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                    The Amatuer Crackist Tutorial
                             Version 1.3
                                 By
                           Specular Vision





                         Special Thanks to:
                           Mr. Transistor
                               Ironman
                          The Grand Elusion
                           Banzai Buckaroo




                     Another fine PTL Production
                       Call The Myth Inc. BBS
    Table of Contents:
    ------------------       (Page  Numbers will be aprox.  until
                                 final version is finished)
         i.        Table of Contents                         2

         ii.       Introduction                              3

         I.        How to Crack                              4
                     Debugging DOS                           4
                     Cracking on the IBM PC Part 1           7
                     Cracking on the IBM PC Part 2          11

         II.       Example Cracks                           14
                     Mean-18 by Accolade                    14
                     Submarine by Eypx                      18
                     Space Station Oblivion by Eypx         22

         III.      Removing Doc Check Questions             23
                     F-15 Strike Eagle by MicroProse        23
                     Battlehawks 1945 by Lucasfilms         25
                     Yeager's AFT by Electronic Arts        26

         IV.       Cracking Self Booters                    27
                     Disk Basics
                     Victory Road by Data East              27
                     MS-Flight Simulator (Ver 2.x)          30

         V.        Creating Title Screens                   33

         VI.       Appendix                                 35
                     A - Interrupt Tables                   36
                         (This will be an add-on file)























                                  2
    Introduction:
    -------------

    Due to the current lack of Crackers, and also keeping in mind
    the  time it took me to learn the basics of cracking,  I  de-
    cided  to put this tutorial together.   I will  include  many
    files which I have found helpful in my many cracking  endeav-
    ors.   It also has comments that I have included to  make  it
    easier to understand.



    Comments Key:
    -------------

    Comments in the following material will be made by one of the
    following  and the lines that enclose the comments  show  who
    made the comment.

    Specular Vision = -------------
    Mr. Transistor  = +++++++++++++
    Ironman         = |||||||||||||


    Special thanks to Mr.  Transistor, for coming out of "Retire-
    ment" to help compose this document.




























                                  3
    Chapter I                                        How to Crack


    -------------------------------------------------------------
    Let's start with a simple introduction to patching a  program
    using the DOS DEBUG program.  The following article will  in-
    troduce you to the basic ideas and concepts of looking for  a
    certain area of a program and making a patch to it.
    -------------------------------------------------------------


    By:            Charles Petzold / Specular Vision
    Title:         Case Study: A Colorful CLS

      This article originally appeared in the Oct.  14,1986 Issue
    of PC Magazine (Vol 15. Num 17.). Written by Charles Petzold.

      The hardest part of patching existing programs is determin-
    ing  where the patch should go.  You really have to  make  an
    intelligent guess about the functioning of the program.

      As an example,  let's attempt to modify COMMAND.COM so that
    is colors the screen on a CLS command.   As with any type  of
    patch try it out on a copy and NOT the original.

      First, think about what we should look for.  CLS is differ-
    ent from all the other DOS internal Commands,  It is the only
    internal command that does something to the screen other than
    just write to it with simple teletype output.  CLS blanks the
    screen and homes the cursor.   Since it can't do this through
    DOS Calls (unless ANSI.SYS is loaded), it is probably calling
    the BIOS Directly.   The BIOS Interrupt 10h call controls the
    video,  and so the CLS command probably uses several INT  10h
    instructions.  The machine code for INT 10h is CD 10.

      (While  this  same method will work under  any  version  of
    PC-DOS,  Version 2.0 and later, the addresses I'll  be  using
    are from PC-DOS 3.1. Other versions of PC-DOS(or MS-DOS) will
    have  different addresses;  you should be absolutely  certain
    that you're using the correct addresses.)

      Load COMMAND.COM into DEBUG:

                   DEBUG COMMAND.COM

    and do an R (Registers) command.  The size of COMMAND.COM  is
    in  register CX.   For DOS 3.1's COMMAND.COM,  this value  is
    5AAA.

      Now do Search command to look for the CD 10 bytes:

                   S 100 L 5AAA CD 10

    You'll get a list of six addresses, all clustered close to-

                                  4
    gether.  The first one is 261D. You can now pick an address a
    little before that (to see what the first call is doing)  and
    start disassembling:

                   U 261B

     The  first INT 10 has AH set to 0F which is a Current  Video
    State  call.   The code checks if the returned  value  of  AL
    (Which  is  the  video mode) is less than 3 or  equal  to  7.
    These are the text modes.   If so,  it branches to 262C.   If
    not, it just resets the video mode with another INT 10 at ad-
    dress 2629.

      At 262C,  the code first sets the border black (the INT  10
    at  2630),  then does another Current Video  State  call  (at
    2634) to get the screen width in register AH.  It uses infor-
    mation from this call to set DX equal to the bottom right row
    and column.   It then clears the screen by scrolling the  en-
    tire screen up with another INT 10 (at 2645),  and then  sets
    the cursor to the zeroth row and zeroth column with the final
    INT 10 (at 264D).

      When it scrolls the whole screen, the zero value in AL  ac-
    tually  means blank the screen,  the value of BH is  the  at-
    tribute  to be used on the blanked area.   In  an  unmodified
    COMMAND.COM,  BH is set to 7 (Which is white on black) by the
    following statement at address 2640:

                   MOV  BX,0700

      If  you  prefer a yellow-on-blue attribute  (1E),  you  can
    change this line by going into Assemble mode by entering:

                   A

    then entering

                   MOV  BX,1E00

    and exiting Assemble mode by entering a blank line.

      Now you can save the modified file:

                   W

    and quit DEBUG:

                   Q

      When  you load the new version of COMMAND.COM (and you  can
    do so without rebooting by just entering:

                   COMMAND


                                  5
    on  the DOS command level),  a CLS will turn the screen  blue
    and display characters as yellow.

      If it doesn't or if anything you type shows up as white  on
    black,  that probably means you have ANSI.SYS loaded.  If you
    use ANSI.SYS,  you don't have to make this patch but can  in-
    stead use the prompt command for coloring the screen.

    END.














































                                  6
    -------------------------------------------------------------
    That was just one section of a very large article that helped
    me  to get started.   Next we'll look at two other  articles,
    both written by Buckaroo Banzi.   These two articles  CRACK-1
    and  CRACK-2 give you an introduction to the  different  copy
    protection schemes used on IBM PC's, and how to find and  by-
    pass them.
    -------------------------------------------------------------



    By:            Buckaroo Banzai
    Title:         Cracking On the IBM PC Part I


    Introduction
    ------------
      For  years,  I have seen cracking tutorials for  the  APPLE
    computers,  but never have I seen one for the PC.  I have de-
    cided to try to write this series to help that pirate move up
    a level to a crackest.

