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Message started by ggn on 31.10.09 at 17:56:24

Title: Hidden messages in code
Post by ggn on 31.10.09 at 17:56:24
There is a similar thread on www.bitfellas.org, but since their forum is only visible through registration, I'll post what I've posted there right here.

Line of fire


Quote:
; Dear ST Cracker.. here's the Amiga startup-sequence, in case
; you want some amusement.. it's amazing how people can waste disk
; space isn't it?
Final Fight
; -===========-
; © 1991 U.S. Gold
;
; Written for Creative Materials by Richard Aplin
; (Started 10th January 1991)
;
;Ok. Remember Line Of Fire? Here we go again, crackers! Fill in the blanks:
;
type (Loads of pointless ANSI codes and whizzy animated bits)
echo "_____ of _____ presents the latest in Hot Warez.."
echo ""
echo "Final Fight ++++++++++++++++++++++++++++++++++++++++++++++++++++ 14925%!"
echo
echo "Cracked, Trained, Nobbed-Up and ½-parted by the amazing _______!!!"
echo ""
echo "Call our UK HQ on ____-______ for 1.4Tetrabytes of"
echo "warez stored on Sinclair Microdrive, on-line 25hrs a minute, 75-19.2Gigabaud."
echo ""
echo "Hot Greets to Taz,Faz,Gaz,Baz,Haz,Kaz,Waz and Saz!!"
echo "Limp Armwavings to HumungousBigPenisSubstitute of The UtterlyInanelyNamedCrew!!"
echo ""
echo "Look mum! I can use SEKA, TETRAPACK and DMS! (Next week I'm learning bowel control)"
echo ""
echo "(I've got a mate who can do fantastically dull psuedo house music on NoiseTracker,"
echo " and another mate is really amazing at doing uninteresting bas-relief metallic logos on Dpaint"
echo " - We're going to call ourselves WetDream Design, and do a game for Psygnosis"
echo " and they'll pay us £7500000 and we'll get our photos ridiculed in Zero and then"
echo " we're going to do Soopa Fannycon games and charge more than the national debt of Brazil"
echo " and after that it's virtual reality and I actually SAW Andrew Braybrook at the PC Show"
echo " and he actually SPOKE to me and we had this really good conversation and I told him all"
echo " about how crap Rainbow Islands is and how he should have written it using Seka and used"
echo " hardware sprites for the scrolling background and when I asked him why he left out the"
echo " bit on the arcade machine when you first turn it on and some gliched graphics come up for a"
echo " thirtieth of a second - which really contributes to the gameplay - he said 'Why don't you shut the f**k"
echo " up and leave me alone, you irritating little t*at' and I knew he was just saying that cos"
echo " he knew I was right and how much better than him I am and I bet he's never written a"
echo " parallax sprite starfield sine scrolly bob demo with soundtracker music in his life"
echo " and I bet he wouldn't even know how and he's rubbish anyway you know I actually saw"
echo " one BNE in his code that could have been a BNE.S and I nearly wet myself I mean how can"
echo " he call himself a programmer when he obviously isn't nearly as good as me.. etc,etc,etc,etc,etc)"
echo ""
echo "Anyway I must go now as my mum says my rusks are getting soggy... CUL8RAIGWNGIS DUDES!"
echo ""
echo "Intro by HugeRedPorkSword of The TotulAnihilashunAndDeth2Evreywun(sic) Crew"
echo ""
echo "P.S. When I grow up I want to be a British Rail guard"
echo ""
echo ""
;
Totally_Naff_Intro_With_Some_Filled_Polygon_Graphics_That_Rotate_Around_Their_Own_Axies_Cos_I_Dont_Have_A_Clue_How_The_Code_Works_As_I_Got_It_Off_My_Mate_In_Sweden
;
Pointless_And_Really_Badly_Bugged_Trainer_Options_With_OH_MY_GOD_Not_ANOTHER_Parallax_Starfield_And_Sine_Scrolly_Message_If_I_Ever_See_Another_One_I'm_Going_To_Leave_The_Country_And_Become_A_Trappist_Monk_In_Tibet_Mind_You_That_Wouldn't_Be_A_Very_Good_Idea_Now_The_Chinese_Have_Invaded_Ah_Well_Maybe_Just_Suicide_Or_Even_DemoWriterIcide_Is_The_Answer
;
Pitifully_Badly_Cracked_Version_Of_The_Game_That_Only_Runs_With_An_A501_Insider_Ram_Board_On_My_Computer_And_Anyway_The_Fileloader_I_Got_Out_Of_Amiga_Disk_Drives_Inside_And_Out_Has_The_Headstep_Delay_Set_Much_Too_Fast_So_It_Crashes_All_The_Time_And_Even_Then_It_Uses_A_Software_Timing_Loop_So_It_Won't_Work_On_Faster_Processors_Sometimes_I_Really_Don't_Know_Why_You_Lot_Bother_I_Really_Don't
;
Oh_Shit_It's_Guru'd_Ah_Well_What_Do_You_Expect_Your_Amiga_Has_The_Wrong_Colour_Fat_Agnus_Chip_And_The_Power_Light_Is_Too_Bright_And_The_Drive_Makes_The_Wrong_Pitched_Clicking_Noise_It_Works_Alright_On_My_T.V._Honest
;
Reset






















Right, that (to quote my Line Of Fire Startup-Sequence) is that over with!








*********************************************************************************
*You May Not Read Further If You Are Under 14 or Have A Datel Action Replay Mk.I*
*(The Mk.II one's ok cos the software's much better)*****************************
*****************************************************








Yes kids, It's *PROGRAMMER'S EGO* time!








Other games I've written: (the list gets longer!)
Double Dragon I (Amiga,ST,Amstrad CPC)
Double Dragon II (Amiga,ST,Amstrad) (Aargh! Endless beat-em-ups!)
Shinobi (Amstrad)
Block Racer (Amiga,ST)
ESWAT (Spectrum!)
Line Of Fire (Amiga,ST)
Rotox (Amiga,ST)
Fly Spy (Amstrad)
The Islands of Dr.Destructo (64)
U.C.M. (64) (barf)

Utilities,etc:
Zap (Amiga)
Cyclone (Amiga)
TimeWarp turbo loader (Amstrad)
Invade-a-load (64)
+various other bits'n'pieces & in-house stuff.


Right, that's the programography over with, now the customary rubbish that
I sometimes put in the startup-sequence to amuse you pirates before you get
down to the 5-minute job of cracking the game (see also Line of Fire!)

Incidentally, I gave up protecting games seriously after I spent a week
doing the protection for Shinobi and Double Dragon II on the Amiga, which
was (and I say so myself), pretty bloody good.. even if Weetabix did
eventually crack DD2 (by the way, I never did find out how long it took
you!)

The way I look at it, the better the protection, the greater the challenge,
and although it would be fun if protection could adapt itself to what the
cracker is doing (like a game of chess), as it is the whole game is a bit
one-sided. I mean, whatever I do for protection, once I've done it, it's
cast in stone, and as it is impossible to cover every one of the bizarre
things you lot will try, eventually a game will get cracked, so why bother
in the first place? I don't agree with piracy, but as in-game protection
is just providing you lot with some amusement over a boring weekend, I
don't bother much any more..

I daresay some people still think that it's possible to do 'pirate-proof'
protection, but personally, after DD2 (which really did have some bloody
neat ideas in it), I don't!

Another problem is that when I do a really neat disk format, that, say,
gives you 6.5k a track and is well hard to copy, the *$#?**!ing duplicators
can't duplicate it! Kind of defeats the object really!


Any road up, on this game I'm reasonably pleased with the interrupt-driven
disk loader; everyone else did it ages ago - so did I, but that sort of
loading is not really suitable for most types of games: you need dynamic
memory-allocation and multi-tasking uncrunch routines for a start, and then
you run into all sorts of problems with ram fragmentation, and eventually
you end up spending more time sorting out the problems caused by the system
than it solves, but I thought I might as well use it in Final Fight, just
so that Ronald McDonald at the Sales Curve would shut up! (Sorry Ronald!)

Oh yeah.. the real-time x/y-flipping and decompressing sprite-routine is
alright too.. but a tad slow. Ah well, the Line of Fire real-time scaling
sprite routine was slightly neat as well, and look how slow that game was!

The main problem with this game is the amount of time & memory used up by
all the massive sprites.. I ripped all the graphics out of the arcade
board's roms, and I really didn't want to have to shrink them or anything,
so we end up with what you see here.. bloody huge sprites!



Tum te tum.. what next..? I know! It's..

The arcade machine's specs:

(The standard CapCom board- as used on everything from Ghouls'n'Ghosts
to Strider and Dynasty Wars)

68000 running at about 10Mhz
Z80 driving the sound chip (standard Yamaha 6-voice FM chip) and sample-
playback hardware
1.5Mb of program and data roms (aargh!)
2Mb of sprite & character graphic roms (double aargh!) - there's space on the
board for 16Mb!
256k of sample/music rom
Triple playfield screen, with a rather interesting method of displaying
data (see later)
Loads of 128x128 hardware sprites with hardware X & Y flipping (bog standard)
64k of video ram
64k of processor ram

The screen displays are quite interesting.. the 3 overlayed playfields are
made up differently.. but they are all character-mapped, not bitmapped.
Naturally they all have independant hardware scroll! There's also no
practical limit on the number of characters you can access at any one time
with a screen - all the character map screens use 16-bit character numbers!

Playfield 1:
The back parallax layer consists of 32x32 character blocks, with each block
having a selectable pallette (of 16 colours) from a set of 32 different
pallettes.. (that's up to 512 colours on this screen alone!)
Playfield 2:
The main playing area.. Uses 16x16 character blocks, each with a 16 colour
pallette selected from another bank of 32!
Playfield 3:
The top layer for scores, text,etc. Uses 8x8 characters, 16 colours, from
yet another bank of 16 pallettes.

All characters can be individually X and Y flipped, and the playfield 2
characters can be set to appear in front of or behind (or both) any
sprites!

Each sprite is up to 128x128 pixels, and is character mapped too! Only 16
colours in any one sprite, but the sprite pallette is selected from yet
another set of 32 different ones! Naturally, the sprite can be flipped in
either direction by just setting a bit! I don't know how many sprites you
get, but I suspect 64!

Right, so that give you a grand total of 1280 colours on screen, not
counting the sprites, without even using raster-splits! Don't you just
want to BURN your amiga?

Can you believe what you could do with this board? EVERYTHING is done in
hardware, and you've got a 10Mhz 68000 just do change a few registers with!
It doesn't even have to drive the sound chip.. the Z80 does that!

(This board is considered to be old technology and is not really used by
Capcom much any more!!)



...Can I have one for Christmas, Santa?


If you think that's good.. you should have seen the hardware on Line Of
Fire that I converted before! Two 12Mhz 68000s and a Z80 all
co-processing!

Oh yeah, if any other companies want to hire me to extract graphics and
data from arcade boards they're converting, get in touch..




Ah well, back to the real world..


(Short bit about me, 'cos *I* wrote this game and *I* feel like it!) :-]

I'm 21, tall, and with boundless enthusiasm (and far less talent) for music,
playing pool and drinking alcohol.
.. oh yeah.. I'm half Australian too (not that that helps!)


Written in my slum at our Bristol office, on a meagre:
A500 with 2.5mb, A590, Cygnus ED, Genim2 and DPaint3 (ArgAsm's bugged to hell!)
A500 with 1mb (to download to)
Poxy 1040ST in the corner covered in junk
Comfy chair (noooooobody expects the Spanish Inquisition!)
Loud stereo & millions of albums
Video Walkman (+ all of BlackAdder II/III/IV & the Young Ones)
GameBoy (with Tetris superglued into it)
U.S. Robotics HST 9600 baud modem (for rapping with the artists in Whitby!)
Final Fight board (connected to crappy joystick and Commodore monitor!)
Some custom rom-reading hardware
Filter coffee machine, Microwave and endless copies of The Independant.
..That's it! No PDS, no SNASM, no nothing! C'est la vie!

For light relief at my flat, I've wasted huge amounts of money on;
Amiga A1000+2mb etc,etc
Casio FZ1 sampler
Roland D110 synth
Korg M1R synth
Cheetah MS6 analogue synth (and MkV II keyboard gathering dust)
Alesis Quadraverb digital effects processor (hours of fun!)
Alesis SR16 drum machine
Yamaha TX7 synth
Desktech 8-Channel mixer (now redundant)
Fender Strat (cheapo clone) guitar
CryBaby WahWah pedal (so I can sound like all the other crappy Manchester bands!)
A couple of el cheapo distortion/compression pedals
Fostex B16 16-track reel-to-reel tape recorder (wooo!)
SoundTracks 16:8:16 mixer (double woo!)
Yamaha FSK sync converter (crappy - not even SMPTE compatible!)
...and no, you can't come round and burgle me!

Actually, the CDTV has just come out, and does look rather sexy (I saw a
preview at the Software Developer's Conf. in Bournemouth a while back, and
it was well impressive) - maybe that's next on the 'expensive toys' list..?


Right, that's that over with!

Now.. the Musicography!
Music that contributed to the writing of this game...
(I've got pretty varied tastes!)

KLF - The White Room/Chill Out/Space/1987 What The F*** Is Going On
Shag Times/Who Killed The Jams (MU MU!)
The Smiths - The World Won't Listen/Hatful of Hollow/Strangeways, here we come/Louder Than Bombs (All absolutely fab)
Pink Floyd - The Wall/Wish You Were Here/Dark Side of the Moon/Momentary Lapse Of Reason
Roger Waters - Radio KAOS/The Pros and Cons of Hitchiking
The Cure - Standing on the beach/Head on the Door/Kiss Me,Kiss Me,Kiss Me/Disintegration
Pet Shop Boys - Please/Introspective/Disco/Actually/Behaviour (<-*Beautiful* chord progressions on the last two songs)
Public Enemy - Yo! Bum Rush the Show!/Fear of a Black Planet
Inxs - Kick/Listen Like Thieves
Prince - LoveSexy/Grafitti Bridge/Purple Rain/Sign Of The Times/Round The World In A Day
Propaganda - A Secret Wish/1 2 3 4 (Yeaaah! Mucho underrated)
Thomas Dolby - The Flat Earth/Aliens Ate My Buick
The Shamen - EnTact/In Gorbachev We Trust
Tracy Chapman - T.C./Crossroads
Thompson Twins - Quick Step and Side Kick/Into The Gap
Happy Mondays - Pills, Thrills'n'Bellyaches
Cameo - Word Up/She's Strange
Heaven 17 - How Men Are/The Luxury Gap/Penthouse and Pavement
The Beloved - Happiness/Blissed Out
Depeche Mode - Violator (I just rediscovered them!)
*The The* - Soul Mining/Infected/Mind Bomb (Totally my favourite! Bloody brilliant!!)
James Brown - The Great J.B. (Get on up!)
Peter Gabriel - So/Shaking the Tree
They Might Be Giants - Flood/T.M.B.G. (Prosthetic Foreheads?)
Grace Jones - Island Life (Pull up to the bumper? Obscene!)
Jean Michel Jarre - Zoolook/Oxygene/Rendezvous
Neneh Cherry - Raw Like Sushi
Squeeze - The Singles
Genesis - Duke/Invisible Touch/Genesis (Invisible Touch is still totally adult MOR stuff)
Motorhead - The Ace Of Spades
The HouseMartins - London 0 Hull 4/The People Who Grinned Themselves to Death
The Beautiful South - The Beautiful South/Choke
The Police - The Singles/Regatta De Blanc/Ghosts in the Machine
Talking Heads - Fear of Music/Little Creatures/True Stories/More Songs About Buildings & Food
Talk Talk - Spirit of Eden/Natural History/The Party's Over (Love that tortured harmonica!)
Orchestral Manoeuvers in the Dark - The Best of OMD/That other compilation with 'White Trash' on
Simple Minds - New Gold Dream/Street Fighting Years/Once Upon a Time (Pretentious, but I'm a sucker for Trevor Horn production)
Bassomatic - Set the Controls for the Heart of the Bass (You don't want MY brain!)
Frankie Goes To Hollywood - Welcome to the Pleasure Dome
Erasure - Wonderland/The Circus (Plinketty plonk, Vince)
Alison Moyet - Alf
Roachford - Roachford
The Beatles - Sgt. Pepper's (how many holes in Blackburn, Lancashire?)
Bruce Hornsby and the Range - The way it is (Tinkle those ivories!)
T'Pau - Bridge of Spies
Betty Boo - Boomania
ABC - Lexicon of Love/How to be a Zillionaire
Father Barabus & The Butcher Monks - Live at the Lightship/F.B.B.M. ('Cos he's Ken, Ken, Ken and he ain't got no mates!)
The Orb - The Orb's Adventures Beyond The Ultraworld
The Proclaimers - Sunshine on Leith
New Order - Substance/Technique (Featuring "New Order Standard Guitar Sound(TM)")
Electribe 101 - Electribal Memories
Bronski Beat - The Age of Consent (Slam your goolies in a drawer and SING!)
Jimi Hendrix - Electric Ladyland/Best Of..
Marillion - Clutching at Straws/Misplaced Childhood (Uzis on the street corner? I ASK you!)
Mike And The Mechanics - Living Years/M.A.T.M.
The Boomtown Rats - Mondo Bongo/The Fine Art Of Surfacing
Terence Trent D'Arby - Introducing the hardline..
S'Express - Original Soundtrack
Tears For Fears - Songs from the Big Chair/Sowing the Seeds of Love
Steve Winwood - Back In The High Life/Arc Of A Diver
Dire Straits - Brothers in Arms/Making Movies/Love Over Gold/Alchemy
UB40 - The Best Of UB40 (Even if it does all sound the same)
B52's - Cosmic Thing/Rock Lobster
Suzanne Vega - Solitude Standing
Massive - Blue Lines (From Bristol - Yeeeeeeah!)
Bomb The Bass - Enter The Dragon
Seal - Seal (pretty good.. but then I'm a sucker for Trevor Horn's production!)
R.E.M. - Out Of Time
Electronic - Electronic (BLOODY EXCELLENT!)
Don Henley - Building the Perfect Beast/The End of The Innocence
Soft Cell - Non Stop Exotic Cabaret (Goooooood!)
Hothouse Flowers - People
E.M.F. - Schubert Dip (Hmmmm)
Eurythmics - Be Yourself Tonight/Sweet Dreams/We Two Are One/Revenge

....As I said, pretty varied!

