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computist scan 40

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For The Serious User Of Apple ][ Computers Issue No. 40 February 1987 Softkeys For: Adventure Writer Mychess II Raster Blaster Cranston Manor Ghostbusters E-Z Learner American Challenge Crime Wave Core: The Games of 1986: a review Feature: Taking the Wiz out of Wizardry (Page 16) BULK RATE U.S. Postage COMPUTIST PAID PO Box 110846-T puasome.. Wa Tacoma, WA 98411 : Welcome to COMPUTIST, a publication devoted to the serious user of Apple ][ and Apple ][ compatible computers. Our magazine contains information you are not likely to find in any of the other major journals dedicated to the Apple market. New readers are advised to read this page carefully to avoid frustration when attempting to follow a softkey or when entering the programs printed in this issue. @ What Is A Softkey Anyway? Softkey is a term which we coined to describe a procedure that removes, or at least circumvents, any copy- protection on a particular disk. Once a softkey procedure has been performed, the resulting disk can usually be copied by the use of Apple’s COPYA program (on the DOS 3.3 System Master Disk). @ Commands And Controls: In any article appearing in COMPUTIST, commands which a reader is required to perform are set apart by being in boldface and indented: PR#6 The key must be pressed at the end of every such command unless otherwise specified. Control characters are specially boxed: oP) Press (6). Next, place one finger on [© and press [PB]. Remember to enter this command line by pressing (RETURN) . @ Requirements: COMPUTIST programs and softkeys require one of the Apple ][ series of computers and a disk drive with DOS 3.3. These and other special needs are listed at the beginning of the article under ‘“Requirements"”. @ Software Recommendations; 1) Applesoft Program Editor such as Global Program Line Editor (GPLE). 2) Sector Editor such as DiskEdit (from the Book of Softkeys vol I) or ZAP from Bag of Tricks. 3) Disk Search Utility such as The Inspector, The CIA or The CORE Disk Searcher (from the Book of Softkeys vol II). 4) Assembler such as the S-C Assembler from S-C software or Merlin/Big Mac. 5) Bit Copy Program such as Copy II Plus, Locksmith or The Essential Data Duplicator 6) Text Editor (that produces normal sequential text files) such as Applewriter II, Magic Window II or Screenwriter IT. COPYA, FID and MUFFIN from the DOS 3.3 System Master Disk are also useful. Super IOB: This powerful deprotection utility (COMPUTIST 32) and its various controllers are used in many softkeys. This utility is now available on each Super [OB Collection disk. M RESET Into The Monitor: Softkeys occasionally require the user to stop the execution of a copy-protected program and directly enter the Apple's system monitor. Check the following list to see what hardware you will need to obtain this ability. Coping With COMPUTIST Apple { Plus - Apple //e - Apple compatibles: 1) Place an Integer BASIC ROM card in one of the Apple slots. 2) Use a non-maskable interrupt (NMI) card such as Replay or Wildcard. Apple ]{ Plus - Apple compatibles: 1) Install an F8 ROM with a modified RESET vector on the computer's motherboard as detailed in the **Modified ROM’s”’ article (COMPUTIST 6 or Book Of Softkeys II) or the ‘‘Dual ROM’s”” article (COMPUTIST 19). Apple //e - Apple //c: Install a modified CD ROM on the computer's motherboard. Cutting Edge Ent. (Box 43234 Ren Cen Station-HC; Detroit, MI 48243) sells a hardware device that will give you this important ability but it will void an Apple //c warranty. @ Recommended Literature: The Apple ][ Reference Manual and DOS 3.3 manual are musts for any serious Apple user. Other helpful books include: Beneath Apple DOS, Don Worth and Pieter Lechner, Quality Software; Assembly Language For The Applesoft Programmer, Roy Meyers and C.W. Finley, Addison Wesley; and What's Where In The Apple, William Lubert, Micro Ink. 1 Keying In Applesoft Programs: BASIC programs are printed in COMPUTIST in a format that is designed to minimize errors for readers who key in these programs. If you type: 1@HOME:REMCLEAR SCREEN The LIST will look like: 18 HOME : REM CLEAR SCREEN because Applesoft inserts spaces into a program listing before and after every command word or mathematical operator. These spaces usually don't pose a problem except in line numbers which contain REM or DATA commands. There are two types of spaces: those that have to be keyed and those that don’t. Spaces that must be keyed in appear in COMPUTIST as delta characters (*). All other spaces are there for easier reading. NOTE: If you want your checksums (See ‘‘Computing Checksums’’ section) to match up, you must only key in (°) spaces after DATA statements. @ Keying In Hexdumps: Machine language programs are printed in COMPUTIST as both source code and hexdumps. Hexdumps are the shortest and casicst format to type in. You must first enter the monitor: ~ CALL -151 Key in the hexdump exactly as it appears in the magazine, ignoring the four-digit checksum at the end of each line (a ‘*$”’ and four digits). A beep means you have typed something that the monitor didn’t understand and must, therefore, retype that line. When finished, return to BASIC with: E003G BSAVE the program with the correct filename, address and length parameters given in the article. @ Keying In Source Code The source code is printed to help explain a program’s operation. To key it in, you will need the S-C Assembler. Without this assembler, you will have to translate pieces of the source code into something your assembler will understand. A table of S-C Assembler directives appears in COMPUTIST 17. @ Computing Checksums Checksums are four-digit hexadecimal numbers which tell if you keyed a program exactly as it appears in COMPUTIST. There are two types of checksums: one created by the CHECKBIN program (for machine language programs) and the other created by the CHECKSOFT program (for BASIC programs), Both appeared in COMPUTIST 1 and The Best of Hardcore Computing. An update to CHECKSOFT appeared in COMPUTIST 18. If the published checksums do not match those created by your computer, then you typed the program incorrectly, The line where the first checksum differs has an error. @ CHECKSOFT Instructions: LOAD filename BRUNCHECKSOFT Get the checksums with: & (RETUR) and correct the program where the checksums differ. @ CHECKBIN Instructions: CALL -151 BLOAD program filename Install CHECKBIN at an out of the way place BRUN CHECKBIN,A$6000 Get the checksums by typing the starting address, a period and ending address of the file followed by a xxx.xxx JY) Correct the lines at which the checksums differ. bg You have a LEGAL RIGHT to an unlocked backup copy Our editorial policy Is that we do NOT condone software piracy, but we do believe that users are entitled to backup commercial disks they have purchased. In addition to the security of a backup disk, the removal of copy-protection gives the user the option of modifying programs to meet his or her needs. Furthermore, the copyright laws guarantee your fight to such a DEPROTECTED backup copy: “tis not an infringement for the owner of a copy of a ‘computer program to make or authorize the making of another copy or adaptation of that computer program provided: 1) that such a new copy or adapation is created as an essential step inte utilization ofthe computer program in conjunction with 4 machine and that itis used in no other manner, or 2) that such new copy or adaptation is for archival purposes conly and that all archival copies are destroyed in the event that Continued possession of the computer program should cease to be rightful Any exact copies prepared in accordance with the provisions ofthis section may be leased, sold, or otherwise transferred, along with the copy from which such copies were prepared, only as part of the lease, sale, or other transfer of all rights in the program. Adaptations so. prepared may be transferred only with the authorization of the copyright owner."” United States Code ttle 17, §117 (17 USC 117) You asked for it... A Disk—Magazine Combo Subscription! We now have a combination library disk & first-class subscription rate to save you even more. With this new ‘COMBO’ subscription, you will receive each monthly issue AND its corresponding disk for as much as 435% off the individual rate. COMBO subscriptions are mailed First Class. AND, you can UPGRADE to this new offer. OED TAT eect ate to suvstitnn Bicone ate US. Funds (rahe on w°U1S. ban) for a 12 issue subscription COMPUTIST’s O New Subscriber Please renew ments 4 U.S. $32 U first Class/Canada/Mexico $45 annual Combination magazine and corresponding disk subscriptions: iyTT, U.S./Canada/Mexico $100 Other Foreign $140 subscription as To upgrade your subscription 10. combo subscription, U.S./Canada/Mexivo send $5.50 rate has per remaining issue. Other Foreign send $6.50 per remaining issue PROp CC —————EE—————— Ip# Pr Address D City se Gite a BPI ° Country — ___- Phone Old Rates: =2 U.S. Domestic $40 per year U.S, First Class $48 per year Bue) ac eawe U.S. Funds drawn on U.S. bank. Subscription will not commence until funds are Canada and Mexico $68 per year received. Send orders to: COMPUTIST PO Box 110846-1 ‘Tacoma, WA 98411 Signature __ CP40 All other foreign $120 per year EXPIRED? # you're moving Let us know at Icast 30 days in advance so that you won't miss K b ° ti a single issue. Just write your new address on the order form above, and your old address below (or include your present address label). Ii Issues missed due to non-receipt of Change-of-Address may be acquired at the lar back-issue rates. Please remember, the Post Office does not forward third § mail unless requested. @ COMPUTIST is not responsible for replacing issues lost while forwarding order is in effect Check your mailing label to see if you need to renew your subscription. And if you think you might forget Name DH when the time arrives, renew right now, Just use this order blank. Remember, late renewals cannot be back Address — — dated City State _ Zip Country Phone Graduace... to the Senior PROM! version 3.0 fi complete set of utilities in ROM to examine, modify, A and backup your Apple //e, //c software! The Senior PROM is a hardware device with Machine language utilities instantly available from any program: -Enter the Monitor to examine or change memory. * Display where in memory a program was running. * Disassemble, view or save ANY memory. * Instantly switch between two different 64k programs. “Initialize and copy disks without booting DOS first. ~ Edit, search, and examine disks without booting DOS. All utilities in ROM & instantly available at any time! Sophisticated Sector Editor & Memory/Disk Detective. Also, a program may be interrupted to examine or alter memory, & then restarted, or saved to disk & restarted. Includes many Machine Language utilities such as Step and Trace, an Assembler, and more. Undetectable by any software or hardware, doesn't use a peripheral slot. Extensive documentation and guide to copy protection. Economically priced at $79.95 for prepaid orders with check or money order. Credit card orders available for $88.95. Specify //c, or //e Standard or Enhanced ROMs. For orders call 317-743-4044, 10-5 E.S.T. or 313-349-2954 Modem 24 hrs. Not intended fon illegal ure. Nutting ~dge \nterprises 43234c Ren Cen Station, Detroit, MI 48243 Save On Software Recammended Literature| Software: CO Beneath Apple DOS (Book) 316.00 _ Beneath Apple ProDOS (Book) $16.00 LJ Global Program Line Editor $35.25 CO Magic Window // (specify If or //e) $106.00 [] Bag of Tricks Il $39.75 Uircellancous CO Donald Duck’s Playground OC) Beyond Castle Wolfenstein | Silent Service O) Swashbuckler 0 Mychess II Ghostbusters Wizardry Newsroom ***Shipping & Handling (per order) $3.00 *Forcign orders, please inquire as to correct shipping fees. Name. ID#. Address J fy City State Zip Country. Phone. zz ‘ - Exp. Signature CP40. To order, complete order form and mail to: COMPUTIST PO Box 110937-SOS Tacoma, WA 98411 Offer good while supplies last, Washington residents add 7.8% sales tax. The Book Of Softkeys Volumes I and IT Legends tell of the days when the ancient back issues of Hardcore COMPUTIST were readily available Lo anyone who wished to purchase them. Those days may be long since past, but the information contained in these ancient documents has been diligently transcribed to the pages of a modern reference work: The Book Of Softkeys. From deep within the COMPUTIST archives comes a collection of softkeys originally contained in issues 1 through 5 and 6 through 10 (B,O.S. Volumes | and II respectively), The two volumes also contain some of the more useful programs and tutorials presented in those early issues. The books make an economical alternative to those rare (and unavailable) back issues of Hardcore COMPUTIST. Volume II: Issues 6-10 ($17.95) contains softkeys for: Apple Cider Spider | Apple Logo | Arcade Machine | The Artist | Bank Street Writer | Cannonball Blitz | Canyon Climber | Caverns of Freitag | Crush, Crumble & Chomp | Data Factory 5.0 | DB Master | The Dic*tion*ary | Essential Data Duplicator I & III | Gold Rush | Krell Logo | Legacy of Llylgamyn | Mask Of The Sun | Minit Man | Mouskattack | Music Construction Set | Oil’s Well | Pandora’s Box | Robotron | Sammy Lightfoot | Screenwriter II v2.2 | Sensible Speller 4.0, 4.0c. 4. 