Teenage Mutant Hero Turtles ?
? Image Works 1990 You will need following:
Original game ? find on romshare.com
An Amiga or WINUAE
Action Replay or ROM image
Pencil and paper
Some basic knowledge in using AR
This crack covers both the copylock and novella protection. If you own a A1200, I have included a simple AGA fix.
Start by making a copy of original game disk. You will notice an error on track
- This is most likely to be
a copylock.
Start copy of game, after a while you?ll see a screen saying ?Decompacting please wait?? after that, track counter goes to track 0 and you?ll see something like this:

Well well, if it isn?t our luck day?. Both a copylock and novella.
Lets start with the novella protection.
Enter ? 124 ? as mission code and enter AR Search for 1 2 4 as hex, like this: ? F 31 32 34?, it will return two addresses

We are interested in the first one because this address holds, what we enter at the protection screen. Type ?FA 7DCBC?, to see what else happens with this address. It returns three addresses. The first address makes the four ?-?. The next two addresses moves address 7DCBC into D0 and A0. Disassemble address 7EEEE and hold down enter, until you see this:

Take a look at line 7EF44, it compares A0 + D0 an if they are not equal it branches to address 7E4EC. Try to remove the ?BNE? at address 7EF46 by inserting two ?NOP?s?, at address 7EF46 + 7EF48 and exit AR. See picture above.
Enter whatever you want at the protection screen. After that, this screen will appear:

The game starts! We still have the copylock to think about. Enter AR and search for signs for copylock routines with: ?F 48 7A?. It will return three addresses, we are interested in the second one.

Disassemble address 7E576 and hold down enter until you reach bottom of screen.
Use curser up to scroll back up until you see this:

The copylock starts at address 7E56C, where D0 gets cleared. Line 7E570 looks interesting, it moves address 28A9E into A4. Lets see what else happens with this address. Type: ? FA 28A9E?.

We are interested in the second address; 7EF58. Disassemble this until you reach address 7EF6C, see picture above.
Address 7EF58 moves address 28A9E into D0 and address 7EF62 compares magic number with D0. Magic number must be returned in address 28A9E. I have checked with original game and it?s also returned in address 2B5CE and 2B60C. I don?t think it means anything, but we will return magic number in these addresses too, when we make our patch, just to be sure.
Disassemble address 7E56C and hold enter down until you see this:

The copylock ends at address 7EE42. Take note of this. We?ll need it for our patch, when that time comes.
Remember that copylock started at address 7E56C ? Lets se if anything jumps into this address. Type: ?FA 7E56C?

It returns one address. 2D1F6 makes a ?JSR? into the protection routine. Since it?s a ?JSR?, the copylock probably always get loaded into address 7E56C. Let?s find this ?JSR?
on the disk and change it to jump into a patch, witch will return magic number in the right places and insert two ?NOP?s?
at address 7EF46+ 7EF48 to crack the novella protection.
To ease things a little, I?ll tell where the JSR is located on disk; track
- Read it into memory with: ? RT 62 2 30000?

Search for jumps into address 7E56C with; ?FA 7E56C 30000?. It will return one address. Assemble address 3276A and change the ?JSR 7E56C? to ?JSR C0?.

Write track back with ?WT 62 2 30000?. Now we need to find a suitable place on disk for our patch. Let?s see if there is empty space on the bootblock. Read it into memory with: ?RT 0,70000?, see memory with ?N 70000?.

Plenty of free space. Let?s put the patch at address 70200. Assemble address 70200 and insert this code: 70200; MOVE.L #4E414E71,7Ef46; INSERT TWO NOP?S AT ADDRESS 7EF46+ 7EF48; CRACK NOVELLA 7020A; MOVE.L #E55A6DD8,28A9E; INSERT MAGIC NUMBER AT ADDRESS 28A9E 70214; MOVE.L #E55A6DD8,2B5CE; INSERT MAGIC NUMBER AT ADDRESS 2B5CE 7021E; MOVE.L #E55A6DD8,2B60C; INSERT MAGIC NUMBER AT ADDRESS 2B60C 70228; JMP 7EE42; JUMP TO END OF COPYLOCK. DON?T USE A ?JSR?!

Now we need the patch to get moved into memory upon startup. For that we will add a little extra track loader routine.
Assemble address 7000E and insert this code: 7000E; BSR 70100; GO TO EXTRA TRACK LOADER 70012; NOP; WE?LL NEED THIS, ELSE ADDRESSES WON?T ADD UP

Assemble address 70100 and type this code in:

You can?t assemble address 7011E with AR. Insert the opcode instead by typing: ?M 7011E?; hit enter. Type in the eight first numbers you see in the picture above.( 4E AE FE 38) When done, hit enter + Esc and type: ? A 70122 ?; hit enter and continue assembling.
When done, correct bootchksum with: ? BOOTCHK 70000?; hit enter Write bootblock back with: ?WT 0 1 70000?; hit enter Restart game. Notice that the track counter stays away from track 0 right before the novella protection appears.
Type in what ever you want at the novella screen, and?.

The game starts of course!
You cold crack this game by inserting a ? RTS ? in the beginning of the copylock, causing the whole protection routine to be bypassed. I don?t think this is a good idea. It seems like magic number is used for chksum calculations, witch is checked later in game?
If you own a A1200, you will notice that the game runs pretty fast? this due to the CPU caches.
Here is a little fix for that. Instead of the ?RTS? at line 7012C, insert this code:

You can?t assemble address 7013C with AR. Insert the opcodes instead: ? M 7013C?; hit enter Insert the eight first numbers you see in the picture above (4E AE FD 78?); hit enter + Esc Continue assembling by typing: ? A 70140 ?; hit enter Correct bootblock chksum with: ? BOOTCHK 70000?
Write track back with: ? WT 0 1 70000?
After our patch have been loaded into memory, the above code will kick in. It will check for Workbench v2.0 or higher, if equal it will disable CPU caches and return to the original track loader.
Dedicated to sweeeet Victoria.
Rob