And also some tapes supplied by my mate Alex (and ratings)..
(There you are Alex! Your official mention!)
Tackhead - Strange Things (Funky.. but still.. 6/10)
Che - Narcotic (Wooo! Pretty sample-y, but melodic.. 8/10)
The Shamen - In Gorbachev We Trust (Hmmm.. A bit tiring.. 5/10)
P.I.L. - Second Edition (Never really liked P.I.L... 4/10)


Anyway, greetings go to:
Del at Codemasters, Kris at Argonaut, Charlie, Tim C. and Tim M., Paul D. and Paul 'Hadaway!', Steve H.,
Nick V.,Andy S. and Andy H., Pat, Maria, Mike H., Alan B., The Bitmaps,
J.M.P., Bob, Nadeem, Dan Dan The SineScroll Man, Alex, Spex,
Jim, Adrian Stephens, Ricardo Pinto and the rest of the Assembly Line, Joby,
James, Cash and Rob, D.M.L., Mike Day .. .. ..
...and thingy (your name's slipped my mind - you know who you are!)
.....and finally, all the various crowd I know from parties, shows,etc,etc!

Dubious substances (and late-night parties) supplied by JW Inc!

Ha ha! Neil Tennant's going GREY! I've just seen an interview in NME, and
he is looking a tad oldish - never mind, amazing music nonetheless. I'm
seeing the PSBs live at the NEC soon, and if this game is still under
development then, I'll give you an update.

* (- 11th June - Yep! Saw them last monday in Birmingham!
Were they good? - Is the Pope Catholic? The best live show I've ever seen!)

Hey! I've just been mugged! (21st May) Some b**tard came up behind me
when I was coming home from a club last night and hit me over the head
bloody hard with something - I don't know what, I was do busy being knocked
unconcious. I woke up in the gutter some time later, in a pool of blood (mine)
with some nice police lady calling me an ambulance (I don't know why, my name
is Richard, after all - ho ho ho). After about 6 stiches in my head courtesy of
the Bristol Royal Infirmary (and a tetanus jab), all I have to show for my
night of fun is a small bald patch with blue stiches in on the back of my
head, and the most amazingly coloured bruises you have ever seen. Who
says you can't have fun in Bristol any more? Anyway, thanks to the nice
police woman and the staff of the B.R.I. in casualty that
night, and no bloody thanks at all to whoever hit me!


Oh yeah - Hi to all the plebs who crowd into the Virgin Games Centre in
Bristol every Saturday morning and consistently refuse to recognise me
or Tim, even when we talk loudly about all the games we have written!!!!
- hellos also to the regulars at the White Hart (+nice student barmaid)
and Sportsman pubs in Bristol!


Ah well, it looks like I'll be doing some Super Famicon, MegaDrive, or
Master System work now, if our SNASM system ever turns up!!

By the way, hope you like the cheat mode! (very silly)

See you on the next one! Byeeeeeeeeeeeeeeeeeeeeee!
Luv and Irony,
Richard Aplin.


P.S. All you young and impressionable people who think programmers make
loads of money.. well, most of us don't! (Mind you, the hours are good!)

P.P.S. Good Startup-Sequence eh?

P.P.P.S. Update: My next game(s) are: 'GodFather III' (U.S. Gold)
and 'Creatures' (Thalamus) on 68000!

Title: Re: Hidden messages in code
Post by ggn on 31.10.09 at 17:58:26
Type 'Fenny' (shift+f) while palying the tunnel sequence in Interphase and you get an interactive hidden screen with a slideshow of all 3D objects and the following text:


Quote:

CONGRATULATIONS

You have found a totally pointless bit of Interphase.

There now follows a selection of some of the objects in this game.  I hope you enjoy them.

While I'm here, I'd like to thank:
Dean Lester, Danny Emmett, Simon Knight, Martin Day, John Cook, Mark Coleman, John Dale, and Realtime Games.

Fenny, by the way, is my cat.

Title: Re: Hidden messages in code
Post by ggn on 31.10.09 at 17:59:50
Double Dragon


Quote:

** RAMWACKST V1.02 (C) 1988 Richard Aplin **

There has been a fatal processor exception.
Type: ~
When the exception occurred, PC was~, SR was~ and SSP was~

Program status: Crash was in code module:????

Spock's report: 'Captain, this is most illogical'
Scotty says: 'Och sirr, the engines canna tek any morrr!'

The program cannot be restarted..


(you may now swear loudly at the 68000)~
The address error occurred on an attempted access of location



Title: Re: Hidden messages in code
Post by ggn on 31.10.09 at 18:01:13
3D Pool


Quote:
Maltese Joe plays 3D-Pool.  Designed & Programmed by Orlando  (lucky geezer, eh?) 
I know this should be a scrolling message, but, well, times are hard. Please don't pirate this game - my last three games bombead out and I'm on the breadline, paying off debts. "Millionaire whizz coder prangs Porsche" - HA!
no chance of that! I don't even own a pushbike, let alone a car. This is my first 16-bit game: if you rip it off, it'll be my
last. For what it's worth though, I hope you really enjoy the game - I've been working on it for a year now, and I still love it.
Before I disappear, some quick 'thank you'sύ.r Thanks to Colin Fuidge, and Joe 'Big Q' Bonar for all their support and encouragement during gestation (I s'pose).
Also, ta Gary Liddon for his 'specialist' knowledge (without him the world would be an emptier place). Generally, thanks to all at TelecomSoft (as was) - it's the end of an era, folks. Thanks to MicroProse - let's take it from here.
Biggest thanks goes to a certain small furry animal. (I'll see you laterώ)e Many thanks to all the people who shelled out money for this - you're the people this is really for.
Stop reading this! go back and play the game!!
There is no cheat-mode!!
* MESSAGE ENDS *


Title: Re: Hidden messages in code
Post by ggn on 31.10.09 at 18:02:03
Hades Nebula


Quote:
Any mistakes in this programme are possilby caused by the fact that Mzzzzz D. Rose is here and I want to go to bed with her......


Aparrently Mzzz D. Rose was quite the lady, because the game crashes at a later point ;)

Title: Re: Hidden messages in code
Post by ggn on 31.10.09 at 18:03:23
E-motion


Quote:
        bsr     de_selct        ;turn drive off

        bsr     getdma          ;get DMA length for track 79 (in d0)

;        move.l  temp,d1         ;get length for track 78
;        sub.l   d0,d1           ;subtract d0 from d1
;        cmp.l   #200,d1
;        blt     wrong           ;if difference is <200 then pirate !
        cmp.l   #6020,d0
        bgt     wrong

        move.l  #0,d0
        rts

wrong:  move.l  #1,d0
        rts
de_sel




;-------------------------------------------
;I use BSS for buffer area - you might not !
;-------------------------------------------

BSS
trackbuff:       ds.b 8000     ; 8k buffer ! Really only needs 6600.


_memtop            equ $436
memval2            equ $43a
flock            equ $43e
seekrate      equ $440
_timr_ms      equ $442
_fverify      equ $444
_bootdev      equ $446
palmode            equ $448
defshiftmd      equ $44a
sshiftmd      equ $44c
_v_bas_ad      equ $44e
vblsem            equ $452
nvbls            equ $454
_vblqueue      equ $456
colorptr      equ $45a
screenpt      equ $45e
_vbclock      equ $462
_frclock      equ $466
hdv_init      equ $46a
swv_vec            equ $46e
hdv_bpb            equ $472
hdv_rw            equ $476
hdv_boot      equ $47a
hdv_mediach      equ $47e
_cmdload      equ $482
conterm            equ $484
themd            equ $48e
savptr            equ $4a2
_nflops            equ $4a6
sav_context      equ $4ae
_bufl            equ $4b2
_hz_200            equ $4ba
the_env            equ $4be
_drvbits      equ $4c2
_dskbufp      equ $4c6
_prt_cnt


Title: Re: Hidden messages in code
Post by ggn on 31.10.09 at 18:04:03
Wings of death


Quote:
HACK THIS AT YOUR OWN RISK! WE HAVE THE ADDRESSES OF MANY HACKERS AND THEY WILL BE PAST ONTO THE AUTHORITIES IF THIS GAME GETS HACKED!!  HI TO MEDWAY BOYS. YOU ARE TOP OF OUR LIST!!


Title: Re: Hidden messages in code
Post by ggn on 31.10.09 at 18:04:56
Advanced Ski Simulator


Quote:
I am the watcher of the skies, watcher of all-Genesis

For I looked upon all that I surveyed, and of course it was
still there, as it happened, of course it was..SHAIGY

Flowing sweetly, the sweet river of my wit bubbled and sang
to me as I •c ω 38 Ώ my stifled •i A‚ 4υon.  The winds of
thought swept through my mind and cleared away the cobwebs
of cliches.  The thin gossamer tendrils of •c 3ύF o»ess
•e $‹Η the pre-•c 3ύI'νe •s ]ΝΤ"ic •p ΤέΚ Θic
flanges.

And what a lot of guff. SHAIGY FAE •S D..

caimer a tha thu hain agus iach a mhath. Belgarath of Oban.

Yes, I do want my nuts. Fluffy the Squirrel.

Hi fans, its the •p ήΌΐ8r here. I just want to say that if
youve pirated this then I hope your gonads turn purple and
drop off at an awkward moment. If you didnt pirate this then
may your gonads grow and be fruitful. If you are a hacker
then stop it. You'll go blind, and even if you hack only
•i ƒ30L      tly you will find that your brain will stop working
properly, because when you hack you are wasting Gods most
precious gift to you - your seed with which he intends you
to create new •p ήΌΐ8s.  For he puts certain signs on the
faces of hackers and grown-ups know what these signs are.
So any grown-up that you happen to be with will know what you
have been doing and that you are a filthy hacker and a
sinner who is not fit to live in a decent society.
- M. Bates


Welcome to my •P sŸ άome : Stephen Hagen. (again)

Vote Brandon for President.

Bless Ian Clayton for he is the chosen one.He who walks
behind the Rows.

(by the way, I not really called M. Bates, Im called Fluffy
the squirrel (the •p ήΌΐ8r)).

Have you found the cheat mode yet?

I hope you don't have any trouble getting it (fnark, shnick)

Fare thee well my children (paot mhath haon)

Live long and prosper.

I•n ΤnΑ$kKly, four (yes 4) people wrote this rubbish (oops
sorry, splendid prose) they were:

BRANDON FLETCHER
STEPHEN HAGEN
IAN CLAYTON
ANDREW GRAHAM


Title: Re: Hidden messages in code
Post by ggn on 31.10.09 at 18:05:30
Antago


Quote:
Welcome Pirate ! Enjoy  A-Protec v0.9  Now begins the first act of the Trace Traged


Title: Re: Hidden messages in code
Post by ggn on 31.10.09 at 18:06:04
APB


Quote:
To protect a program using a Copylock Key Disk:

1. INCBIN the binary file KEYDISK.OBJ, or INCLUDE the source file KEYDISK.S

   into the program code to be protected. When called from supervisor mode

   the serial number of the Key Disk will be returned in register D0.L and

   in the trace vector, address $00000024.

2. Copy all files onto the Key Disk, using the normal file copy method.

   If specific sectors of the Key Disk are to be written to do not over-

   write any sectors on track 0, with the exception of the boot sector.

   Do not re-format any of the tracks, doing so would render the disk

   useless as a Key Disk.

*-------------------------------------------------------------------------*


filename: KEYDISK.OBJ

filetype: relocatable 68000 binary code. It contains no header, relocation

          or symbol information.

purpose:

To check for the presence of a Key Disk and return the Key Disk's serial

number. The Key Disk is assumed to be in drive A:. The file can be included

in the assembly of source code files. Use the directive INCBIN, when

assembling with HiSoft's DEVPAC. The code should not be called as a sub-

routine, as no RTS is performed on exit.

Usage:

on entry,
     
     DISK DRIVE HEAD MUST BE OVER TRACK 0

     processor must be in supervisor mode

on exit,

        d0.l contains the 32 bit serial number of the Key Disk

        d0.l returns 0 if no Key Disk is found.

        all other registers preserved

Example
-------

* must be in supervisor mode
     INCBIN      keydisk.obj            returns serial no. in d0.l
     move.l      d0,serialno            .. or 0 if not a Key Disk
* rest of program


After calling the code, program control continues at the address after the

binary code. An RTS is not performed. The code may be called as often as

required.


