Contents

Technical Documentation - Dungeon Master and Chaos Strikes Back Graphics.dat: Hidden code

Overview

In order to make the game harder to crack, some copy protection routines were hidden in the graphics.dat file where the machine code was encoded like any other image. The main program of the game would load and run these routines on-demand and then dispose of them.
This mechanism was used on Atari ST, Apple IIGS and Amiga.
Dungeon Master 3.6 is not copy protected but the hidden code is still in the graphics.dat.
The X68000, PC-9801 and FM-Towns versions also have the Amiga hidden code in their graphics.dat. However it is not used in these versions as those computers do not have a 68000 processor.
The items were extracted from graphics.dat (see COD1, COD2, COD3 and COD4 formats on Technical Documentation - File Formats - Data Files) and then disassembled.
This page shows the resulting disassembled code.
The following table lists all items that hide machine code.

Hidden code section name Found in graphics.dat of games Item index Item type
MD5 of raw item data in graphics.dat
Atari ST DM Item 21 Dungeon Master Atari ST 21 COD1 hidden as IMG1 of 16x12 pixels
87DEDFCCAE727C7B1B50F2A7A1FB6CB6
Atari ST CSB Item 21 Chaos Strikes Back for Atari ST 21 COD1 hidden as IMG1 of 16x13 pixels
EE4CB37C1A7A9D2AB63FC9726767FFA3
Apple IIGS Item 21 Dungeon Master for Apple IIGS 21 COD4 hidden as IMG1 of 16x17 pixels
6D37A00139C3E6CF7AFFB10D067AD3F4
Amiga 2.x Item 21 Dungeon Master for Amiga version v2.x
Dungeon Master and Chaos Strikes Back for X68000
Dungeon Master for FM-Towns
Dungeon Master for PC-9801
21 COD2 hidden as IMG1 of 16x23 pixels
59F3A1C1F67470EA3689E2A7552E0AA6
Chaos Strikes Back for FM-Towns
Chaos Strikes Back for PC-9801
21 COD3 hidden as IMG2 of 16x23 pixels
45465FA8377AAAB4D96C4D03C509A026
Amiga 3.x Item 21 Dungeon Master and Chaos Strikes Back for Amiga version 3.x 21 COD2 hidden as IMG1 of 16x21 pixels
C3080E7CB930C7C5958C1BB7828EB860
Atari ST Item 538 Dungeon Master and Chaos Strikes Back for Atari ST 538 COD1 hidden as IMG1 of 16x19 pixels
FD5FA12460F40E0AC7B614F23DD3C91C
Amiga 2.x Item 538/676 Dungeon Master for Amiga version v2.x
Dungeon Master for X68000
Dungeon Master for FM-Towns
Dungeon Master for PC-9801
538 COD2 hidden as IMG1 of 16x9 pixels
7E0F9A58B69350AA30566428C2D58E2A
Chaos Strikes Back for X68000 676
Amiga 3.x Item 538/676 Chaos Strikes Back for FM-Towns
Chaos Strikes Back for PC-9801
676 COD3 hidden as IMG2 of 16x13 pixels
44B5330A26F08121C0AC8DD640925A4C
Dungeon Master and Chaos Strikes Back for Amiga version 3.x 676 COD2 hidden as IMG1 of 16x13 pixels
EA090463D44DCBA67F11455491E35124
Atari ST Item 548 Dungeon Master and Chaos Strikes Back for Atari ST 548 COD1 hidden as IMG1 of 16x6 pixels
646C9FFBAC48E3EBA2F8ED0641EE7AF9
Amiga Item 548/686 Dungeon Master for Amiga version v2.x
Dungeon Master for X68000
Dungeon Master for FM-Towns
Dungeon Master for PC-9801
548 COD2 hidden as IMG1 of 16x9 pixels
CC6D1DCBDB44BAD637B1AEB60027688C
Dungeon Master and Chaos Strikes Back for Amiga version 3.x
Chaos Strikes Back for X68000
686
Chaos Strikes Back for FM-Towns
Chaos Strikes Back for PC-9801
686 COD3 hidden as IMG2 of 16x9 pixels
A019CAAD5456F2A216C8C9012A705ABD

Atari ST

Information

There are three items in the Atari ST graphics.dat file that contain "hidden code": items number 21, 538 and 548.