      In this part, I will cover what happens with INT 13 and how
    most copy protection schemes will use it.  I strongly suggest
    a  knowledge of Assembler (M/L) and how to use  DEBUG.  These
    will be an important figure in cracking anything.


    INT-13 - An overview
    --------------------

      Many  copy  protection  schemes  use  the  disk   interrupt
    (INT-13).  INT-13 is often use to either try to read in a il-
    legally   formatted   track/sector  or  to   write/format   a
    track/sector that has been damaged in some way.

      INT-13 is called like any normal interrupt with the  assem-
    bler  command INT 13 (CD 13).  [AH] is used to  select  which
    command to be used, with most of the other registers used for
    data.

    INT-13 Cracking College
    -----------------------
      Although,  INT-13 is used in almost all protection schemes,
    the easiest to crack is the DOS file.  Now the protected pro-
    gram  might use INT-13 to load some other data from a  normal
    track/sector on a disk, so it is important to determine which
    tracks/sectors  are  important to the protection  scheme.   I
    have  found  the best way to do this is to  use  LOCKSMITH/pc
    (what, you don't have LS. Contact your local pirate for it.)

      Use LS to analyze the diskette. Write down any track/sector
    that seems abnormal.  These track are must likely are part of
    the protection routine.   Now, we must enter debug. Load in

                                  7
    the  file  execute a search for CD 13.   Record  any  address
    show.

      If no address are picked up,  this mean 1 or 2 things,  the
    program is not copy protected (right...) or that the check is
    in an other part of the program not yet loaded.   The  latter
    being  a real hassle to find,  so I'll cover it in  part  II.
    There is another choice.   The CD 13 might be hidden in  self
    changing  code.   Here is what a sector of hidden code  might
    look like

    -U CS:0000
    1B00:0000 31DB     XOR    BX,BX
    1B00:0002 8EDB     MOV    DS,BX
    1B00:0004 BB0D00   MOV    BX,000D
    1B00:0007 8A07     MOV    AL,[BX]
    1B00:0009 3412     XOR    AL,12
    1B00:000B 8807     MOV    [BX],AL
    1B00:000D DF13            FIST   WORD...

      In  this  section of code,  [AL] is set to DF  at  location
    1B00:0007.   When you XOR DF and 12,  you would get a CD(hex)
    for  the  INT opcode which is placed right next to a  13  ie,
    giving you CD13 or INT-13.   This type of code can't and will
    not be found using debug's [S]earch command.



    Finding Hidden INT-13s
    ----------------------

      The  way I find best to find hidden INT-13s,  is to  use  a
    program called PC-WATCH (TRAP13 works well also).   This pro-
    gram  traps  the interrupts and will print  where  they  were
    called  from.   Once running this,  you can just  disassemble
    around  the address until you find code that look like it  is
    setting up the disk interrupt.

      An  other way to decode the INT-13 is to use  debug's  [G]o
    command.   Just  set  a breakpoint at  the  address  give  by
    PC-WATCH  (both  programs give the return address).   Ie,  -G
    CS:000F (see code above).   When debug stops,  you will  have
    encoded  not only the INT-13 but anything else leading up  to
    it.


    What to do once you find INT-13
    -------------------------------

      Once you find the INT-13,  the hard part for the most  part
    is over.   All that is left to do is to fool the computer  in
    to thinking the protection has been found.   To find out what
    the computer is looking for, examine the code right after the
    INT-13.  Look for any branches having to do with the

                                  8
      CARRYFLAG or any CMP to the AH register.  If a JNE or JC
     (etc) occurs, then [U]nassembe the address listed with the
    jump.  If it is a CMP then just read on.

      Here you must decide if the program was looking for a  pro-
    tected  track or just a normal track.   If it has a CMP  AH,0
    and it has read in a protected track,  it can be assumed that
    it  was looking to see if the program had  successfully  com-
    plete  the  READ/FORMAT of that track and that the  disk  had
    been  copied thus JMPing back to DOS (usually).   If this  is
    the case,  Just NOP the bytes for the CMP and the correspond-
    ing JMP.

      If  the program just checked for the carry flag to be  set,
    and it isn't,  then the program usually assumes that the disk
    has been copied. Examine the following code

          INT 13      <-- Read in the Sector
          JC 1B00     <-- Protection found
          INT 19      <-- Reboot
    1B00  (rest of program)

      The program carries out the INT and find an error (the  il-
    legally formatted sector) so the carry flag is set.  The com-
    puter,  at the next instruction,  see that the carry flag  is
    set  and know that the protection has not been  breached.  In
    this case, to fool the computer, just change the "JC 1B00" to
    a "JMP 1B00" thus defeating the protection scheme.

    NOTE: the PROTECTION ROUTINE might be found in more than just
          1 part of the program


    Handling EXE files
    ------------------

      As we all know,  Debug can read .EXE files but cannot write
    them.   To get around this,  load and go about  cracking  the
    program as usual.   When the protection scheme has been found
    and tested, record (use the debug [D]ump command) to save + &
    - 10 bytes of the code around the INT 13.    Exit back to dos
    and  rename the file to a .ZAP (any extension but  .EXE  will
    do) and reloading with debug.  Search the program for the 20+
    bytes  surrounding  the code and record  the  address  found.
    Then  just load this section and edit it like  normal.   Save
    the  file and exit back to dos.   Rename it back to the  .EXE
    file and it should be cracked.

    ***NOTE:  Sometimes  you have to play around with  it  for  a
              while to make it work.





                                  9
    DISK I/O (INT-13)
    -----------------
      This interrupt uses the AH resister to select the  function
    to be used.  Here is a chart describing the interrupt.