1c | the Spy Strikes Back | Time Zone v1.1 | Visible Computer: 6502 | Visidex | Visiterm | Zaxxon | Hayden Software | Sierra Online Software | PLUS the complete listing of the ultimate cracking program...Super IOB 1.5 | and more! Volume I: Issues 1-5 ($12.95) contains softkeys for: Akalabeth | Ampermagic | Apple Galaxian | Aztec | Bag of Tricks | Bill Budge’s Trilogy | Buzzard Bait | Cannonball Blitz | Casino | Data Reporter | Deadline | Disk Organizer [1 | Egbert 1 Communications Disk | Hard Hat Mack | Home Accountant | Homeword | Lancaster | Magic Window II | Multi-disk Catalog | Multiplan | Pest Patrol | Prisoner II | Sammy Lightfoot | Screen Writer IT| Sneakers | Spy’s Demise | Starcross | Suspended | Ultima II | Visifile | Visiplot | Visitrend | Witness | Wizardry | Zork 1 | Zork II | Zork II | PLUS how-to articles and program listings of need-to-have programs used to make unprotected backups. To Order; Send $17.95 + Shipping and Handling for Volume II and/or $12.95 + S&H for Volume |. Shipping and handling is $2.00 per book for US orders, $5.00 per book for foreign orders. U.S. funds drawn on U.S. banks only. Washington State orders add 7.8% sales tax. Send your orders to: SoftKey Publishing, PO Box 110937-BK, Tacoma, WA 98411 This month’s cover: Graphics from Activision's “Little Computer People.” ‘Address all advertising inquiries to COMPUTIST. Advertising Department, PO Box 110816, Tacoma, WA 98411. Mail ‘manuscripts o requests for Writor's Guides to COMPUTIST, PO Box 110846-K, Tacoma, WA 98411 Unsolicited manuscripts are assumed to be submitted for publication at our standard rates of payment. SoftKey publishing Purchases all and exclusive rights. For more information on submitting manuscripts, consult our writer's guide, Entire contents copyright 1986 by Softkey Publishing. All rights reserved. Copying done for other than personal or internal Feterence (without express written permission trom the publisher) 's prohibited, The editorial staff assumes no liability or responsibility for the products advertised in the magazine, Any opinions expressed by the authors are not necessarily those of COMPUTIST magazine or SoftKey Publishing COMPUTIST wil replace lost issues for 80 days following the publication date. We cannot be held responsible for mail loss beyond 60 days. ‘Apple usually eters to an Appie || computer and is a trademark of Apple Computers, inc SUBSCRIPTIONS: Fates (for 12 issues): U.S. $92, US. 1st Class, Canada & Mexico $45, Foreign $75. Direct inquiries to COMPUTIST, Subscription Department, PO Box 1108461, Tacoma, WA 98411 DOMESTIC DEALER RATES: Call (206) 474-5750 for more information, Change Of Address: Please allow 4 weeks for change of address lo lake effect. On postal form 3576 supply your new address and your most recent address fabel. issues missed due to non-receipt of change of address may be acquired at the regular back issue rate. COM PUTIST Publisher/Editor: Charles R. Haight Managing Editor: Ray Darrah Technical Editor: Robert Knowles Cireulation: Debbie Holloway ‘Advertising: (206) 474-5750 Printing: Valco Graphics Inc., Seattle, WA COMPUTIST is published monthly by SoftKey Publishing, $233 $, Washington, Tacoma, WA 98409 salsa pends softkeys: 7 Adventure Writer by Jim S. Hart 72 Mychess Il by Isaac de Pig 74 Raster Blaster by Glenn Jones beatunes: 70 The Disk Space You Didn't Know You Had In this article, we explore putting as much on your commercial software disks as inhumanly possible. by Phil Goetz 23 Taking the Wiz out of Wizardry The secrets of how Wizardry stores character fete ae are revealed. by Rob Hall 26 Adding a printer card driver to Newsroom This is part 1 of a two part series. In this installment, we show how to add a customized printer card driver to Newsroom. by Jerry Lewis core: 76 The Games of 1986 in review part | In this part, we review the most popular arcade games of last year, by Jeff Hurlburt neadens’ softkey & copy exchange: 7 Cranston Manor by Lewis Clark 7 Ghostbusters & The Designers Pencil by Jean-Michel George § E-Z Learner hy Keith Duff § The American Challenge by Larry Rando F Crime Wave by Danny Pollak F Encyclopedia Britannica programs by Jim S. Hart department: 4 Input Please address letters to: COMPUTIST Editorial Department PO Box 110846-K Tacoma, WA 98411 Include your name, address and phone number. Correspondence appearing in the INPUT section may be edited for clarity and space requirements. In addition, because of the great number of letters that we receive and the small size of our staff, a response to each letter is not guaranteed. Our technical staff is available for phone calls between 1:30 pm and 4:30 pm (PST) on Tuesdays and Thursdays only. Opinions expressed are not necessarily those of COMPUTIST or SoftKey Publishing. //e Drive Adjustment T want to thank the person who sent in the letter concerning the adjustment of the internal disk drive on the Apple //c. I was haying problems copying some disks that required decreasing the speed of the drive. Then I read the article in COMPUTIST No. 32. I adjusted the drive while using the “‘Check Drive Speed”” with Echo Plus. T would like to know if anybody has information on how to adjust the external drive made by Apple for the Apple //c. Could someone please give me information on this? Jeffrey Whitman Tewksbury, MA Another Pirate Speaks This concerns the letter from The Chemist concerning the Piracy Rebuttal Rebuttal. I understand completely there is no reason to spend $40.00 or more for a ware. There is no disk worth that much. I would have to get a bank loan to pay back all the wares I have accumulated throughout the years. Ihave been a subscriber for almost 2 years and been very happy. I also have every issue. COMPUTIST is the best Apple magazine ever! The Chemist talks about paying 40 dollars for software, and he thinks that’s bad. Did he ever think about this magazine, 40 dollars a year! The good side of COMPUTIST is that it helps me learn more techniques that other people use on breaking wares, but then the $40.00 I don’t like! 1 said at the beginning there is no disk worth 4@ dollars, well there is no magazine worth more than 25 dollars a year! P.S. Hardcore COMPUTIST is still the BEST computer magazine even if it costs an arm and a leg to get it. The Hood has spoken! Lacrosse, WI Mr. Hood: We agree with you that 40 dollars a year is 100 much for COMPUTIST, That is why starting with COMPUTIST No. 36, we have lowered the subscription to 32 dollars per year. Keyperfect Softkey Like COMPUTIST, Nibble magazine has a checksum program to find errors in programs typed from the magazine. Unlike COMPUTIST, Nibble charges $29.95 for the program. Not only that, but the program is protected, although the default setting for the Copy ][ Plus nibble copier copies it easily. The protection is still a nuisance however, because I like to have a number of utilities together on one disk (lately on hard drive) rather than having to boot a seperate disk for each operation desired. It is fairly casy to remove the protection. The following procedure describes how to do it. You'll need a sector editor. 1) Copy the Keyperfect disk. COPYA will barf on track $22 but we’re only interested in the first half of the disk anyway. 2) Search the disk for the string ‘AD 30 BF 8D 21 20 20 00 BF’’ I found the string at the beginning of track 07, sector 07. 3) Change the string to ‘‘AD 30 BF 8D 21 20 4C 13 20" 4) Write the sector back to the disk. 5) Use Copy J[ Plus utilities (or the //c utilities, or the abominable ProDOS FILER) to copy the file KEYPERF.SYSTEM to the disk of your choice. For those of you who aren’t familiar with it, the Copy Jf Plus disk is a bargain just for the utilites it contains, even if you never use the bit copy system. 4 COMPUTIST No. 40 A surprising little program called ‘;ProDOS Diagnostic Wedge”’ which appeared in the July 1986 issue of Call-A.P,P.L.E. made breaking Keyperfect much easier. The wedge displays on screen each call to the ProDOS Machine Language Interface and waits for a keypress. As Keyperfect booted, I could watch some legitimate-appearing openings and readings and closings of files. Then the wedge revealed a call from address $2009 to read block $117. Suspicion city. That’s all for now. Ann Onymous Santa BArbara, CA Dearest Ann: Thanks for the softkey. Did you know that Keyperfect listings were used in the movie ‘The Terminator" as diagrams generated in the mind of the robot? You should check out this movie to see the Keyperfect listings and the Apple source code. In addition, I'm sure you will also enjoy Arnold's rippling muscles in the movie. Senior PROM Service T've been a regular subscriber since issue No. 4. I can't tell you how much I appreciate your publication, It’s the only one I wait for each month. I, like so many of your readers, purchase software, then get really steamed about having to send the software company an additional $10.00 to $20.00 for back-up disks. Your magazine really fills a need. T am writing this letter not only to compliment your magazine, but to let you know how happy I am with a product you advertise, and how helpful and supportive Cutting Edge Enterprises is to it’s customers. For those who are not familiar with the company, Cutting Edge Enterprises offers the Senior PROM, a firmware device that, along with many very useful functions, allows the Apple //e to reset into monitor at the flip of the switch. I did experience some difficulties with my Apple //e when the Senior PROM was installed (I got garbage on my screen while using AppleWriter Il and AppleWorks). I promptly contacted Clay Harrell of Cutting Edge Enterprises, explained the problem, and returned my Senior PROM for repair/replacement. After fully testing the Senior PROM he couldn’t find fault with it. He asked for a detailed description of my computer setup, peripheral cards and switch settings, printer type, etc., and he asked for my AppleWriter II program. He wanted to duplicate my setup at his shop. Once again, he couldn't find a problem in the Senior PROM and thought I may have a problem with my extended 80 column card. So, Clay Harrell sent an Apple //e extended 80 column card through the mail to me to see if that may cure the problem. Now if that isn’t dealer support, I don’t know what is. How many computer companies would be willing to send that type of expensive item in the mail to basically, a complete stranger? As it turned out, when [had my Apple dealer install the Apple //e enhancement kit, he forgot to replace the Video ROM chip with the enhanced one. That was the problem!! The Senior PROM was fine all along, but nontheless, Clay Harrell was so willing to go well beyond any definition of good customer service to help solve my problem. Cutting Edge Enterprises returned my AppleWriter program with my Senior PROM and I returned the 80 column card to Cutting Edge Enterprises along with my thanks to Mr. Harrell for all his efforts. I do hope that you will take the time to publish this letter so that your readers can take advantage of the capabilities of the senior PROM and the super support Cutting Edge Enterprises offers it's customers. Mike Luker Mission Viejo, CA Some Softkeys Here are a few easy to do, step-by-step softkeys that could interest some people out there, Softkey for: Transend II Requirements: COPYA A blank disk Transend I 1) Run COPYA 2) At the first prompt, press program. CALL -151 B925:18 60 B988:18 60 SDBFG 5) Type ‘RUN’ and copy the disk, 6) Boot a normal DOS disk. 7) Insert Transend IT 8) Type ““MAXFILES1"” 9) Type “BLOAD MODEM. WORK”. to break the BUFFERED 10) Now type “CALL -151"" and type in the following changes. 