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Adrenalynn WHDLoad Pack

File:
Adrenalynn_v1.1a.lha
Game Title:

Adrenalynn

Size:434136 bytes
Updated:2017-02-19 20:31:26
Version:1.1a
Hardware:ECS/OCS
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Adrenalynn

README

THIS PACKAGE COMES WITH ABSOLUTELY NO WARRANTY OF ANY KIND, EITHER EXPRESS OR IMPLIED, STATUTORY OR OTHERWISE. THE ENTIRE RISK AS TO USE, RESULTS AND PERFORMANCE OF THE PACKAGE IS ASSUMED BY YOU AND IF THE PACKAGE SHOULD PROVE TO BE DEFECTIVE, YOU ASSUME THE ENTIRE COST OF ALL NECESSARY SERVICING, REPAIR OR OTHER REMEDIATION. UNDER NO CIRCUMSTANCES, CAN THE AUTHOR BE HELD RESPONSIBLE FOR ANY DAMAGE CAUSED IN ANY USUAL, SPECIAL, OR ACCIDENTAL WAY, ALSO IF THE OWNER OR A THIRD PARTY HAS BEEN POINTED AT SUCH POSSIBILITIES OF DAMAGE. This install applies to "Adrenalynn" © 1991 Exponentia. This install requires WHDLoad and RawDIC to be in the path. Both can be found in the WHDLoad package. To install from a different drive than DF0: select installation mode Expert. The installed program requires 0.5 MB ChipMem and 0.5 MB OtherMem. It can be quit by pressing PrtScr (key can be changed with Tooltype "QuitKey="). If you have problems with this installation please try and get a newer version of this package from the WHDLoad WWW-Page. If that doesn't help try some Tooltypes like NOCACHE, NOAUTOVEC, NOVBRMOVE, NOMMU, PAL or NTSC. If that also fails, please inform the author via the Bug-Report-Form which can be accessed on the WHDLoad WWW-Page. For the full WHDLoad package, other installs and updates refer to: http://www.whdload.de/ or aminet:dev/misc/whdload#? and aminet:game/patch/ version 1.1a (22.03.04) done by C-Fou!: - new install script version 1.1 (16.02.02) done by C-Fou!: - auto-modifying coded fixed (game crashed on 68060=> JSR 0) (Thanks Chris Vella for bug report) version 1.0 (12.02.02) done by C-Fou!: - initial release - using RawDic imager (Hard to make because there was 32 disk synchros !!!!!) - 2 Access faults fixed (move.w 0(a4,d0.l),d2 replaced by move.w 0(a4,d0.w),d2) - FALSE access to Cia/DMA register fixed (Before running only on 68000) - New keyboard interruption routine installed (=> already activated now) - Keyboard fixed in high score screen (Empty loop) - 12 Empty Loops debugged - Trainer Key Added: Return: => skip level + PL1 win with 9 vs 0 (Trainer key of course) P: Pause Game Del/Help: Deactivate/Activate slow mode Esc: quit game and return to previous screen - Load/Save High Score redirected on Hd (in Disk.1) - Track Disk Protection ripped - Disk lenght optimized - Debugged with SnoopEcs (all game tested) - 2 C-Fou's GlowIcons added ***************** Thanks to Mark Knibbs for original warp file *************** Remark: It's a long and hard work :-), so I hope you will like this game between Projectyle & Ballistix but it's very pretty, smooth and for 4 humain players Some info about protection: -------------------------- The boot used crypted trackload routine and it used to decrypte: - 'Spaghetti' code - Illegal interruption to access at next instruction - Self-modifying code using Stack - Bad acces to Cia/Dma registers (ran only on 68000) to hide real operations - Used Blitter register in a copperlist to decode finally the first loader :-) (Like Dragon's lair) The first loader load a second track loader for intro and after jump at this using stack (jmp $14(a7)) => Track 1 with $d892 like synchro This loader load intro code => Synchro $4891 of course all sync are not easy to found because they are coded in memory (not a simple move.w #sync,$dff07e or move.w #sync,$7e(ax) ) this loader load main game code (same synchro) but using special loader by interruption (like some Psygnosis game introductions or Elfmania) next, the main file can load 5 'files' but for each track disk synchro is different => 29 other synchros... All Synchros are: $d892/4891/6ad1/c489/2693/cac4/4cc9/964a/5934/ca8c $8c89/d666/559a/8cca/6a93/acca/4489/da56/5589/3299 $dad6/4c4c/5626/c686/9aca/36cd/459a/4533/5266/6cb2 $925a/9ad6 all track length is $1800 octets except track 1

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