!
@maddiefuzz (or the post-coding write-up and source code. if i watched livestreams, i'd be saying "yes, do both". sorry, i didn't mean to inadvertently suggest "please play games" ;-)
I'm curious, how did you try? I'm thinking if you left the program origin at $8000, and tried to include 8K of binary data, that would have pushed your executable to overwrite memory starting at $A000, which I think might be where Applesoft Disk BASIC resides on a 48K system.
I'm just wondering, never having done Apple II development, if you set the origin to $6000, include the binary data, then place the code after that (so that the code still starts at $8000), if that would work. Might be worth a shot at some point in the future.
I set the origin to $6000 and it works fine. Although I placed the code before the binary data, and made sure execution never flows into the data portion. I didn’t try accessing the data though, which does seem trickier if I put it after. I just verified the I/O error was resolved. I was clobbering something between $8000 and $A090 ish
If the code is after the binary data, I’m not sure how you would start execution at the code portion. I naively would guess it has something to do with my linker segment configuration, but I’m just guessing.
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