*-------------------------------------------------------------------------*
*           Copylock ST - Disk Protection System for the Atari ST         *
*                                                                         *
*                 Documentation for KeyDisk.obj, 7 June 1989               *
*                                                                         *
*       (C)Copyright 1989 Rob Northen Computing. All Rights Reserved.     * 
*---------------------------------------------;

dc.l $60720000,$00000000,$00000000,$00000000,$00000000,$00000000,$00000000,$00000000
           dc.l $00000000,$00000000,$00000000,$00000000,$00000000,$00000000,$00000000,$00000000
           dc.l $00000000,$00000000,$00000000,$00000000,$00000000,$00000000,$00000000,$00000000
           dc.l $00000000,$FFFFFFFF,$00000000,$00000000,$00000000,$2F0E4DFA,$FF8A48D6,$FFFF4DEE
           dc.l $00402D5F,$FFF82039,$00000010,$487A000A,$23DF0000,$00104AFC,$23C00000,$00104CF9
           dc.l $00FF0000,$000848D6,$00FF41FA,$008423C8,$00000010,$41FAFFB6,$20884AFC,$D503DF79
           dc.l $40862ADA,$B525BF1B,$20E44AF0,$D50FDF31,$40CE2AF6,$B509BF2B,$20D44AD8,$D527DF6D
           dc.l $40922AF2,$B50DBF7B,$20844AE4,$D51BDFD3,$402C2AFA,$B505403D,$DFC24AC8,$D537DFFF
           dc.l $4000D51A,$4AE54025,$DFDAB50C,$2AF3DF9F,$4060D50A,$4AF54031,$DFCE4ABC,$D543DFD7
           dc.l $4028D506,$4AF94039,$DFC64AC4,$D53BDFD7,$48E780C0,$41FA0034,$23C80000,$002441FA
           dc.l $057C23C8,$00000020,$06AF0000,$0002000E,$002F0007,$000C086F,$0007000C,$43FAFF0E
           dc.l $671A2051,$20A90004,$6026027C,$F8FF48E7,$80C043˜

FA,$FEF82051,$20A90004,$206F000E
           dc.l $22882350,$00042028,$FFFC4680,$4840B190,$4CDF0301,$4E739275,$FCFE0004,$0000007C
           dc.l $BE79FFE1,$22624186,$0008B60D,$40B1CF49,$42B68F51,$A2227F1C,$D12BA22B,$3DD42EC6
           dc.l $06C80688,$00BC0708,$07480648,$06E800F6,$F330F9ED,$0000013D,$98D054D3,$9E3C0000
           dc.l $007CDC7F,$FFFF001F,$0000013C,$BF39FD31,$63CE4150,$CAA94556,$E92B718A,$FE74608B
           dc.l $8E17161A,$C6E5491C,$D7E33942,$A1557CB5,$13CB87D6,$B8D5EC50,$936EDCAD,$13AD8184
           dc.l $0C7E8381,$70EEA1EE,$6220FB15,$0842D3B0,$72740004,$993B6A6C,$979E6E20,$00089941
           dc.l $6A16BC98,$6D70000C,$995FB638,$AE5F0069,$B63D0838,$0278DCC7,$F7DB6924,$225CBDA3
           dc.l $94F523ED,$321CACE3,$DC0269BD,$F1407CBF,$A3411061,$814E30C4,$FCC77E35,$00FF8606
           dc.l $4A39FFFF,$860459F3,$B5CC7904,$860D997A,$7545790D,$860B997C,$7543790B,$86094A0A
           dc.l $866400FF,$86064A05,$FE9000FF,$86064A05,$FF9000FF,$86064A05,$FF1600FF,$86044A07
           dc.l $FF8000FF,$86063A00,$FFFF860B,$0BF4D003,$09C0F40D,$1A80AF83,$33FC0080,$00FF8604
           dc.l $53836732,$01090000,$B44067F4,$06820000,$02005281,$01090000,$B44066F6,$53836716
           dc.l $08390005,$00FFFA01,$66F24AFC,$D4039869,$65D62BEC,$9A660499,$D5515A51,$EBDB27D8
           dc.l $A52800FF,$86064A3B,$FFFF8604,$49C70014,$9EEBB6C2,$222DEDE8,$B417A8A0,$16A5B6CE
           dc.l $78B3E95A,$66A5D72F,$5A84C47B,$29DEDE21,$3B86A269,$2DF6B309,$5D42C9B9,$65C7FCD6
           dc.l $73D6C25C,$49F72289,$ED4C4AF0,$5687E882,$49FBF474,$177DDB7E,$0B0900FF,$860609F9
           dc.l $C5C67906,$8604378E,$8096997B,$277E83B5,$4CF3D881,$043EAB38,$277E043E,$C83DD803
           dc.l $00FF8606,$4DC0FFFF,$86043801,$FCBC33C1,$AD3E036F,$8C90126F,$FCE44FC4,$EC975D1D
           dc.l $EA05F3E8,$382DE958,$77A73886,$A679881C,$4419A51E,$0000043E,$B71EFEF8,$4F7280B7
           dc.l $FD85507A,$4C8DB332,$AF855A7A,$4CCAB135,$A5821081,$13FC000E,$00FF8800,$123900FF
           dc.l $88000201,$00F88200,$13C100FF,$88024AFC,$FB764C6E,$7503BAC0,$890917F6,$4553AA90
           dc.l $E80E76F1,$AAA11981,$890D3887,$C73876F1,$BAF23847,$00FF8606,$4A39FFFF,$860459C7
           dc.l $00060000,$F7C6FFFC,$00FFFA01,$62DACEA5,$57A8C957,$315CBE5C,$0FD6C3D5,$


Title: Re: Hidden messages in code
Post by ggn on 31.10.09 at 18:07:30
Arkanoid


Quote:
WATCH OUT FOR DEATHSTAR - THE SINISTAR CONVERSION FOR THE ATARI ST


Title: Re: Hidden messages in code
Post by ggn on 31.10.09 at 18:08:03
Astaroth


Quote:
ELDRITCH THE CAT IS ON THE PROWL !!!     DISK (c) 1989 HEWSON CONSULTANTS LTD


Title: Re: Hidden messages in code
Post by ggn on 31.10.09 at 18:08:23
Baal


Quote:
If you crack BAAL could you please send a copy to: 24 Coal Hill Green, Bramley, Leeds, England, saying how you did it. Ta!


Title: Re: Hidden messages in code
Post by ggn on 31.10.09 at 18:08:46
Gold of the aztecs


Quote:
Kernel V1.0 1st July 1990 All Machine Code, Software Concepts, and Kernel Version 1.0 Copyright © 1988,1989,1990 by Michael K. Glover. All rights reserved.


Title: Re: Hidden messages in code
Post by ggn on 31.10.09 at 18:09:10
Bermuda project


Quote:
Another mind boggling bootstrap byMichael K Glover.I hope it works.
Copyright GraphicFinal (c)1987
Triangle Demo Version 9.0. 23rd March 1987


Title: Re: Hidden messages in code
Post by ggn on 31.10.09 at 18:11:31
Anarchy


Quote:
Welcome to Wayne's wonderful world of protection, how far can YOU get? This sector is pretty tame, its only text! It may still be of some significance though... who knows? Any of you into paintballing? If so, get in touch (address in sector 1), I'd love to shoot a few hackers! The site (Transcan) is near York, you have to be over 18. Finally, if you must hack this game, knock it out as a demo by only leaving a couple of levels in it, don't steal from me 'cos I can't afford it!    GOOD LUCK! - Wayne :)

HI TO MARK (GUIDO!), NEIL, OZZ, DMA, P.P. (DON'T RIP!)

WJS DESIGN, PARK MILL HOUSE, STANNINGLEY ROAD, LEEDS, LS12 3LR.      BOG OFF!

Hello, are you looking at this with a sector editor? If so, does it make any sense to you?... I thought not!!!

Favourite things: Harpo's Pizza, Cartoons (especially Road Runner), Steve Wright in the afternoon, Ferraris, Loud music, Coffee, Paintballing, Cinema, Computers (nah!), Hi-tec gadgets, Black Adder, The Jeans ad with the dog guarding them on the beach (burble burble). 

I've got a long green Phantom (on 0898....)

sussed yet? And when you have, what happens next? You'll have to re-write my loaders for a start, I use a 12x 510 byte sector format on some tracks! HAVE FUN!

Hi to Richard, Paul, and everyone else at the Leeds 16 bit club. Also to The Lost Boys who I met at last years PC Show, don't stick this on one of your menus guys!.... A WELL DONE to ST Action for bungling the ANARCHY/IT CANT BE DONE demo! (just kidding Jason!).

The Transcan Barbarians paintball team are here.....    GOD, DOING SECTORS IS BORING, BORING, BORING!    LUFC, going up!


Title: Re: Hidden messages in code
Post by ggn on 31.10.09 at 18:12:05
Berlin 1948


Quote:
##################################################

     ATARI_TOOL (c) 1988-1989 by TIME WARP       

REALIZED by EDGAR BOENNINGHOFF and KAI JUNGCLAUS

     AMIGA_TOOL (c) 1988-1989 by TIME WARP       

        REALIZED by EDGAR BOENNINGHOFF            

##################################################


Title: Re: Hidden messages in code
Post by ggn on 31.10.09 at 18:12:35
Bivouac


Quote:
5h,0D1h,0E1h,002h,02Bh
     DEFB 0A1h,0CEh,0E2h,000h,000h,000h,0FFh

MES53:      DEFB 0E0h,000h,0A0h,0C1h,0E1h,001h,086h,018h


Title: Re: Hidden messages in code
Post by ggn on 31.10.09 at 18:13:11
Black tiger


Quote:
EXEC  V1.12 Copyright (c) 1988-1989
Clipper Computer Products
34 The Hurst
Moseley,  Birmingham

--------------------------------
Loading Black Tiger
Copyright (c) 1989 CAPCOM Co Ltd
--------------------------------



-Program Termination-
-Machine Halted-


Title: Re: Hidden messages in code
Post by ggn on 31.10.09 at 18:13:51
Brataccas


Quote:
M.Glover

This beauty by Michael K. Glover.(JAKE)I dont know about "NEUTER BOOTER",but you need real balls to check this out!!!

So there it is. What a little beauty Eh
The code in this game is by Dave,Jake and Phil!!


Title: Re: Hidden messages in code
Post by ggn on 31.10.09 at 18:14:31
Buggy Boy


Quote:
coded by Martin W.Ward


Title: Re: Hidden messages in code
Post by ggn on 31.10.09 at 18:14:59
UN Squadron


Quote:
Program by Mick West , Graphics by James 'Jetman' Clarke


Title: Re: Hidden messages in code
Post by ggn on 31.10.09 at 18:15:42
Arkanoid II


Code (] BALLS
     BEQ CAPSET
     CMP #1,D0
     BEQ GSNAK
     CMP #2,D0
     BEQ B16
MULTIMEG:MOVE #1,MEGA
     MOVE.L #$5A950,BALLTYPE
     BRA DISPJN
     BADMULT:MOVE #8,BADMAX
           BRA CAPSET
     B16:      MOVE.B #16,BALLS
           MOVE.L #ESHOT,D7
           BSR SON
           MOVE BALLINPLAY,D0
           BSR TRNSCLC
           BSR TRNSIN
           MOVE #48,D0
           BSR TRNSCLC
           MOVE SPEED,D0
           ASL #4,D0
           MOVE.L #DIRTABX,A0
           ADD D0,A0
           MOVE #7,d1
     B16ER:      MOVE DIRTABY-DIRTABX(A0),YDRCT
           MOVE (A0)+,XDRCT
           TST 256(A5)
           BPL B162
           BSR TRNSOUT
     B162:      NEG YDRCT
           ADDQ.L #2,A5
           TST 256(A5)
           BPL B163
           BSR TRNSOUT
     B163:      ADDQ.L #2,A5
           DBRA D1,B16ER
           BRA CAPSET
     GLAS:      MOVE.B #LAS,BATTYPE
           MOVE.L #X+48,MAXSHOTS
                 BRA CAPSET
     GSNAK:      MOVE BALLINPLAY,D0
           BSR TRNSCLC
           BSR TRNSIN
           MOVE X,SNAKX
           MOVE Y,SNAKY
           MOVE XDRCT,SNAKXD
           MOVE YDRCT,SNAKYD
           MOVE ANGLE,SNAKANG
           MOVE #11,D0
           SUB.B BALLS,D0
           MOVE D0,SNAKCNTR
           MOVE.B #20,SPEEDUP
           BRA CAPSET
NGOL:
CAPSET: MOVE.B OLDBT,D7
     BEQ.L STRNS
     CMP.B #ext,D7
     BEQ.S EXRET
     CMP.B #SHRINK,D7
     BEQ SHRKRET
     CMP.B #TWIN,D7
     BEQ CAPFIN
     CMP.B #GHOST,D7
     BEQ GHOSTRET
     CMP.B #las,D7
     BNE.L STRNS
     MOVE.L #$6E340,SRCE+4
     MOVE.L #$6E350,MASK+4
     MOVE.B #24,GLOCNT
RETNGLO: MOVE.L #-$820,GLODRN
     MOVE.B #2,TRANS
     BRA.S CAPFIN
     EXRET: MOVE.L #$6D2D0,SRCE+4
     MOVE.L #$6D2E8,MASK+4
     MOVE.B #16,GLOCNT
     MOVE #1,XCHNGE
     MOVE.L #E5,D7
     BSR.L son
     BRA.S RETNGLO
SHRKRET:MOVE.L #$6D470,SRCE+4
     MOVE.L #$6D488,MASK+4
     MOVE.B #16,GLOCNT
     MOVE #-1,XCHNGE
     MOVE.L #E42,D7
     BSR son
     BRA.S RETNGLO
GHOSTRET:MOVE #-1,C+4
     MOVE #-1,C+6S
TRNS:      BSR.L STRANS
CAPFIN: MOVE.L #player1 +2,A0
     BSR.L score
CAPEND: MOVE #$FFFF,C+10
NOCAP:
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
SPARKLESPARKLER: SUBQ.W #1,SKCNTR
     BNE.S NSPARKLER
     MOVE #2,SKCNTR
           MOVE.L #X,A0
     MOVE.L #30,D1
     ADD.L D1,A0
     S

[...):



