There is some middle ground between basics and "assumed already expert" that something like this with practical examples can fill nicely. Seems like a great idea.
EG on disk handler sector read, what kind of status should we expect. If it fails should we try again, or assume bad sector.
On topic of exact cycle wasting I nominate clockslide https://www.pagetable.com/?p=669as one of the sneakiest tricks. Not something that instantly springs to mind!
6 cycle wait in 2 bytes if you don't mind messing up the carry
Is there a xex version for computers with RAM expansion?
Not this version. It would take a lot of work to make a 1024K xex. I'm not sure if Fandel managed it with the 2011 version in the end.
How long does it take to load a 1024K program even with a high speed loader?
I just don't like the idea of that.
I would want to rewite it to use less RAM, which would be much, much more work.
I always wondered why Atari offset the player/missile horizontal position by 40 pixels before becoming visible to the screen. Even at Quad width, the whole player is hidden if below a value of 24 anyway. Well a lot of the numbers for the Antic/GTIA do not make sense.
That one makes sense - it's so 128 is the exact centre of the screen.
I don't think mads is the right thing for what you want unless I'm misunderstanding. Get and put are done at assembly time, not runtime?
Something like the exomizer compressor might be worth looking at. There is a level compressor which can stream to a circular buffer, although the example decrunch code is not up to date and it looks quite daunting to me.