    AH=0    Reset Disk
    AH=1    Read the Status of the Disk
            system in to AL

        AL          Error
      ----------------------------
        00   - Successful
        01   - Bad command given to INT
       *02   - Address mark not found
        03   - write attempted on write protected disk
       *04   - request sector not found
        08   - DMA overrun
        09   - attempt to cross DMA boundary
       *10   - bad CRC on disk read
        20   - controller has failed
        40   - seek operation failed
        80   - attachment failed
    (* denotes most used in copy protection)
    AH=2    Read Sectors

      input
         DL = Drive number (0-3)
         DH = Head number (0or1)
         CH = Track number
         CL = Sector number
         AL = # of sectors to read
      ES:BX = load address
      output
          AH =error number (see above)
              [Carry Flag Set]
          AL = # of sectors read

    AH=3 Write (params. as above)
    AH=4 Verify (params. as above -ES:BX)
    AH=5 Format (params. as above -CL,AL
                 ES:BX points to format
                 Table)

    ------------------------------------------------------------
      For more information on INT-13 refer to appendix A.
    ------------------------------------------------------------

    END.







                                 10
    -------------------------------------------------------------
    In part II,  Buck cover's Calls to INT-13 and INT-13 that are
    located  in  different overlays of the program.   This  is  a
    method that is used often.
    -------------------------------------------------------------


    Cracking Tutorial II.

    By:            Buckaroo Banzai
    Title:         Cracking On the IBM PC Part II


    Introduction
    ------------

      OK guys,  you now passed out of Copy Class 101 (dos  files)
    and have this great new game with overlays.   How do I  crack
    this one.  You scanned the entire .EXE file for the CD 13 and
    it's nowhere.  Where can it be you ask yourself.

      In  part II,  I'll cover cracking Overlays and the  use  of
    locksmith in cracking.   If you haven't read part I,  then  I
    suggest you do so.  The 2 files go together.


    Looking for Overlays
    --------------------
      So, you cant find CD 13 in the .EXE file, well, it can mean
    4 things.

         1:  The .EXE (though it is mostly .COM) file is  just  a
             loader for the main file.

         2:  The .EXE file loads in an overlay.

         3:  The CD 13 is encrypted &/or hidden in the .EXE file.

         4:  Your looking at the WRONG file.


      I  won't  discuss case 1 (or at least no here)  because  so
    many UNP files are devoted to PROLOCK and SOFTGUARD,  if  you
    can't figure it out with them, your stupid.

      If you have case 3, use the technique in part I and restart
    from the beginning. And if you have case 4, shoot your self.

      You  know  the program uses overlays but don't see  and  on
    disk?   Try looking at the disk with good old Norton's.   Any
    hidden files are probably the overlays.   These are the  ones
    we  are after.   If you still can't find them,  use  PC-WATCH
    (this program is a must!!! For all crackists.   Traps ALL in-
    terrupts).

                                 11

    Using PC-Watch to Find Overlays
    -------------------------------
      Start up PC-Watch and EXCLUDE everything in the left  Col..
    Search  the  right Col.  until you find DOS21 -  OpnFile  and
    select it.

         Now run the program to be cracked.
         Play the game until the protection is checked.
         Examine  you PCWatch output to see what file was  loaded
          right before it.
         This probably is the one holding the check.
         If not, go through all the files.


    You Have Found the Overlays
    ---------------------------
      Great,  now just crack the overlay as if it was a DOS file.
    You don't need to worry about .EXE file,  debug can write  an
    overlay  file.   Part I explains the basics of  cracking.   I
    suggest that you keep a backup copy of the overlay so if  you
    mess up,  and you will, you can recover quickly. Ah,  and you
    thought cracking with overlays was going to be hard.



    Locksmith and Cracking
    ----------------------

     The  copy/disk utility program Locksmith by AlphaLogic is  a
    great tool in cracking.   It's analyzing ability is great for
    determining what and where the protection is.

     I find it useful,  before I even start cracking,  to analyze
    the  protected  disk to find and id  it's  protection.   This
    helps in 2 ways.   First,  it helps you to know what to do in
    order to fake out the protection.   Second,  it helps you  to
    find what the program is looking for.

     I  suggest that you get locksmith if you don't already  have
    it.   Check your local pirate board for the program.   I also
    suggest  getting PC-Watch and Norton Utilities 3.1.(Now  4.1)
    All of these program have many uses in the cracking world.

    END.










                                 12
    Chapter II                                     Example Cracks



    -------------------------------------------------------------
    OK,  now let's put some of this information into practice  by
    examining a few cracks of some common programs.   First we'll
    look at a Crack for Mean-18 Golf by Accolade.   Accolade  has
    been one of those companies that has a fervent belief in Copy
    Protection.
    -------------------------------------------------------------




    Title:         MEAN-18 UnProtect For CGA/EGA Version


    This crack works by eliminating the code that tests for known
    bad  sectors  on the original diskette to see if  it  is  the
    genuine article or an illegal copy.   The code begins with an
    INT 13 (CD 13 HEX),  a DOS BIOS disk service routine followed
    a few bytes later by another INT 13 instruction.  The program
    then checks the returned value for the bit configuration that
    signifies the bad sectors and, if all is as expected, contin-
    ues on with program execution.

    The code that needs to be patched is in the GOLF.EXE file and
    in the ARCH.EXE file.  It is identical in both files and lies
    near the end of each file.

    In the following steps,  you'll locate the start of the  test
    code and patch it by replacing it with NOP instructions  (HEX
    90).   The  method described uses the DOS DEBUG  utility  but
    Norton's Utility (NU) works too.

    Copy  all  of the files from the MEAN-18 disk  onto  a  fresh
    floppy  using  the DOS COPY command and place  your  original
    diskette out of harm's way.

    Assuming DEBUG is in the A:  drive and the floppy  containing
    the files to be unlocked is in the B: drive , proceed as fol-
    lows:

    First  REName  the  GOLF.EXE  file  so  it  has  a  different
    EXTension other than .EXE.

                   REN GOLF.EXE GOLF.DEB


    Next  load the file GOLF.DEB into DEBUG and displays the  "-"
    DEBUG prompt.

                   A:> DEBUG B:GOLF.EXE

                                 13
    Search for the beginning of the code to be patched by typing:


                   - S CS:100 FFFF CD 13

    Searches  the file for the two byte INT 13  instruction.   If
    all goes well, two addresses should appear on the screen.

                   XXXX:019C
                   XXXX:01A8

    XXXX indicates that the numbers preceeding the ":"  vary from
    system  to system but the numbers following the ":"  are  the
    same on all systems.