OVE X+18,(A1)
     MOVE D0,C-X(A1)
     MOVE Y,Y-X(A1)
     MOVE XDRCT,XDRCT-X(A1)
     MOVE YDRCT,YDRCT-X(A1)
     MOVE #-1,ANGLE-X(A1)
     ADDQ #1,BADNO
           BSR RANDSUB
     AND BADAND,D0
     ADD BADPLUS,D0
     MOVE D0,BADTYPE
     MOVE D0,XCALC-X(A1)
     CMP #7,D0
     BNE NBONST
     CLR YDRCT-X(A1)
BONST:      BSR RANDSUB
     AND #2,D0
     SUBQ #1,D0
     MOVE D0,XDRCT-X(A1)
NBONST:      MOVE BADTYPE,D1
     ASL #2,D1
     MOVE.L #BADADD,A4
     ADD D1,A4
     MOVE.L BADRST-BADADD(A4),D0
     MOVE.L D0,(A2)
     ADD.L BADMSK-BADADD(A4),D0
     MOVE.L D0,MASK-SRCE(A2)
     MOVE.L BADHEI-BADADD(A4),HEI-SRCE(A2)
TCLOSE: ADDQ.W #1,Y+18
     SUBQ.L #2,HEI+140
     BGT.S NPART
     CLR.B TADIRN
     MOVE #-1,C+18
     BRA.S NPART
NPART:
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
BREKKER:TST.B BREK
     BEQ NBREKR
           MOVE.L #-1,BACKS+768+52
     MOVE.L #-1,BACKS+768+32
     LEA SRCE+116,A0
     MOVE.L (A0),D0
     ADD.L #$B40,D0
     CMP.L #$6AA38,D0
     BCS.S BRKJN
     MOVE.L #$68878,D0
BRKJN:      MOVE.L D0,(A0)
NBREKR:
MLOOPEND:
;******************************************************
     BSR.L REPCOPY
     MOVE #1,CNTR
BREPLP: MOVE CNTR,D0
     BSR.L replace
     ADDQ.W #1,CNTR
     CMP.W #64,CNTR
     BCS.S BREPLP
     MOVE #15,D1
     MOVE #48,D0
PRNLP:      BSR DIRECT
     ADDQ #1,D0
     DBRA D1,PRNLP
     MOVE #22,D1
     MOVE #1,D0
EPRLP:      BSR.L prnt
     ADDQ #1,D0
     DBRA D1,EPRLP
     TST SYNC
     BEQ NS1
     BSR SETSCRN
NS1:      MOVE #23,D1
     MOVE #24,D0
EPRLP2: BSR.L prnt
     ADDQ #1,D0
     DBRA D1,EPRLP2
NSPKPRT:      BSR KEYS
BOTWAIT:TST SYNC
     BEQ BOTWAIT
     BSR SETSCRN
     BSR.L wvbl2
     BSR SWAPSCRN
     TST.B SCORFLG
     BEQ.S NSCPR
     BSR.L SCOREPRNT
NSCPR:  TST.B BREK
     BEQ.S NTOUT2
     MOVE.W #1,BATMOV
     MOVE XMAX,D0
           ADDQ #8,D0
     CMP X+8,D0
     BCS.L BROUT
     NEG BATMOV
     CMP #12,X+8
     BCS BROUT
NTOUT2:      TST DOH
     BNE LAST      
NTOUT:      TST DECIDE
     BEQ NDECIDE
     SUBQ #1,DECIDE
     BNE NDECIDE
     MOVE #1,BATMOV
     CMP #90,X+8
     BCC BROUT
     NEG BATMOV
     BRA BROUT
NDECIDE:TST FIN
     BNE END
     TST.B BALLS
     BGT.L MLOOP
     MOVE.L #-1,BACKS+208
     MOVE.L #-1,BACKCOP+208
     MOVE.L #E7,D7
     BSR.L son
     BSR.L ALLOUT
     BSR.L INITPHYS
     TST DOH
     BEQ NLASTDEED
     MOVE PURPLE,PALREG+20
NLASTDEED:BSR.L NORMBAT
     MOVE.L #$68880,SRCE+4
     MOVE.L #$68890,MASK+4
     SUBQ #2,Y+8
     MOVE.L #14,HEI+4
     MOVE.L #4,D1
DISAPPEAR: MOVE #4,D0
     BSR.L prnt
     MOVE.W #5,D0
     BSR.L wayter
     MOVE.L SRCE+4,D0
     ADD.L #$8C0,D0
     MOVE.L D0,SRCE+4
     ADD.L #$10,D0
     MOVE.L D0,MASK+4
     MOVE #4,D0
     BSR.L replace
     DBRA D1,DISAPPEAR
     SUBQ.B #1,LIVES
     BMI.L DEED
     LEA REBCNTR,A0
     MOVE #31,D0
SREAPLP:TST.W (A0)
     BMI.S SREAPNXT
           MOVE.L 128(A0),A6
     MOVE.L #-1,128(A0)
     MOVE.L #-1,(A0)
     MOVE.B REAPHITS,(A6)
     MOVEM.L A0-A6/D0-D7,-(SP)
     BSR REAPRNT
                 MOVEM.L (SP)+,A0-A6/D0-D7S
REAPNXT:ADDQ #4,A0
     DBRA D0,SREAPLP      LEA X+48,A1
MOVREPLP:MOVE 256(A1),D0
     BMI MOVRNXT
     MOVE D0,C
     ADD #128,D0
     MOVE XCALC-X(A1),X
     MOVE YCALC-X(A1),Y
     BSR GRIDDLE
     MOVE.B D0,(A6)
MOVRNXT:ADDQ #2,A1
     CMP.L #X+64,A1
     BNE MOVREPLP
     TST.B PLAYERMAX
     BEQ.L NUMAN
SWPLAYERS:TST.B OLIVES
     BMI.L NUMAN
     MOVE.B LIVES,D0
     MOVE.B OLIVES,LIVES
     MOVE.B D0,OLIVES
     MOVE SCREEN,D0
     MOVE OSCREEN,SCREEN
     MOVE D0,OSCREEN
     MOVE.B round+6,D0
     MOVE.B Oround,round+6
     MOVE.B D0,Oround
     MOVE.B round+7,D0
     MOVE.B Oround+1,round+7
     MOVE.B D0,Oround+1
     MOVE.B OXTR,D0
     MOVE.B XTR,OXTR
     MOVE.B D0,XTR
     MOVE.B LASTHIT,D0
     MOVE.B OLASTHIT,LASTHIT
     MOVE.B D0,OLASTHIT
     MOVE #4,D1
     LEA player1,A0
     LEA player2,A1
SCTRNS:      MOVE.B (A0),D0
     MOVE.B (A1),(A0)+
     MOVE.B D0,(A1)+
     DBRA D1,SCTRNS
     BSR INITPHYS
     EOR.W #31,PLAYERY
     MOVE #127,D1
     LEA GRID,A0
     LEA OGRID,A1
GDTRNS:      MOVE.L (A0),D0
     MOVE.L (A1),(A0)+
     MOVE.L D0,(A1)+
     DBRA D1,GDTRNS
     ADDQ.B #1,FIRST
     BEQ.L NUSCREEN1
           CMP #66,SCREEN
     BPL NUSCREEN1
     MOVE.B #1,FIRST
     BRA.L NUPLAY
DEED:      MOVE.L #gameover,A4
     MOVE #76,X
     MOVE #152,Y
     CLR.B TEXTMSK
     BSR.L pmes
     MOVE.L #50,D0
     BSR.L wayter
     LEA hituneB,A0
     LEA hitune,A1
     LEA hitune,A2
     BSR.L tunest
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
HISCORELASTJN:      BSR.L clrplay
     MOVE.B #1,TEXTMSK
     LEA hitable+8,A0
     LEA player1,A1
     CLR.W CNTR
SCPOS:      MOVE CNTR,D0
     ASL #5,D0
     CLR.W D1
SCMP:      MOVE.B (A0,D0.W),D2
     CMP.B (A1,D1.W),D2
     BEQ.S SCMPNXT
     BCC.S SCPNXT
     BRA.S COPLP
SCMPNXT:ADDQ #1,D0
     ADDQ #1,D1
     CMP #5,D1
     BNE.S SCMP
SCPNXT: ADDQ #1,CNTR
     CMP #5,CNTR
     BCS.S SCPOS
     MOVE #-1,CNTR
     BRA.L HIPAST
COPLP:  LEA hitable+104,A2
     MOVE.W #3,D0
     SUB CNTR,D0
           BMI.S COPPER
COPLP4:      MOVE #18,D1
COPLP3:      MOVE.B (A2,D1.W),32(A2,D1.W)
     DBRA D1,COPLP3
     SUB.L #32,A2
     DBRA D0,COPLP4
COPPER:      MOVE CNTR,D0
     ASL #5,D0
     MOVE #4,D1
     ADDQ #4,D0
COPLP2: MOVE.B (A1,D1.W),(A0,D0.W)
     SUBQ #1,D0
     DBRA D1,COPLP2
     MOVE.B roun
PKLFLP: TST 256(A0)
     BMI.S SPKLNFND
     MOVEQ #0,D0
     MOVE 256(A0),D0
     ADDQ #1,D0
     CMP.W #24,D0
     BCS.S SPKOK
     MOVE.W #$FFFF,D0
SPKOK: MOVE D0,256(A0)
SPKLNFND: SUBQ.W #2,A0
     SUBQ.W #2,D1
     CMP.W #28,D1
     BCC.S SPKLFLP
NSPARKLER:
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
PARTERPARTER: CMP.W #1,SKCNTR
     BNE.L NPART
     TST DOH
     BNE PUSTULE
     TST.B TADIRN
     BEQ.L NPART
     BMI.L TCLOSE
     ADDQ.L #2,HEI+140
     SUBQ.W #1,Y+18
     BPL.L NPART
     MOVE.B #-1,TADIRN
     CLR XDRCT
     MOVE #1,YDRCT
     MOVE #7,Y
     BRA BADGEN
PUSTULE:MOVEQ #0,D0
     MOVE.B TADIRN,D0
     TST.B D0
     BEQ NPART
     ADD.B D0,SRCE+260+3
     ADDQ.B #1,TACNTR
     CMP.B #3,TACNTR      BEQ PUSBAD
     CMP.B #6,TACNTR      BNE NPART
     MOVE #-1,C+18
     CLR.B TADIRN
           BRA NPART
PUSBAD:      NEG.B TADIRN
           MOVE BADMAX,D0
     CMP BADNO,D0
     BLE NPART
     MOVE PXD,XDRCT
     MOVE PYD,YDRCT
     MOVE X+18,D0
     ADD PXD,D0
     ADD PXD,D0
     MOVE D0,X+18
     MOVE Y+18,D0
     ADD PYD,D0
     ADD PYD,D0
     MOVE D0,YBADGEN:
     MOVE.L #X+64,A1
     MOVE.L #SRCE+224,A2
     MOVE.B #8,CNTR
BADSLP: CMP.W #0,256(A1)
     BMI.S BADST
     ADDQ.L #2,A1
     ADDQ.L #4,A2
     SUBQ.B #1,CNTR
     BNE.S BADSLP
     BRA.L TCLOSE
BADST:      MOVE #64,D0
     SUB.B CNTR,D0

[...]

,D0      BSR WAYTER
     DBRA D1,SHRINKA
     MOVE #5,D0
     BSR REPLACE
     MOVE #10,D0
     BSR WAYTER
     BSR.L INITPHYS
     BSR DARK
     BSR.L transfer
     BSR.L CZERO
     MOVE.B #1,SUPERUSER
     BSR BLUESHIP
     BSR.L SCOREPRNT
     BSR.L HISCPRNT
     LEA hituneB,A0
     LEA hitune,A1
     LEA hitune,A2
     BSR tunest
     MOVE.L #$78000,A0
     MOVE.L #$70000,A1
     MOVE #$1F40,D0
SHBK:      MOVE.L (A0)+,(A1)+
     DBRA D0,SHBK
     CLR CNTR
     MOVE.L #$69058,SRCE+328
     MOVE #82,C+2
     MOVE #98,X+2
     MOVE #151,Y+2
     MOVE #83,C
     MOVE #134,X
     MOVE #60,Y
     MOVE.L #$6BB98,SRCE+332
LASTALP:BSR WVBL
     MOVE #0,D0
     BSR REPLACE
     MOVE CNTR,D0
     AND #7,D0
     BNE NHCLOSE
     CMP #38,CNTR
     BMI NHOPEN
     CMP #58,CNTR
     BPL NHOPEN
     ADD.L #$780,SRCE+328
     MOVE #1,D

[...]

d+6,11(A0,D0.W)
     MOVE.B round+7,12(A0,D0.W)
     ADD #17,D0
     MOVE.B #32,(A0,D0.W)
     MOVE.B #32,1(A0,D0.W)
     MOVE.B #32,2(A0,D0.W)
     MOVE.L #hiscore,A1
     MOVE #4,D1
HISCLP:      MOVE.B (A0,D1.W),(A1,D1.W)
     DBRA D1,HISCLP
     BSR.L HISCPRNT
HIPAST:      MOVE D0,D3
     MOVE.L A0,A3
     MOVE.L #records,A4
     MOVE #0,X
     MOVE #25,Y
     BSR.L ymes
     MOVE.L #hitable,A4
     BSR.L pmes
     TST.B CNTR
     BMI.L NHENT
     MOVE CNTR,D0
     LSL #4,D0
     ADD #105,D0
     MOVE D0,Y
     MOVE #192,X
     MOVE #2,D2
INPT:      BSR.L twvbl
     BSR.L inkey
     TST.B D0
     BEQ.S INPT
     CMP.B #13,D0
     BEQ.S NHENT
     MOVE.L D0,D1
     SWAP D1
     CMP.B #$0E,D1
     BNE.S NDELETE
     CMP #2,D2
     BEQ.S INPT
     SUBQ #8,X
     MOVE #32,D0
     BSR.L textprnt
     SUBQ #8,X
     ADDQ #1,D2
     SUBQ #1,D3
     BRA.S INPT
NDELETE:TST.B D2
     BMI.S INPT
     CMP.B #32,D0
     BEQ.S INPOK
     AND.L #223,D0
     CMP.B #65,D0
     BCS.S INPT
     CMP.B #91,D0
     BCC.S INPTI
NPOK:      MOVE.B D0,(A3,D3.W)
     BSR.L textprnt
     ADDQ.B #1,D3
     SUBQ #1,D2
     BRA.S INPT
NHENT:      LEA gotune,A1
     LEA gotune,A0
     LEA gotune+2,A2
     BSR.L tunest
     MOVE.B #24,TRANS2
     MOVE.B #24,TRANS3
     MOVE #80,D0
     BSR.L twayter
     TST.B PLAYERMAX
     BEQ.S mbwt
     TST.B OLIVES
     BPL.L SWPLAYERS
mbwt:      MOVE #400,CNTR
mbwait:      BSR.L wvbl
     SUBQ #1,CNTR
     BEQ.S RESTART
     TST.B mbut
     BEQ.S mbwait
RESTART:BRA.L NUGAME
BROUT:      MOVE.L #E13,D7
     BSR son      CLR.B PRIORITY
     BSR.L INITPHYS
     BSR.L ALLOUT
     MOVE.L #$7F2D0,BACKS+4
     MOVE.L #19,BACKW+4
     MOVE.L #12,BACKH+4
     MOVE.B #40,CNTR
BRLP:      MOVE X+8,D0
     ADD.W BATMOV,D0
     MOVE D0,X+8
     BSR.L wvbl
     MOVE #4,D0
     BSR.L replace
     MOVE #8,D0
     BSR.L prnt
     MOVE #13,D0
     BSR prnt
     MOVE #4,D0
     BSR.L prnt
     MOVE #1,D0
     BSR.L replace
     CMP #-30,X+8
     BLT BRFIN
     CMP #220,X+8
     BLT.S BRLP
BRFIN:      MOVE #100,CNTR
BRSC: MOVE.L #player1 +3,A0
     BSR.L score
     BSR.L SCOREPRNT
     SUBQ #1,CNTR
     BNE.S BRSC
     BSR.L wvbl
NUSC:      BSR.L INITPHYS
     MOVE.L #round+7,A0
     BSR.L score
     MOVE SCREEN,D1
     AND #254,D1
     MOVEQ #5,D0
     SUB BATMOV,D0
     LSR #1,D0
     ADD D0,D1
     MOVE D1,SCREEN
     BRA.L NUSCREEN
LAST:      TST.B LASTHIT
     BPL NTOUT
     CMP #2,DOH
     BEQ ATLAST
     BPL ENDSTORY
     TST.W C+2
     BMI B1OUT
     BRA NTOUT
B1OUT:      BSR ALLOUT
     MOVE.L #EFADE,D7
     BSR SON
     MOVE #$467,COL5
     MOVE #$007,COL12
     MOVE #$345,COL13
     MOVE #$004,COL14
     CLR PALREG+20
; RING BLACK
     MOVE #3,INTON
     MOVE #$777,D0
BRFADE:      MOVE.L #COL5,A0
     MOVE #3,D1
BRFADE1:MOVE D0,(A0)
     BSR WVBL
     BSR WVBL
     BSR WVBL
     ADDQ #2,A0
     DBRA D1,BRFADE1
     SUB #$111,D0
     BPL BRFADE
                 MOVE.L PHYS,-(SP)
     MOVE #69,C
     MOVE #54,Y
     MOVE #70,X
     BSR PRNT0
     BSR SWAPSCRN
     BSR PRNT0
     MOVE.L #$70000,PHYS
     BSR PRNT0
     MOVE.L (SP)+,PHYS
     MOVE #70,C+2
     MOVE #68,Y+2
     MOVE #96,X+2
     MOVE.B #-1,LASTHIT
     CLR BADMAX
     CLR BADNO
     CLR INTON
     BSR SETSCRN
     MOVE #30,D0
     LEA C+10,A0
     MOVE.L #-1,D1
BSLP:      MOVE.L D1,(A0)+
     DBRA D0,BSLP
     BSR BREKSTART
     MOVE #1,D0
     BSR PRNT
     MOVE #20,D0
     BSR WAYTER
     MOVE PURPLE,PALREG+20
     MOVE #20,D0
     BSR WAYTER
     CLR CNTR
     BSR SWAPSCR
NBRAINLP:BSR REPCOPY
     BSR BAT
     MOVE #1,D0
     BSR REPLACE
     MOVE #1,D0
     BSR PRNT
           MOVE #4,D0
     BSR REPLACE
     MOVE #4,D0
     BSR PRNT
     BSR WVBL
     BSR SETSCRN
     BSR WVBL
     BSR SWAPSCRN
     ADDQ #1,CNTR
     MOVE CNTR,D0
     LSR #2,D0
     SUB D0,Y+2
     BPL BRAINLP
     MOVE #1,D0
     BSR REPLACE
     BSR REPCOPY
     MOVE #1,D0
     BSR REPLACE
     MOVE #-1,C+2
     CLR DOH
     BRA NTOUT
ATLAST:      MOVE.L #$3CBA0,SRCE+184
     MOVE.L PHYS,-(SP)
     BSR.L ALLOUT
     MOVE.L #$78000,PHYS
     Bsr setscrn
     MOVE.L #E12,D7
     BSR.L son
           MOVE #56,CNTR
     MOVE.L #$38030,SRCE+188
     MOVE #47,C
     MOVE #68,X
     MOVE #28,Y
DERES:      BSR.L prnt0
     ADD.L #$140,SRCE+188
     ADDQ #2,Y
     BSR.L wvbl
     SUBQ #1,CNTR
     BNE.S DERES
     MOVE #$777,CNTR
FADER:      MOVE CNTR,D0
     MOVE D0,PALREG+20
     MOVE #4,D0
     BSR.L wayter
     SUB #$111,CNTR
     BPL.S FADER
     MOVE.L #$70000,PHYS
     BSR SCLR
     MOVE.L #$78000,PHYS
     MOVE #79,C
     MOVE #40,Y
     MOVE #85,X
     BSR PRNT0
     MOVE #90,X
     BSR PRNT0
     MOVE #$705,PURPLE
     MOVE #$705,PALREG+20
     MOVE.L #$78000,A0
     MOVE.L #$70000,A1
     MOVE.L #$40000,A2
     MOVE #$1F40,D0
DBBLP:      MOVE.L (A0),(A1)+
     MOVE.L (A0)+,(A2)+
     DBRA D0,DBBLP
     MOVE #3,DOH
     MOVE.L #gridmap+$4C80,A0
     MOVE.L #GRID+16,A1
     MOVE.L #71,D0
SCRSLP2:MOVE.L (A0)+,(A1)+
     DBRA D0,SCRSLP2
     MOVE.L #C+12,A0
     MOVE #59,D0
ZERLOP:      MOVE #-1,(A0)+
     DBRA D0,ZERLOP
     MOVE.L #X+32,A0
     MOVE #19,D0
TENTSET:MOVE #-1,C-X(A0)
     MOVE #2,YDRCT-X(A0)
     ADDQ #2,A0
     DBRA D0,TENTSET
           MOVE.L (SP)+,PHYS
     MOVE #68,SCREEN
     BRA NUSCREEN
ENDSTORY:BSR TUNOFF
     BSR ALLOUT
     MOVE #5,D0
     BSR REPLACE
     BSR SETSCRN
     CLR PALREG+20
     MOVE #81,C+10
     ADDQ #6,Y+10
     ADDQ #3,X+10
     MOVE.L #$3DB80,SRCE+324
     MOVE.L #EWAH,D7
     BSR SON      MOVE #3,D1
SHRINKA:ADD.L #$10,SRCE+324
     MOVE #5,D0
     BSR PRNT
     MOVE #10(


Title: Re: Hidden messages in code
Post by ggn on 31.10.09 at 18:16:16
Captain Fizz

[code] "=====================",13,10
        dc.b    "Insert disk to test in drive 0 then press any key...",13,0
string2 dc.b    "This disk is GOOD                                   ",0
string3 dc.b    "This disk is BAD                                    ",0
clear1  dc.b    27,'E',0

        CNOP    0,2

clear   move.l  #clear1,a0              clear entire screen
        jsr     printf
        rts
intro   move.l [/code]

Title: Re: Hidden messages in code
Post by ggn on 31.10.09 at 18:17:32
Chase HQ


Quote:
    CHASE HQ           By        Pete Hickinson  Teque Software    Development   Graphics by Mark (Tedd) Edwards.With help from 'Buffalo' Bill Caunt and Tricky Flappy Mick.