8311:DE 9DBFG 11) Type ‘“‘BSAVE BUFFERED MODEM, WORK, A$8200,L$18A0" (this is to save your changes) You now have a COPYA version of Transend I! Softkey for: Einstein Compiler Requirements: COPYA A blank disk A sector editor Einstein Compiler 1) Copy your original with COPYA 2) Using a sector editor (EG. The Inspector) perform the following sector edits on your freshly made backup. Track Sector Byte From To $08 $04 $2A $80 $4c $08 $04 $2B $8E $E2 $08 $04 $2c $co $91 You should now have a COPYA version of Einstein compiler. Jerome Thelia Decorah, IA Dam Busters and Star Trek Now here is a couple of softkeys for Dam Busters and Star Trek (the Kobayashi alternative) ver. 1.1. Dam Busters Requirements: Blank Disk Dam Busters (Accolade) COPYA Sector editor 1) Copy original with COPYA or any fast copier. Ignore errors on tracks $21 and $22. 2) Use your sector editor and make these changes Track Sector Byte — From To $13 $B $2E $4C SEA $13 $0B $2F $00 $EA $13 $08 $30 $6 SEA That's it. Star Trek yer. 1.1 Requirements: Blank disk (double sided) Star Trek ver. 1.1 (Simon & Schuster, Inc.) COPYA Sector editor 1) Copy disk with COPYA or any fast copier, Both sides. 2) Use your sector editor and make this change on side B. Track Sector Byte From To $12 SOE $30 $DB: $60 That’s all for now. Your magazine is Great! Steven Mood Paris, IL Small Softkey Blues I would like to voice a complaint to the readers regarding those very, very short softkeys, In several issues, I have seen deprotection procedures for various software packages, which consisted solely of a sector edit list, some which only require that one byte be changed. Now I realize that not all of the readers who submit softkey procedures are machine language geniuses and hardware wizards who can recite the nuts and bolts of every copy protection scheme in existence. I certainly am not one, but I would appreciate a little insight as to what is going on, My case and point, re: Mouse Desk softkey, COMPUTIST No. 32, page 9. I purchased Mouse Desk about five months ago to use in conjunction with my RamWorks card which is configured as a RAMdisk. However, since it would reload Mouse Desk off of the disk whenever I quit an application program, I wanted to move Mouse Desk onto the RAMdisk. It was then that I discovered the fact that it was protected. I have called VersionSoft and am waiting for a reply. Meanwhile, the Mouse Desk softkey came in with COMPUTIST No. 32, I felt an initial wave of relief. The softkey looked simple enough, change byte $53, track $0C, sector $04, from DO to FO. To my dismay, DO appears over 100 times on the disk, 6 times on track $C and not at all in sector $04 of that track. It became apparent that my version of Mouse Desk was different from the version used in the softkey. Thus it is possible for files to have COMPUTIST No. 40 5 gotten shuffled around and program code relocated, but very unlikely that the copy protection scheme would be changed at all, so the softkey should still work, but the change would have to be made at a different location If the softkey had contained more information, specifically, a search pattern consisting of two or three bytes before and after the critical byte, then we would know instantly (upon a disk search) and conclusively, whether or not the softkey will work for us. As of yet, I still have no clue as to how I can deprotect my copy of Mouse Desk, Come on guys, give us softkey rookies a break and help us out a little bit, okay? Thanks. Brian Chinn Seattle, WA Mr. Chinn: We couldn't agree more. Time Zone Troubles Isaw in COMPUTIST No. 31, that you had a softkey for Time Zone ver. 1.1. The softkey defeats the nibble count alright, but apparently Mr. Pollack did not bother to play the game, because every time you tried to take an object, the program would just tell you the object was there and then print a description of the room. ‘The program must somehow check to see if the routine was bypassed or if the routine was altered. The bytes that were to be edited on disk are at memory location $8D9 in memory, but I could find no reference to this location so I assume it uses nibble count checksums. Maybe someone could help with this problem. For those of you with Time Zone, here are a few APT's, 1) Don’t enter the courthouse in Philadelphia. 2) Get the Boarding Puss for Columbus’ ship for On Deck only. 3) Wait at the Russian Castle. 4) You cannot get the Emerald from the Buddha. Thave also discovered a way to cheat death on the Sierra On-Line adventures one through six. Anytime you die, press CONTROL- RESET and the program will print ‘*Ouch!"’. Then go on playing the game. For example, in Time Zone, there is a buffalo herd stampeding toward you. After you are trampled, hit CONTROL-RESET and continue playing the game. Finally, I have one question, that I hope you can answer. A program | have has every track listed as track zero in the sector address information, thus Super IOB cannot copy it. Despite all my efforts at trying to ignore the track check, I have been unsuccessful. I would like to know if you or any of the readers can tell me how to tell the RWTS to ignore the track. Thanks for a great magazine! Christopher Dean Spring Hill, FL Mr. Dean: Don't underestimate the power of Super IOB. The following Super IOB controller will copy a disk with every track marked as 0. It is a direct descendant of the controller for Rocky's Boots appearing in COMPUTIST No. 14. Note that during the copy procedure, the drive will recalibrate at the start of every read cycle. If the drive recalibrates during a read cycle, a bad copy will be produced. 1000 REM ALL TRACKS ARE 0 1010 TK =0 :ST =@ :LT = 34 :CD=WR : POKE 48573 ,128 1920 GOSUB 490 :T1 = TK :TK = :CD =9 : GOSUB 100 : GOSUB 80 :S = - 128 ; GOSUB 130 1025 CD=RD :S=T1 * 2 : GOSUB 130 :S=2 1030 TK = PH / 2 ; GOSUB 430 :TK = 0 ; GOSUB 100 :$T =ST +1; IF ST <DOS THEN 1030 1040 |F BF THEN 1060 1950 ST = : GOSUB 130 : IF PH<LT * 2 THEN 1030 1960 GOSUB 490 :TK=Tl :ST=0 197 GOSUB 430 : GOSUB 100 :ST = ST +1: IF ST < DOS THEN 1070 1080 ST = 0 :TK=TK+1; IF BF=0 AND TK <LT THEN 1070 1090 IF TK < LT THEN 1020 1100 HOME ; PRINT "DONE* WITH* COPY" ; END Coping with Copy Programs I started out with a copy of Locksmith 5, which did a fair job at best. Looking for the ultimate copy program a dealer recommended Copy ][ Plus, which turned out to be the best so far. Then I came across COMPUTIST on a magazine stand, which is the only way to go. I then ordered all the back issues. However, some programs refer to back issues that are no longer available, especially volume 10 which T’'m in need of. I received the Book of Sofikeys volume I and had to wait a long time for the Book of Softkeys volume Il to be compiled and finally received it. Reading in COMPUTIST No. 8 about copy programs, I decided to get EDD III. The program is good except for the problem of entering the parameters manually. That’s not much of a problem until you run across programs that are hard to copy. It has been always the case with me that it tells you to 6 COMPUTIST No. 40 recopy certain tracks if the program won't boot or run. Those tracks are the ones with a dozen parameters to enter manually over and over again just to find that the program still won't run! 1 noticed in COMPUTIST No. 30 a note from a reader about an article in the January issue of inCider about a program called Echo Plus. There was an address and a price ($59.95). I ordered the program and ina short time I received a letter and my check back stating that I had to add shipping and handling ($5.00). So I sent it, Shortly thereafter, I received the program. Talk about a disappointment! Hoping it would copy the programs that the other copy programs won't this program won't either. In fact, I tried to copy some programs that the other copy programs did and Echo Plus still could not However, it did copy non-protected programs and some simple copy protected programs. I read the book thoroughly and tried every combination possible and still poor results. They stated in the letter that if it doesn’t meet with my expectations within two weeks to return it, so I did!. George Cawthorne Mt. Prospect, IL. Another Softkey Herc is a softkey I have recently completed. Reader Rabbit 1) Load the COPYA program. RUN COPYA 2) Break the program and delete line 70. 70 3) Enter the monitor and change B942 from 38 to 18. CALL -151 B942:18 4) Run COPYA and copy the disk. Go RUN 5) Format a disk. Use any name but HELLO as the boot file. 6) Transfer all files from your copy to the formatted disk (I use Copy J Plus 5.0). 7) Change the boot program to HELLO. (Again, I use Copy Jf Plus.) All done! John Cotter Bay City, MI readers’ softkey & copy exchange Lewis Clark’s softkey for... Cranston Manor Sierra On-Line 36575 Mudge Ranch Road Coarsegold, CA 93614 Requirements: Super IOB v1.5 A blank disk BOOTI3 from DOS 3.3 System Master DOS 3.2's RWTS in a binary file Nibble copier and sector editor (optional) Cranston Manor, published in 1981 by Sierra On-Line, is the third game of the ‘Hi-Res Adventure”’ series. The disk is protected by a nibble count, and the whole disk is readable under standard DOS 3.2 except track 0, sector $A and track $18. Track $18 is used by the nibble count routine and contains no useful data. If we circumvent the routine which checks track $18, we would have a working copy of Cranston Manor. The nibble count routine of Cranston Manor starts at $9900 and is only executed once while booting up. It decodes itself before executing as shown here: 9900- Ad 00 LOY #$00 9902- Ad 55 LOA #$55 9904- 59 BE 99 EOR $990E,Y 9907- 99 GE 99 STA S990E,Y QO0A- 88 DEY 990B- DO F5 BNE $9902 990D- EA NOP After the program has checked the nibble count, it will store a $60 at $990D and jump to $9900 to re-encode the subroutine before it returns. Since this routine is only for the purpose of protection and is not needed for the program itself, we could put a $60 at $900D on the disk, and then it will not execute the checking routine. Since this program has many shape tables, the program modified many subroutines inside of the DOS and RWTS. Therefore the deprotected disk will be in the DOS 3.2 format rather than DOS 3.3. For the first method I have given, you will need the DOS 3.2 RWTS ina binary file. 1) Install the Cranston Manor controller (notice the changes needed to make it work with DOS 3.3) into Super IOB 1.5 and RUN it. Answer **Yes'’ to the format option. 2) When Super IOB is finished with the disk, the nibble count routine will be removed. To run this disk, you need to BRUN BOOT!3 (from your DOS 3.3 System Master) and when the program asks for the slot number, put in the disk we copied by Super IOB and press RETURN. Then the program will boot. The disk produced by this method is not friendly enough, since you always need to BRUN BOOT13 first, and then run the program (but you don’t need a nibble copier either.) If you wish to prevent having to do that, or can’t find a DOS 3.2 disk to get the RWTS from, you can use the following method. 1) Use a nibble copier to copy tracks $0-$22. 