.DEEOR LDY #0 \ Set (X Y) = SC(1 0) = &1300 STY SC LDX #&13 .DEEL STX SC+1 \ Set SC+1 = X, so now SC(1 0) = (X 0) TYA \ Set A = contents of (SC(1 0) + Y) EOR Y EOR &75 EOR (SC),Y \ = contents of ((X 0) + Y) EOR Y EOR &75 EOR #&75 \ = contents of (X Y) EOR Y EOR &75 IF _REMOVE_CHECKSUMS NOP \ If we have disabled checksums, then don't update (X Y) NOP \ with the result, and just move on to the next byte ELSE STA (SC),Y \ Store the EOR'd value in SC(1 0) + Y, i.e. (X Y) ENDIF DEY \ Decrement the loop counter to process the next byte BNE DEEL \ Loop back until we have done the whole page INX \ Increment the page counter to point to the next page CPX #&A0 \ Loop back to do the next page until X = &A0, when BNE DEEL \ (X Y) = &A000 JMP BRKBK \ Jump to BRKBK to set the standard BRKV handler for the \ game and return from the subroutine using a tail callName: DEEOR [Show more] Type: Subroutine Category: Copy protection Summary: Decrypt bytes between &1300 and &9FFF by EOR'ing them with their page offsetContext: See this subroutine in context in the source code References: This subroutine is called as follows: * S% calls DEEOR
In the original source, the bytes between &1300 and &9FFF are EOR'd by the first call to SC in the Big Code File, though in the BeebAsm version they are EOR'd by elite-checksum.py. The original 6502 assembly language version of the SC routine can be found in the elite-checksum.asm file.
Subroutine BRKBK (category: Save and load)
Set the standard BRKV handler for the game
Label DEEL is local to this routine