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Double Dragon II: The Revenge WHDLoad Pack

File:
DoubleDragon2_v1.5_0768.lha
Game Title:
Size:767092 bytes
Updated:2017-11-11 14:13:10
Version:1.5
Hardware:ECS/OCS
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Double Dragon II: The Revenge

README

Short : HD-Installer for Double Dragon II - The Revenge / Virgin Games Type : game/patch Author: Galahad / Fairlight (galahadfairlight@yahoo.co.uk), StingRay This install applies to "Double Dragon II - The Revenge" © 1989 Virgin Games Ltd. Slave requires WHDLoad V16+. Game needs 0.5 MB Of Chipmem & 1.0MB of Fastmem (for preload option) Many thanks to Chris Vella and Carlo Pirri for playtesting the NTSC version with its multitude of strange bugs and Olivier Krumm for the new PAL version! Thanks to daxb for reporting v4.01 bug SUPPORTED VERSIONS ------------------ - 1 Disk original release (PAL 4.01 Version) - 1 Disk original release (NTSC 4.01 version) - 1 Disk original release (PAL 3.84 Version) FEATURES -------- - Full Loading from HD (REAL FILES) - Lame-o-Protect removed (CyberDOS MFM/Protection track/Encryption) - Load/Save Hiscore to hard drive - Tonnes of access faults removed (see below) - Fixed music interrupt (Title music) - Editable Script for Trainer - Secret part retained! - Memory detection routine removed! - Wrong opcode used for 1 blitter operation! - Intena Interrupt start corrected ($c820!!!) - Quit Option (DEL key) Specfic other problems with NTSC version ---------------------------------------- - Energy bars position fixed - Hiscore text positioning fixed Specfic other problems with v3.84 PAL version --------------------------------------------- - One ddfstop contained the wrong value (2 bytes out!) FEATURES v1.4 ------------- - Hiscore save bug fixed for v4.01 ECS versions (Thanks to daxb) - Chip memory requirements now smaller at 512K FEATURES v1.5 (11.11.2017), done by StingRay ------------- - New RawDIC imager which saves and decrypts the files, all external tools removed, RawDIC 5.0 required (issue #0700, #0820, #1828, #1775) - Memory corruption introduced in v1.4 fixed (patch did NOT work correctly with 512k chip memory!) - Lots of wrong custom register accesses fixed (v3.84: 6, v4.01: 30) - Bplcon0 color bit fixes - Blitter waits added - Sample players fixed - Secret intro fixed - Byte write to volume register fixed - Trainer options added - Default directory changed to "data" - NewIcon (created by me) and other missing icons added - New install scipt - Truncated parts of ReadMe file restored :) Notes V1.5: ----------- I actually only wanted to create a new RawDIC imager as a lot of people reported problems with the external tools used to save the files. So I coded a new RawDIC imager which does all file saving and also decrypts the files (this was done in the slave in the earlier versions of the patch). Please note that the imager requires RawDIC 5.0 and that you will have to reinstall the game! Coding the RawDIC imager was fun and didn't take long. But then I checked the patch and spent several hours updating it as there were quite a few problems to fix! In V1.4 the memory requirements were reduced to 512k chip but this did not work at all! The patch code for decrunching the main file accessed memory outside the 512k boundary which in turn caused memory corruption and crashes. I have fixed this, the new patch works fine with 512k chip memory! In 2 versions a lot of illegal custom register accesses had to be fixed. Sample players needed fixing too, blitter waits and some other patches were required as well. This is definitely not the final version of this patch, I'll update it to 1.6 in the not too distant future. For now I've spent (way) too much time on this patch already so the current version should do for a while! //stingray, 11.11.2017 Interesting note: The only reason Richard Aplin had to re-release Double Dragon 2 from v3.84 to v4.01 was because of one byte of code being incorrect. When the game was released the ECS Amiga's were about a month away from being released. Because of that 2 byte $dff094 problem, the modulo for ECS Amiga's was wrong, and the whole game had to be released all over again for that. Didn't stop the sneaky git from changing the positions of disk checks!!! When you have made a hiscore and the fireworks start, the music will slip slightly every time an explosion occurs. Nothing I can do about this, too much going on in the interrupts and your machine is faster than a 68ooo... live with it! For some reason on the NTSC version, the energy bars for each player were prone to moving around the screen. They have now been forced to be in the bottom right corner of your screen. Top energy bar = player 1, bottom energy bar = player 2. Text positioning for the phrase 'ENTER YOUR NAME PLAYER' has now been forced to appear at the top of the hiscore. Copper bug meant that it would appear in the middle of the hiscore text! There is also a secret part that was on the original disk, coded by Del/Scoopex, which incidentally is the same group that Tomas Dahlgren, the author of the titlemusic was in as Uncle Tom/Scoopex. Hold down the two mouse buttons when the WHDLoad info screen switches to a black display. Enjoy (!!) EXTRA NOTES ----------- So you think Dragons Lair is tricky huh? Here are some stats for you to peruse over the copy protection system on this game: 66 x Encrypted files 66 x Encrypted protection check code in each file 4 x Loaders (encrypted/non-encrypted) in code file 13 x Routines to access loader (activated by an address error!) 3 x Checksums (testing and shifting data on the stack) 1 x In game loader that decrypts when called, then re-encrypts itself after! 1 x MFM filesystem with $1800 data blocks the wrong way around 1 x protection track that was tested more times than Ben Johnson 1 x encrypted bootblock loader 235 x address errors, in Mr.Aplins vain attempt to 'disguise' his code! 16 x address errors in the copperlist THAT.... was just the protection! Never mind getting down to the actual job of fixing the fucking game! Its at least inventive, but why did Mr.Aplin decide he needed to disguise every access to a custom register, no matter how mundane the operation? This is a case of a copy protection too far. The game doesn't work on AGA Amiga's because of the stupid levels of copy protection, the game code itself is generally fine. The way the code operates, meant that every piece of protection had to be removed BEFORE I could even start fixing it for WHDLoad! I remember Richard Aplin bragging about how tricky this protection was. Access fault city aside, it took me 4 hours to pick apart the filesystem, have code to decrypt and disable their protection checks, and remove the ingame protection checks, perhaps if the protection wasn't so formulaic (i.e. address error for every access to the loader, and 'RA89' as a decrypt key!!) then it might have been of some use. To quote: Another attempt by Mr.Aplin! Kindest Regards, Galahad of Fairlight END.