anchor.diff:        gGameApp.GameSettings.DebugSaveGameAsText := True;
   
         gGameApp.GameSettings.SaveCheckpoints := True;
  -      gGameApp.GameSettings.SaveCheckpointsFreq := SAVEPT_FREQ;
  -      gGameApp.GameSettings.SaveCheckpointsLimit := SAVEPT_CNT;
  +      gGameApp.GameSettings.SaveCheckpointsFreq := savesFreq;
  +      gGameApp.GameSettings.SaveCheckpointsLimit := savesCnt;
   
   //      LOG_GAME_TICK := True;
   //      Include(gLog.MessageTypes, lmtCommands);
  
positive.code: 
    cnt_MAP_SIMULATIONS = 10;
  
    SIMUL_TIME_MAX = 10*60*180; //1 hour
    SAVEPT_FREQ = 10*60*1; //every 1 min
    REPLAY_LENGTH = 1500; // ticks to find RNG mismatch
  //  SAVEPT_CNT = 1; //(SIMUL_TIME_MAX div SAVEPT_FREQ) - 1;
    SAVEPT_CNT = (SIMUL_TIME_MAX div SAVEPT_FREQ) - 1;
    LOAD_SAVEPT_AT_TICK = 0;
    SKIP_FIRST_SAVEPT_CNT = 15; //Skip first savepoints to save some time
  
  
negative.code:           fRunKind := drkReplay;
            gGame.GameInputProcess.OnReplayDesync := ReplayCrashed;
  
            SimulateGame(fSavePointTick + 1, Min(fSavePointTick + replayLength, simulLastTick));
  
            // RNG mismatch found. Simulate game to collect every tick save CRC
            if fRngMismatchFound then
  