Sometimes, a function is called with the following parameters:

  • A pointer to another function, the "victim"
  • A pointer to a function returning the address of a graphic item previously loaded
  • The item number (21 or 538)
  • Two parameters to pass to the hidden function stored in the graphic item

The victim function is modified so that it calls the code of the graphic item and then its own code.

It seems that the code in item 538 reads the protection, and the code in item 21 checks the protection.
The code in item 548 is not used at all. The same code is also present in the main program.

Note that the code in these graphic items is not taken into account in the checksums.

Below are listings of these items dissassembled and with comments by Meynaf (I translated his comments to english).

Routine that calls the hidden code

This is compiled code, not very nice to see...

w90a2 link a6,#0
movem.l a2-a3,-(a7)
movea.l 8(a6),a3
w90ae jsr $90(a5) ; rnd
and.l #$ffff,d0
divu $1e(a6),d0
swap d0
asl.l #2,d0
movea.l $1a(a6),a0
adda.w d0,a0
movea.l (a0),a2
move.w $3c(a2),d0
move.w $3c(a2),d0
bne.s w90ae
move.w #1,$3c(a2)
move.w #$2a,-(a7)
move.l a2,-(a7)
pea w9134(pc)
jsr 6(a5) ; memcpy
adda.w #$a,a7
w90ea cmpi.w #$4ef9,(a3)
bne.s w90f6
movea.l 2(a3),a3
bra.s w90ea
w90f6 move.w #6,-(a7)
lea $3e(a2),a0
move.l a0,-(a7)
move.l a3,-(a7)
jsr 6(a5) ; memcpy
adda.w #$a,a7
move.l a3,$2a(a2)
move.l $c(a6),$2e(a2)
move.w $10(a6),$32(a2)
move.l $12(a6),$34(a2)
move.l $16(a6),$38(a2)
move.w #$4ef9,(a3)+ ; 4ef9 = code of the jmp
move.l a2,(a3) ; the address follows
movem.l (a7)+,a2-a3
unlk a6
rts

Atari ST DM/CSB Item 21

The following code for the 68000 processor is found in the following graphics.dat files:

  • Dungeon Master and Chaos Strikes for Atari ST

Note that there is a small difference in the code used in Dungeon Master and Chaos Strikes Back as outlined below.

Hex         Label   Instruction and operands
--------------------------------------------
48E70310            movem.l d6-d7/a3,-(a7)
206F0010            movea.l $0010(a7),a0
41E80014            lea     $0014(a0),a0
266F0014            movea.l $0014(a7),a3
225B                movea.l (a3)+,a1
3C3C01E9            move.w  #$01E9,d6
7E10                moveq   #$10,d7
7000                moveq   #$00,d0
7200        L1A:    moveq   #$00,d1
7400                moveq   #$00,d2
1618        L1E:    move.b  (a0)+,d3
6A06                bpl.s   L28
03C2                bset    d1,d2
0203007F            andi.b  #$7F,d3
0C030068    L28:    cmpi.b  #$68,d3
6704                beq.s   L32
7000                moveq   #$00,d0
6016                bra.s   L48
5241        L32:    addq.w  #1,d1
5346                subq.w  #1,d6
6704                beq.s   L3C
B247                cmp.w   d7,d1
66E2                bne.s   L1E
B451        L3C:    cmp.w   (a1),d2
6702                beq.s   L42
5240                addq.w  #1,d0
32C2        L42:    move.w  d2,(a1)+
4A46                tst.w   d6
66D2                bne.s   L1A
205B        L48:    movea.l (a3)+,a0
30BC0088            move.w  #$0088,(a0)
4A40                tst.w   d0
6604                bne.s   L56
----------------------------------------------------------------------------------
            Dungeon Master            |            Chaos Strikes Back
----------------------------------------------------------------------------------
2653                movea.l (a3),a3   |   2053                movea.l (a3),a0
4293                clr.l   (a3)      |   4290                clr.l   (a0)
                                      |   266B0004    L56:    movea.l $0004(a3),a3
                                      |   36BC0200            move.w  #$0200,(a3)
----------------------------------------------------------------------------------
4CDF08C0    L56:    movem.l (a7)+,d6-d7/a3
4E75                rts
00000000            dc.l    $00000000

Atari ST Item 538

The following code for the 68000 processor is found in the following graphics.dat files:

  • Dungeon Master and Chaos Strikes for Atari ST
Hex                 Label   Instruction and operands     Comments
-----------------------------------------------------------------
260A                        move.l  a2,d3
42A7                        clr.l   -(a7)
3F3C0020                    move.w  #$0020,-(a7)         ; Super (switch to supervisor mode)
4E41                        trap    #1                   ; Gemdos
2F400002                    move.l  d0,$0002(a7)
4A78043E                    tst.w   $043E                ; flag system for disk activity
666A                        bne.s   L7E
31FC0001043E                move.w  #$0001,$043E
206F000E                    movea.l $000E(a7),a0
30FC0103                    move.w  #$0103,(a0)+
30BC0001                    move.w  #$0001,(a0)
307C8800                    movea.w #$8800,a0
74F8                        moveq   #-$08,d2
40C0                        move    sr,d0
007C0700                    ori     #$0700,sr
10BC000E                    move.b  #$0E,(a0)
C410                        and.b   (a0),d2
00020005                    ori.b   #$05,d2
11420002                    move.b  d2,$0002(a0)         ; switch on the floppy drive
307C8606                    movea.w #$8606,a0
30BC0084                    move.w  #$0084,(a0)
7207                        moveq   #$07,d1
613A                        bsr.s   L86
13EF000DFFFF860D            move.b  $000D(a7),$FFFF860D.l  ; dma adr low
13EF000CFFFF860B            move.b  $000C(a7),$FFFF860B.l  ; dma adr mid
13EF000BFFFF8609            move.b  $000B(a7),$FFFF8609.l  ; dma adr high
30BC0090                    move.w  #$0090,(a0)
30BC0190                    move.w  #$0190,(a0)
30BC0090                    move.w  #$0090,(a0)          ; read impulse
3140FFFE                    move.w  d0,-$0002(a0)
323C0080                    move.w  #$0080,d1
3081                        move.w  d1,(a0)
610A                        bsr.s   L86
46C0                        move    d0,sr
4E41                L7E:    trap    #1                   ; Gemdos (switch back to user mode)
5C8F                        addq.l  #6,a7
2443                        movea.l d3,a2
4E75                        rts
6104                L86:    bsr.s   L8C
3141FFFE                    move.w  d1,-$0002(a0)
742E                L8C:    moveq   #$2E,d2
5342                L8E:    subq.w  #1,d2
66FC                        bne.s   L8E
4E75                        rts
00000000                    dc.l    $00000000

Atari ST Item 548

The following code for the 68000 processor is found in the following graphics.dat files:

  • Dungeon Master and Chaos Strikes for Atari ST

This code is both a part of the main program used by the preceding routine, and the code in item 548. It is exactly the same!
The programmers probably planned to put that routine outside the main program and finally could not do it (just guessing).
It is not executed directly but copied elsewhere in memory before being run. Several copies can exist simultaneously with different parameters.

Hex         Label   Instruction and operands     Comments
---------------------------------------------------------
41FA003A    L00:    lea     L00+$3C(pc),a0
4258                clr.w   (a0)+
227A0022            movea.l X2A(pc),a1           ; restore the victim routine (address at X2A)
22D8                move.l  (a0)+,(a1)+          ; (the first 6 bytes were modified)
3290                move.w  (a0),(a1)
207A001E            movea.l X2E(pc),a0
3F3A001E            move.w  L00+$32(pc),-(a7)    ; n° of the graphic item (21 or 538)
4E90                jsr     (a0)                 ; returns the address of the item
2040                movea.l d0,a0
2F3A001C            move.l  L00+$38(pc),-(a7)    ; pass parameters
2F3A0014            move.l  L00+$34(pc),-(a7)
4E90                jsr     (a0)                 ; call the code
4FEF000A            lea     $000A(a7),a7
4EF9                dc.w    $4EF9                ; jmp instruction
00000000    X2A:    dc.l    $00000000            ; jmp target address
0000        X2E:    dc.w    $0000

The following data is not part of item 548 but is referred to by its code (real data is here at runtime):
                    ds.w
            X32:    ds.w
            X34:    ds.l
            X38:    ds.l
            X3C:    ds.w                         ; specific parameters are copied starting here

Apple IIGS

Apple IIGS Item 21

The following code for the 65C816 processor is found in the following graphics.dat files:

