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Simon Owen wrote:…This

Simon Owen wrote:
…This was enough for Chris to add a timing test, which measured the interrupt-to-interrupt cycle time. The result of this was used to form an execution address for the start of the game, and any difference would cause the game to crash instead of start…

Seems like an awful lot of trouble to prevent its use under emulation? I imagine it would have been quite trivial to patch the Defender code to circumvent this forced crash?

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