2) Set your sector editor so that it reads and writes DOS 3.2 sectors and change track $1F, sector $B, byte $0D from SEA to $60. Now you have a working copy of Cranston Manor, and you may wish to store the original in a safe place. controller 340 POKE 9984 + (Al-T1) * DOS * 256 + ABS (FAST * (DOS -1) -A2) * 256 +A3 yAd : NEXT : RETURN 405 GOSUB 366 610 PR#O : IN# ® ; POKE 860 ,MB ; POKE 861 LT + POKE 862 ,LS : POKE 900 ,DOS - 1 1000 REM CRANSTON MANOR CONTROLLER 1010 TK = :LT =35 :ST=12 :LS=12 :CD=WR tFAST = 1 1928 DOS = 13 :MB = 138 ; POKE 775 ,96 1930 GOSUB 490 : GOSUB 610 1040 |F PEEK (TRK ) > 32 AND TK < 33 THEN Tl = TK : TK = 32 : GOSUB 319 :TK =T1 1050 GOSUB 499 : GOSUB 618 1960 TK = PEEK (TRK ) :ST = PEEK (SCT) : IF TK <>LT THEN 1036 1070 HOME : PRINT "COPYDONE” : END 1080 DATA 1° CHANGES ,31 ,11 ,13 ,96 10010 PRINT CHRS (4); "BLOAD* RATS. 13,A$1900" controller checksums 340 - $A295 1949 - $ALIC 405 - $E7CD 1050 - $1511 610 - $5032 1966 - $5013 1900 - $0F36 1070 - $4641 1910 - $DECO 1080 - $2760 1920 — $B9DD 10010 - $7908 1030 - $709D Jean-Michel George’s softkey for... Ghostbusters and The Designers Pencil Activision P.O. Box 7287 Mountain View, CA 94039 Requirements: COPYA A sector editor Two blank disk sides The protection scheme is the same for the two programs. Only addresses, values, tracks and bytes change. On cach disk, there are three protected tracks. The format of these tracks has been modified: the address field epilogue is changed. You can see it very well with a nibble editor. That's why COPYA can’t read them. Normally, this epilogue is $DE AA EB; on these tracks, it is $DE xx EB (where $xx is a byte different from $AA). The byte $xx is different on each track: Ghostbusters Track = $xx $01 SAB $12 $BC $13 $CD Track — $xx $3 $88 $4 $9C $5 SAD On Ghostbusters and Designer's Pencil, there is a routine that modifies RWTS to load those tracks and store the $xx bytes in memory at addresses $00, $01 and $02. Then there’s a jump to a decode routine that needs the correct ‘$xx bytes. So, we have to modify it: whatever it finds, the right values will be used anyway. First, we have to modify RWTS to copy the whole disks with COPYA without checking the modified address field epilogue bytes. 1) Boot a DOS 3.3 disk. Then enter the monitor and make the following changes: CALL-151 B99C:EA EA 3D0G 2) RUN COPYA and copy the Ghostbusters and Designer's Pencil disks. Now your copies are in DOS 3.3 format. 3) Boot your sector editor and make the following changes to Ghostbusters: Modify track $60 sector $0A $52 SAS $AQ $53 $04 = $BC $59 $A5 «SA $5A $04 $CD $AA SAS SAD. SAB $04 SAB COMPUTIST No. 40 4 readers’ softkey & copy exchange Write the sector back to the disk and you're done with Ghostbusters, 4) Make the following changes to Designer's Pencil: Modify track $00 sector $OA From To $30 $85. SEA $3E $00 SEA $5E SEE $20 SOF $3E $2 While still working on track $0 sector $A, store the following bytes starting at byte $A2: AQ 8B 85 00 A9 9C 85 01 AD AD 85 02 60 Write back the sector. The routine you just put at byte $A2 of track $00 sector $0A of Designer’s Pencil stores the right values in $00, $01 and $02 locations. You now have COPYAable versions of Ghostbusters and Designer’s Pencil! This protection scheme is used in other Activision games such as Space Shuttle. So if you find some protected tracks like those, search for zero page STAs (STA $01) to locations $00-$02 ($85 00, $85 01 or $85 02) with a disk searcher and you might fall on their protection routine. Another hint: they use RWTS and an IOB table to load sectors, the same as in DOS 3.3. Good luck. a deprotect il, follow the instructions below. You will then have a COPYAable version of E-Z Learner. Step by Step 1) Boot your master disk. PR #6 2) Remove your’system master and format a blank disk. INIT E-Z LEARNER 3) Boot the E-Z Learner disk and type to break into Applesoft BASIC. This may take a few tries because pressing IO) too soon will reboot the disk. 4) Replace the E-Z Learner disk in the drive with the disk you formatted in step 2. 5) Save the program. SAVE E-Z LEARNER You may note that line 1 of this program is responsible for its ignoring of Applesoft commands and the Reset key. You may want to remove the offending code in it at your convience. The resulting line would read: 1 B$= CHR$(13) + CHRS(4) : ONERR GOTO 169 +s Larry Rando’s softkey for... Keith Duff’s softkey for... E-Z Learner Requirements: Apple 48K J{ Plus or better System Master disk A blank disk E-Z Learner is a very useful “‘flash card’’ program. With it, you can make up “‘flash card" like questions. After you have made up the questions and the answers, they will be reviewed by showing the question first. Then you are prompted for a keypress, after the keypress, you will be shown the answer. You tell the computer if you got the answer right or wrong. The wrong questions are reviewed over and over again until you get them correct. The protection used in this program was, as far as I could tell, an altered version of DOS, deleting or changing some commands. To The American Challenge Mindscape, Inc. 3444 Dundee Rd. Northbrook, IL 60062 Requirements: Super IOB 1.5 A sector editor The American Challenge is a sailing simulation which has smooth 3D animated graphics. The program can be played with onc or two players. In 2 player mode you play over a modem and race against each other as in real life. You have a variety of different courses to choose from and your choice of what type of boat; motor or sail. A match competition pits the top eight sailors against each other to win a trip to Perth, Australia, where the next America’s Cup race will be held in 1987. 8 COMPUTIST No. 40 The Protection Examination of the disk reveals that the data and address epilogues were changed to FF FF. A copy could be made by disabling the RWTS’” error checking and using COPY A, but a Super 1OB controller programmed to read those particular markers is much more reliable (and faster). After making the copy and trying it out, the disk drive rebooted after just a few seconds. 1 suspected there had to be a routine somewhere in the program that jumped to $C600 (the routine first executed when a disk is booted), So, I searched for this routine using the Copy Il+ 5.5 search function to look for the bytes 4C 00 C6 (IMP $C600) on the disk. The bytes came up on track 0, sector $B, so I disassembled the sector to see if there was any thing that resembled protection code. Looking through the code that was executed before the $C600 on that sector I found the protection. It did a series of BNEs (Branch on result not zero) and BEQs (Branch on result zero) to a specific location in memory which happened to be one instruction above the JMP $C600, The instruction it went to (DEC $50) was where the program crashed and jumped to $C600. I replaced the BEQs and BNEs to this location with EAs (no operation) so that it wouldn't branch to the protection, therefore skipping it and continuing with the normal load. I booted up with my modifications and the program worked, but just to be on the safe side I searched for the instruction(s) that accessed the DEC $50 just in case it was somewhere else on the disk. Nothing turned up so track @, sector $B was the only place containing the protection code. The Procedure 1) Put the controller at the end of this article into Super IOB and copy the American Challenge disk. 2) Start up your favorite sector editor and make the following changes. Track $0, Sector $B: byte From To $24 FO 67 EA EA $29 BO 62 EA EA $2F DB FL EA EA $39 FO 52 EA EA $47 FO 44 EA EA $54 OO 37 EA EA $5D DO 2E EA EA $6C Fo 1F EA EA $78 D8 16 EA EA readers’ softkey & copy exchange 3) Write the sector back out. Now you haye a cracked copy of American Challenge. Smooth sailing! controller 1000 REM AMERICAN CHALLENGE: 1010 TK = 0 :LT=35 :ST=15 :LS=15 :CD=WR FAST = 1 1920 GOSUB 170 : GOSUB 499 ; GOSUB 610 1030 GOSUB 230 : GOSUB 490 : GOSUB 610 : IF PEEK (TRK ) =LT THEN 1050 1040 TK = PEEK (TRK.) :ST = PEEK (SCT ) ; GOTO. 1020 1050 HOME ; PRINT "COPYDONE” : END 5000 DATA 255 255 ,255 255 controller checksums 1000 - $3568 1049 - $C1OB 1016 $2544 1050 - $62C7 1920 - $C219 5008 - $4463 1030 -~ SF780 & Danny Pollak’s softkey for... Crime Wave Requirements: Apple ][ Plus or equivalent Crime Wave An INITialized disk Crime Wave is a game in which you, the policeman, drive around in your blue police cruiser patrolling the city streets. Your objective is to catch the bank robbers in the act or soon after they rob a bank. Crime Wave occupies tracks 0 through $11 with alternating address headers of D5 AA 96 and D4 AA 96. Both the address and data ending marks are changed from DE AA to DA AA. The following is how I went about unlocking Crime Wave with a boot code trace. The first thing we will do is load Boot! from track sector @ of the Crime Wave disk. Do this by entering the following: CALL-151 9600<C600.C700M 96FA:98 9801:4C 59 FF 9600G Bootl has now been loaded into page 8 of memory. Mave it to $9800 and modify it so that it loads Boot2 and then exits to the monitor. 9800<800.900M 9824:90 9827:98 9900:2C 81 CO 4C 59 FF 9600G Boot2 has now been loaded at $900. Move it up to $9900 and modify it by entering the following: 9900<900.9F FM 9935:99 9938:99 9949:4C 00 60 6000;A9 2C 8D 10 01 A9 81 8D 6008:11 61 A9 CO 8D 12 61 Ad 6010:4C 8D 13 1 AY 59 8D 14 6018:01 A9 FF 8D 15 @1 4C 76 07 9600G The game should finish loading and then exit to the monitor. If it doesn’t exit to the monitor, hit Reset and it will. Type in the following: 2300<800.8FFM 2400<8000.BDFFM Boot the initialized disk and type in the following: CALL-151 800<2300.23FFM TED:26 00 23 2300:A9 00 8D F4 B7 A9 @2 8D 2308:EC B7 20 E3 03 20 D9 03 C8 84 85 43 E8 BD 2328:3C 23 85 3F E8 20 2C FE 2330:E9 03 DO DE A9 60 85 30 2338:20 05 BD 60 80 24 61 5C9E:DE 5D35:DE 5D91:DE 614E:EA EA BSAVE CRIME WAVE,AS$7FD,LS5A03 Now you have a totally unprotected version of Crime Wave. The high scores will be saved on track 2 sector 4, & Jim S. Hart’s softkey for... Encyclopaedia Britannica programs Here is a short softkey to deprotect the cduactional programs put out by Encyclopaedia Britannica. It has been successfully used on Verbs #1-3, Pronouns, and Nouns without any problem and should work on others in the series. For the curious among you, the disks have altered epilogues, a bad checksum here and there, and the nybble translate tables have been changed. The first POKE in line 1020 of the controller below takes care of the altered epilogues and checksums and the second POKE in line 1020 takes care of the changed translate table. The POKEs in line 1030 reset the values back to normal for writing to the copy disk. Steps 1) INITialize the blank disk, preferably with a fast DOS. 2) Install the controller listed below into Super IOB and copy the disk. Do not format the target disk. After the copy is made, boot it up. If you do not get a “FILE NOT FOUND" error you are done, If you do get this error, look for a file with the name of BOOT or LOAD. This is the boot program name. Try again, INITializing the blank with the name of the boot program you found instead. Copy with Super IOB again and you will have a deprotected copy of your Encyclopaedia Britannica program, No more long waits and replacement fees for backups to arrive in the mail! controller 1000 REM ENCYCLOPAED|A BRITANNICA 1910 TK = 3 :LT = 35 :ST=15 :LS=15 :CD=R SPAST = 1 1020 POKE 47426 ,24 : POKE 47786 ,0 : GOSUB 490 : GOSUB 619 1930 POKE 47426 ,56 : POKE 47786 ,170 ; GOSUB 490 : GOSUB 616 : IF PEEK (TRK ) = LT THEN 1056 1049 TK = PEEK (TRK ) :ST = PEEK (SCT ) : GOTO 1920 1050 HOME : PRINT "COPY* DONE." ; END controller checksums Requirements: Super IOB 1.5 A blank disk for each original A fast DOS such as Diversi-DOS (optional) A dislike for copy protection on eduactional programs 1900 - $3568 1030 - SFFSO 1010 - $2445 104 - $1103 1920 - SCBB6 1050 - $1BC5 COMPUTIST No, 40 9 10 The Disk Space You Didn't Know You Had by Phil Goetz Many people have a good deal of extra space which they don't even know about: the unused tracks on protected (or softkeyed) disks. In many cases, these tracks can be used for files while keeping the protected program on the other tracks. If you have private files (such as class grades) this is a simple way of hiding them, Using these extra tracks involves three steps: determining which tracks are in use, initializing those that aren’t, and writing a VTOC and catalog directory to track $11. This should only be done to nibble copies of protected disks. Never initialize tracks on an original. Also, I do not advise using this technique ‘on anything but games. You may lose important data or programs if a business or utility program crashes due to this technique. There are several methods of finding which tracks are in use. The casiest is to check a bit copier’s parameter list for that program. The tracks to avoid are the ones listed in the parmlist. Another method would be to use the disk scan utilitics on some copy programs such as Locksmith and Back-It-Up to determine where there is data, but nowadays this is highly unreliable. A third method is to inspect cach of the tracks and half-tracks with a nibble editor, looking for obvious signs of data on those tracks. Another method