Path: utzoo!mnetor!uunet!husc6!cmcl2!brl-adm!umd5!mimsy!aplcen!jhunix!ins_adjb From: ins_adjb@jhunix.UUCP (Daniel Jay Barrett) Newsgroups: comp.sys.amiga Subject: Re: Installing MarbleMadness! in RAM: Message-ID: <5781@jhunix.UUCP> Date: 12 Dec 87 05:02:42 GMT References: <19084@bbn.COM> <3126@batcomputer.tn.cornell.edu> Reply-To: ins_adjb@jhunix.UUCP (Daniel Jay Barrett) Organization: Johns Hopkins Univ. Computing Ctr. Lines: 30 In article <3126@batcomputer.tn.cornell.edu> hsgj@tcgould.tn.cornell.edu (Dan Green) writes: >I tried the same thing, also with no success. In fact, I specifically >bought MarauderII for the SOLE REASON of getting MM to run in RAM: >The Marauder 'decoder' program did absolutely nothing except replicate >a 175Kbyte file that did not even have any errors on it! Are you sure you did it right? I used Decoder successfully with no problems at all: cd marblemadness!:c decoder marblemadness!.dat ram:marble protect rwed marblemadness!.dat delete marblemadness!.dat copy ram:marble marblemadness!:/marblemadness! Notice... you DON'T copy the decoded file into marblemadness!.dat. You copy it into marblemadness! in the root directory. You see, the original marblemadness! program decodes the ".dat" file and runs the game. "Decoder" does the decoding permanently, eliminating the need for the original marblemadness! program (which checks the copy protection). >I have "Discovered" a new place for Discovery Software. It is called >the toilet. MarauderII has never failed me, and I've used it dozens of times. I think you're being a little harsh. --- Dan Barrett ins_adjb@jhunix.UUCP barrett@hopkins-eecs-bravo.arpa