Cracked 2021-04-01

Removed lock bit on the filesystem allowing modifications.

CODE2 and CODE3 resources are anti-piracy routines created by PACE Anti-Piracy using the same encryption algorithm as MacWars. However, unlike MacWars, the actual game code wasn't encrypted, just the bad sector check code, so it was fairly easy to bypass. I did this in two places, CODE1+0x184-0x18D and CODE1+0x3eda-0x3eed, which was the jump to CODE2/CODE3 and the instructions when the sector check failed, replacing these areas with NOPs.

Failing the CODE2 check wouldn't let the game start past the intro screen. Failing the CODE3 check sets a global flag, later checked at 0x4120, which then bypasses a lot of code. I suspect this cripples the game in some way, making it unplayable or unwinnable, but not an immediately noticable way. Clever.

Also, I replaced a _Control system trap call at CODE1+0x8e06 with a NOP instruction.
This triggered a crash when saving and quitting the game on emulators.
This is a direct low level driver call, and I'm pretty sure this bypassed the filesystem lock protection present on the original disk, allowing the game to save. As many emulators don't emulate down to the floppy chipset, this would throw a system error.  As I removed the lock bit on the image, such a call is no longer needed in the first place.

Note: The keyboard works fine when I tested in emulation of the Mac 128k and Mac Plus, but did not work on my Mac Classic. There are no system trap calls to _GetKeys, and the game uses _GetNextEvent to read the keys. As such, this game only seems to run correctly on pre-ADB Macintoshes, eg the Macintosh 128K, 512K, Plus, and 512Ke.
