Hi
The file of Alf In The Color Caves that you have here at Gamebase seems to be bugged.
When you try to make Alf go through the pipe that swings around, the game crashes.
I have only tested it in Vice 1.20
The t-64 file over at Dohi's site seems to work though.
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Alf In The Color Caves bugged
Moderator: Jimbo
- Michael Plate
- GB64 Team
- Location: Stockholm
Post
Thanks for the bug report!
Sadly even the version on Dohi's page is faulty - just go through the moving tube several times. Damn, so far I was not able to locate a working version. Seems like someone needs to do a proper crack!
Matt, the problems have nothing to do with packing. Most cartridge games have a "hidden" protection in writing to the memory address area where they are located in. If you start them from a ROM media (cartridge) nothing bad can happen but if you put them in the RAM, they randomly self destruct after some time.
/Michael
Sadly even the version on Dohi's page is faulty - just go through the moving tube several times. Damn, so far I was not able to locate a working version. Seems like someone needs to do a proper crack!
Matt, the problems have nothing to do with packing. Most cartridge games have a "hidden" protection in writing to the memory address area where they are located in. If you start them from a ROM media (cartridge) nothing bad can happen but if you put them in the RAM, they randomly self destruct after some time.
/Michael
- swolff
- New Member
Post
Even the (original?) crack at Dohi's has, among other discrepancies, an obvious error (a $55 byte at $a000, revealing that the memory test ROM routine has been run before saving the data), which corrupts the animation when going left into the swinging tube.
I've done a clean crack from the V3 cartridge dump. I didn't see any trace of protection per se. I did, however, see a neat little animation system virtual machine, complete with subroutine calls
If you're interested, I'd be happy to send my (untested) version your way.
/Stefan
Did a quick investigation. The version in GB appears to be a compressed version of the one at Dohi's site, corrupting yet a few more bytesMichael Plate wrote:Sadly even the version on Dohi's page is faulty
Even the (original?) crack at Dohi's has, among other discrepancies, an obvious error (a $55 byte at $a000, revealing that the memory test ROM routine has been run before saving the data), which corrupts the animation when going left into the swinging tube.
I've done a clean crack from the V3 cartridge dump. I didn't see any trace of protection per se. I did, however, see a neat little animation system virtual machine, complete with subroutine calls
If you're interested, I'd be happy to send my (untested) version your way.
/Stefan
- Michael Plate
- GB64 Team
- Location: Stockholm
Post
please send it to our help address which is help*gb64.com (*=>@).
One quick way to check for any "protections" is to fill the whole RAM with a special pattern and play the cartridge image for a while. Afterwards one can easily see what memory areas have been used by the game.
/Michael
Hi Stefan,swolff wrote:I've done a clean crack from the V3 cartridge dump. I didn't see any trace of protection per se. I did, however, see a neat little animation system virtual machine, complete with subroutine calls
If you're interested, I'd be happy to send my (untested) version your way.
please send it to our help address which is help*gb64.com (*=>@).
One quick way to check for any "protections" is to fill the whole RAM with a special pattern and play the cartridge image for a while. Afterwards one can easily see what memory areas have been used by the game.
/Michael
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