Is there somewhere you can put some signature bytes that won't change with any future releases you make?
Or I could check for the bytes that you changed for, say, the dead-end bug because I bet that's not likely to change.
I think you're missing the point of what I'm doing here. I'm not releasing new binary versions of the game, why would I do that? These releases play exactly like the original. The idea is that you take my updated source code, replace the file getaway.plf with your own map, build, and release the xex file. Things like checking signature bytes are hacks intended for cases where the source is not available, that's no longer the case here. Also you'd need to change a couple of equates in the source code to move the hideout, there is no code that scans for the "H". (I added these equates, before them the hideout location was, well, hidden - in various "magic numbers".)
Another interesting bug that Wade found: it crashes if people are too close to the road. He discovered you needed spacing:
The characters used for people happen to be part of the set of characters that the cars are allowed to drive on. This is because the game allows driving on any character in the range $7x, which includes the blank road (1 char), the gas station, hideout, dollars, prizes, stoplights and roadblocks (2 chars each). However this leaves 3 additional unrelated characters, which happen to be the graphics for people. The hang (an endless loop, not a crash) occurred because, since that character is interpreted as a road, you created an invisible dead end when placing these characters adjacent to a real road.
The solution is to change the code to allow driving only on the correct characters. It's a little uglier and takes a few more cycles, but the game isn't exactly starved for CPU time. The fix is attached.