Title: Re: Hidden messages in code
Post by ggn on 31.10.09 at 18:17:44
Continental Circus


Quote:
  CONTINENTAL        CIRCUS            By        Pete Hickinson  Teque Software    Development   Graphics by Mark (Tedd) Edwards.With help from 'Buffalo' Bill Caunt and Tricky Flappy Mick.



Title: Re: Hidden messages in code
Post by ggn on 31.10.09 at 18:53:40
Colorado


Quote:
Please insert TransST disc into drive A  Press any key to continue


Title: Re: Hidden messages in code
Post by ggn on 31.10.09 at 19:15:49
Double Dragon


Code (]move.l    #1,-(a7)
          move.w    #$20,-(a7)
          trap      #1
          add.l     #6,a7
          tst.w     d0
          beq       user1
          move.l    usstack,-(a7)
          move.w    #$20,-(a7)
          trap      #1
          add.l     #6,a7
user1     rts[/code):



**************************************************************************
**************************************************************************
********* delay loop



Title: Re: Hidden messages in code
Post by ggn on 31.10.09 at 19:16:51
Death Trap


Quote:
Hello Pirates, we all know you're going to crack this game, but it is so easy for you to hold it one or two months and it is so hard for me to to make sure you won't crack it that I thought you could hold it for me... Even better, as you might think i'm earning an awful lot of money on this game, you could hold it for the game itself.I think you surely recognise it is not the worst you've seen on st, and you should know it is an AMIGA port done in 3 WEEKS, where EVERYTHING is EMULATED from AMIGA (SoundFx,Maincode,Music).But as I Know you you will only laugh stupidly and say : We're gonna crack it anyway, because we owe you nothing... I know, but remember that one day you WILL write a game (because if you can crack it, it means that you surely can code 68000) like me and put all your hopes in it and see it cracked by a bunch of jerks like I was when I was younger... Then you'll remember this message. But that day, we will swap our roles.Signed : LORD BLITTER (Mr byte killer) ----------------Pour les francais, apprenez l'anglais et lisez plus haut C'est pas si dur, vous verrez...----------------


Title: Re: Hidden messages in code
Post by ggn on 31.10.09 at 19:18:00
Defender of the crown


Quote:
MAGNELOKΏ VERSION 2.0 - COPY PROTECTION SYSTEM FOR THE ATARI ST

COPYRIGHT ½ 1987 ALL RIGHTS RESERVED by TITANIUM SOFTWARE


SIGNATURE FOUND - ORIGINAL DISK DETECTED
SIGNATURE NOT FOUND - UNAUTHORIZED PIRATED COPY DETECTED


Title: Re: Hidden messages in code
Post by ggn on 31.10.09 at 19:19:57
Double Dragon II


Quote:
ALL MAGAZINES ARE STAFFED BY PISSED OLD HACKS.. PRINT THAT MATEY



Title: Re: Hidden messages in code
Post by ggn on 31.10.09 at 19:20:08
Dragon Breed


Quote:
Written by Tim 1990.



Title: Re: Hidden messages in code
Post by ggn on 31.10.09 at 19:20:31
Dragon's Lair


Quote:
A great deal of effort has gone into the making of SPACE ACE ST. If you would like to see Dragon's Lair developed for the ST, please don't pirate this program. Thank you, the Space Ace development team.


(not a mistake, it was on DL :)

Title: Re: Hidden messages in code
Post by ggn on 31.10.09 at 19:20:44
Dragon's Lair II


Quote:
A great deal of effort has gone into the making of Time Warp ST. If you would like to see more products developed for the ST, please don't pirate this program. Thank you, the ReadySoft development team.


(at least they got it right this time :P)


Title: Re: Hidden messages in code
Post by ggn on 31.10.09 at 19:20:59
Dynamite Dux


Code (]     ONE DAY,6789 WAS PLAYING WITH     [ch63739):

     HER PETS 012 AND 345 IN           
     A BEAUTIFUL FLOWER GARDEN.        
                                       
     THEN SUDDENLY AN EVIL BLACK       
     SHADOW APPEARED AND CHANGED       
     INTO :;<:;<: THE GREAT WHILE      
     THEY WERE WATCHING.               
     6789 STARTLED AND FRIGHTENED      
     WAS KEPT IN A MIRACLE BALL        
     AND TAKEN AWAY TO ACHACHA         
     WORLD BY :;<:;<: THE GREAT.       
     THEREFORE 012 AND 345 ROSE UP     
     AND VENTURED INTO ACHACHA         
     WORLD TO RESCUE HER.              
                                       
IF YOU WANT TO SEE SOMETHING DIRTY PUT CODE HERE >>>>.....
     ONE DAY,6789 WAS PLAYING WITH     
     HERSELF,WHILE 012 AND 345         
     WERE BUGGERING EACH OTHER IN      
     THE BEAUTIFUL FLOWER GARDEN.      
     THEN SUDDENLY AN EVIL BLACK       
     PIMP APPEARED AND CHANGED         
     INTO SOME KINKY LEATHER GEAR      
     WHILE THEY WERE WATCHING.         
     6789 STARTLED AND ORGASMED AT     
     THE SIZE OF HIS MIRACLE BALLS,    
     AND DISAPPEARED WITH THE PIMP     
     TO HIS SLEEZY BROTHEL.            
     THEREFORE 012 AND 345 STOPPED     
     GIVING EACH OTHER ONE AND         
     VENTURED INTO THE BROTHEL,        
     NOT WANTING TO MISS OUT.          


And that made my day (and also made me want to hack this game to see if any naughty gfx are present :D )

Title: Re: Hidden messages in code
Post by ggn on 31.10.09 at 19:22:34
Eliminator
----------


Quote:

                                                   John M Phillips
                                                   Cronabar
                                                   North Pill
                                                   Saltash
                                                   Cornwall
                                                   PL12 6LJ

                                                   Tel: 07-555-3392

14th August 1988

Dear Tony,

       On this disk is everything you'll need for protecting Eliminator.

The files are as follows:

     ELIMINAT.JMP      - game code (300k)

     ELIMINAT.NEO      - title screen

     AUTO/JMPBOOT.PRG- my demo booter

     JMPBOOT.S      - source for above

Other details:

-- The game calls TRAP#15 before each level, my booter puts a
   dummy rte here

-- You can put your protection code above the screen at $7FD00

-- There is a 16K table at address $8E02..$9E01 which you can re-use for
   your protection buffer since it is re-generated before
each level

-- The game code should be loaded at $13000. Call $13008 to run.
   Note that the game should be called in supervisor mode with interrupts
   off, this is all detailed in JMPBOOT.S


     Hope that's clear. Good luck !!


                 Yours Sincerely

                       John M Phillips


Title: Re: Hidden messages in code
Post by ggn on 31.10.09 at 19:23:47
F15 Strike Eagle II
-------------------


Quote:
SNASM68K Snasm68k version 1.01  Copyright (c) 1988,89,90,91 S.N. Systems Software Limited
All rights reserved

USAGE : snasm68k /options source,object,symbol,listing,temporary file

Options : /b <number>     specify memory size of buffers (K bytes each 2-64)
          /c              enable listing of conditioned out lines
          /d              debug mode - do not run
          /e symb=value{;symb=value}   equate symbol(s)
          /g              write non-global symbols to linker object file
          /i              display information window
          /j path         specify include file search path
          /k              allow use of ifeq, etc.
          /l              produce linkable output file
          /m              expand macros in listing file
          /o opts         set assembler options/optimisations
          /p              produce pure binary output file
          /w              write equates to symbol/linker file
          /z              include line number info in linker file
Assembler options (first of +/- specified is default) :
          ae+/-           automatic even on dc/dcb/ds/rs .w/l
          an-/+           allow alternate number format
          c-/+            case sensitivity
          d-/+            descope local labels on equ, set, etc.
          e+/-            print lines containing errors
          l-/+            use '.' as leading character for local labels
          s-/+            treat equated symbols as labels
          w+/-            print warnings
          v-/+            write local labels to symbol file
Optimisations (first of +/- specified is default) :
          op-/+           pc relative optimisation
          os-/+           short branch optimisation
          ow-/+           absolute word addressing optimisation
          oz-/+           zero offset optimisation
          oaq-/+          addq optimisation
          osq-/+          subq optimisation
          omq-/+          moveq optimisation


Title: Re: Hidden messages in code
Post by ggn on 31.10.09 at 19:24:10
F19 Stealth Fighter
-------------------


Quote:
TIM 6:23pm 7/july/1990 f19 release version 2


Title: Re: Hidden messages in code
Post by ggn on 31.10.09 at 19:24:26
Fire And Forget II
------------------


Quote:
BigSector by Eric CAEN 1989 (c) Megaprot Hackers Nightmare V1.02
MidSector, could you hack with Madness ?
SmaSector Hackers are women !!!
Megaprot by Eric CAEN (c) Titus 1989...Hackers, I hate you !!!!


Title: Re: Hidden messages in code
Post by ggn on 31.10.09 at 19:25:00
Gauntlet II
-----------


Quote:
ST GAUNTLET II DATA DISCV2.0 31/05/88 THERE IS A CHEAT MODE IN THE GAME WHICH GIVES YOU 50000 HEALTH, 32000 SUPER SHOTS AND REFLECTIVE SHOTS FOR THAT LEVEL.
TO LEARN HOW TO USE IT READ ONE OF THE MESSAGES AT THE START OF A LEVEL??!!! YOU. RJC 8/MAY/88.   
WRITTEN USING GENST V1&2 ASSEMBLY TIMES FROM A SH205 ARE 2 MIN 10 SEC WITH GENST1 AND 43 SEC WITH GENST2!
ST REPLAY WAS USED TO PRODUCE THE 700K OF DIGITISED SOUND PLAYBACK OF SOUND AT 4.9KHz USING FLASH A ROUTINE BY ME WHICH ONLY SOAKS UP 17% OF CPU TIME


Title: Re: Hidden messages in code
Post by ggn on 31.10.09 at 19:25:21
Gauntlet
--------


Quote:
Copyright (c) May 1987
Clipper Computer Products
34 The Hurst
Moseley  Birmingham


Code (]wizardpi¤   L[ch63738):
sorcer ,$00100000
DC.L      $00100000,$00000000FF80,$3FFF
DC.W      $FFF0,$7FFF
*
* 2 by 24 wor
wmspin32:
DC.W      $FFCF,$FFFF
DC.W      $FF87,$FFFF
DC.W      $FF03,$FFFF
DC.W      $FF01,$FFFF
DC.W      $FE01,$FFFF
DC.W      $FE01,$FFFF
DC.W      $FE00,$7FFF
DC.W      $FC00,$3FFF
DC.W      $FC00,$3FFF
DC.W      $FC00,$1FFF
DC.W      $FC00,$1FFF
DC.W      $F800,$0FFF
DC.W      $F800,$07FF
DC.W      $F800,$01FF
DC.W      $F000,$00FF
DC.W      $F000,$00FF
DC.W      $E000,$0CFF
DC.W      $E000,$0FFF
DC.W      $F000,$0FFF
DC.W      $FC00,$1FFF
DC.W      $FE00,$1FFF
DC.W      $FF00,$

[snip]

* level
l_valkyrie      ds.w      1
l_wizard      ds.w      1
l_elf            ds.w      1
*
saved_warrior:      ds.l      8      * saved states of players when changing levels
*
* Joystick var  bles
*
     .globl      jstick_0
jstick_0      ds.b      1            * data byte for j0
jstick_1      ds.b      1            * data byte for j1
     .globl      j0_direction
j0_direction      ds.w      1            * direction for player
j0_x            ds.w      1            * joy stick 0 x direction
j0_y            ds.w      1            * joy stick 0 y direction
j0_button      ds.w      1            * joy stick 0 button
j0_magic      ds.w      1            * FFFF when using magic
j1_direction      ds.w      1            *
j1_x            ds.w      1            * joy stick 1 x direction
j1_y            ds.w      1            * joy stick 1 y direction
j1_button      ds.w      1            * joy stick 1 button
j1_magic      ds.w      1            * FFFF when using magic
k0_direction      ds.w      1            * direction for player
k0_x            ds.w      1            * kbd stick 0 x direction
k0_y            ds.w      1            * kbd stick 0 y direction
k0_button      ds.w      1            * kbd stick 0 button
k0_magic      ds.w      1            * FFFF when us

Title: Re: Hidden messages in code
Post by ggn on 31.10.09 at 19:27:14
Sonical Fantasia / Equinox (Stingray patch ;)) (on amiga)
---------------------------------------------


Quote:

YEAH! COOL!   YOU'VE FOUND THE HIDDEN PART....  CREDITS FOR THIS: MUSIC ; BREEZE, GRAPHICS ; BUDWEISER, CODING ; RIOTER.    OK, I HAVN'T WRITTEN A SCROLLTEXT IN AGES, BUT LET'S SEE HOW I MANAGE!    BUDWEISER AND SLEEPWALKER WAS SUPPOSED TO WRITE THIS TEXT, BUT THEY WERE TO LAZY!!!!       EUROPEAN TOP 20 RULEZZZZ... (JUST MORE THAN A (EURO)CHART!) HAHAHA... EUROCHART TEAM: YOUR SLOGAN SUXX!!! IT'S LAME AND CHILDISH TO HAVE A SLOGAN LIKE YOURS!!!!!  (FOR YOU WHO HASN'T HEARD THEIR LAME SLOGAN IT SOUNDS LIKE THIS: JUST MORE THAN A TOP 20!)    WELL, I WOULD SAY THAT OUR TOP 20 HAS MUCH MORE FEATURES THAN YOUR CHART!        OKI, NUFF'S NUFF!!  NO MORE TALKING BOUT THAT... I'LL JUST GO MAD ANYWAY!       DID YOU LIKE OUR MUSIC DISK??? HOPE SO, BUT IT WAS DONE IN A HURRY YOU KNOW... THERE'S 3 MORE MUSIC DISKS UNDER PRODUCTION! ......   MUSICAL MADNESS, HOLOCAUST, AND THE 3RD IS NOT NAMED YET....      ALSO COMING SOME DEMOS FROM EQUINOX SOON....  BEAST OF PRAY!  ELECTRONICAL DISASTER... LOOK OUT FOR THEM, BECAUSE THEY'RE GREAT!!!!!!!!                    HURM... LACK OF INSPIRATION (I TOLD YOU I WASN'T IN A SCROLL WRITING MODE!)     HURM.... I DO HATE SCHOOL NOWADAYS! I'M STUDYING MY SECOND YEAR IN SCIENCE AND HAVN'T DONE A SINGLE HOMEWORK.. FUCKIN' SCHOOL!!!!   ANYWAY, I'VE ALREADY MANAGED TO GET A JOB AT BLACK LEGEND SOFTWARE, SO BE SURE TO ENJOY MY FIRST GAME REAL SOOOOOON!!   HAHAH.... IT'LL BE AWESOME... I WONDER WHICH GROUP WHO'LL CRACK IT!  HEY CRACKERS!  WHEN CRACKING MY GAME, DON'T FORGET TO SEND ME A GREET IN THE INTRO  HAAHHA!!  CRACKING IS LAME, CODING IS FAME!!!   TRASH'M-ONE RULES..... DEVPAC AND GENAM SUXX..  4-EVER!!!!  HAHAHAH!!!       RUMOURS SAYS THAT I'M A &&& NAZI &&&.... I WONDER WHAT SUCKER WHO HAS SPREADEN THOSE !! LIES !!... I'M NOT, AND WILL NEVER BE A &&& NAZI &&&.... NEO NAZIS SUXX... I'M NOT A COMMIE, BUT I'M NOT A NAZI BECAUSE OF THAT.... HOPE THAT IS STRAIGHTEN OUT BY NOW!!!!!!!!!         HEY!!  ATTEND TO THE    EQUINOX = SCOOPEX   AMIGA HALLOWEEN PARTY 93..... 5-7 NOVEMBER IN J%NK%PING SWEDEN!!  IT'LL BE THE BEST!! PROMISE!!!            OK..... THE CLOCK IS 1:23 SUNDAY TIL MONDAY NIGHT!!  BETTER STOP SOON, BECAUSE THE SILENCER WANTS ME TO CODE SOME DOS ROUTINES FOR HIM ASWELL....     BTW... WE HAVE GOT 6(!) PAGES IN NEXT CU AMIGA, FOR OUR COMPANY, AND MY BOSS WANTS ME TO SEND A GAME PREVIEW BEFORE WEDNESDAY TO BE PUBLISHED IN CU AMIGA AND ON THEIR COVER DISK.. SUCK... I HAVN'T GOT THE GRAPHICS FROM JONEZ YET.... ARGH..... I WILL PROBABLY NOT BE FINISHED WITH IT TIL WEDNESDAY.. TO HELL WITH THAT!    OK, GOTTA GO AND SHIT NOW.... BUT ALWAYS REMEMBER....  RIOTER - TO TOUGH TO DIE!!!!!   RIOTER - NO MERCY FOR THE WEAK!!!!           EQUINOX - ON THE MOVE!       EQUINOX - A CHILLING EXPERIENCE!!!              NOW WHEN YOU HAVE READ THIS FAR, I'LL REWARD YOU BY GIVING YOU MY VOICE NUMBER....   46-(0)381-12534    IF YOU MISSED IT, HERE IT IS AGAIN!!!   46-(0)381-12534      OK, RIOTER BURNING OFF IN MARCH 1993.... SEE YA IN HOLOCAUST RELEASED NEXT WEEK OR SOMETHING......   BYE FANS!                     RESTART!!!!                 HEY, IT'S OVER!!! STOP READING!                      STOOPID, WERE YOU BORN WITHOUT BRAINS????  THE TEXT HAS COME TO END... RESET NOW, SUCKER!!!!                  CYA DEWDS!!!!     FINALLY... RESTART!                


Title: Re: Hidden messages in code
Post by ggn on 31.10.09 at 19:27:56
Super Squeek
------------


Quote:
HI CRACKERS !
I HAVE TO TELL YOU THAT IF YOU CAN,
CRACK THIS GAME *** COMPLETELY ***
THIS MEANS YOU MUST PLAY 4-5 LEVELS,
TRY ALL OPTIONS...
BEFORE SWAPPING THE GAME.
BUT IF YOU ARE NOT A **CENSORED**
AND/OR IF YOU KNOW ME (RTEL?), PLEASE
CRACK ANOTHER GAME. CRACKING SUPER
IS A LOT OF WORK
YOU WILL LOOSE A LOT OF TIME;
TIME THAT YOU COULD USE TO MAKE DEMO,
CRACK OTHERS GAMES, F..., STUDY, ETC  FIN*


Title: Re: Hidden messages in code
Post by ggn on 31.10.09 at 19:30:55
The new tetris (N64)


Quote:
********************START MARTIST RANT************************** I must say, this was a fun time coming down to San Francisco to do The New Tetris. Allthough there were a few problems. First of all being our producer.. D*N, my god.. is this guy useless or what?? I don't hate you D*N.. but you SUCK, and I mean SUCK as a producer. You should go back to testing video games, but I doubt you could even manage that properly. I feel sorry for you. During this project you just sat around and played video games.. starcraft and everquest. Don't even deny that.. when you WERE working, it was making stupid Excel (tm) spreadsheets to try and tell me how many bugs I had left to fix on a graph.. like WTF is that??? who cares.. I have the bug list in front of me, like I need to see it in freaking technicolor. So D*N, I must say this.. hold onto, and fake your job while you can, because once they find out how truely useless you are, you will be out of a job. I cannot think of any skillset you would fit into in this industry, so you better hold on tight. (This guy thought I could save a name in 8.4 BITS.. like umm.. .4 BITS?? WTF is .4 BITS?? its either ON or OFF, not in between... anyhow, Enough about you though. To Nintendo.. It has been nice working with you.. Alot of you are great or were great. Tom 'Snoop Dog' Hertzog - you were great.. one of the nicest people I have ever met at Nintendo. You and your crews bug testing was outstanding and I commend you for the excellent work. Erich Waas - You know we have been friends a long time, but I must say this. After you had accepted the ART form for The New Tetris, and later on your higher ups said it was not UNISEX enough, you slapped the blame on H2O, Chris Bretz in particular. You did not have the balls to accept blame for your mistake, and stuck our entire team under IMMENSE stress and FRENZY. This to save your A$$ from getting in trouble at Nintendo. I still like you Erich, which is more than I can say for the rest of the team that you screwed because of this. But I guess your standing at Nintendo is more important than the friendships you had here. You always knew we had telent and you recognized that. I know you wanted to work with us again one day maybe outside of Nintendo, I think you screwed up those chances though. While I am screaming.. I might as well say this: Niel Voss.. your music is freaking KICK A$$.. you are one really damn talented boy. BUT, you are one of the laziest music guys I think there is  You could go far if you wanted to, but you just lack the GO for it. It is a shame. I wish you all the luck and would reccomend you to ANYBODY just because even though everything is last minute, and like pulling teeth, the end result is AMAZING. I am leaving H2O after this project to work at 3DO. I hope this will be a good move for me. I love H2O, As amazingly disorganized of a company it is. I LOVE the people, I have so many good friends there. It will be hard to move on. Of course they will stay my friends. They were more than just co-workers.. they were FRIENDS. They were the people I lived with, spent my days and nights with.. went to bars with, camped with, drank with (alot), did other bad things with (wont elaborate ). They are true great friends, and I love them all and will miss them dearly. Allthough Vancouver is only a 2 hour flight away, I hope I can visit often. My best friends would include. Ross, Max, Scott, Jake, Bretz, Roland, Johnny, Sarah.. these are the people I love the most. And I wish you success. My 4.5 years at H2O were basically, making games.. drinking alot, playing pool alot, going to bars and raves and dancing while really screwed up in the head. THAT HAS TO BE THE MOST FUN I HAVE EVER HAD, and probably ever will. The good old days. These guys are in Vancouver right now because I got stuck finishing this project in San Francisco (Which by all means I LOVE and am staying (hence 3DO)) Well boys and girls, I just thought I would immortalize some thoughts I have at the moment into a rom which will be burned forever. This game sucks. The music is great but the game itself is not how we wanted it unfortunately. I mean, it is a good game, but some things could be polished, as well as sped up. Could use another month to finish this thing off AFTER all the bugs are fixed. oh well, woh is me. I would love to give special loves and kisses to the following. My Girlfriend Amy Bond, My Family (Joy, Allyson, Jon Pridie, Brant Sangster), My really really best old friends Selim Arikan, Cory Haberly, Jason Vasilash, Alfred Huger, Oliver Friedrichs. Goodbye H2O, it was a blast, and I mean that with all my heart. (C) 1999 July 1 David Pridie If you are reading this, you can obviously see this disclaimer. All this material belongs to David Pridie. If you find it and want to post it in ANY media format, you must get my permission or feel my wrath . This text if it is ever read, is intended to be read by hackers whom have dumped the contents of this rom and viewed it. That is ALL it is for. And maybe some of them will remember me from the C64 and PC days, Martial Artist of PE/TDT/RAZOR 1911/INC/FLT/TRN/FBR, I was in them all.. and I made trainers and intros mostly. I thank that scene for teaching me how to program, because without it I don't think I would be where I am today. Well that does it 4.5 years and Two games later (Tetrisphere and New Tetris). Unfortunately I wont be working on Nomans Quest.. but oh well. HAPPY CANADA DAY. *****************************END MARTIAL ARTIST RANT ********************

*************START LUPIN RANT FOR 50 MOST HATED THINGS********************1] Idiot teens hanging out in front of 7'11s, KFC, McDonalds, Jack In The Box etc... Your life REALLY SUCKS if that's the high point of your day...2] A$$holes who spit on the sidewalk.3] Drivers who don't know how to use a turn signal. I can reach mine with my pinky while driving. It's not that hard.4] Teens with their pants around their a$$.5] People with personalized licence plates.6] BMX bikes.7] People panhandling me. Get a job losers! McDonalds is always hiring!8] Bums with dogs. I'm sure the dog loves eating cheese from old pizza boxes.9] The cheeseheads from asia who take a Honda Civic, slap some stickers on it, put a muffler on it that makes it sound like a riding lawnmower, a ridiculous sized fin on the back and think they have a formula 1 racer. 'Devastating Power!' my a$$!10] The same idiots who then drive their 'hot' civic like they are in the Indy 500 through busy traffic.11] The huge complex hairdos on african american women, 5 layers, 6000 curls, 4 sprouting areas, 200 dangling bits, 6000 beads, air conditioning and enough hairspray in it that it wouldn't move if Hurricane George hit it.12] People with Kleenex, plants, knitted blankets, stuffed animals, or lacey things in their cars rear window. I should be allowed to pull over and shoot them.13] People on the bus who talk so loud your forced to hear about their pointless lives.14] Crappy parkers who park their car REALLY close to the painted line so that you have half a foot to get out.15] Those old cars (ie, Cadillacs, Lincoln Town Cars, etc...)usually white for some strange reason... with the acient driver who always drives WAY under the speed limit.16] People who write a cheque for a $2 bag of nachos at Safeway.17] Corvettes, Comaros and Firebirds. Come on, the 80s are OVER!18] A$$hole tailgaters.19] Idiots who think they can pedal a bike as fast as a car, so they ride in the middle of a traffic lane. You should be allowed to run them over, it looks like natural selection to me.20] Teenagers on television news reports expressing their opinions on something. If your under 18 I don't give a sh1t about what you have to say...21] The singer Brandy, Celine Dion, all the divas....22] Twits who wear a huge parka outside when its sunny and a mild 5-10 C. The same thing goes with the whole scarf thing.23] Muni busses that smell like urine. Which is most of them.24] Corporate Broadcasting logos in the corner of the channel your watching.25] Web pages that pop open other pages and windows and then disable your 'back' button.26] People who walk around with a huge 'portable' stereos blaring, sharing their music with everyone around them. Usually crap rap.27] Junk mail.28] Peice of sh1t cars that spew out huge noxious clouds behind them.29] People that throw out huge items on the curb expecting the garbage people to remove it. Like old dirty matresses. They don't of course, and it sits on the curb for weeks.30] Budweiser beer and the people who drink it. I'd rather suck the piss out of a pig... Its time to poison the bud.31] Drivers who turn onto the road RIGHT in front of you causing you to slam on the brakes, even though there is no one for hundereds of feet behind you.32] People who drive 3/4 in one lane and 1/4 in another... what the hell is that????33] Religous people who push their drivel on you when your walking down the street. Or come knocking on your door.34] Dead web page links and 'Document not found' errors.35] Racisist people and the crap they spew out.36] Those stupid add banners from Geocities on the Internet when you hit someones home page going through them...37] All country music.38] Minivans.39] People who spray paint their names on rocks, signs, trees etc, in national parks. Like I care that Bill graduated in 86.40] Small yappy 'feeder' dogs. Like little Yorkies, poodles, etc...41] People in the fast lane who drive just 2 km/hr faster than the guy in the 'slow' lane, dawdling along.42] Film crews making bad movies most people doent want to see blocking the streets and being annoying.43] Big fat bugs that splat on my windshield.44] Those really tight spandex cycling pants on men, they are usually sooooo tight, you can tell if they are cirumcised.45] Those really tight spandex cycling pants on 90% of the women. Big fat a$$es and *wiiiiiiiiiiiiiiiiiide* camel toes.46] Those really annoying commericals from Rogers Cable that tell you all about the 'evils' of satalite tv and how lucky ygu are to be getting cable for a mere $65 a month.47] Commercials that are SO bad on tv, you have to wonder about the sh1t for brains who thought them up. Like the Old Navy commericals, or the old as hell commercial for Sarah Lee, that is STILL ON THE AIR, 'let them eat cake' and 'But Patrick, I'm to old for life insurance.' Shoot them ALL!48] Losers that listen to totally cheezy radio stations and then slap dozens of their stupid stickers all over thier car.49] Lilith Fair. I say when they are all hugging, listening to the music, sharing tampons, and bitching about how evil men are, toss in a few hundered grenades while recording it on camera. Sell the video as a 'To Hot for TV' tape late at night.50] Cheap a$$ manufacturers of DVDs who list as 'features' chapters, interactive menues, and the time. These arent features. Thats like calling your computers keyboard a 'feature'. Lame a$$ marketing people.51] DVD manufactureres that sell their DVDs for $40 and up, just because they know people will pay for it. DVDs have actually become MORE expensive than when they first came out.52] Nintendo and everything about them.53] Old people who clog up the sidewalk walking super slow when you want to get somewhere.54] Looking at demo-reels at work that are so incredibly bad, that I just vant to call them up and tell them to go f*ck their demo reel and to never EVER send another one out to anybody. EVER.55] Spiders. All spiders. Everyone of them.56] How on the Nintendo 64 game machine, half the damn titles for it are called 'miscvidgame 64'. Why not come up with a real name? Why is everyone just slapping a 64 on all the games?************************************END LUPIN RANT************************


Original [http://www.dextrose.com/_forum/showthread.php?t=1925&page=2&pp=15]here[/url]

Title: Re: Hidden messages in code
Post by ggn on 15.11.09 at 11:59:13
Double Bobble 2000


Quote:
HELLO HACKER AND WELCOME TO THE WORLD OF DOUBLE BOBBLE. THERE IS A CHEAT MODE IN THE GAME, IT ISN'T HARD TO FIND. THE CODE ISN'T AS OPTIMISED AS IT COULD BE, ALTHOUGH I AM PRETTY PLEASED WITH MY TRUE COLOUR SPRITE ROUTINE. IF YOU TRAIN THIS GAME PLEASE SEND ME A COPY!   ALL BUGS ARE BY TAT OF DIGITAL CHAOS, AND WERE VERY CAREFULLY DESIGNED.    THIS GAME DOESN'T WORK ON WINDOZE 95. BUT WHAT DOES? FUCK WINDOZE. FUCK BILL GATES. FUCK MICROSOFT. FUCK PCS. FUCK ALL THE SHIT COMPANIES THAT RELEASE UNPLAYABLE SHIT UNDER THE TITLE OF 'INTERACTIVE GAMING'. FUCK INTEL AND THEIR SHIT PROCESSORS. FUCK THE ROLLING STONES AND BRIAN ENO - DEATH TO ALL MICROSOFT COLLABORATORS. BIG GREETS TO THE FIRST GUYS TO WRITE A WINDOWS 95 VIRUS. LONG LIVE ATARI, C-LAB, ACORN, ESCOM ANY NON-PC MANUFACTURER. IMAGINE HOW FUCKING BORING IT WOULD BE IF EVERYBODY HAD A FUCKING PC AND WINDOWS 95. WHERE THE FUCK IS THE VARIETY? EVERYONE MAY AS WELL WHERE THE SAME CLOTHES, LISTEN TO EXACTLY THE SAME MUSIC, SUPPORT EXACTLY THE SAME FOOTBALL TEAM. WELL FUCK THAT.    ALSO A BIG FUCK TO ALL THE BIG GAMES COMPANIES THAT STOPPED PRODUCING ST STUFF AND DECIDED TO KILL THE ATARI EVEN WHEN THE SCENE WAS STILL STRONG.   FUCK ALL PONYTAILED SOFTWARE EXECUTIVES THAT CARE MORE ABOUT MARKET DEMOGRAPHICS THAN QUALITY GAMES.   DO YOU KNOW THAT I REWROTE THE PACKER HEADER SO THAT TRACE AND ILLEGAL VECTORS TRIGGERED AN MFP INTERRUPT THAT IS NOW DOING A LOW-LEVEL FORMAT OF YOUR HARD DRIVE WHILST YOU ARE READING THIS? I'M ONLY KIDDING. HAD YOU SWEATING FOR A SECOND THOUGH ;) RESPECT TO ALL DOING SOMETHING CONSTRUCTIVE ON THE ATARI AND MAKING THE SCENE A MORE DIVERSE AND VIBRANT PLACE. I'M OUTTA HERE. PTERM. PEACE.   

