scheme. This is the second protection routine.

      Working with your original:

      7) Place the original disk in the drive and Type GO C024 to start
         the program up. The drive should start up and in a short time
         the game menu will come on the screen. At this point, reset the
         computer and re-SYS the monitor back in with SYS 32768.

      Working with your backup:

      8) Checking the disk log provides us with the start and end address
         of the LOADER file. Again, remember to add an extra byte to the
         end address. Save it back to your BACKUP
         <> S "@0:LOADER",08,C000,CF81 <>. When the save is complete your
         backup will be completely broken. One small problem remains. The
         directory cannot be read properly. To fix it easily, just use
         the NAME/ID CHANGER on your utility disk. Be sure to use five
         figures when you give it a new ID number. For example, you could
         name it BREAK DANCE and renumber it BD 2A.



      PITSTOP II : EPYX

      Procedure:

      Loading the original produces a rattle free load, and an error
      scan shows a number twenty error on track 16, sector 20. A
      backup made with the C-64 Fast Copier provides a non-working
      backup. Nybble utilities are capable of providing a backup.
      Before starting to work on this title, please make a backup,
      format a blank work disk, and do a disk log (print-out is best).

      Working with your original:

      1) Turn off your computer and insert your reset button assembly
         into the cartridge port. Turn the computer on again and, from
         the utility disk, load the $C000 monitor <> LOAD "49152",8,1 <>.
         Sys the monitor in with SYS 49152 and hit RETURN. Let's begin by
         loading and inspecting the boot file <> L "PITSTOP",08 <>. At
         the end of the load, start disassembly at $02A7 . Scroll
         down through the code and notice that the boot loads the file
         RUN ME and jumps to $0820.

      2) Load the RUN ME file <> L "RUN ME",08 <>. Disassemble memory
         starting at $0820  and scroll down through the code.
         This file loads all game files and then at $08E4 does a jump to
         $9403. The disk log tells us this address is located in the PITS
         file. Load the PITS file <> L "1PITS",08 <>. When the load is

            K.J. REVEALED TRILOGY    PAGE [47]     (C)1990 K.J.P.B.

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