    The  next  step is to use the "U"  command  as  indicated  to
    un-assemble  a few bytes in order to verify your position  in
    the file)

                   - U CS:019C

    (Un-assembles  32 bytes of code.   Verify the  following  se-
    quence of instructions:

                   INT       13
                   JB        01E9
                   MOV       AL,[BX+01FF]
                   PUSH      AX
                   MOV       AX,0201
                   INT       13
                   POP       AX
                   JB        01E9
                   CMP       AL,F7
                   JNZ       01B5

    These are the instructions you'll be patching out in the fol-
    lowing step)

                   - A CS:019C

    This command assembles the new instructions you enter at  the
    keyboard into the addresses shown.  Beginning at CS:019C, and
    for the next 21 bytes, ending with and including CS:01B0, en-
    ter  the no op command "NOP" (90h) followed by a <return>  or
    <enter>.   Just hit <enter> at address XXXX:01B1 to  end  the
    assemble command.)

                   XXXX:019C  NOP <enter>
                   XXXX:019D  NOP <enter>
                              .
                              .
                              .
                   XXXX:01AE  NOP <enter>
                   XXXX:01AF  NOP <enter>

                                 14
                   XXXX:01B0  NOP <enter>
                   XXXX:01B1 <enter>

    This just wipes out the section of code containing the INT 13
    check.

    Now  do  a HEX dump and verify that bytes 019C  through  01B0
    have been set to 90 HEX.

                   - D CS:019C

    If they have, write the patched file to the disk as follows)

                   - W

    This    writes    the    patched    file    back    to    the
    disk where it can be run by typing    GOLF just as before but
    now,  it  can be run from any drive,  including  the     hard
    drive)

    Now just [Q]uit or exit back to DOS.  This command can be ex-
    ecuted at any "-" DEBUG prompt if you get lost.  No modifica-
    tion will be made to the file on the disk until you issue the
    "W" command.

                   - Q

    The process is the same for the ARCH.EXE file but because  it
    is a different length, the segment address, (XXXX part of the
    address),  will be different.   You should find the first INT
    13  instruction  at address XXXX:019C and the second  one  at
    XXXX:01A8 as before.

    You  will again be patching 21 bytes and you will start  with
    019C and end with 01B0 as before.   After doing the HEX  dump
    starting  at address 019C,  you again write the file back  to
    the disk with a "W" command then "Q" uit.

    Norton's utilities can also be used to make this patch.   Be-
    gin  by searcing the GOLF.EXE or ARCH.EXE files for  the  two
    byte  combination  CD  13 (remember to  enter  these  as  HEX
    bytes).  Once located, change the 21 bytes, starting with the
    first "CD"  byte, to 90 (a NOP instruction).  As a check that
    you  are in the right place, the byte sequence in both  files
    is  CD 13 72 49 8A 87 FF 01 50 B8 01 02 CD 13 58 72 3C 3C  F7
    75 04.   After modifying the bytes,  write the modified  file
    back to the disk.  It can then be run from any drive.

    END.






                                 15
    ------------------------------------------------------------
    That was the first the tutorial cracks,  here's another crack
    based on the same ideas but using Norton's Utilities instead.
    The  following  is an unprotect method  for  Eypx  Submarine.
    Eypx is another one of those companies bent on protecting the
    world.
    ------------------------------------------------------------


    By:            Assembler Magic
    Title:         EPYX Submarine Unprotect


      You  will  only need to make one modification to  the  main
    executable program of Submarine, SUB.EXE.  I will assume that
    your  computer  has a hard disk and that you have a  path  to
    DOS. It's time to fire up DEBUG as follows:

                   DEBUG SUB.EXE<cr>

      The computer should respond with a "-" prompt.  Now look at
    the  registers,  just to make sure everything came  up  okay.
    Type the letter "R"  immediately after the prompt.   The com-
    puter should respond with a few lines of info as follows:

    AX=0000  BX=0001  CX=6103  DX=0000  SP=0080  BP=0000  SI=0000
    DI=0000  DS=12CE ES=12CE SS=37B2 CS=27FC IP=0010 NV UP EI  PL
    NZ NA PO NC
         27FC:0010 8CC0       MOV     AX,ES
    -

      Note  the value of CS is "27FC".   That is the  hexadecimal
    segment address for the beginning of the program code in your
    computer's memory.   It is highly probable that the value you
    see for CS will differ from mine.   Whatever it is,  write it
    down.  Also, the values you see for DS, ES and SS will almost
    certainly differ from mine and should not cause you  concern.
    The other registers should show the same values mine do,  and
    the flags should start with the same values.

      Next,  we will do a search for Interrupt 13's.   These  are
    BIOS  (not DOS) Interrupts built into the program  which  are
    used  to ensure that the original disk is being used  to  run
    the program. The whole key to this unprotect scheme is to by-
    pass these Interrupts in the program code.   The tricky  part
    of this unprotect is to find them!   They are not in the seg-
    ment  of  program code starting at the value of CS  equal  to
    "27FC".   They are closer to the beginning of the program  in
    memory.   Easy enough!   Reset the value of CS to  equal  the
    value  of DS as follows; type immediately after  Debug's  "-"
    prompt:

                   RCS<cr>


                                 16
    Debug will prompt you for the new value of CS with:

                   CS:27FC:

      You  respond  by typing the value of DS you  saw  when  you
    dumped the registers the first time.   For example,  I  typed
    "12CE<cr>".   The  value you type will be  different.   Debug
    will  again respond with the "-"  prompt which means  we  are
    ready to do our search.   Type in the following after the "-"
    prompt:

                   S CS:0 FFFF CD 13<cr>

      The computer should respond with three lines of information
    which are the addresses of the three Interrupt 13 calls built
    into the program.   The first four digits are the segment ad-
    dress  and will equal to the value of CS you have  just  set.
    The second four digits following the colon are the offset ad-
    dresses which are of primary interest to us.   On my  machine
    they came back as follows:

                   12CE:4307
                   12CE:431F
                   12CE:4335

      The segment addresses will be identical and the three  off-
    set  addresses should all be relatively close together.   Now
    look at the first offset address.  (As you can see,  mine was
    "4307".) Write it down.  Now we do a bit of Unassembly.