is to open the case of your drive and watch which tracks the program uses as it runs. For a description of how to do this, see “Getting On the Right Track"’ by Robert Linden in Hardcore COMPUTIST No. 5 (or Book of Softkeys 1). Note that the first method relics on the accuracy of the parameter list; the second and third methods will not point out ‘garbage tracks’? which contain no data but are used to insure that the disk is protected (i.e. nibble count tracks); the fourth is reliable only if you are certain that you have watched every disk access that the program will ever do. I suggest using all four methods and playing it safe when in doubt. If track $11 is in use, don’t bother; using this technique would be more trouble than it’s worth. If it isn’t, initialize all of the unused tracks, using something like the INIT utility in Beneath Apple DOS or Bag of Tricks. Next, copy track $11 from a normal, initialized disk with no COMPUTIST No. 40 programs on it to track $11 on the protected disk. Then use a sector editor such as The Inspector to read track $11 sector @ from the protected disk. This is the VTOC, which tells which sectors are in use. The bit map for track 0 is at $38-39. For an explanation of the VTOC and the track bit maps, see pages 132-134 of the DOS Manual. After a careful reading of those pages, change the bit map to show track $11 and all tracks used by the protected program as being in use and the other tracks as not being in use. Write this back to track $11 sector 0. If you are using The Inspector, press M to see a disk map to make sure you have done it correctly. Super Copy and Copy II Plus can also show disk maps. None of them, however, show anything beyond track 34 ($22). Now, when you boot the disk the protected program will run, but when you boot a normal disk you can store files on the protected disk and use it just like any other normal disk. I have done this to backup copies of Autobahn, Gorgon, and Snoggle without any adverse effects. ee nc riter Jim S. Hart Codewriter Corporation Requirements: Adventure Writer original A blank disk A fast DOS (optional) A file copy program A dislike for copy protection Adventure Writer is a program that allows you to compose your own adventure games (hence the name). I am an adventure game nut, with the Ultima series being my favorite, so when I bought Adventure Writer, I went about seeing what the program could do. I was not disappointed with it, except that it was copy protected. Since I dislike copy protection except for the fact that it was teaching me assembly language, I went about relieving that one problem. The cookbook instructions are at the end of the softkey, but if you are interested on how the protection was circumvented, read on.. The first thing I checked out was to see where data might be stored on the disk. Using EDD’s “Analyze Original Disk”’ function showed that there was no data on track $23 and that whole tracks were probably being used. The next thing to check was that the disk’s formatting was normal. A random sampling of tracks with Copy II Plus’ nibble editor revealed that the disk was written in a normal format. Since the format was normal I took a chance that the disk could be CATALOGed. Sure enough, I was right. I then used Locksmith’s fast copy program to make a test copy to work with. All was fine until the copier reached track $04, sectors 0-1. It showed these sectors as not being normal while the rest of the disk was. Hmmm... could it be that these two sectors had something to do with the copy protection? Ignoring this for the moment, I tried booting up the copied disk. All seemed okay and it arrived at the main menu all right. Each menu item chosen worked fine with the exception of the ‘‘Run Adventure Writer’’ option. After choosing this option, the disk drive came on, did some disk activity, and then printed garbage on the text screen and died. “‘Aha..."’, I thought, “those two sectors must have been important.’’ I then followed the boot process in regard to what files were run in what order so that the guilty file could be found. The boot progam, ‘*AW”’, BLOADs *‘AW.OBJ"’ and the displays the menu. If the “Run Adventure Writer’’ option is chosen, a CALL 24576 is executed, which does a MAXFILES 1 then BLOADSs the binary files ‘‘DBASE”’, “TABLE”, “EDITOR”, and “INTERPRETER” (look at an ASCII dump of the file *‘AW.OBJ"’ to see how I found these file names). The next thing it does is call a subroutine at $4001. This is where the “DBASE” file was BLOADed in. At $4001 there is a JuMP to $454C. Success! Looking around $454C you notice references to memory locations $COE8-SCOEF (direct use of the disk drive in slot 6). This must be where the protection is lurking around. After some inspection, I determined that the protection code starts at address $457B and lingers on for about 30 bytes or so. Should I take out the call to the routine or satisfy it so that it thinks that everything was okay? The second option was the one I chose. At $4584, the code checks to see if what was read from those two odd sectors matches a table loaded at $4641. If the result checks out (result = zero) then everything is okay and the program proceeds. Well, I figured that the easiest way to fix this was to make sure that every byte matched up and gave a result of zero. I replaced the comparison instruction at $4584 (CMP $4641,X) with a LoaD Accumulator with zero (LDA #$00) instruction followed by a NOP. The code will now think that every comparison was equal and go about its merry way. The protection scheme is history! Step by Step 1) INITialize the blank disk, preferably with a fast DOS. Use the file name “‘AW"’. 2) Copy the files from the original disk to the newly INITialized disk. 3) Load up DOS and get into BASIC. 4) Put in the copy disk and load in the file with the protection in it: BLOAD DBASE, A$4000 5) Enter the monitor via CALL -151. 6) Replace the CMP instruction with LDA #$00 followed by a NOP. 4584:A9 00 EA 7) Save the file back to the disk: BSAVE DBASE, A$4000, L$64A That's it! You now have a deprotected copy of Adventure Writer. I hope the techniques I used can help out other folks who are trying to deprotect their originals also. % COMPUTIST No. 40 1 Softkey for by Isaac de Pig Datamost Software Requirements: 48K Apple Il and up A blank disk A disk with DOS (any DOS) Ihave seen Mychess II appear on the most wanted list for several issues. I got a softkey for this software and I think it can help the people who have problem with Mychess II Mychess is a chess game with 3-D action and it is very interesting. The Protection ‘The software is two sided and both sides can be copied with COPYA. The back side is the data disk and is not protected. The protection on the program side causes the disk to reboot before the game starts. The booting of the front side is divided into two parts. First, all the data is read, a title page appears and the drive stops. After a key is pressed, the drive is turned, it recalibrates and moves track $10 to check the disk. If it is not the original disk, it reboots. ‘The protection scheme Mychess II uses is probably synchronized tracks. Unlike other softwares with the similiar protection, it can not be copied with bit copiers. This is because the track length of each track is shorter than usual and the tracks are synchronized from track 1. In addition, nearly all the data on the disk is encrypted and making it difficult to find the protection routine on the disk. The Investigation Since the data on the disk is encrypted, to deprotect the software, I used the boot code trace method. Following the normal procedure of boot code tracing, that is: CALL-IS1 9600<C600.COFFM 96F8:60 N 9600G COES: We get the following code: 8G1- LDY $0800 Load Y register with $01 804- BEQ $081F Not taken 806- LDA $830,Y Set sector to read 809- STA $3D 80B- DEC $800 8GE- INC $3F4 Set reset vector 811- LOY #802 813- LOA $840,Y 816- STA $3F2,¥ 819- DEY 81A- BPL $813 81C- JMP $C65C Read a sector 81F- LDA #$00 821- STA $00 823- JMP $@8FD Run the code read in Looking at this code, we find that after the data on track @ is read, a JMP to $8FD is taken. So, we get rid of this JMP to $8FD and countiue the trace by: 96F8:A9 60 8D 23 08 4C 01 08 9600G Cel We find the code at $8FD is as follows: 8FD- BIT $CH10 900- JSR $FC58 903- LOX #$00 Read data routine Q1E- STA SCOE8 Turn drive off 92i- LOX #300 92B- LDA $CO08 Read keyboard 92E- BMI $0938 if key press jump to $0938 938- BIT $0010 Clear keyboard 938- JUMP $8260 Jump to $B200 ‘These codes show that after all data is read and a key is pressed, it takes a JMP to $B200. So, we have to get the code at $B200 by the following method: 938:4C 59 FF 96 N 8FDG 12 COMPUTIST No. 40 Examining the code at $B200 we find a data decoding routine at $B223 which ends at $B262. This routine EOR’s each byte with its previous byte. So, changing one byte here would affect the whole page of data, The routine is listed as follows: B223- LOY #$FF B225- LOA SBOFF,Y Load previous byte B228- EOR $B100,Y EOR current byte B22B- STA $B100,Y STA to current address B22E- DEY B22F- CPY HSFF B231- BNE $B225 To decode the data, we use: B263:4C 59 FF N B223G We now have the data decoded and we can start to find the protection routine. With the help of the modified F8 ROM from COMPUTIST, Isearched memory for LDA $C08C,X (BD 8C CQ) and found the disk checking routine at $182F. The routine is listed below: 182F- LOX $05F8 Load X reg. with $60 1832- STA $C089,X Turn drive on 1835- STA $00 1837- INC $00 No of retry to read $05 1839- BEQ $186E when $00 larger than FF 183B- LDA $CB8C,X Read address mark 183E- BPL $183B 1840- CMP #$D5 1842- BNE $1837 Branch not $D5 1858- STA $C@8C,X Read track and sect # 185B- BPL $1858 185D- ROL 185E- STA $02 1860- LDA $CO8C,X 1863- BPL $1869 1865- AND $02 1867- DEY 1868- BPL $1858 186A- CHP #$07 186C- BEQ $1872 186E- LOX #$FF 1870- STX $1 1872- LDA $00 1874- CMP $03 1876- BCC $187A 1878- STA $03 Check if sect 7 is read when sector 7 is read Set error Get the max and min # of retry to read $05 _Mychess II 187A- CMP $04 187C- BCS $1888 187E- STA $04 1880- LDA SIFF1 Track counter 1883- CMP #$11 Check # of tracks read 1885- BNE $1817 Branch to track seeker 1887- LDA $03 Compare the max and min 1889- SEC # of retry to read $D5 188A- SBC $04 (the difference should 188C- CMP #$20 be smaller than $20) 188E- BCC $1894 1890- LOX #SFF 1892- STX $01 Set error 1894- LOX SOSF8 Load X reg. with $60 1897- STA $C088,X Turn drive off 189A~ BIT $01 Check if $01 is #SFF 189C- BPL $18A1 Branch if it is not SFF 189E- JMP $8BA9 Jump to reboot routine 18Al- RTS Examining the code at $1800, I found that if the check failed, a value $FF is stored in memory location $01. Therefore, we can get rid of the protection by replacing the STX $01 commands at $1870 and $1892 with NOP commands. The Procedure The main problem remaining is how to re- encrypt the changed data so that when it is decoded it will have our new NOPs. By studying the decode routine, I was able to come up with an encode routine. It is as follows: 800- LOY #$00 862- LDA $1800, 805- EOR $17FF,Y EOR pervious byte 808- STA $1800,Y 80B- INY 80C- CPY #$00 8GE- BNE $802 810- RTS Now we are going to find where the data at $1800 is on the disk. I used a pattern of 5 bytes which is found at $1800 before decoding for searching. With the help of the Core disk scarcher, I found this pattern on track $03 sector SOF. We we can now deprotect the disk by reading in the sector, decoding it, editing the data, recoding the data and writing it back to the disk. Since there are a lot of changes, it is difficult to use Super IOB. To make it easier, I wrote a program to do this job. Its disassembly is listed below: 800- LDA #$08 802- STA $B7EB 805- STA $B7FO 808- LDA #$03 80A- STA $B7EC 80D- LDA #$0F 80F- STA $B7ED 812- LDA #$18 814- STA $B7F1 817- LOA #$01 819- STA SB7F4 81C- LOX #$60 BIE- JSR $03E3 Set A and Y registers 821- JSR $0309 Cal RATS 824- JSR $0844 Decode data 827- LDA #$EA Edit data 829- STA $1870 82C- STA $1871 82F- STA $1892 832- STA $1893 835- JSR $0855 838- LDA #$02 83A- STA SB7F4 83D- JSR $03E3 840- JSR $0309 843- RTS 844- LOY #SFF 846- LDA S17FF,Y 849- EOR $1800, 84C- STA $1800,Y 84F- DEY 850- CPY #SFF 852- BNE $846 854- RTS 855- LOY #800 857- LDA $1800,Y B5A- EOR $17FF.Y 85D- STA $1808, 860- INY 863- BNE $857 865- RTS Set 10B to read track 