anchor.diff:            fRunKind := drkReplay;
             gGame.GameInputProcess.OnReplayDesync := ReplayCrashed;
   
  -          SimulateGame(fSavePointTick + 1, Min(fSavePointTick + REPLAY_LENGTH, simulLastTick));
  +          SimulateGame(fSavePointTick + 1, Min(fSavePointTick + replayLength, simulLastTick));
   
             // RNG mismatch found. Simulate game to collect every tick save CRC
             if fRngMismatchFound then
  
positive.code: 
  var
    K,L,I,M: Integer;
    desyncCnt, mapsCnt: Integer;
    simulLastTick, totalRuns, totalLoads: Integer;
  begin
    PAUSE_GAME_AT_TICK := -1;    //Pause at specified game tick
  
negative.code:     rmtFight:   mapsCnt := Length(FIGHT_MAPS);
      rmtCoop:    mapsCnt := Length(COOP_MAPS);
    end;
  
    // Make more frequent saves and smaller replay length
    savesFreq := SAVEPT_FREQ div 2*(Byte(MapsType = rmtFight));
    savesCnt := (SIMUL_TIME_MAX div savesFreq);
    replayLength := REPLAY_LENGTH div 3*(Byte(MapsType = rmtFight));
  
  //  for K := Low(MAPS) to High(MAPS) do
  //  for K := 5 to High(MAPS) do
  