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Strider +5H   [1990]

Strider +5H Released by :
Contex

Release Date :
1990

Type :
C64 Crack

AKA :
Strider Mega

User rating:awaiting 8 votes (7 left)   See votestatistics

Credits :
Crack .... Rockstar of Contex, Extasy, Fairlight
Trainer .... Rockstar of Contex, Extasy, Fairlight
Original Supply .... Warehouse of Contex
Linking .... Rockstar of Contex, Extasy, Fairlight
Loader .... Rockstar of Contex, Extasy, Fairlight


Intro used in this crack:
DownloadContex "Python short" Intro by Contex


Scrolltext and other text in this release : ()
Contex cracktro scrolltext

Download :

Look for downloads on external sites:
 Pokefinder.org


User Comment
Submitted by Codetapper on 18 April 2023
This must have been one of the first single-file multiloads, as rockstar went hard on the bragging on this one! The scrolltext says:


cracking is an art!! rockstar of contex shows to all mortal crackers, what a real crack is!! enough boasting... anyway keep voting for us and keep cool, mates.. bye...


And there's a note on the disk also showing the following message:


okey dokey !!!!!!
-------------------
i forgot to tell you that by pressing:

RUN/STOP - pause

RESTORE - abort the game

so, TMB/afl, was it really impossible
to put this into ONE SINGLE FILE?!!!
well, well, once again the impossible
was made reality by contex !!!!!!!!

by the way, don't forget to keep the
disk still in drive while playing!!!!

rockstar/contex
User Comment
Submitted by Giulio/Wolf on 24 August 2019
I'd like to add some comments to this release:
1) The main file, which also contains the levels data packed, is parsed always from start. This means that to load level 5, the last one, you have to wait that all other levels are readed too. It seems a sort of IFFL without index, no time to investigate further.
2) The Hi-Saver works but it seems it saves the RAM area displayed on screen, not the real RAM locations where the hi-scores resides. I explain this better:
- last score is copied at game over to $CCDC for 3 bytes
- these 3 bytes are compared to the 3 hi-scores stored at $CCDF, $CCE2, $CCE5.
- if the comparison results in a new high, the needed changes are made to store it in memory.
- then $CCDF-$CCE7 bytes are parsed in a loop that converts them to decimal values and the 3 hi-scores are stored in RAM at $CF77, $CF89 and $CF9B.
- finally they are displayed on screen copying $CF6B-$CFA1 to video RAM.
The Hi-saver here saves the $CF6B-$CFA1 range *before* the new comparison process starts so I guess that the last score, if it results to be an high one, will not be saved until the next game over. *Maybe*
This is pure speculation, I'm not interested in check if my thoughts are true or not, though the code analysis about how the hi-scores table is built is correct. Check it by yourself if you wish.
User Comment
Submitted by Slator on 19 June 2003
This is a very good version indeed. Rockstar shows his qualitythinking again and keep in mind that he did it in 1990 already.
User Comment
Submitted by Flex on 28 March 2002
Real _state of art_ crack by Rockstar.
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