3 sector F to $1800 Track 3 Sector F Read to $1800 Set read mode Code data Set read mode Set A and Y registers Call RWTS Decode data routine Code data routine This program calls the RWTS to read track $03 sector $0F into memory page $18 then decodes the data and edits it. After that, it codes the data and calls the RWTS to write the sector back to the disk. Step by Step 1) Enter the hexdump at the end of this article and save it with: BSAVE MYCHESS.FIX, A$800, L$66 2) Use COPYA to copy both sides of the disk. 3) Load the program BLOAD MYCHESS.FIX 4) Insert the backup disk to drive 1 5) Run the program. CALL 2048 6) Put the original in a safe place und enjoy the backup disk. Myches: 800: A9 00 8D EB B7 8D FO B7 $DA53 9808: A9 03 8D EC B7 AQ OF 8D $2984 9810: ED B7 A9 18 80 F1 B7 AD SFFOI 9818: 01 8D F4 B7 A2 60 20 E3 $3186 9820: 03 20 09 03 20 44.08 AD $401 0828: EA 8D 70 18 BD 71 18 8D $6268 9830; 92 18 8D 93 18 20 55 98 $acé9 9838: AQ 02 8D F4 B7 20 £3 03 $5380 9840; 20 09 03 60 AD FF B9 FF $4023 9848: 17 59 00 18 99 00 18 88 S6F89 850: CO FF DJ F2 60 Ad 00 B9 $9DA5 0858: 00 18 59 FF 17 99 60 18 $AAGB 860: C8 CO 00 DB F2 $9306 COMPUTIST No. 40 13 softkey for... Raster | by Glenn Jones Requirements: 48K APPLE JI and up A formatted disk with no HELLO program RESET into monitor and save lower RAM or a RAM card When I received my last issue of COMPUTIST I noticed that Raster Blaster was ‘on the most wanted list. This prompted me to complete a softkey for this electronic pinball game that I have been working on/off for the last two years. If you just wish to make a BRUNable backup of this game then proceed to the cookbook part of the softkey at the end of this article. Raster Blaster was the first game I purchased after getting my computer over 2 1/2 years ago. A few weeks later I went to play the game and surprise, it would not boot. Several tries later the disk finally proceeded to boot up properly. I think it’s time to make a backup. Not knowing much about copy protection, I tried first to make a copy with COPYA from the DOS 3.3 system master but all I got was an ‘UNABLE TO READ" error message. Turning next to TRAX (a disk inspection program from the Bag of Tricks diskette), I inspected the tracks on the disk. The message “UNABLE TO INTERPRET DATA” appeared on the screen track after track. This usually means that the disk uses some bizzare format like half tracks and the TRAX program cannot decipher this type of format. Based on this information I decided to try several of the bit-copiers that were available. Needless to say [still could not get a working backup using the supplied parameters and varying the speed of my disk drives. The Discovery Upon discovering COMPUTIST sometime later and following techniques suggested in it, I tried to boot code trace Raster Blaster. Having a limited knowledge of machine language at the time, I quickly got lost trying to trace through code conversions, indirect jumps through zero page locations that changed everytime you looked at them and direct use of the disk drive, Finally, after long hours at my Apple, I gave up and only played Raster Blaster on an infrequent basis. If it was not for COMPUTIST No. 19 which contained two the articles “Double Your ROM Space”’ and ‘‘Towards a Better F8 ROM,”’ I would still be using my original disk. After making the modifications outlined in the two articles I once more attempted to make a backup copy of Raster Blaster. First of all, Raster Blaster is a single load program that does not access the disk for any nibble count checks or load any information after it has finished booting. To see just how much memory Raster Blaster needed to use, | first filled the memory with a constant value (I choose ‘*11**) from $800 to SBFFF. This is done by turning the computer on, pressing reset immediately, entering the monitor with CALL-151 and typing the following: 800:11 801<800.BFFFM Next, I inserted the original disk and typed: COROG I choose to interrupt the program when it was asking for easy or hard play. Displaying memory showed consistent 11's after SA800 and references to page’s 2 & 3 throughout memory. This indicated to me that the program lived from $200 to $A800. Since DOS occupies $9600 to $BFFF I could not just boot DOS and save the upper memory therefore, my original solution was to save the code in the following three pieces: 1) lower memory $0000 to $08FF 2) $0900 to $95FF 3) high memory $9600 to SA800 By using a DOS mover program to relocate DOS to my RAM card I could then BLOAD all the pieces back in at a higher memory location and have a small routine relocate the code to its original spot. At the time this worked fine but it resulted in file that was 176 sectors long and it required a RAM card for the DOS. When I saw Raster Blaster on the COMPUTIST No. 32 most wanted list, I decided to go over my softkey and see if I could not improve on it. The following notes have 14 COMPUTIST No. 40 lead to Raster Blaster being a BRUNable file of 129 sectors. After the program has fully loaded itself into memory using routines located in text page | ($0400 to $07FF), it proceeds to execute a fancy hi-res introduction title page. The game then draws (moves) the main game board and goes into a demonstration loop until a button on a joystick/paddle is pressed. At this point the game asks for ether easy or hard play. This is the point where I determined it best to interupt the game as it would make a good place to restart it. After hitting CTRL-RESET, I pressed the **§"" key to save the lower memory. Starting to browse at $2000 where the code is relocated to, I did not find any rational code until $2200. This code normally would be found in the input buffer which is a good hiding place for the code as it is wiped out when anything is typed at the keyboard. There is also similar code at $2300 as well. Any rational code on pages 4, 5, 6 and 7 deals with direct access of the disk drive and it is no longer needed. At this point I booted up a DOS disk with no HELLO program and saved pages 2 & 3. BSAVE RB.LOWER,A$2200,L$1FF 1 started to inspect the higher regions of memory after rebooting Raster Blaster and again resetting into the monitor at the same point. It appeared as if this code was responsible for copying bytes from high memory to high- res page 1 which would mean that this was the title page routine. Before going further there were a few things to consider: A) I wanted the whole program to load in using DOS at its normal location. B) Pages 2 & 3 would have to be restored to their normal location as well. After inspecting $800 - $9FF it appeared that this memory would not be needed as well. Through subsequent trial and error, I decided that the last of the important information ended at $85FF so I BLOADed RB.LOWER at $8600. I also found it necessary to zero out page zero and to reset the stack pointer to $FF. The following is the relocation routine that I put at $8800. 8800 - LOY #900 = Initialize counter 8802 - LDA #$00 Store a "0" 8804 - STA $0000,Y in the zero page Blaster 8807 - LDA $8600,Y Get a byte from page 86 880A - STA $0200,Y and put it on page 2 880D - LDA $8700,Y Get a byte from page 87 8810 - STA $6300,Y and put it on page 3 8813 - INY Increment counter 8814 - BNE $8802 Loop until 0 8816 - LOX #$FF Set stack pointer 8818 - TXS to $1FF 8819 - BIT $C057 881C - BIT $052 881F - BIT SCO50 8822 - JMP $6770 Display the hi-res scrn Entire scrn as graphics Graphics on Jump to "Hard or Easy" ‘The jump instruction at the end came through searching for references to the game button ($C061). One reference at $6303 checks for a key or button press. The next reference is at $6760. Back-tracking from this point I found what appeared to be the start of the game at $672D. Locations are zeroed out and several subroutines are called, one of which waits for a button press before it returns to the main stream, This is the demonstration loop. The next bit of code stores a @ or a | at location $672B for EASY or HARD mode. This is where the program has to be restarted from. The last thing to do to make the file BRUNable was to set a jump at $09FD to my relocation routine at $8800. 9FD:4C 66 88 Finally, one APT you now have available before you save the game to disk is to change location $680D which holds the number of balls you are allowed to have for each game. BSAVE RASTER BLASTER, AS9ED,L$7E28 Step by Step Saving lower RAM: Follow procedure 1 if you have made the modifications from COMPUTIST No. 19. Follow procedure #2 if you have a RAM card. Procedure 1 1) Switch to modified ROM while booting Raster Blaster. 2) Wait till the title page ends and press a button on joystick/paddle. 3) Hit CTRL-Reset. 4) Hit **S’* so that your modified ROM will save of pages to 8 into $2000 through $2800. 5) Insert a slave disk and boot it C6OOG 6) Save this lower memory BSAVE RB.LOWER,A$2200,LS1FF 7) Reboot Raster Blaster. 8) Wait till title page ends and press a button on joystick or paddle. 9) Hit CTRL-Reset. 10) Hit ‘‘M”’ so that your modified ROM will put you into the monitor. 11) Insert slave disk and type boot it C600G 12) Enter the monitor CALL -151 13) Re-load the lower portion of Raster Blaster BLOAD RB.LOWER,A$8600 14) Key in the following hexdump: 8800: AO 00 AS 80 99 00 00 BS $6B9C 8808: 00 86 99 60 02 B9 OO 87 $4297 8810: 99 08 O3 C8 DD EC A2 FF $4706 8818: 9A 2C 57 CH 2C 52 CO 20 $39F8 8820: 56 CO 4C 78 67 S$F5F8 15) Modify the program to jump to our routine first 9FD:4C 00 88 16) Saye the resulting code: BSAVE RASTER BLASTER, AS9FD,LS7E28 Procedure 2 1) Turn your computer on. 2) Hit CTRL-Reset. 3) Enter the monitor and prepare your RAM card. CALL -151 C081 N C081 D000<D000.FFFFM FFFC:00 BO C083 N C083 4) Type in the following hexdump BOG0:AD 00 BO OO 82 99 O08 22 BO08:B9 GO 03 99 OO 23 C8 DO BO10:F1 4C 59 FF 5) Insert Raster Blaster. 6) Boot the disk C600G 7) Wait till the title page ends and press a button on the joystick or paddle. 8) Hit CTRL-Reset. 9) Insert your slave disk with no HELLO program and boot it C600G 10) Save the lower portion of Raster Blaster BSAVE RB.LC.LOWER, A$2200,LS1FF 11) Enter the monitor and change your RAM card to just jump to the monitor on Reset. CALL -151 C081 N C08 FFFC:59 FC C083 N C083 12) Insert your Raster Blaster and boot it C600G: 13) Wait until the title page ends and press a button on the joystick or paddle, 14) Hit CTRL-Reset. 15) Insert your slave disk with no HELLO program and boot it C600G 16) Enter the monitor and load the lower portion of Raster Blaster CALL -151 BLOAD RB.LC.LOWER,A$8600 17) Type in the hexdump from step 14 of procedure 1. 