The asimov archive has cracked images of this shooter game by Magnum Software. But they will not run on a 65c02 or any emulator I've tried. I traced the code with a debugger and developed these patches. There are two indirect jumps used, JMP ($02FF). These JMP's use the page boundary bug of the original 6502. A bogus high order byte is stored at $300, the real one at $200, apparently intended to mislead a potential cracker. Of course, this won't work on a 65c02 machine. T S B From To $03 03 6E 6C FF 02 4C 7D 0B $05 07 4B 6C FF 02 4C 08 08 This fixes a bug which trashes the X register prior to track re-reading. X holds the slot# (usually $60). Many emulators had trouble with this. T S B From To $05 03 84 A6 0D 86 1B A5 0D 85 1B $05 03 88 A6 0E 86 1C A5 0E 85 1C Defeats a nibble count check (addr0 prolog to addr0 prolog). Apparently, this wasn't a problem with a physical cracked disk. Many emulators had trouble with this. T S B From To $05 05 BB A5 0E 18 60 Defeats some kind of disk access related check. Emulators which use authentic disk speed had trouble with this. T S B From To $0A 07 2D A9 4F D0 25 Fixes a bug which causes a hang or crash after winning the game. T S B From To $08 03 6E 48 68 48 68 48 EA EA EA EA EA $08 03 78 68 EA Occasionally the game would hang in a loop during play. I'm not sure if this is a game problem or an emulator issue. What started out with just a little poking around turned into a minor project. I got more satisfaction hacking the code than playing the game itself. It's interesting to see the incompatibilities that come up when going from a physical machine to an emulated environment, mostly disk emulation. And finally, here's a cheat for infinite lives. This was trivial to figure out after all the above. T S B From To $0A 05 F1 4C FB 0B EA EA EA Chris