  • Dungeon Master for Apple IIGS
Offset   Hex          Instruction and operands
----------------------------------------------
00/8000: 0B           PHD 
00/8001: A3 06        LDA $06,S
00/8003: 5B           TCD 
00/8004: 68           PLA 
00/8005: 85 00        STA $00
00/8007: 68           PLA 
00/8008: 85 0A        STA $0A
00/800A: E2 20        SEP #$20
00/800C: 68           PLA 
00/800D: 85 0C        STA $0C
00/800F: C2 20        REP #$20
00/8011: 68           PLA 
00/8012: 68           PLA 
00/8013: 85 02        STA $02
00/8015: 68           PLA 
00/8016: 85 04        STA $04
00/8018: 68           PLA 
00/8019: 85 06        STA $06
00/801B: 68           PLA 
00/801C: 85 08        STA $08
00/801E: A2 0E        LDX #$0E
00/8020: 00 9B        BRK $9B
00/8022: B7 06        LDA [$06],Y
00/8024: 95 0F        STA $0F,X
00/8026: CA           DEX 
00/8027: CA           DEX 
00/8028: 88           DEY 
00/8029: 88           DEY 
00/802A: 10 F6        BPL $8022
00/802C: 64 0D        STZ $0D
00/802E: A0 0D        LDY #$0D
00/8030: 00 E2        BRK $E2
00/8032: 20 B7 02     JSR $02B7
00/8035: AA           TAX 
00/8036: 47 0F        EOR [$0F]
00/8038: 48           PHA 
00/8039: 8A           TXA 
00/803A: 29 1B        AND #$1B
00/803C: 87 0F        STA [$0F]
00/803E: C2 20        REP #$20
00/8040: E6 0F        INC $0F
00/8042: D0 02        BNE $8046
00/8044: E6 11        INC $11
00/8046: E2 20        SEP #$20
00/8048: 68           PLA 
00/8049: C2 20        REP #$20
00/804B: 29 1B        AND #$1B
00/804D: 00 F0        BRK $F0
00/804F: 02 E6        COP $E6
00/8051: 0D C8 C8     ORA $C8C8
00/8054: C0 BF        CPY #$BF
00/8056: 02 90        COP $90
00/8058: D8           CLD 
00/8059: A5 0D        LDA $0D
00/805B: D0 05        BNE $8062
00/805D: A9 00        LDA #$00
00/805F: 00 87        BRK $87
00/8061: 17 A9        ORA [$A9],Y
00/8063: 88           DEY 
00/8064: 00 87        BRK $87
00/8066: 13 A9        ORA ($A9,S),Y
00/8068: 00 02        BRK $02
00/806A: 87 1B        STA [$1B]
00/806C: 3B           TSC 
00/806D: 38           SEC 
00/806E: E9 0A        SBC #$0A
00/8070: 00 1B        BRK $1B
00/8072: E2 20        SEP #$20
00/8074: A5 0C        LDA $0C
00/8076: 48           PHA 
00/8077: C2 20        REP #$20
00/8079: A5 0A        LDA $0A
00/807B: 48           PHA 
00/807C: A5 0D        LDA $0D
00/807E: 48           PHA 
00/807F: A5 00        LDA $00
00/8081: 5B           TCD 
00/8082: 68           PLA 
00/8083: 6B           RTL 
00/8084: 00 00        BRK $00
00/8086: 00 00        BRK $00

Amiga

Amiga 2.x Item 21

The following code for the 68000 processor is found in the following graphics.dat files:

  • Dungeon Master for Amiga version 2.x
  • Dungeon Master and Chaos Strikes for FM-Towns
  • Dungeon Master and Chaos Strikes Back for X68000
  • Dungeon Master and Chaos Strikes for PC-9801
Hex                 Label   Instruction and operands
----------------------------------------------------
4E55FFFA            link    a5,#-$0006
48E70F20            movem.l d4-d7/a2,-(a7)
246D0008            movea.l $0008(a5),a2
206D000C            movea.l $000C(a5),a0
2B50FFFA            move.l  (a0),-$0006(a5)
7C00                moveq   #$00,d6
426DFFFE            clr.w   -$0002(a5)
7A00                moveq   #$00,d5
7E00                moveq   #$00,d7
7814                moveq   #$14,d4
3004        L20:    move.w  d4,d0
48C0                ext.l   d0
E380                asl.l   #1,d0
32320800            move.w  $00(a2,d0.l),d1
700E                moveq   #$0E,d0
E069                lsr.w   d0,d1
C27C0001            and.w   #$0001,d1
3007                move.w  d7,d0
E340                asl.w   #1,d0
3E01                move.w  d1,d7
8E40                or.w    d0,d7
3006                move.w  d6,d0
5246                addq.w  #1,d6
B07C0010            cmp.w   #$0010,d0
6700000A            beq     L4E
B87C01FC            cmp.w   #$01FC,d4
6600002E            bne     L7A
7C00        L4E:    moveq   #$00,d6
3005                move.w  d5,d0
48C0                ext.l   d0
E380                asl.l   #1,d0
206DFFFA            movea.l -$0006(a5),a0
32300800            move.w  $00(a0,d0.l),d1
B247                cmp.w   d7,d1
67000006            beq     L68
526DFFFE            addq.w  #1,-$0002(a5)
3005        L68:    move.w  d5,d0
5245                addq.w  #1,d5
48C0                ext.l   d0
E380                asl.l   #1,d0
206DFFFA            movea.l -$0006(a5),a0
31870800            move.w  d7,$00(a0,d0.l)
7E00                moveq   #$00,d7
5244        L7A:    addq.w  #1,d4
B87C01FC            cmp.w   #$01FC,d4
6F9E                ble.s   L20
4A6DFFFE            tst.w   -$0002(a5)
6600000C            bne     L94
206D000C            movea.l $000C(a5),a0
22680008            movea.l $0008(a0),a1
4291                clr.l   (a1)
206D000C    L94:    movea.l $000C(a5),a0
2268000C            movea.l $000C(a0),a1
32BC0200            move.w  #$0200,(a1)
206D000C            movea.l $000C(a5),a0
22680004            movea.l $0004(a0),a1
32BC0088            move.w  #$0088,(a1)
302DFFFE            move.w  -$0002(a5),d0
4CDF04F0            movem.l (a7)+,d4-d7/a2
4E5D                unlk    a5
4E75                rts

Amiga 3.x Item 21

The following code for the 68000 processor is found in the following graphics.dat files:

  • Dungeon Master and Chaos Strikes Back for Amiga version 3.x
Hex                 Label   Instruction and operands
----------------------------------------------------
4E560000            link    a6,#$0000
48E71F18            movem.l d3-d7/a3-a4,-(a7)
286E0008            movea.l $0008(a6),a4
206E000C            movea.l $000C(a6),a0
2650                movea.l (a0),a3
7A00                moveq   #$00,d5
7600                moveq   #$00,d3
7C00                moveq   #$00,d6
7800                moveq   #$00,d4
3E3C027B            move.w  #$027B,d7
60000052            bra     L72
3004        L22:    move.w  d4,d0
D040                add.w   d0,d0
3207                move.w  d7,d1
48C1                ext.l   d1
D281                add.l   d1,d1
D28C                add.l   a4,d1
2041                movea.l d1,a0
3210                move.w  (a0),d1
740E                moveq   #$0E,d2
E469                lsr.w   d2,d1
02410001            andi.w  #$0001,d1
8041                or.w    d1,d0
3800                move.w  d0,d4
3005                move.w  d5,d0
5245                addq.w  #1,d5
0C400010            cmpi.w  #$0010,d0
6706                beq.s   L4E
0C470463            cmpi.w  #$0463,d7
6622                bne.s   L70
7A00        L4E:    moveq   #$00,d5
3006                move.w  d6,d0
48C0                ext.l   d0
D080                add.l   d0,d0
D08B                add.l   a3,d0
2040                movea.l d0,a0
B850                cmp.w   (a0),d4
6702                beq.s   L60
5243                addq.w  #1,d3
3006        L60:    move.w  d6,d0
5246                addq.w  #1,d6
48C0                ext.l   d0
D080                add.l   d0,d0
D08B                add.l   a3,d0
2040                movea.l d0,a0
3084                move.w  d4,(a0)
7800                moveq   #$00,d4
5247        L70:    addq.w  #1,d7
0C470463    L72:    cmpi.w  #$0463,d7
6FAA                ble.s   L22
4A43                tst.w   d3
660A                bne.s   L86
206E000C            movea.l $000C(a6),a0
20680008            movea.l $0008(a0),a0
4290                clr.l   (a0)
206E000C    L86:    movea.l $000C(a6),a0
2068000C            movea.l $000C(a0),a0
30BC0200            move.w  #$0200,(a0)
206E000C            movea.l $000C(a6),a0
20680004            movea.l $0004(a0),a0
30BC0088            move.w  #$0088,(a0)
3003                move.w  d3,d0
4CDF18F8            movem.l (a7)+,d3-d7/a3-a4
4E5E                unlk    a6
4E75                rts

