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Re: Definitive Guide to Apple Secret Keys
In article <4urt9o$8ho@crl9.crl.com>, dastar@crl.com (Sam Ismail) writes:
>
>Well, true it did not use copy protection. But it did require a
code-wheel
>to play, and that is what I attacked when I "cracked" the game. ....
>So I wrote a disassembler in basic that
>listed out the P-code in its mnemonic form, thereby making it easier
>to follow the flow of the logic. I then located the text on the disk
>that had the phrase asking for the code-wheel combination. I searched
>around this section and managed to decode the P-code that checked that
>the proper code was entered. I disabled the check by effectively
>putting a JUMP instruction right before the check to a point right after
>the check, bypassing the check scheme altogether. ....
>
Getting rid of the code-wheel, etc. does make the game more playable.
(An early 5.25" release picked up at a swap meet uses one of those nearly
unreadable dark red code sheets.) Has your P-code disassembler ever been
uploaded to caltech or Asimov?
Rubywand