Title: Re: Hidden messages in code
Post by Klapauzius on 15.11.09 at 22:38:19
Typhoon

Sorry, in German only.
Too lazy and tired to translate...


Quote:
hi   sei gegruesst edler cracker, der du diese zeilen liest. es hat dich wohl ein bischen zeit gekostet, dieses spiel zu cracken! aber ueberlege es dir genau : willst du es wiklich kopieren ?? es war harte arbeit dieses spiel zu schreiben (stoehn,aechz) und jetzt bekomme ich keinen roten  heller fuer meine schufterei, da es ja bald jeder hat...  (schluchz). solltest du den wunsch verspueren, mit dem autor  ein plaeuschchen zu halten, so waehle: 08376/1464 ! also  nochmal: bitte nicht kopieren, sondern erst anrufen !!!! bis bald


EDIT: translation:

Quote:
Greetings, noble cracker, to you who reads these lines. I guess it took some time to crack this game. But think twice: do you really want to spread it? It was hard work to write this game (groan, moan) and now I won't even get a penny for my labours, as soon everyone else will have it ... (whine). Should you wish to have a chat with the author, then call 08376/1464!
I repeat: don't spread, call first!!! See you.

Title: Re: Hidden messages in code
Post by simonsunnyboy on 16.11.09 at 19:13:29

Klapauzius wrote on 15.11.09 at 22:38:19:
Typhoon

Sorry, in German only.
Too lazy and tired to translate...


Quote:
hi   sei gegruesst edler cracker, der du diese zeilen liest. es hat dich wohl ein bischen zeit gekostet, dieses spiel zu cracken! aber ueberlege es dir genau : willst du es wiklich kopieren ?? es war harte arbeit dieses spiel zu schreiben (stoehn,aechz) und jetzt bekomme ich keinen roten  heller fuer meine schufterei, da es ja bald jeder hat...  (schluchz). solltest du den wunsch verspueren, mit dem autor  ein plaeuschchen zu halten, so waehle: 08376/1464 ! also  nochmal: bitte nicht kopieren, sondern erst anrufen !!!! bis bald


EDIT: translation:
[quote]Greetings, noble cracker, to you who reads these lines. I guess it took some time to crack this game. But think twice: do you really want to spread it? It was hard work to write this game (groan, moan) and now I won't even get a penny for my labours, as soon everyone else will have it ... (whine). Should you wish to have a chat with the author, then call 08376/1464!
I repeat: don't spread, call first!!! See you.
[/quote]

Hehe, now that is a good one ^^

Title: Re: Hidden messages in code
Post by ggn on 15.12.09 at 21:54:16

simonsunnyboy wrote on 16.11.09 at 19:13:29:

Klapauzius wrote on 15.11.09 at 22:38:19:
Typhoon

Sorry, in German only.
Too lazy and tired to translate...


Quote:
hi   sei gegruesst edler cracker, der du diese zeilen liest. es hat dich wohl ein bischen zeit gekostet, dieses spiel zu cracken! aber ueberlege es dir genau : willst du es wiklich kopieren ?? es war harte arbeit dieses spiel zu schreiben (stoehn,aechz) und jetzt bekomme ich keinen roten  heller fuer meine schufterei, da es ja bald jeder hat...  (schluchz). solltest du den wunsch verspueren, mit dem autor  ein plaeuschchen zu halten, so waehle: 08376/1464 ! also  nochmal: bitte nicht kopieren, sondern erst anrufen !!!! bis bald


EDIT: translation:
[quote]Greetings, noble cracker, to you who reads these lines. I guess it took some time to crack this game. But think twice: do you really want to spread it? It was hard work to write this game (groan, moan) and now I won't even get a penny for my labours, as soon everyone else will have it ... (whine). Should you wish to have a chat with the author, then call 08376/1464!
I repeat: don't spread, call first!!! See you.


Hehe, now that is a good one ^^[/quote]

You mean you haven't read a message like that before?

Title: Re: Hidden messages in code
Post by ggn on 15.12.09 at 22:01:02
Super Gridrunner


Quote:
gridrunner
additional information:
firstly, thanks for buying this copy of gridrunner. that is, assuming you did buy it... if you ripped it off, I have the following message for you:
may the fleas of 1000 camels infest all your hairy bits forever; may your swonnicles become painfully enlarged, your system be infested with particularly virulent viruses, your teeth and hair drop out and all your interfacing be unsuccessful, for as long as you continue your verminous and destructive existence, you slimebag, you pool of festering scum, you talentless nerd.
anyway, i`m glad you have the game. i hope you enjoy the blasting.  if you enjoy this game (totally crass and naff advertising) try our other st release andes attack. if you`re into the `defender` style of game, andes attack will be right up your street.  the graphics are ok, but where the game really shines is in the gameplay department.  if you enjoyed this you`ll love it.
yak reviews the reviewers
i have been interested to see the various reviews for `andes attack` which have appeared just recently. i expected mixed reviews, and that`s what i got.  i hoped that reviews would fall into two distinct categories - written by those who value gameplay on the one hand, and those who are impressed only by flashy graphics on the other.  i was not disappointed.....

the review to which i attached the most significance was that by julian rignall in c&vg.  i`m not being sycophantic or anything like that; in fact as anyone who had a commodore a few years ago and read `zzap` will realise, me and j.r. haven`t always seen eye-to-eye.  nonetheless, i know that j.r. is a fan of williams arcade games, and in fact used to own a stargate machine.  as such, he would know whether andes attack, itself based on stargate, captured the essence of the classic williams game.  i am releived to say that he loved it...

atari user also liked the game, interestingly enough they also raved about the graphics as well as the gameplay.  now i`m obsessed with getting good gameplay into every game i write.  i`m not a graphic artist, and the rates they charge, i can`t afford to employ one.  nonetheless, i believe that the term `graphics` covers not only the individual pixels which define the game elements, but also the way they move.  the dynamics of andes attack graphics (the explosions especially) like the dynamics of the williams original, are especially pleasing.

of course, not all the reviews were good... i expected (correctly) that there would be a number of reviewers who judge a game purely on the strength of perceived graphics and totally ignore gameplay.  ace, for example, relegated the game to a small slot passed over in a distainful way (i guess because the game graphics, viewed statically in screenshots, aren`t spectacular enough) with hardly a mention of the gameplay. another, atari-specific magazine, proclaimed loudly that the gameplay was dated, and that even ten pounds was too much to pay for a `blast from the past`.  in one of those glorious examples of consistency unique to the fantasy world of the game reviewer, the very same reviewer a few pages later is seen extolling the virtues of a recent arcade conversion, based on an even more ancient idea than defender (involving large rocks and a spaceship). in this case, the reviewer has no qualms recommending that the reader pay twenty quid for the conversion. `but what about ten quid being too much for a blast from the past???` you ask....  well, if truth be told, it comes down to the fact that defender is hard, and asteroids is not so hard. our reviewer obviously never got to terms with defender, and so any defender-variant presented to him was bound to come out of the encounter badly.  mind you, in the same magazine, this reviewer was claiming that the control-method of `virus` was too difficult, and that `virus` itself had no lasting appeal....

i never heard so much tosh in my life. `virus` is the best shoot-em-up on the st, bar none, and recurs regularly like a bad case of glandular fever.  the thing which sets virus (and defender, and a lot of the williams games) apart is the fact that the enemies have autonomous intelligence. in modern games, like r-type and such, you have no freedom.  the scroll proceeds at a constant rate; the aliens appear from the same places at the same time.  you cannot choose to reverse your ship and fly wherever you want to; learning such a game is just a question of learning to be in a certain place at the right time and pumping the fire button.  the player has no choice.  in defender and virus, the player is given complete freedom to fly around a world occupied by enemies who have autonomous intelligence, discrete tasks to accomplish.  the response of the enemies is never identical on any two encounters, and the player must rely on wits, rather than rote learning of position, to succeed.

quite frankly, the art of good game design has been largely lost in these days of mega-graphics and pattern-oriented games.  r-type, nemesis, all these modern graphically-oriented games, are all just pattern-oriented scrollers with zero degrees of freedom and stupid opponents who fly the same flightpaths every time you play.  for all the graphics, such games are no more advanced in terms of game design than space invaders.  the defender design, when introduced, represented massive advances on gameplay- the first horizontally-scrolling playfield, the first scanner, the first intelligent opposition, the first smartbombs.... modern designs tend to give you power-up weapons and nothing else.  just scroll from one end of the game to the other, no degrees of freedom....

show me a reviewer who can score 100,000+ on defender and i will accept their criticism as valid. a lot of the guys working the review circuit these days weren`t around in the times when you couldn`t sell a game on the strength of pretty graphics because you just didn`t have the memory to implement them.  you relied on good game design to do the job.  i tell you, some of the guys around at the moment wouldn`t know a good game design from a twenty-quid graphics demo with zero gameplay and fifty thousand poundsworth of hype behind it.....

suffice to say, if you like defender, if you like virus, you will like andes attack, and should get it!

after all it is only a tenner (it amused me to see that, months after we released `andes` at a tenner, a certain large software hypecorporation was blowing its own trumpet over the fact that they finally reduced the price of their arcade conversions from twenty quid to fifteen... still 50 percent more than they should be)....

anyway, enough from me. i have some loud rock to listen to and an important pub to go to later, so get on with your blasting!

yak greets you and wishes you good luck with the conflict!

Title: Re: Hidden messages in code
Post by ggn on 15.12.09 at 22:39:25
Ruff & Ready


Quote:
HELLO WORLD.... YOU HAVE FOUND THE GENUINE SECRET MESSAGE.... AND HERE IT IS....... CRINKLE..CRINKLE...YOU ARE SUCH A HAPPY CLOWN!  BROUGHT TO YOU BY:- ALPHONSO SPREADBOOT (CLOWN) AND HIS AMAZING DANCING PRUNES.  CHEAT MODE-OFF       SPACE TO EXIT A BIG EARTH HELLO TO THE FOLLOWING...DAVID BLAND, DAVID MCLACHLAN, MIKE LISTER, PAUL NESBITT, DOUGGIE, ...DAVE FARNHAM, CHRIS DENMAN, PAUL COTTON, MARTIN ZEALEY, JASON BANHAM, PAUL THOMPSON, MARTIN JONES,  HOW GOES IT BACK HOME???,   SEAN CONRAN, JONO, FINLAY AND CHRIS, MIKE (WOOL HAT) NESMITH.. HOWS IT, HANGIN ME OLD MUCKER?, BRAINS, BUNGLE BONCE AND FLATULANT FRED....THE BEST THING ABOUT BEING RIPPED OFF IN THIS INDUSTRY, IS ALL THE GREAT PEOPLE YOU GET TO MEET!!........................................LOKI SAYS..FOOLISH MORTALS YOU DARE THWART MY PLANS!!..........HA!!..........BROUGHT TO YOU BY THE BULLIES SPECIAL PRIZE TEAM ................ON NO NOT ANOTHER BOAT............................HOOP................GREETINGS FROM THE CHORTLING PANDAS............SPECIAL MESSAGE TO FINLAY AND CHRIS................EVERYTHINGS JUST BETTY BOOLA AND NOT AT ALL WARD 2!!!..........SPECIAL MESSAGE TO THE PERSON IN MY OLD BEDSIT.........................I CANT STICK ELVIS SO SHUT UP!!!!!................SPECIAL MESSAGE TO NELSON AND VICCY ......................WE SHALL LIBERATE YOU SOON!!!!.....ON OUR SPECIAL COVERT MISSION...OPERATION SPOONBOOT!!!.............A MESSAGE TO ALL MORONS IN TOWN WITH YOUR LOON PANTS, BLOCKA BOOTS, CAPS BACK TO FRONT AND TENT SIZE SHIRTS..WHAT DO YOU LOOK LIKE!!!!.........MORNIN SARGE.......................BLOKA BOOTS, BLOKA BOOTS............THEY"RE IN FASHION TODAY!!...........AND NOW A POEM FROM DOUGGIE........ODE TO A DEAD DUCK.................OH DUCKY POOS YOU ARE SO DEAD......OH WOE IS ME MY HEAD...............IS KILLING ME......................ITS FEATHERS ONCE SO BRIGHT........NOW ITS LIKE SO MUCH..FRIGHT.......WORDSWORTH EAT YOUR HEART OUT!!....REMEMBER THE SECRET OF INTELLIGENT LIFE IS TO BANG THE ROCKS TOGETHER............NOW A BIT FROM JASON...............I LIKE JELLY AND CUSTARD, BIG PARTY BALLOONS AND MY FAVOURITE NEW KID IS.......CLOUDUS...................IN THE BOOK OF LIFE THE ANSWERS ARE NOT IN THE BACK!!!.................ROBIN ROBIN YOU CANNOT COME IN!!!!..............TO THE WOODS.......NO!!.NO!!...............TO THE WOODS......NO!!.NO!!..........TO THE WOODS.......................ANYTHING BUT THE WOODS!............ANYTHING?!!........................TO THE WOODS!!!!!!!!!!!!!...........GOWD BLESH YA GUVNA................GO ON MISTA........................TAKE THAT BAG OFF YOUR HEAD MISTA.GO ON WHYS THAT ON YOUR HEAD.......GO ON.......GO ON.........GO ON....EEEEEEEEEKKKKKKKKKKKKK.............USLESS INFORMATION FACTS NO 22.1.B......DID YOU KNOW THAT IF YOU SWALLOW AN ENTIRE ELEPHANT THAT YOU WOULD BE VERY ILL AND HAVE TO GO TO BED WITH NO JELLY AND ICE CREAM..........SICK OF LONG HOURS WITH NO EXTRA PAY.......FRAID SO.................LOVE HUGT

Title: Re: Hidden messages in code
Post by ggn on 15.12.09 at 22:47:27
Wacky races


