Just so you know, Ozmoo has tighter memory constraints than the general Z-Machine limits. Even some z5 games like (dug around for a minute to find one) Scald can fail on Ozmoo not because they are too large to fit on supported disk formats* but because the dynamic memory requirements are too big to fit in the C64’s memory with, y’know, the interpreter also doing its thing.
Reading file scald.z5...
Dynmem blocks: 75
$zmachine_memory_size = 193960
$story_size = 194048
acme/acme --setpc 2049 -DCACHE_PAGES=4 -DSTACK_PAGES=4 -DZ5=1 -DCONF_TRK=1 --cpu 6510 --format cbm -DBGCOL=2 -DFGCOL=9 -DBORDERCOL=0 -DSMALLBLOCK=1 -DVMEM=1 -DALLRAM=1 -l "ozmoo/temp/acme_labels.txt" --outfile "ozmoo/temp/ozmoo" ozmoo.asm
Interpreter size: 11100 bytes.
ERROR: Dynamic memory is too big (38400 bytes), would pass $D000. Maximum dynmem size is 37888 bytes.
- indeed, Ozmoo’s support for 800k .d81 images means that a story file’s size alone can’t be the only reason Ozmoo would be totally unable to cope.