      Type "U4307<cr>"  which is the letter "U", followed immedi-
    ately  (with no blank spaces) by whatever your  first  offset
    address turned out to be, followed by a carriage return.   If
    you are not familiar with unassembled machine code,  it  will
    look like lines of gibberish as follows:

                   12CE:4307 CD13        INT      13
                   12CE:4309 4F          DEC      DI
                   12CE:430A 744C        JZ       4358
                             .
                             .
                   12CE:431F CD13        INT      13
                   12CE:4321 4F          DEC      DI
                             .
                             .
                   12CE:4324 BF0400      MOV      DI,0004
                   12CE:4326 B80102      MOV      AX,0201

      In  my computer,  Unassemble will automatically  output  16
    lines of code to the screen.  Yours may differ.  Note, in the
    abbreviated list I have shown above, the addresses at the be-
    ginning  of  the two lines which contain the  Interrupt  13's
    (INT  13) correspond to the first two addresses we  found  in
    our search.  Now we continue the unassemble, and here comes

                                 17
    another  tricky part.   Just type in "U<cr>"  after  the  "-"
    prompt.

      You'll get sixteen more lines of code with the third Inter-
    rupt 13 on a line which begins with the address (CS):4335  if
    you  have  the same version of Submarine as I do.   It's  not
    terribly  important  to  this  exercise,   but  it  will   at
    least show you that things are proceeding okay.   Now type in
    "U<cr>"  again  after the prompt.  You are  now  looking  for
    three key lines of code.   On my program they appear as  fol-
    lows:

                   12CE:4335 07          POP      ES
                   12CE:4356 5D          POP      BP
                   12CE:4357 CB          RETF

    The true key is the instruction "POP ES".   This  instruction
    begins  the normal return sequence after the program has  ex-
    ecuted its Interrupt 13 instructions and accompanying checks.
    If  Debug on your machine prints fewer than 16 lines of  code
    at a shot, you may have to type in "U" more than twice at the
    "-" to find these instructions.  (If you haven't found any of
    this stuff, either get help on the use of Debug or go back to
    using your diskette version!)  Write down the offset  address
    of  the "POP ES"  instruction; the four digits following  the
    colon,  which in my example is "4354".   You're well on  your
    way now, so please persevere.

      The  next step is to modify the program to JUMP around  the
    code which executes the Interrupt 13's and go immediately  to
    the  instruction  which  begins the  normal  return  sequence
    (again,  it's the "POP ES".  Type in the  following  instruc-
    tions carefully:

                   A4307<cr>

      This first bit tells Debug that new Assembler code will  be
    inserted at the address of the first Interrupt 13.   If  your
    first  Interrupt 13 is at an address other that  "4307",  use
    the correct address,  not mine.  The computer will prompt you
    with the address:

                   12CE:4307

    After which you will immediately type:

                   JMP 4354<cr>

    This instruction jumps the program immediately to the  normal
    return code instructions.  Again, at the risk of being redun-
    dant, if your "POP ES" instruction is at a different address,
    use that address, not "4354"!

    The computer will prompt you with the address of the next in-

                                 18
    struction  if  all went well.   MAKE SURE you  just  hit  the
    carriage  return at this point.  Debug will then  return  the
    familiar "-" prompt.

    Now  it's  time  to examine your  handiwork.   Let's  do  the
    unassemble again starting at the address of what had been the
    first Interrupt 13 instruction, but which is now the Jump in-
    struction.  Type in "U4307<cr>" or "U" followed by the appro-
    priate address and a carriage return.   The first line begin-
    ning with the address should appear as follows:

                   12CE:4307 EB4B        JMP      4354

    The key here is the four bytes immediately following the  ad-
    dress.   In my example they are "EB4B".   Yours may  not  be.
    But,  they are VERY IMPORTANT because they represent the  ac-
    tual machine code which is the Jump instruction.  WRITE THESE
    FOUR BYTES DOWN AND MAKE SURE THEY ARE CORRECT.

      Now  if  you want to have some fun before we go  on,  reset
    register  CS to its original value by first typing  "RCS<cr>"
    at  the "-"  prompt.   Then type in the original value of  CS
    that I asked you to write down.   Using my example,  I  typed
    "27FC<cr>".  Next, you will type "G<cr>" after the "-" prompt
    which  means GO!   If all went well,  SUB should run at  this
    point.   At  least it will if you put all  of  the  Submarine
    files  onto the diskette or into the hard  disk  subdirectory
    where youre working.   If it didn't run, you may have made an
    error. Check through what you have done.

    Don't give up at this point if it does not run.  Your version
    of Debug may simply have not tolerated our shenanigans.  When
    you are done playing, quit Submarine ("Alt-Q<cr>") and type a
    "Q<cr>" after the Debug prompt "-" appears.

    Now  comes  the tough part.   I can't walk you  through  this
    phase  in complete detail,  because you may be using  one  of
    several programs available to modify the contents of SUB.EXE.
    Debug is not the way to go,  because it can't write out  .EXE
    files, only .COM files.

    -------------------------------------------------------------
    Note:  Another method of doing this is to REName the  SUB.EXE
    file  so it has a different extension other than .EXE  before
    you enter DEBUG.   That way after you've made the change  you
    can then [W]rite then changes out to the file right in DEBUG.
    Then one drawback is that you can't run the program in  DEBUG
    once you've changed the name.
    -------------------------------------------------------------

    You have to get into your sector modification package (NORTON
    works good) and work on the SUB.EXE file on your new diskette
    or your hard disk.  Remember, I warned you that doing this on
    your hard disk is dangerous if you are not fully aware of

                                 19
    what you are doing.  So, IF YOU MESS UP, it's YOUR OWN FAULT!

    You  are looking for the first occurrence of an Interrupt  13
    (the "CD 13") using the search facility in your program.   If
    you  don't have the ability to search for the two-byte  hexa-
    decimal code "CD 13" directly, then you will have to manually
    search.

    -------------------------------------------------------------
    Note:  Norton 4.x now has a search utility.   When you get to
    the  point of typing in the search text,  just press the  TAB
    key, and you can type in the actual hexadecimal code "CD 13".
    -------------------------------------------------------------

    Start  at the beginning of SUB.EXE and proceed.   Again,  you
    want to find the first of the three (first from the beginning
    of the program).

    I  will give you a hint.   I found it in NORTON  at  location
    4407  hexadecimal  which is location 17,415  decimal  in  the
    SUB.EXE program file.   DOS standard sectors are 512  decimal
    bytes.  Replace  the two bytes "CD 13"  with the "EB  4B"  or
    whatever  your Jump instruction turned out to be.   Write  or
    save the modified file.

