Turrican 1

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Category: TutorialsAmigaCrackingMFM
Author: Alpha One
Submitted by: musashi9
Date: 2012-11-14 10:56
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Alpha One 2012!
Download the PDF and startup.i file below
FileDownload: Turrican 1
Filesize: 0KB, downloaded 89 times
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2012-11-21 15:22

1. musashi9 writes

Great stuff, I liked reading about the CRC check, we don't get too many of those on here.
 I can't wait for Part 2
2012-11-21 19:21

2. scenex writes

Cool to see another MFM crack tutorial from AlphaOne.Congratulations on finishing the Turrican crack trilogy! Thanks for the fantastic read!
2012-11-21 23:21

3. stu writes

Wow! awesome work!, interesting CRC check as M9 pointed out. Now who's up for a Hotline Miami PC trainer :) 
2012-11-21 23:50

4. WayneK writes

Interesting one, nicely done A1 :)
All the extra bootblock stuff (before loading the intro exe to $60000) is just to check for extramem (first FAST, then CHIP) - if it's found the stuff you skipped over in the loader caches files in the allocated extramem (so you probably want to put all that stuff back when you make it all load from disk :) ).
Did you actually find the CRC checking code? Or did you just make an educated guess at how it worked by trial and error?

2012-11-22 04:58

5. aLpHa oNe writes

Wayne: Nah I didn't look at the crc code itself. In this case it was really - like written in the tut - a short trial and error. :-)
2012-11-22 10:45

6. mr.spiv writes

Heh nice one. The trial-and-error type of fixing the CRC was great ;)
2012-11-24 12:11

7. boot writes

Thanks you !!!! This is a long and great job !! I await with interest your next production !!! \o/
2012-11-24 13:37

8. FireofTschernobyl writes

2012-11-27 12:43

9. LS writes

At last, a 'real' crack. Some of us even cracked MFM games using mem from $100 - $7ffff, without mem. expansion on vanilla 512kb A1000's. 
2012-11-27 13:39

10. aLpHa oNe writes

LS: Sure, but the tutorial is already long enough. :-)

2012-11-27 16:35

11. WayneK writes

LS: If you really wanted a 'real' crack, he would have to crack it from warps instead of a physical disk :)
2012-11-27 16:50

12. LS writes

True. Had a custom warper where I could include the game's mfm-loader, so that the supplier (usually in a different country)  could read the non-DOS tracks for me. Having actual physical access to the original was a rare luxury!
2012-11-27 21:15

13. WayneK writes

Yes, every cracker had his own custom warper which allowed things like this - I think Ferox's MFMWarp was the first to allow you to make a kind of "plugin" by ripping the games loader/format, without having to reassemble the whole tool :)  Of course if you were 'serious' about it, you had Sybil hardware so you could write your own 'original' making things much easier!
2012-11-27 21:48

14. aLpHa oNe writes

LS / WayneK: Sounds very interesting... tutorial please!! :-)

2012-11-27 22:59

15. musashi9 writes

Yes! a warp tutorial would be great, I always hear about them but I have never read anything about how to use them.
2012-11-28 08:04

16. LS writes

WayneK: The tools you mention ring no bell to me. I stopped cracking in 1991, so that could be the reason. Mine had a "plug-in" architecture where I could either include a modded hardware loader from the game (with proper allocated memory for MFM read buffer/decode buffer) + support for a RAW format where I would enter a tracktable of sync words + data length (and then do the decoding later..)
2012-11-28 10:52

17. WayneK writes

LS: That sounds awesome :)  I don't think MFMWarp came along until 1993/94-ish (as a public release, anyway).  Sybil was part of an Apple Macintosh emulator, and the hardware controlled the drive speed (amongst other things) so that you could read Mac disks on an Amiga - some clever people realised that this hardware could be used to write normally unwritable custom formats back to disk and you would have your very own instant original!
I think it was Phil Douglas who wrote SybilWarp, but I honestly can't remember.
If you could dig up any of your old source/routines, feel free to share on flashtro :)

2012-11-28 16:01

18. -TCB!- writes

@WK: I can confirm Phil Douglas was using the hardware as early as probably '91-'92.  I do not know whether he wrote the tool...
2013-04-04 00:06

19. Manfred writes


First off frigging excellent tutorial smiley Can’t believe it has taken 20+ years for me to discover this smiley.

Had phun going through this tutorial, and thought I would share a few things I found, and questions I have pondered.

I used winuae.


Noticed that when I had JIT turned on, had better luck getting code to run/compile, without Turrican crashing straight after compiling..With it off, it doesnt load, but code does compiles? Maybe my version of winuae? Not sure why this might be? Maybe of use to others.


A little side thing I pondered/noticed when I ran Turrican on an A1200, is that the first loading screen doesn’t show the full rainbow arts logo? It starts to show the animation of burning out the rainbow arts logo, but it stops and goes straight into the "welcome to Turrican voice".(I'm aware A1200 was not around when Turrican was originally released, and this may have something to do with it?)


I had slight sound distortion when running on A500 / A1200, again putting this down to winuae?


Did notice when launching complete game from ram(A500) I seem to be missing the "Welcome to Turrican ..." voice. I wondered if this was because it was running from ram, and simply loads too quick, and goes into main intro/credits screen? Is this plausible?


All my ripped files don’t add up to 1014176 bytes as in tutorial?

track0-17   = 101376 bytes / $1600 dos bytes = 18  tracks.

track18-26  =  58680 bytes / $1978      =  9  tracks.

track28-END = 847600 bytes / $1978           = 130 tracks.

TOTAL= 157 tracks. out of 160 possible, track 132 fail, track 131 fail, so these 2 tracks plus unreadable track 27 = 160 tracks?

TOTAL = 1007656 bytes -  Tutorial states 1014176bytes, I seem to be 6520/$1978 bytes out somewhere??? Any ideas?


We couldn’t read track 27 and  so ignored this track. Doesn’t this contain anything usefull? How comes we can be sure we don’t need this?


ASMPro came out way after turrican was released, what might they have used around that time to crack Turrican? Their own written tools?


Powerpacker 4.2 is used to decrunch extra files with PP2.0 Header info, again this was released 1992, so what tool would have been used back in the day, or would they simple have the code unpack the data itself, and then rip the unpacked data from ram?


One further point I noticed and may reduce some hair pulling.......

A500 - Asm-Pro (blue/grey) OS v1.17 By Genetic that loads with correct fitting screen does not compile startup.i included in tutorial?

Error is : ** Illegal Operator 53 WAITBLIT MACRO ???

A500 - Asm-Pro OS (black/red) OS v1.17 By Genetic Source that loads with screen not fully showing/fitting display (On my machine I have to move mouse across to see rest of screen? (seperate issue?) Maybe just my setup?) 

does compile startup.i OK? Any idea why this happens? Are there some buggy versions of AsmPro out there?


Final note...

Can not wait for part 2!!!! (Any idea when that may be?)




2013-05-31 18:21

20. aLpHa oNe writes

Moin Manfred, :-)

I can't answer questions 1-4 but perhaps the other ones...

5. You missed the $1978 0 bytes from the diskimage in your calculation ... look at the blk,b $1978,0 ! An empty track!
6. I was sure because I played up to the end. :p
7. Well they used other assemblers that were common in the late 80s .... SEKA for example.
8. Think about it.... perhaps an earlier version of Powerpacker?! :p
9. Maybe you need to change some settings .. UCASE=LCASE for example or something like that.
Reply to comment #20
2014-12-02 14:10

21. Manfred writes

Yop!, Has part 2 of the tutorial ever been released somewhere? Thanx M