Hexagon protection K7 (Border brown, yellow, blue) Only met on fiendish freddy's big top of fun. Made of 1024 bytes sectors (size 5 sectors) on each track Used on AMC, After the WAR, Satan, and many dinamic games on disk. Made of 36 bytes sub-blocks, and thousands and thousands of them for a single game with a 2 or 3 ms pause between each blocks Very painful to dump, i did them by loading the tape on a real CPC while recording. Met on dinamic games like Astro Marine Corps, Jabato, Satan spanish release, after the war UK release. Impossamole for instance use little 14300 blocks. Used on games like MASK, Saint and Greavsie, Basil the Great Mouse detective, Samurai Trilogy. One of the most complicated loader on CPC. 7 is in fact equal to Speedlock v4 for main code protection and Speedlock data type 3 for data blocks. Speedlock DATA TYPE 2 | => Used for Speedlock v3,v4,v5,v6 Data Blocks Terminator 2, the simpsons, skull and crossbones Speedlock v7 2 blocks loaders + 10 sub-blocks (Border Mauve et Dark red + Dark Blue /Black) Operation thunderbolt second version on tape, Narc. Speedlock v6 use Speedlock v4 for main loader and Speedlock Data type 2 for Data block Speedlock v6 3 blocks loaders + Anti-piracy screen + 209 sub-blocks + Border Dark Blue / Black) Speedlock v5 means that main code is using speedlock v4 and Speedlock data type 1 for data blocks. ![]() Ocean beach volley, operation thunderbolt, Rainbow Islands, etc Speedlock v5 D7 (Has a disk catalogue detourned) Speedlock v5 3 blocks loaders + 209 sous-blocks (Border multicolore + Border Dark Blue/Black) Speedlock v4 2 blocks loaders + 209 sub-blocks (Border Dark blue/Blackr or cyan/Black (ex: SDI)Įxist either with 64 bytes sub-blocks and 80 bytes sub-blocks His disk equivalent is using a weak sector. Games from 1987/1988 like guerrilla war, outrun, a very painful speedlock to dump, and which was not working correctly on its original media (tape) Speedlock v3 2 blocks + 205 sub-blocks (Border Cyan/Black) Speedlock v2 chained type 2 2 Blocks + XX sub-blocks chained (Border cyan/black or dark bleu/black) ![]() Speedlock v2 chained type 1 1 Block + XX sub-blocks chained (Border cyan/black) (gryzor, combat school) Speedlock v2 2 blocks + 2 x "!" (loading please wait) Speedlock v1 chained type 1 2 Blocks + 1 block "!" + XX sub-blocks chained (Border cyan/black or dark blue/black) Speedlock v1 1 block loader + 1 block "!" (Loading please wait) Protected tapes and disks on amstrad CPC : Standard => Headerless (display a "." on the first bloc) Here are the copy-protection i have take care of since 2003 on CPC tapes: (Sorry modos if i go again a bit off-topic) Yesterday, a friend has restored a damaged game (bad sound at the end of the side A of a very rare tape, a game from ubisoft called E.X.I.T.), thanks to this. ![]() On CPC we have a tool coming from the spectrum world called CSW v2.00, which allows a serious cleaning of the WAV files generated by the user. The C64 tapes when recording are noisy, distorted, and cleans not easily. The format used to store the C64 games is unpratical to me. ![]() You have to deal with the equivalent of the CSW format on the CPC (meaning 1-4mb per tape side when it could be 10 to 240kb per side.). To me, this is because the tools available doesn't allow to generate small files as the CDT format of the CPC. I'm awaiting a handful of still MIA C64 tapes in the mail, but dumping C64 tapes is easy when you have a 1541U-II and a well alligned datasette.ĭumping C64 tapes is what i call a huge pain in the ass. I was just wondering how do you dump the CPC tapes ?
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