    That's ALL there is to modifying SUB.EXE.   You can go  ahead
    and execute your program.   If you have followed my  instruc-
    tions, it should run fine.  Get help if it doesn't.  Now, you
    should be all set.  You can load onto your hard disk,  if you
    haven't already.  You can run it from a RAM disk using a  BAT
    file if you really want it to hum.   Or,  if you have the fa-
    cilities,  you can copy it from 5-1/4" floppy to 3-1/2"  dis-
    kette and run it on machines which accept that medium if  you
    upgrade to a new computer.

    END.



















                                 20
    -------------------------------------------------------------
    Now let's take a look at a newer crack on the program,  Space
    Station Oblivion by Eypx.  At a first [S]earch with Debug and
    Norton's  Utility no CD 13's could be found,  and yet it  was
    using them... So a different approach had to be taken...
    -------------------------------------------------------------


    By:            PTL
    Title:         Space Station Oblivion Crack


    First of all,  you must determine which file the INT 13's are
    in,  in this case it had to be the file OBLIVION.EXE since it
    was the main program and probably contained the INT 13's.  So
    then rename it to a different EXTension and load it into  De-
    bug.

    Then do a [S]earch for INT 13's.

                   -S 100 FFFF CD 13

    Which will promptly turned up nothing.  Hmmm...

    Next you might decide that, maybe, the code was modifying it-
    self.   So quit from Debug and load up PC-Watch,  include all
    the  INT  13  Calls.   For those of  you  not  familiar  with
    PC-Watch,  it is a memory resident program that can be set to
    look  for  any type of BIOS call.   When that  call  is  made
    PC-Watch prints to the screen the contents of all the  regis-
    ters  and the current memory location that the call was  made
    from.

    After PC-Watch is initialized, then run the OBLIVION.EXE file
    from the hard disk,  leaving the floppy drive door open,  and
    sure  enough,  when the red light comes on in   the  diskette
    drive,  PC-Watch  will report the address's of  some  INT  13
    calls.  Which you should then write down.

    From  there,  quit the game, reboot,  (To dump PC-Watch  from
    memory) and load the OBLIVION.EXE into Debug and issue a [G]o
    command with a breakpoint.  What address should you use for a
    breakpoint?   You guessed it, the same address PC-Watch gives
    you.

    Well,  it locked up did'nt it?  Which is quite common in this
    line of work so don't let that discourage you.   So next  re-
    loaded  it into debug and this time [U]nassemble the  address
    that you got from PC-Watch.   But instead of finding the  INT
    13's you'll find harmless INT 21's.

    Hmm...  could  it be that the program was converting  the  CD
    21's to CD 13's during the run?   Well,  to test the idea as-
    semble an INT 20 (Program Terminate) right after the first

                                 21
    INT 21. Then I run the program, and yes immediately after the
    red light comes on the drive, the program will terminate nor-
    mally.

    Then [U]nassemble that same area of memory,  and low and  be-
    hold,  some  of the INT 21's have magically turned  into  INT
    13's.  How clever...

    So,  then it is just a matter of locating the address of  the
    routine that it jumped (JMP) to if the correct disk was found
    in  drive A:.   Once you have that address,  just go  to  the
    start of all this nonsense and [A]ssemble a JMP XXXX command.
    Where  XXXX was the address to jump to if the  original  disk
    was in drive A:.

    Then  just [W]rite the file back out to the disk  and  [Q]uit
    debug,   and  then  REName  the  file  back  to  OBLIVION.EXE
    afterwhich it should work fine.


    END.

                                 22
    Chapter III                      Removing Doc Check Questions


    -------------------------------------------------------------
    A  new fad has recently started up with software vendors,  it
    involves  the use of "Passwords" which are either  stored  in
    the  documentation or are actually the documentation  itself.
    Then  when you reach a certain part of the  program  (Usually
    the beginning) the program will ask for the password and  you
    have  to look it up in the Docs before being allowed to  con-
    tinue.   If the wrong password is entered,  it  will  usually
    drop you to DOS or take you to a Demo version of the program.

    This  new form of copy protection is very annoying,  but  can
    usually  be cracked without too much effort,   and the  files
    and the disk are usually in the standard DOS format.   So now
    we'll take a look at cracking the Doc check questions.

    First  of  all  we'll crack the startup  questions  in   F-15
    Strike Eagle by MicroProse.
    -------------------------------------------------------------


    By:            JP ASP
    Title:         F-15 Unprotect



    Make a copy of the original disk using the DOS DISKCOPY  pro-
    gram.

                   >DISKCOPY A: B:

    Then  insert the copy disk in the A drive and invoke DOS  DE-
    BUG.

                   >DEBUG

    Now we'll [F]ill an area of memory with nothing (00).

                   -F CS:100 L FEFF 0

    Next we will [L]oad into address CS:0100 the data that is  on
    the A: disk (0) from sector 0 to sector 80.

                   -l cs:100 0 0 80

    Now  lets [S]earch the data we loaded for the area where  the
    copy protection routine is.

                   -s cs:100 l feff FA EB FD

    Then for each of the occurences listed, use the address DEBUG
    returned in the [E]nter command below.

                                 23

                   -e xxxx 90 90 90

    -------------------------------------------------------------
    Here's the part we are interested in,  it's where you  change
    all  the autorization codes to a space.   Notice how you  can
    use the [S]earch command to look for ASCII text.
    -------------------------------------------------------------

                   -s cs:100 l feff "CHIP"

    Then for each occurance of "CHIP"  use the address DEBUG  re-
    turned in the [F]ill command below.

                   -F XXXX L F 20

    Write out the modified data

                   -W CS:100 1 0 80

    Quit DEBUG

                   -Q


      You should now be able to DISKCOPY and boot from all copies
    also  just press the space bar when it ask for ANY  authority
    code and then press "ENTER". Now there is no need to remember
    (or look up) any codes that are so finely tucked away in  the
    manual!

    END.























                                 24
    -------------------------------------------------------------
    Here is a similar method that was used break the passwords in
    the  program BATTLEHAWKS 1945 by Lucasfilms.  However  Norton
    Utilities  is  used to search for the  passwords  and  change
    them.
    -------------------------------------------------------------

    By:            PTL
    Title:         BATTLEHAWKS-1945 Doc Check Crack


    In  keeping in line with their previous programs,  Lucasfilms
    has  released yet another program which uses Doc  Checks  for
    its means of copy protection, Battlehawks 1942.

    When you run this program,  it first goes through a series of
    graphic displays, then it goes through a series of questions,
    asking what type of mission you want to fly,  such as  Train-
    ing, Active Duty, or which side of the war you want to be on.

