Yeah, default events, no named bricks on the disk, and a writable/readable disk.
I made a simple color program to show how it can interface with one of the disks.
Start with your blank canvas:
(Which is what's in place by default when you load the save file.)
Click colors then click pixels to create an image:
(The color selection is at the top; a pretty basic event mechanic.)
Locate a blank disk (provided in the save):
(There's no named bricks on it so you can create infinite of these!)
Move it into the disk slot with the duplicator:
(You don't have to wand the original after, but you can if you want.)
Press the "S" button to write the IDs:
(I moved it out of the slot with the duplicator before taking the pic.)
Similarly, if you put a disk with IDs already written on it and press "L", it will load. Pictures can't really do it justice so take a look at the save file below sometime and try loading the example disk. If you're decent at events, you could even make a program to interface with a disk. Maybe one of those "MIDI sequencers" to save your tracks and share with others? The save file comes complete with a blank disk and a disk with the image above on it.
Pay more attention to the events on the disk, the events on the color program are kind of messy since it's an example.
http://www.mediafire.com/?zoa14pxudc2ooccEDIT:
Oh right, make sure your schedule/projectile quotas are pretty high (1000 is max). Also, this is an accomplishment because the only inputs I could use to communicate from the program to the disk without named bricks were onProjectileHit and onBlownUp, which I intertwined pretty cleverly if I do say so myself. Check out the events on the disk if you want to see the "protocol" for setting a value on it and asking it to return the value.