18) Modify the program to jump to our routine first 9ED:4C 00 88 19) Save the resulting code BSAVE RASTER BLASTER, A$9FD,L$7E28 COMPUTIST No. 40 15 a review of... The Games oO 1986 by Jeff Hurlburt At the beginning of 1986 many software sages predicted the year would be a notably dry one for Apple gamers. With the //gs looming on the horizon, so the reasoning went, vendors would be reluctant to introduce products which might have compatibility problems; and other projects would go into a holding pattern as developers waited to incorporate expected new features. While it is clear that such factors have impacted Apple game production, nothing like the anticipated drought has materialized. Of course, many products were already well ulong the pipeline, destined for release no matter what. Perhaps more important, the installed base of old II's is truly awesome, receiving additional support from Commodore's 64 and 128 models. (Several yendors routinely translate games designed for the C64 to an Apple II format, increasingly offering both versions in the same package.) The resulting market has attracted an ample supply of new products. This month center stage belongs to new arcade, strategy, and simulation releases. Next time, Part Il will focus upon the new adventures. Since my goal is to help you squeeze the most bang from your gaming dollar, each review aims to provide the maximum information in the space available. Compatibility and peripherals requirements plus the number of players (if multi-player) for which the game is designed are shown ‘up front’. In the descriptions I try to give you a ‘feel’ for the game, what it does, and how it works. Critiques and ratings wrap things up. Comments and ratings reflect my evaluation based upon playing a game and, usually, watching as others play it. Each game is rated in five areas and “‘oyerall”’ on a ten-point scale: 10=Superior (rarely awarded; indicates a breakthrough of some kind), @9=Excellent, 07=Good, 05=Fair, 03=Poor, 01=Rotten. Graphics (GRFX) is the first area rated. It concerns quality of artwork, clarity, impact, smoothness, speed, and realism. Good Support Materials (S.M.) include clear, thorough directions for play. In some cases attractiveness, tutorial value, or effectiveness in creating ‘atmosphere’ may be important. Playability (PLAY) relates to how much extraneous activity is required to play the game. Good command parsing (in an adventure), rapid ““saye”’ and “‘restore”’ functions, efficient menus, smooth controls, and readily available ‘“Help”’ screens are features which enhance playability. Difficulty (DIFF) is self-explanatory for single-player games. For others it relates to how much effort is required to achieve a decent level of play. Unlike other areas, the rating here simply reflects ‘level of. An “*8”" is “‘very tough", which may or may not equal ‘“‘very good’’. High Interest (INTR) games are good at attracting and holding player attention. Typically, these are the adventures you can’t wait to continue and the arcades you play, and replay, for hours at a time. The Overall (GAME) rating amounts to a summary of player reaction(s) during tryouts. For educationally- oriented games, a second summary rating (/ED) 16 COMPUTIST No. 40 of educational value is included It’s a good bet that you will want to obtain several of the games showcased, so publisher data and price are shown towards the end of each review. (Occasionally a product is available ONLY from the publisher.) Prices, of course, are “‘list’' and so represent the worst case layout. With a little careful shopping, discounts of around 40% are not difficult to find. Fight Night . (Sports Simulation for one or two players) Compatibility: 64K Apple I series Requirements: One disk drive, joystick OK, so the kid’s quick and his legs won’t turn to rubber after a few tough rounds. The question is, do you have the managing moxie to make him the next champ?! Anticipating your reply, Accolade is ready to give you a shot at the big one. Starting with ‘building’ one or more challengers, Fight Night takes you through training, sparring matches, and finally the championship tournament. Your road to the bigtime begins with building one or more boxers via the game’s “Construction’’ utility. Here you select body parts to match desired attributes such as endurance and quickness. Additional “*statistics’’ are then adjusted to fine-tune your boxer in the areas of hitting power to/resistance for blows to head and body. When everything looks just right the new fighter is saved to disk. (The same utility allows you to edit existing fighters and even define a boxer for computer control.) Fight Night permits a total of eight boxing movements (four stick positions with button up or down) including blows to head and body, fakes, guards, and forward/backward positioning. ‘Training’ drills you in these moves with a punching bag target with the emphasis on rhythm. In ‘‘Sparring’’ you practice moves and timing against another fighter. Once you feel ready for the ‘real thing’, matches are arranged in individual bouts with set, computer-controlled contenders like the “British Bulldog"’, or against selected boxers (perhaps some from another player's stable) in a small round robin tournament. During a bout (three three-minute rounds), the round, time remaining, and cumulative scores are displayed along with bar graph K.O. susceptibility indicators (so you know when to go in for the kill). If neither boxer is K.O.'d, the decision goes to the high scorer. winner of a tournament becomes the ‘*Champ"’. Offering perhaps the finest, most comprehensive control of any one-on-one fighting simulation, Fight Night closes the loop by providing ample cues as well. Your opponent's movements actually do tell you something about what he is likely to do. Wide- ranging speed controls permit setting the action to a comfortable pace. The only notable weakness is that, for player vs. player matchups, one player must use keyboard controls instead of a second joystick. Clever and surprisingly addictive, Fight Night packs the entertainment punch you've been waiting for in a fight simulation. Available from: Accolade, 20863 Stevens Creek Blvd., B-5/E, Cupertino, CA 95014, (408) 436-0900. $34.95 PLAY DIFF GRFX S.M INTR GAME 9 #06 «96 OF 87 «87 Chessmaster 2000 (Chess Player) (for one or two players) Compatibility: 64K Apple II series Requirements: One disk drive; printer, SpeeDemon optional Colossus Chess IV (Chess Player) (for one or two players) Compatibility: 48K Apple II series Requirements: One disk drive; 64K, printer, SpeeDemon optional For reasons not altogether obvious, chess programs appear to arrive in flocks. Certainly there was nothing last year, whereas 1986 brings us three new packages, two of which qualify as serious challengers for the top spot in Apple chess. Playing the two programs re-enforced the overall impression of quality and evoked just a touch of deja yu. Chessmaster looks very much like Mychess II, while Colossus bears a strong resemblance to Sargon III (which just happen to be the other two top notch Apple chess programs). Both programs offer such most-wanted features as solve-mate/problem modes, take back, variable speed replay, side switching, and board rotation. They permit program vs. itself play and will referee games for two human opponents. You can load, save, and delete games and obtain a move printout during or after a contest along with a board diagram. Neither, unfortunately, permits a graphics dump of the screen. (Nor does any other chess program I've seen; but a regrettable oversight even so.) Colossus offers a black & white-only display in 2-D and, with 64K, very clear 3-D. Chessmaster adds an option for eye-catching color (2-D or 3-D) and allows 90 degree rotation in case you want a side view. While both programs employ keyboard-only entry for moves and setting up positions, the Colossus on-screen cursor approach is more convenient and natural feeling than Chessmaster’s purely alpha-numeric system. The expansion of available playing levels marks a major improvement over earlier designs. Chessmaster offers nineteen (five seconds through 37.5 minutes/move); Colossus allows direct entry of average move time (00:00 ~ 59:59). Both offer an “‘infinite’’ (no time-out) level for in-depth analysis. Only Colossus offers a chess clock (dual presettable), a serious tournament mode (with move and time controls), the ‘‘all moves’’ mode for *‘five minute chess’’, etc., and an “‘equality’’ mode which matches program move time to yours. Colossus program specs and functions documentation is vastly superior to Chessmaster's, which just barely describes key functions. On the other hand, Chessmaster’s well-designed on-screen menu makes it a much easier to use program. Chessmaster comes with anicely done booklet including a brief tutorial, chess history, and a listing of the 100 classic games (1620-1986) on disk. The Colossus library includes 34 computer chess games (1978-1984) plus 19 solve-mate problems. Since Colossus files are unprotected, the diskette is a gold mine of ideas for those interested in developing their own chess programs. Unfortunately, chess programs do not smirk, make snide comments, or look worried. They may, however, achieve a reasonable approximation via ‘‘technical information’* supplied during a game’s progress. Whereas Chessmaster displays only search depth, current move considered, and a hint; Colossus presents current best line, line currently being considered, assumed opponent move, depth, and evaluation scores. Thus, while well- matched in strength, Colossus is by far the more instructive, more entertaining opponent. After playing several games against each program at two minutes/move I had about decided that Chessmaster is just slightly better than Colossus. But, when I gave some ‘‘expert’’ and “‘A’’ (USCF) rated friends a shot, Colossus seemed the tougher adversary. (After two straight losses, one flustered player couldn't leave the computer until he got his revenge.) As to which of the ‘big four’ is the best opponent, the newcomers appear to have a slight edge, based mainly upon endgame improvements. Otherwise, the human player's style is a major factor. Chessmaster has the largest opening ‘book’ and appears the better positional player; Colossus is the better tactician. All the programs are at their best under pressure; but a tendency to over-value material leaves them susceptible to involved and arcane gambit lines. Programs do not risk second-best moves in order to set traps, but then they seldom overlook anything simple and they never give up! Even among today’s more computer-wise players, the programs probably represent a solid ““C"', possibly ‘B” level challenge. Instructive, good fun, and consistently tough, Chessmaster and Colossus belong in the software library of any serious player of the royal game. Chessmaster 2000 available from: Electronic Arts, 2755 Campus Drive, San Mateo, CA 94403. (415) 571-7171. $39.95. COMPUTIST No. 40 17 Colossus available from: Firebird P.O. Box 49, Ramsey, NJ 07446. (201) 444-5700. $39.95 GRFX S.M. PLAY DIFF INTR GAME Chessmaster 08 06 a7 5-9 07 07 Colossus o 607) 87 5-9 BB acc Tem | OOSHBRS (Geopolitical Conflict Simulation) (for one to six players) Compatibility: 64K Apple II series Requirements: one disk drive; joystick optional Since the advent of personal computer gaming there have been numerous attempts to capture the excitement, complexities, and back- stabbing intensity of war strategy/diplomacy boardgames. While a few offerings, Dark Forest and Lordlings of Yore for instance, have proved very entertaining, no computer game has seriously challenged the board game favorites ‘*Risk”’ and ‘‘Diplomacy’’. Now SSI, long respected for its battlefield simulations, has taken up the gauntlet, Colonial Conquest is a multi-player struggle for world domination set in the days when every major power lived by the motto: ‘‘Grom or be grommed”’! A game of Colonial Conquest always involves six players, one for each major colonial power: England, France, Germany, Russia, U.S.A., and Japan. Any or all positions may be human or computer directed. Your goal is to grom up on enough minor and poorly managed major powers to achieve the preset victory score. Resources include armed forces, treasury, bases, and income producing holdings. The game employs six hi-res maps to cover the world and takes care of all record keeping (except, of course, secret agreements). Only a few minutes into a game I gradually began to recall why it is that I and other war strategy/diplomacy devotees conduct our geopolitical conflicts via board games. Naturally, fortifications, naval forces, provisions for espionage and subversion, and other such embellishments are welcome. Unfortunately, a nearly unreadable display renders the game, for practical purposes, unplayable. Ownership of an area is signified via color-keyed crosshatch patterns which blur into each other obscuring borders and obliterating naval base/fortification indicators. Hopefully SSI will recall Colonial Conquest perhaps with the aim of issuing an upgraded display version on the //gs. Available from: Strategic Simulations, 1046 N. Rengstorff Ave., Mountain View, CA 94043-1716. (415) 964-1353. $39.95 GRFX S.M rin i PLAY DIFF INTR GAME ae (War Strategy Simulation) (for one or two players) Compatibility: 48K Apple I Commodore 64/128 Requirements: One disk drive; joystick optional ul series, Demonstrating that wargames can indeed make strange bedfellows, Gulf Strike matches Tran and the U.S. (plus assorted minor allies) against Iraq and the U.S.S.R. (plus assorted puppets). Evidently, as 1988 rolls around, the Iranians (annoyed with on-going Sovict support for Iraq) significantly escalate aid to their freedom-fighting brethren in Afghanistan. This doesn’t sit at all well with the Russians (i.e. the freedom-fightees), who have already spent several years screwing up their attempt not to botch things worse in Afghanistan than you- know-who did in Vietnam. When the Russkies enter the war on the side of Iraq this naturally provokes the U.S. and concerned