.SetCrackerSeed LDA stripData+78-32,X \ Copy the contents of stripData+78 into the operand of STA CrackerSeed+1-32,X \ the unused LDA #0 instruction at CrackerSeed (this \ location is presumably disguised as an instruction to \ obfuscate this process) \ \ At this point stripData+78 contains the third seed \ number to be generated at the start of the \ GenerateLandscape routine, where 81 seed numbers are \ generated and stored at stripData \ \ This third seed contains the high byte of the BCD \ landscape number \ \ This is because the seed generator is initialised \ using the landscape number, and the third number out \ of the shift register is unchanged and still contains \ the initial value of that byte - see the \ InitialiseSeeds routine for more details) \ \ This value is altered in the AlterCrackerSeed routine \ that runs as part of the gameplay routines, and is \ checked in the CheckCrackerSeed routine that runs as \ part of the SpawnCharacter3D routine when drawing the \ landscape's secret code \ Fall through into part 4 of SmoothTileCorners to \ continue with the smoothing processName: SetCrackerSeed [Show more] Type: Subroutine Category: Cracker protection Summary: Set up anti-cracker tile-related data that can be checked in the CheckCrackerSeed routineContext: See this subroutine in context in the source code References: No direct references to this subroutine in this source file
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Subroutine CrackerSeed (category: Cracker protection)
Obfuscated storage for the high byte of the landscape number as part of the anti-cracker code
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Variable stripData (category: Landscape)
Storage for tile data when smoothing strips of tiles during the landscape generation process