Amiga 2.x Item 538/676

The following code for the 68000 processor is found in the following graphics.dat files:

  • Dungeon Master for Amiga version 2.x
  • Dungeon Master for FM-Towns
  • Dungeon Master and Chaos Strikes Back for X68000
  • Dungeon Master for PC-9801
Hex                 Label   Instruction and operands
----------------------------------------------------
4E550000            link    a5,#$0000
48E70000            movem.l ,-(a7)
206D000C            movea.l $000C(a5),a0
22680004            movea.l $0004(a0),a1
48E70002            movem.l a6,-(a7)
2C680008            movea.l $0008(a0),a6
4EAEFFEE            jsr     -$0012(a6)
4CDF4000            movem.l (a7)+,a6
13FC007B00BFD100    move.b  #$7B,$00BFD100.l
13FC007300BFD100    move.b  #$73,$00BFD100.l
23ED000800DFF020    move.l  $0008(a5),$00DFF020.l
206D000C            movea.l $000C(a5),a0
30BC0001            move.w  #$0001,(a0)
4CDF0000            movem.l (a7)+,
4E5D                unlk    a5
4E75                rts

Amiga 3.x Item 538/676

The following code for the 68000 processor is found in the following graphics.dat files:

  • Dungeon Master and Chaos Strikes Back for Amiga version 3.x
  • Chaos Strikes Back for FM-Towns
  • Chaos Strikes Back for PC-9801
Hex                 Label   Instruction and operands
----------------------------------------------------
4E560000                    link    a6,#$0000
48E71F3E                    movem.l d3-d7/a2-a6,-(a7)
2A6E000C                    movea.l $000C(a6),a5
08ED0000000C        L0C:    bset    #$00,$000C(a5)
66F8                        bne.s   L0C
226D0004            L14:    movea.l $0004(a5),a1
2C6D0008                    movea.l $0008(a5),a6
4EAEFFEE                    jsr     -$0012(a6)
4A80                        tst.l   d0
661A                        bne.s   L3E
2C780004                    movea.l $0004  ,a6
286D0004                    movea.l $0004(a5),a4
206C000E                    movea.l $000E(a4),a0
4EAEFE80                    jsr     -$0180(a6)
206C000E                    movea.l $000E(a4),a0
4EAEFE8C                    jsr     -$0174(a6)
60D6                        bra.s   L14
4CDF7CF8            L3E:    movem.l (a7)+,d3-d7/a2-a6
707B                        moveq   #$7B,d0
13C000BFD100                move.b  d0,$00BFD100.l
7073                        moveq   #$73,d0
13C000BFD100                move.b  d0,$00BFD100.l
23EE000800DFF020            move.l  $0008(a6),$00DFF020.l
206E000C                    movea.l $000C(a6),a0
7001                        moveq   #$01,d0
3080                        move.w  d0,(a0)
4E5E                        unlk    a6
4E75                        rts
0000                        dc.w    $0000

Amiga Item 548/686

The following code for the 68000 processor is found in the following graphics.dat files:

  • Dungeon Master and Chaos Strikes Back for Amiga (all versions)
  • Dungeon Master and Chaos Strikes Back for FM-Towns
  • Dungeon Master and Chaos Strikes Back for X68000
  • Dungeon Master and Chaos Strikes Back for PC-9801
Hex                 Label   Instruction and operands
----------------------------------------------------
41FA003A            lea     X3C(pc),a0             
4258                clr.w   (a0)+                  
227A0022            movea.l X2A(pc),a1             
22D8                move.l  (a0)+,(a1)+            
3290                move.w  (a0),(a1)              
207A001E            movea.l X2E(pc),a0             
3F3A001E            move.w  X32(pc),-(a7)          
4E90                jsr     (a0)                   
2040                movea.l d0,a0                  
2F3A001C            move.l  X38(pc),-(a7)          
2F3A0014            move.l  X34(pc),-(a7)          
4E90                jsr     (a0)                   
4FEF000A            lea     $000A(a7),a7           
4EF9                dc.w    $4EF9                  
00000000    X2A:    dc.l    $00000000              
00000000    X2E:    dc.l    $00000000              
0000        X32:    dc.w    $0000                  
00000000    X34:    dc.l    $00000000              
00000000    X38:    dc.l    $00000000              
0000        X3C:    dc.w    $0000
00000000            dc.l    $00000000
0000                dc.w    $0000
00000000            dc.w    $0000,$0000