Persian Gulf states to intervene in favor of their old pal, Iran. Thus does Avalon Hill contrive to produce the dream match of the decade: a U.S. vs. U.S.S.R. mini-war where neither side can do much real damage to the other. Gulf Strike action embraces most of Iran, part of Iraq, and other lands immediately adjacent to the Persian Gulf. As a translated boardgame, the computer version incorporates a scrollable map with seventeen terrain features inflicting varying movement costs. Among the ground, air, and sea units you will find the expected detail and differentiation optiuns for which Ayalon Hill is justly reknowned. For example, thirteen ground types include airborne, armor, artillary, marine and infantry units in sizes ranging from battalion through division. Each has specific movement, attack, and defense capabilities influenced largely by your choice of formation. Air and naval units are similarly diverse, with nearly thirty aircraft types in various configurations and naval units ranging 18 COMPUTIST No. 40 from sub groups through carriers. Unless the two-player version is selected, you automatically control the U.S./Iran position and all twenty-one victory point squares spread across the map. During the standard 25-turn game, your mission is to prevent the U.S.S.R./Irag side from ever holding nine of the squares. All of this looked pretty juicy; but, perhaps an hour into a game it became clear that something was missing (something, I mean, besides a skilled player). Sure enough, a thorough check of the box confimed my worst fears: Avalon Hill had, indeed, failed to include the other computer! This is an unfortunate oversight considering that only a small part of the map is displayed at any time and that only star and hammer & sickle identifiers appear on the main map to locate units which may be stacked eighteen (18) deep! Lacking the missing computer, you must point to a map square to obtain a ‘‘unit symbols display"’ in the **stack window’ and then select a symbol to obtain unit status. If theatre commanders had to use Gulf Strike’s format to fight their wars, the battlefields of the world would be littered with plowshares. Imagine, an attractive, well- documented, fully functioning wargame That nobody can play! Right-On, A.H.! Available from: Avalon Hill, 4517 Harford Road, Baltimore, MD 21214. (800) 638-9292. $30.00 GRFX S.M. PLAY DIFF INTR GAME Little Computer People Discovery Kit a ay “hal iil ic : a (Simulation) Compatibility: 64K Apple IL series Requirements: One disk drive, joystick Probably, like any clear-thinking computer user, you tend to view the occasional glitch as having a ‘perfectly reasonable explanation’, (power surges, component failure, even human error). Such, in fact was the predisposition of Activision's Glitch Research Team; that is, until their amazing discovery that little human-like people actually live in computers! We now know that these Little Computer People (“LCP’s”’) produce otherwise inexplicable glitches largely by accident, though sometimes out of boredom or in a bid for attention. The above, at least, is the gist of Activision’s press release. Well, I'm not just anybody’s fool; nor am I the empty-headed, gullible tuft hunter some may imagine. Immediately upon receipt of my LCP research package I booted the “House on a Disk’’ and waited to see what might transpire. Imagine, if you will, my astonishment when an honest-to-goodness LCP showed up and shyly began to inspect the offered residence! Before long I was filling the water tank and leaving groceries and dog food at the front door. An LCP, it seems, almost invariably owns an LCD. (Indeed, Activision has requested notification if an LCP fails to be accompanied by his dog.) As suggested in kit materials, LCP’s seem to appreciate music and so record albums make great mood boosters. (For a contented LCP, it’s important to respond to mood changes.) Even better, my LCP especially enjoys games. enthusiastically playing ‘‘Card War’’, anagrams, and draw poker. Verbal communications are still at the rudimentary stage. However if I type “Please light a fire” or make a similarly simple request, he will often comply. Each research kit comes with full documentation, a deed (for the house), and suggestions for record keeping. Needless to say, Tam thoroughly convinced of the significance of LCP’s and the validity of the ‘House on a Disk’ method. (Seeing, after all, is believing!) Available from: Activision, P.O. Box 7286, Mountain View, CA 94039. (415) 960-0410. $39.95 GRFX S.M. PLAY DIFF INTR GAME Ogre WW NU NU GNF NY NIN Fie inf 7Airw eo le (War Strategy Simulation) Compatibility; 64K Apple IL series Requirements: One disk drive; joystick or mouse optional By the mid-2Ist century effective countermeasures have rendered tactical nukes virtually useless. Taken along with the development of bi-phase carbide (“‘BPC’’) armor and atomic engines the inevitable result is that tanks once again rule the battlefield. To be sure, there are tanks and then there are TANKS. The former, truly awesome by 20th century standards, include the massive ‘*heavy tank”’, long-reach **missile tank"’, and fast- moving ground effect vehicle. There is really only one TANK: the cybernetic attack machine. Up to 50 meters in length and wrapped in three meters of BPC plate, once launched these unmanned juggernauts seek only to destroy; and in the 21st century the TANK is called an “OGRE.” The Ogre battlefield is a 15x22 scrollable grid of which about half is visible at any time. Rubble and craters restrict or block movement, thus giving each field a unique character. Each contest involves three major phases: loading- in or design of a battlefield, defensive player placement of units and command post, entry of the Ogre and subsequent battle. Like many wargames, Origin System's Ogre recognizes varying levels of victory. In the single-player version your primary concern is to prevent the destruction of your command post (normally placed somewhere near the top of the battlefield, farthest from Ogre’s entry point). Only if a sizable chunk of your forces are intact and the Ogre does not escape can you claim complete victory. (A nice distinction, since the Ogre is much more likely to ‘‘escape"’ all over your position, reducing it to rubble.) In a two- player game the Ogre player must destroy everything to claim an unblemished win. Of course, as defender you are not exactly without resources, Along with the tanks already mentioned, you may deploy long-range (but non-movable) howitzers and BPC armor-suited infantry units. In fact, though ‘‘standard game"* battlefields, infantry, and armor units are defined for scenarios involving the Mark Il and even more powerful Mark V Ogres, the program itself imposes no restrictions upon numbers or placement of any unit or upon battlefield characteristics. Add the option to set the ‘‘skill level” of the Ogre you face (in the one-player game), and the tactical possibilities are endless. The game is supplied with manuals, reference card, and a plastic clip-on radiation exposure badge which, Origin claims, *‘really works’’. (I decided not to test it.) Setup is a snap, especially if you start with one of the pre- designed battlefields; and explicit pull-down menus guide you through cach phase. With smooth, clear graphics, sound effects, and convenient, uncomplicated controls, “*Ogre"" amounts to the niftiest tactical wargaming kit ever. Available from: Electronic Arts, 2755 Campus Drive, San Mateo, CA 94403. (415) $71-7171. $34.95 GRFX S.M PLAY DIFF INTR GAME 08 78 Road Rally U.S.A. (Educational Simulation) Compatibility: 64K Apple II series Requirements: One disk drive According to the popular wisdom, if you want to “Discover America’’, then the way to do it is to hop in your car and go. Evidently, some people at Looking Glass Software agree, even going the extra mile to add a touch of competition pizazz. In Road Rally U.S.A. you race the clock as maps and clues guide your t i: travels. i You are at Houston. TX If location. press RETURN Your objective in this geography learning game is to visit all designated sites before the twelve-minute timer on your dashboard reads *00:00"". After you select one of seven major regions (Northwest, South Central, etc.) and difficulty level, a closeup “‘section map” appears showing your auto, highways, filling stations, city markers, and such location clues as barns, oil wells, and factories. At the lowest difficulty level you will be directed to your first target city by name; otherwise, you get a clue (c.g. “‘Look for the cowboys here’’ = Dallas). From here on the key to success is to locate yourself on the appropriate region map card (only the cards show route numbers and place names) and to make use of the information supplied on the back of the card to interpret destination clues. Once you have figured out where to go and the best route to take, you drive to the target where you will be given the next destination, An occasional car-crunching hazard (falling rocks, etc.) and running out of gas can cost you an auto (you start with three); so you need to pay attention when your radio flashes a hazard warning and keep an eye on your gas gauge. When you reach your last designated target the game is over and a score is awarded based mainly upon time remaining, accuracy of site identification, and cars left. (High scores are not saved.) Road Rally is a thoroughly enjoyable way to get a feel for U.S. geography besides learning some useful facts. Displayed and on-card maps are accurate and highways approximate actual routes. Well done sound effects and attractive, smooth graphics round out a fine educational experience. Available from: Bantam Software, 666 Fifth Avenue, New York, NY 10103. (212) 765-6500. $39.95 GRFX S.M. PLAY DIFF INTR GAME/ED 08 «08 08 05 06 897/07 COMPUTIST No. 40 19 Law of the West (Conflict Resolution Simulation) Compatibility: 64K Apple II series Requirements: One disk drive, joystick Well, pardner, there's not much left of the Old West, just a few dusty saloons, boring TV commercials, and (thank goodness) some computer games. In Accolade’s Law of the West you are the sheriff of Gold Gulch, a rough little Place straight out of *“‘Gunsmoke’’. Here you encounter the expected mix of peaceful townsfolk, drifters, crooks, bullies, and desperados. Some will test your gunhand; some, your nose for crime; and a few will try your romantic expertise. Each, if only subtly, challenges your authority and ability to maintain order. Law of the West operates very much like the training villages employed by some law enforcement agencies. You find yourself standing near a saloon, bank, railroad station, el nd someone walks out into the street and begins the encounter. You might get **Howdy Sheriff, I hear you're pretty fast with a gun” from a desperado or ‘‘Hi Sheriff, I know a secret; but I won't tell’ from the town brat. The program then offers several response options generally ranging in character from wimp to hard nosed. Hach conversation normally involves three or four such exchanges, unless someone goes for a gun. In fact, once you get the hang of aiming your '45, you can guarantee that YOU won't ever be shot simply by blowing away everyone you meet. (Except that this approach pretty well ruins your “‘innocent citizens killed’’ and ‘tromance’’ scores.) Your principal aims in each encounter vary according to the context. For instance, you would like to become friends with the pretty schoolmarm, avoid a shootout with a gunfighter, encourage the town doctor to stop drinking (otherwise he may not be available i TD REA "y" = 1 1 D ni 1 0 OOD D PRA AP 1 ™ 1 . when you're wounded), etc. An overriding concern is to prevent crime; so you may have to dig to obtain warning of an impending bank robbery. Each such alert switches you to the scene and you have a chance to chalk up a few “crime prevention” points. If you are not killed first, after fifteen or so encounters the game ends and your performance is scored. Law of the West is attractive, fun to play, and surprisingly challenging. Evidently, a fair amount of thought went into the conversation sequences (making the game an excellent model for real world human relations training packages). Except that high scores are not saved, the main weakness is the obvious li

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