    Then right before the simulation begins,  it shows you a pic-
    ture of a Japanese Zero and ask you for a password which you

    are  then  supposed to get by looking up the picture  of  the
    Zero in the User Manual and typing the corresponding password
    in.   After which it enters the simulation,  in the event you
    enter  the wrong password,  it puts you into a training  mis-
    sion.

    Removing  the  Doc Check in a program like  this  is  usually
    pretty  easy.   The ideal way to do it is to remove  the  Doc
    Check routine itself,  but if you don't have all day to debug
    and  trace  around the code this might not be the  best  way.
    For  instance if you only have your lunch hour to work on  it
    (Like  I did),  then you need to use the standard  Q.D.C.R.S.
    (Quick Doc Check Removal System).

    How do you do a QDCRS?  Well first of all,  play around  with
    the program,  find out what it will and will NOT accept as  a
    password.   Most  programs will accept anything,  but  a  few
    (Like Battlehawks) will only accept Alpha characters.

    Once you've learned what it likes,  make an educated guess as
    to what program the Doc Check routine is in.   Then load that
    program into Norton's Utility (NU).

    At this point,  take a look at the passwords,  and write down
    the most unusual one that you can find (I'll explain  later).
    Now  type that password in as the search string,  and let  NU
    search through the file until it finds the password.   Now  a
    couple of things can happen.

         1. It only finds one occurrence
         2. It finds more than one occurrence
         3. It doesn't find any occurrence

    In  the event of case 2 then YOU have to determine where  the
    passwords  are stored,  you can do this by opening your  eyes
    and looking.

    In the event of case 3,  go to the kitchen and start a pot of
    coffee, then tell you wife to go to bed without you,  because
    you have a "Special Project" that you have to finish tonight.
    And by the way, Good Luck.  You'll need it.

    Hopefully case 1 will occur,  now you have to take a look  at
    the data and ask yourself 2 questions:

         1. Are all the passwords the same length?
         2. Is there a set number of spaces  between  each  pass-
            word?
         3. Does the next password always start a certain  number
            of characters from the first character of the  previ-
            ous password?

    If you can answer yes to any of the above questions,  you  in
    luck.  All you have to do is change the passwords to spaces

    (If the program allows that,  Battlehawks doesn't) or  change
    them to you favorite character. The letter X works good, it's
    easy to type and easy to remember.

    If you can't answer yes to any of the questions then you  ei-
    ther need to bypass the Doc Check routine itself or you  need
    to be adventurous and experiment. Battlehawks will not follow
    any  of the above patterns,  and your quickly running out  of
    time, so you'll have to try something, fast...

    So  just  wiped out all of the data area with  X's,  all  the
    passwords and associated "garbage" between them.   Then saved
    the changes and drop out of NU and into BH.  Then when it ask
    for the password,  just filed the area with X's.  Next  thing
    you  know,  you'll be escorting a bombing run on  a  Japanese
    carrier.

    So,  this one turned out to be fairly simple.   Where you may
    run into trouble is on Doc Checks that use a graphic  system,
    such as Gunship by MicroProse.  When it comes to this type of
    Doc Check, you almost have to bypass the routine itself.  And
    again, a good way to do this is with setting break points and
    using the trace option in Debug.

    END.







                                 25

    -------------------------------------------------------------
    That  was the easy version Doc Check crack,  however there  a
    "Better"  way to crack Doc Checks,  is to bypass the  routine
    completely  so  the user can just press enter and  not  worry
    about spaces.   Let's take a lot at this method by looking at
    a crack for the program, Yeager's Advanced Flight Trainer, by
    Electronic Arts.
    -------------------------------------------------------------


    By:            PTL
    Title:         Yeager's Advanced Flight Trainer
















                                 26
    Chapter 5                               Cracking Self Booters



    -------------------------------------------------------------
    Now we'll take a look at cracking self booters.  A few compa-
    nies  have found this to be the best copy  protection  scheme
    for them, one of which is DataEast, makers of Ikari Warriors,
    Victory Road,  Lock-On, Karnov, etc...  This posses a special
    problem  to the Amateur Cracker, since they seldom use  stan-
    dard DOS formats.  So let's jump right in!
    -------------------------------------------------------------


    This  is the area where a "Higher than Normal"  knowledge  of
    Assembly  Language and DOS Diskette structures,  so first  of
    all, the Basic's.


    The Disk's Physical Structure

    Data is recorded on a disk in a series of concentric circles,
    called Tracks.   Each track if further divided into segments,
    called  Sectors.   The  standard  double-density  drives  can
    record  40 tracks of data, while the new quad-density  drives
    can record 80 tracks.

    However, the location, size, and number of the sectors within
    a  track are under software control.   This is why  the  PC's
    diskettes are known as soft-sectored.  The characteristics of
    a  diskette's sectors (Their size, and the number per  track)
    are set when each track is formatted.  Disk Formatting can be
    done either by the operating system or by the ROM-BIOS format
    service.   A lot of self booters and almost all forms of copy
    protection  create unusual formats via the ROM-BIOS  diskette
    services.

    The  5 1/4-inch diskettes supported by the standard  PC  BIOS
    may  have  sectors that are 128,256,512,  or 1,024  bytes  in
    size.   DOS, from versions 1.00 through 4.01 has consistently
    used sectors of 512 bytes, and it is quite possible that this
    will continue.

    Here is a table displaying 6 of the most common disk formats:
    _____________________________________________________________

    Type      Sides        Sectors       Tracks       Size(bytes)
    _____________________________________________________________

     S-8        1             8            40            160K
     D-8        2             8            40            320K
     S-9        1             9            40            180K
     D-9        2             9            40            360K
    QD-9        2             9            80            720K
    QD-15       2            15            80          1,200K
    _____________________________________________________________



    S  - Single Density
    D  - Double Density
    QD - Quad Density

    Of all these basic formats,  only two are in widespread  use:
    S-8  and D-9.   The newer Quad Density formats are for the  3
    1/2" and 5 1/4" high density diskettes.


    The Disk's Logical Structure

    So,  as we have already mentioned,  the 5  1/4-inch  diskette
    formats have 40 tracks,  numbered from 0 (the outside  track)
    through 39 (the inside track,  closest to the center).   On a
    double  sided diskette,  the two sides are numbered 0  and  1
    (the  two  recording heads of a double-sided disk  drive  are
    also numbered 0 and 1).

