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