Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!uwm.edu!psuvax1!psuvm!dxb132 From: DXB132@psuvm.psu.edu Newsgroups: comp.sys.amiga.games Subject: Re: 68010 and bootable disks Message-ID: <91123.154224DXB132@psuvm.psu.edu> Date: 3 May 91 19:42:24 GMT References: <1250@cnw01.storesys.coles.oz.au> Organization: Penn State University Lines: 35 In article <1250@cnw01.storesys.coles.oz.au>, iann@cnw01.storesys.coles.oz.au (Ian Nicholls) says: >I have a couple of games which don't like my new 68010 chip at all. In >particular, SWIV (Silkworm four), my current favourite. SWIV builds its own stack frame and RTEs in many, many places. It's not a simple fix. I can't believe this **** (explitive) coming out in 1991. In 1985 it was perhaps OK, but today it shows big time ignorance. I don't understand how a programmer can work so hard to create a product like this (the game is very impressive) and then screw up on some simple stuff ??!! The worst part is the code in these games that causes compatibility problems is almost always extra junk added to "confuse" a cracker. (Hint to programmers: Any time spent making code difficult to crack is wasted. It only makes the cracker prouder of his achievement). Ah, the frustration. :-) -- Dan Babcock Note to people who have emailed me about getting SpeedballII to work: There is no "patch" per se; I just dumped the thing from memory and obviously can't generally distribute it. In that case the program was doing some trap...this is the entire trap code: addq.l #2,sp rts (or something like this -- can't quite remember). That's it -- it does nothing except crash your machine. :-) Solution: Replace the trap with a NOP. Argh....