    The BIOS locates the sectors on a disk by a three-dimensional
    coordinate  composed of a track number (also referred  to  as
    the  cylinder number),  a side number (also called  the  head
    number),  and a sector number.  DOS,  on the other hand,  lo-
    cates information by sector number,  and numbers the  sectors
    sequentially from the outside to inside.

    We   can  refer  to  particular  sectors  either   by   their
    three-dimensional  coordinates or by their sequential  order.
    All ROM-BIOS operations use the three-dimensional coordinates
    to locate a sector.  All DOS operations and tools such as DE-
    BUG use the DOS sequential notation.

    The BASIC formula that converts the three-dimensional coordi-
    nates  used by the ROM-BIOS to the sequential sector  numbers
    used by DOS is as follows:

         DOS.SECTOR.NUMBER = (BIOS.SECTOR - 1) + DIOS.SIDE
           * SECTORS.PER.SIDE + BIOS.TRACK * SECTORS.PER.SIDE
           * SIDES.PER.DISK

    And  here are the formulas for converting  sequential  sector
    numbers to three-dimensional coordinates:

         BIOS.SECTOR = 1 + DOS.SECTOR.NUMBER MOD SECTORS.PER.SIDE
           BIOS.SIDE = (DOS.SECTOR.NUMBER \ SECTORS.PER.SIDE)
           MOD SIDE.PER.DISK
           BIOS.TRACK = DOS.SECTOR.NUMBER \ (SECTORS.PER.SIDE
           * SIDES.PER.DISK)

         (Note:  For double-sided nine-sector diskettes, the PC's
         most  common disk format, the value of  SECTORS.PER.SIDE
         is  9 and the value of SIDES.PER.DISK is 2.   Also  note
         that  sides and tracks are numbered differently  in  the
         ROM-BIOS numbering system: The sides and tracks are num-
         bered from 0, but the sectors are numbered from 1.)

    Diskette Space Allocation

    The  formatting  process divides the sectors on a  disk  into
    four sections, for four different uses.  The sections, in the
    order they are stored, are the boot record,  the file alloca-
    tion  table (FAT),  the directory, and the data  space.   The
    size of each section varies between formats,  but the  struc-
    ture and the order of the sections don't vary.

         The Boot Record:

         This section is always a single sector located at sector
    1 of track 0, side 0.  The boot record contains,  among other
    things,  a short program to start the process of loading  the
    operating system on it.   All diskettes have the boot  record
    on them even if they don't have the operating system.  Asisde
    from  the start-up program,  the exact contents of  the  boot
    record vary from format to format.

         The File Allocation Table:

         The  FAT follows the boot record,  usually  starting  at
    sector 2 of track 0,  side 0.   The FAT contains the official
    record of the disk's format and maps out the location of  the
    sectors used by the disk files.   DOS uses the FAT to keep  a
    record of the data-space usage.  Each entry in the table con-
    tains  a specific code to indicate what space is being  used,
    what space is available,  and what space is unusable (Due  to
    defects on the disk).

         The File Directory:

         The file directory is the next item on the disk.   It is
    used  as a table of contents,  identifying each file  on  the
    disk  with a directory entry that contains several pieces  of
    information, including the file's name and size.  One part of
    the entry is a number that points to the first group of  sec-
    tors  used by the file (this number is also the  first  entry
    for this file in the FAT).

         The Data Space:

         Occupies  the bulk of the diskette (from  the  directory
    through the last sector),  is used to store data,  while  the
    other  three  sections are used to support  the  data  space.
    Sectors  in  the  data space are allocated  to  files  on  an
    as-needed basis,  in units known as clusters.   The  clusters
    are one sector long and on double-sided diskettes, they are a
    pair of adjacent sectors.



    (From  here  on I'll continue to describe the basics  of  DOS
    disk structures, and assembly language addressing technics.


    -------------------------------------------------------------
    Here  is a simple routine to just make a backup copy  of  the
    Flight Simulator Version 1.0 by Microsoft.  I know the latest
    version  is  3.x but this version will serve the  purpose  of
    demonstrating  how to access the data and program files of  a
    selfbooter.
    -------------------------------------------------------------


    By:            PTL
    Title:         Microsoft Flight Simulator 1.00 Unprotect


    This procedure will NOT convert the Flight Simulator disk  to
    files  that can be loaded on a hard drive.   But...  it  will
    read  off the data from the original and put it onto  another
    floppy.  And this should give you an idea of how to read data
    directly from a disk and write it back out to another disk.

    First of all take UNFORMATTED disk and place it in drive  B:.
    This will be the target disk.

    Now  place your DOS disk (which has Debug) into drive A:,  or
    just load Debug off you hard disk.

                   A>DEBUG

    Then  we  are going to enter (manually) a little  program  to
    load the FS files off the disk.

                   -E CS:0000 B9 01 00 BA 01 00 BB 00
                              01 0E 07 06 1F 88 E8 53
                              5F AA 83 C7 03 81 FF 1C
                              01 76 F6 B8 08 05 CD 13
                              73 01 90 FE C5 80 FD 0C
                              76 E1 90 CD 20

                   -E CS:0100 00 00 01 02 00 00 02 02 00 00 03 02
                              00 00 04 02 00 00 05 02 00 00 06 02
                              00 00 07 02 00 00 08 02

    Next we'll [R]eset the IP Register by typing.

                   -R IP

    And then typing four zeros after the address prefix.

                   xxxx:0000

    Next insert the original Flight Simulator disk into drive  A:
    and we'll run our little loader.

                   -G =CS:0000 CS:22 CS:2A

    Now enter a new address to load from.

                   -E CS:02 0E
                   -E CS:27 19

    And run the Loader again.

                   -G =CS:0000 CS:22 CS:2A

    New address

                   -E CS:02 27
                   -E CS:27 27

    Run Loader

                   -G =CS:0000 CS:22 CS:2A

    Here  we'll  do some [L]oading directly from  the  disk  our-
    selves.

                   -L DS:0000 0 0 40

    And the in turn, write it back out to the B: (1) drive

                   -W DS:0000 1 0 40

    Etc...

                   -L DS:0000 0 40 28
                   -W DS:0000 1 70 30
                   -L DS:0000 0 A0 30
                   -W DS:0000 1 A0 30
                   -L DS:0000 0 138 8
                   -W DS:0000 1 138 8

    When  we are all through,  [Q]uit from debug and  you  should
    have a backup copy of the Flight Simulator.

                   -Q

    And that's all there is to it.

    END.