Code (]* This routine loads the Bootsector

load_bootsector      move.w      #2,side(a6)      ; A: side 0
           bsr      set_side      ; sets the side
           bsr      restore            ; SEEK TRACK 0
           move.l      #load_buffer,a0
           move.l      a0,loadaddress(a6)
           add.l      #512*8,a0
           move.l      a0,endaddress(a6)
           bsr      set_dma_address
           move.w      #1,sector(a6)      ; sector number 1
           bsr      readsector      ; read 1 sector
           rts
*---------------------------------------------------------------------------*
* This routine loads the directory sectors

load_dir2      move.w      #2,side(a6)      ; A: side 0
           bsr      set_side      ; sets the side
           
           move.l      #load_buffer,a0
           move.l      a0,loadaddress(a6)
           add.l      #512*8,a0
           move.l      a0,endaddress(a6)
           bsr      set_dma_address

           moveq      #1,d0
           moveq      #0,d1
           move.w      NFATS(a6),d1
           move.w      SPF(a6),d2
           mulu      d2,d1
           add.l      d1,d0            ; d0 = logical start sector
           
           move.w      #-1,last_t
     
           move.w      d0,logical(a6)
           
           move.w      #7-1,nlog(a6)      ; number of logical sectors to load
           bsr      load_logical
           
           rts
*---------------------------------------------------------------------------*
* This routine loads the F.A.T sectors

load_fat      move.w      #2,side(a6)      ; A: side 0
           bsr      set_side      ; sets the side
           move.l      #load_buffer,a0
           move.l      a0,loadaddress(a6)
           add.l      #512*8,a0
           move.l      a0,endaddress(a6)
           bsr      set_dma_address
           bsr      restore            ; track 0
           move.w      #2,sector(a6)
           move.w      SPF(a6),d4
           subq.w      #1,d4
.loop            bsr      readsector
           add.w      #1,sector(a6)
           dbra      d4,.loop
           rts
*---------------------------------------------------------------------------*
* This routine gets the bootsector info

get_boot_info      move.l      #load_buffer,a0
           moveq      #0,d0
           move.b      $0b(a0),d0
           lsl.w      #8,d0
           move.b      $0c(a0),d0
           bsr      convertmsdosw
           move.w      d0,BPS(a6)
           moveq      #0,d0
           move.b      $0d(a0),d0
           lsl.w      #8,d0
           bsr      convertmsdosw
           move.w      d0,SPC(a6)
           moveq      #0,d0
           move.b      $0e(a0),d0
           lsl.w      #8,d0
           move.b      $0f(a0),d0
           bsr      convertmsdosw
           move.w      d0,RES(a6)
           moveq      #0,d0
           move.b      $10(a0),d0
           lsl.w      #8,d0
           bsr      convertmsdosw
           move.w      d0,NFATS(a6)
           moveq      #0,d0
           move.b      $11(a0),d0
           lsl.w      #8,d0
           move.b      $12(a0),d0
           bsr      convertmsdosw
           move.w      d0,NDIRS(a6)
           moveq      #0,d0
           move.b      $13(a0),d0
           lsl.w      #8,d0
           move.b      $14(a0),d0
           bsr      convertmsdosw
           move.w      d0,NSECTS(a6)
           moveq      #0,d0
           move.b      $16(a0),d0
           lsl.w      #8,d0
           move.b      $17(a0),d0
           bsr      convertmsdosw
           move.w      d0,SPF(a6)
           moveq      #0,d0
           move.b      $18(a0),d0
           lsl.w      #8,d0
           move.b      $19(a0),d0
           bsr      convertmsdosw
           move.w      d0,SPT(a6)
           moveq      #0,d0
           move.b      $1a(a0),d0
           lsl.w      #8,d0
           move.b      $1b(a0),d0
           bsr      convertmsdosw
           move.w      d0,NSIDES(a6)
           moveq      #0,d0
           move.b      $1c(a0),d0
           lsl.w      #8,d0
           move.b      $1d(a0),d0
           bsr      convertmsdosw
           move.w      d0,NHID(a6)
           rts
*---------------------------------------------------------------------------*
convertmsdosw      move.w      d0,d1
           and.w      #$ff00,d0
           and.w      #$00ff,d1
           lsr.w      #8,d0
           lsl.w      #8,d1
           or.w      d1,d0
           rts
*---------------------------------------------------------------------------*
; This routine searches for the desired filename

sfilename      dc.b      "        .   "
dfilename      dc.b      "        .   "

search_name      lea      sfilename(pc),a0
           move.l      #"    ",(a0)+
           move.l      #"    ",(a0)+
           move.b      #".",(a0)+
           move.b      #" ",(a0)+
           move.b      #" ",(a0)+
           move.b      #" ",(a0)+
           move.l      #load_buffer,a5            ; dir list
           move.l      filepointer(a6),a4            ; filename
           lea      sfilename(pc),a0
           moveq      #8-1,d7                        ; first name
.search1      move.b      (a4)+,d2
           beq.s      .gotsname
           cmp.b      #".",d2
           beq.s      .gotsfilen
           bsr      convertupper                  ; make upper case
           move.b      d2,(a0)+
           dbra      d7,.search1
           cmp.b      #0,(a4)
           beq.s      .gotsname
           addq.l      #1,a4                        ; skip period (.)
           
     
.gotsfilen      lea      sfilename+9(pc),a0
           moveq      #3-1,d7                        ; first name
.search2      move.b      (a4)+,d2
           beq.s      .gotsname
           cmp.b      #".",d2
           bne.s      .notper
           bra.s      .search2
.notper            bsr      convertupper                  ; make upper case
           move.b      d2,(a0)+
           dbra      d7,.search2
.gotsname      
           
           move.w      #112-1,d0                  ; max dir ents
.searchdir      move.l      a5,a4                        ; dir pointer
           lea      dfilename(pc),a3
           move.b      (a4)+,(a3)+
           move.b      (a4)+,(a3)+
           move.b      (a4)+,(a3)+
           move.b      (a4)+,(a3)+
           move.b      (a4)+,(a3)+
           move.b      (a4)+,(a3)+
           move.b      (a4)+,(a3)+
           move.b      (a4)+,(a3)+                  ; name
           move.b      #".",(a3)+
           move.b      (a4)+,(a3)+
           move.b      (a4)+,(a3)+
           move.b      (a4)+,(a3)+                  ; ext
           
           lea      sfilename(pc),a0
           lea      dfilename(pc),a1
           move.l      (a0),d2
           cmp.l      (a1),d2
           bne.s      .nomatch
           move.l      4(a0),d2
           cmp.l      4(a1),d2
           bne.s      .nomatch
           move.l      8(a0),d2
           cmp.l      8(a1),d2
           bne.s      .nomatch
           bra.s      .match
.nomatch      lea      32(a5),a5
           dbra      d0,.searchdir
           move.w      #1,error(a6)
*---------------------------------------------------------------------------*
* This routine loads logical sectors

load_logical      move.w      nlog(a6),d4      ; nunber of sectors to load
.loop            moveq      #0,d0
           move.w      logical(a6),d0
           divu      SPT(a6),d0
           
           move.w      d0,l_track(a6)
           swap      d0
           add.w      #1,d0
           move.w      d0,l_sector(a6)
           move.w      #0,d0
           swap      d0
           move.w      #2,side(a6)
           
           cmp.w      #1,NSIDES(a6)
           beq.s      .ss
           
           divu      #2,d0
           move.w      d0,l_track(a6)
           swap      d0
           addq.w      #2,d0
           move.w      d0,side(a6)
.ss            
           bsr      set_side            ; get side
           move.w      l_track(a6),d0
           cmp.w      last_t(a6),d0            ; same
           rts

.match            moveq      #0,d0
           move.b      26(a5),d0
           lsl.w      #8,d0
           move.b      27(a5),d0
           bsr      convertmsdosw
           move.w      d0,cluster(a6)
           
           move.l      loadpointer(a6),d0
           move.l      d0,loadaddress(a6)
           move.l      d0,d4
           moveq      #0,d0
           move.b      28(a5),d0
           lsl.w      #8,d0
           move.b      29(a5),d0
           bsr      convertmsdosw
           move.w      d0,d2
           swap      d2
           move.b      30(a5),d0
           lsl.w      #8,d0
           move.b      31(a5),d0
           bsr      convertmsdosw
           move.w      d0,d2
           swap      d2
           move.l      d2,filelen(A6)
           rts            
*---------------------------------------------------------------------------*
convertupper      cmp.b      #"a",d2
           blt.s      .noc
           cmp.b      #"z",d2
           bgt.s      .noc
           sub.b      #"a",d2
           add.b      #"A",d2
.noc            rts
*---------------------------------------------------------------------------*
load_cluster      move.w      cluster(a6),d0
           subq.w      #2,d0                  ; starts at sector 2
           muls      SPC(a6),d0
           add.w      DATREC(a6),d0            ; add DATREC
           tst.w      d0
           bge.s      .smeg
           move.w      #0,d0      
.smeg            move.w      d0,logical(a6)            ; store logical sector
           move.w      #2-1,nlog(A6)            ; 2 sectors
           bsr      load_logical
           rts                        ; Load cluster
*---------------------------------------------------------------------------*
next_cluster      move.l      #load_buffer,a0
           moveq      #0,d0
           move.w      cluster(a6),d0
           moveq      #3,d1
           mulu      d0,d1
           lsr.w      #1,d1
           btst      #0,d0
           bne.s      .codd

.ceven            move.b      1(a0,d1.w),d0
           lsl.w      #8,d0
           or.b      0(a0,d1.w),d0
           and.w      #$0fff,d0
           move.w      d0,cluster(a6)
           bra.s      .gcluster

.codd            move.b      1(a0,d1.w),d0
           lsl.w      #8,d0
           move.b      0(a0,d1.w),d0
           lsr.w      #4,d0
           and.w      #$0fff,d0
           move.w      d0,cluster(a6)
.gcluster      rts
*---------------------------------------------------------------------------*
seek            move.w      #$86,(dmamode).l
           move.w      d0,d7
           bsr      wrt1772
           move.w      #$80,(dmamode).l
           move.w      #$13,d7
           bsr      wrt1772
           bsr      fdcwait
           rts
*---------------------------------------------------------------------------*
* This routine sets the DMA address

set_dma_address      move.l      loadaddress(a6),d7
           move.b      d7,$ff860d
           lsr.l      #8,d7
           move.b      d7,$ff860b
           lsr.l      #8,d7
           move.b      d7,$ff8609
           rts
*---------------------------------------------------------------------------*
* This routine restores the Drive (seeks track 0)

restore            move.w      #$80,(dmamode).l
           move.w      #%00001111,d7
           bsr      wrt1772                  ; 6m/s Step rate
           bsr      fdcwait                  ; normal fdc wait
           rts
*---------------------------------------------------------------------------*
* This routine sets the side (0 or 1)

set_side      movem.l      d0-d7/a0-a6,-(sp)      ; save all regs
           moveq.l      #0,d7
           move.w      side(a6),d7
           bne.s      .set                  ; set side
           bsr      motoroff            ; wait for motor to stop
           moveq      #0,d7
.set            eor.b      #7,d7
           and.b      #7,d7
           move.b      #$e,$ff8800            ; GI-SELECT
           move.b      ($ff8800).l,d0
           and.b      #$f8,d0
           or.b      d0,d7
           move.b      d7,$ffff8802.w            ; GI-WRITE
           movem.l      (sp)+,d0-d7/a0-a6
           rts
*---------------------------------------------------------------------------*
* This routine turns off the motor

motoroff      move.w      #$80,(dmamode).l
.test            bsr      read1772
           btst      #7,d0
           bne.s      .test
           rts
*---------------------------------------------------------------------------*
* This routine gets the status of the 1772

read1772      bsr      wait
           move.w      (dmascnt).l,d0
           bsr      wait
           rts
*---------------------------------------------------------------------------*
* This routine gets the status of the 1772

wrt1772            bsr      wait
           move.w      d7,(dmascnt).l
           bsr      wait
           rts
*---------------------------------------------------------------------------*
* This routine performs a short delay

wait            move.w      sr,-(sp)
           move.w      #$20,d5
.loop            dbra      d5,.loop
           move.w      (sp)+,sr
[...):


as cur track ?
           beq.s      .noseek
           bsr      seek
           move.w      l_track(a6),d0
           move.w      d0,last_t(a6)
.noseek      
           move.w      l_sector(a6),sector(a6)
           move.w      sector(a6),d0
           bsr      readsector
           cmp.w      #1,error(a6)
           beq.s      .error
           cmp.w      #2,error(a6)
           beq.s      .error
           add.w      #1,logical(a6)
           move.w      side(a6),d0
           dbra      d4,.loop
.error            rts
*---------------------------------------------------------------------------*
* This routine reads 1 sector (Number held in D0)

readsector      move.w      #$90,(dmamode).l
           move.w      #$190,(dmamode).l
           move.w      #$90,(dmamode).l
           move.w      #$01,d7                  ; 512byte sectors
           bsr      wrt1772
           
           move.w      #$84,(dmamode).l
           move.w      sector(a6),d7            ; sector number
           bsr      wrt1772                  ; write sector number
           
           move.w      #$80,(dmamode).l
           move.w      #%10000000,d7            ; 6 ms
           bsr      wrt1772                  ; rip er up !
           
           bsr      fdcwait2            ; big delay
           rts
*---------------------------------------------------------------------------*
* This is a large delay used for anything which does transfer data

fdcwait2      move.l      #$180,d5
.ltlw            dbra      d5,.ltlw

           move.l      #$40000,d5

.readmfp      btst      #5,($fffa01).l
           beq.s      .fdcready
           subq.l      #1,d5
           beq.s      .timeout            ; error !
           
           moveq      #0,d0
           move.b      ($ff8609).l,d0
           lsl.l      #8,d0
           move.b      ($ff860b).l,d0
           lsl.l      #8,d0
           move.b      ($ff860d).l,d0
           move.l      endaddress(a6),d1
           cmp.l      d0,d1
           bgt.s      .readmfp
           
           move.w      #2,error(a6)            ; show loaded file
           bsr      force
           bra.s      .fdcready
           
.timeout      move.w      #1,error(a6)            ; set error flag
           bsr      force
           rts
.fdcready      rts
*---------------------------------------------------------------------------*
* This routine forces an interrupt

force            move.w      #$d0,d7
           bsr      wrt1772
           move.l      #$100,d7
.loop            dbra      d7,.loop
           rts

filename1      dc.b      "loadscre.neo",0
           even
filename2      dc.b      "code.bin",0
           even

*---------------------------------------------------------------------------*

Title: Re: Hidden messages in code
Post by Shw on 16.12.09 at 06:44:44
interesting DMA rout with comments, thank GGN

Shw

Title: Re: Hidden messages in code
Post by Klapauzius on 29.10.11 at 09:06:10
Gauntlet

[code]l_valkyrie      ds.w      1
l_wizard      ds.w      1
l_elf            ds.w      1
*
saved_warrior:      ds.l      8      * saved states of players when changing levels
*
* Joystick variables
*
     .globl      jstick_0
jstick_0      ds.b      1            * data byte for j0
jstick_1      ds.b      1            * data byte for j1
     .globl      j0_direction
j0_direction      ds.w      1            * direction for player
j0_x            ds.w      1            * joy stick 0 x direction
j0_y            ds.w      1            * joy stick 0 y direction
j0_button      ds.w      1            * joy stick 0 button
j0_magic      ds.w      1            * FFFF when using magic
j1_direction      ds.w      1            *
j1_x            ds.w      1            * joy stick 1 x direction
j1_y            ds.w      1            * joy stick 1 y direction
j1_button      ds.w      1            * joy stick 1 button
j1_magic      ds.w      1            * FFFF when using magic
k0_direction      ds.w      1            * direction for player
k0_x            ds.w      1            * kbd stick 0 x direction
k0_y            ds.w      1            * kbd stick 0 y direction
k0_button      ds.w      1            * kbd stick 0 button
k0_magic      ds.w      1            * FFFF when us[/code]

Just a fragment of the original source code, to be found in a sector on game disk 2.

Title: Re: Hidden messages in code
Post by MitchFrenzal on 30.10.11 at 15:20:48
That Dynamite Dux code was something to do with the code "NUDE", But I can't remember how you set it off. I seem to recall you have to hold all four keys down though. :/

(Type "Cheat" on the title screen, That should do it. 1-6 selects level, and typing "nude" brings up the bonus screen)

I will post a screenshot at some point, Just for GG. :P

Bollocksed if I can get that kinky intro to appear now, Will work on it later, (Even if it means digging my old disk version out and pushing it through my STFM)

Title: Re: Hidden messages in code
Post by robert2098 on 04.11.11 at 10:01:13
Inside the Atari 8-bit game "Alley cat":
Q: Why can't a pirate use a dildo??   
A: Because it chips his teeth.

Title: Re: Hidden messages in code
Post by Klapauzius on 21.01.12 at 18:20:08
Dugger


Code (]This message goes to all crackers, who will
ever read this message: Please do not crack this little
program, because it was a hard work to create it.
So please give this program a chance, and wait some
time, so that it can be sold sometimes.
Thank you !
Till and Markus and Jochen![/code):



[code]Dugger ST - written by Till Bubeck, Ziegeleistr. 28, 7056 Weinstadt, West-Germany
Tel.: 07151-66437
This programm is dedicated to Micky!



Code (]Wer Highscores nachmacht oder verfälscht
oder Nachgemachte oder Verfälschte sich verschafft,
wird mit Softwareentzug nicht unter 2 Jahren bestraft.[/code):



[code]DUGGER-MUSIC BY JOCHEN HIPPEL.
IF YOU WANT TO CONTACT ME
THEN PLEASE CALL 05204/6800 (WEST-GERMANY)
AND ASK FOR MISTER  MUELLER (HE'S MY BOSS)

Title: Re: Hidden messages in code
Post by Phill on 14.04.12 at 12:21:49
Hunter Francais version Atari ST

"Oi out my code!"

"and now act two"

"well done nibbler, now try writing a full game.... PAUL!"

Title: Re: Hidden messages in code
Post by Phill on 14.04.12 at 12:22:43
Rick Dangerous Enhanced Atari ST version

"Game dedicated to Jayne, with all my love 4ever - Simon Phipps 03/02/1989. U must be hacking to get here - All the best 2 U 4 the future."

Title: Re: Hidden messages in code
Post by Shw on 14.01.14 at 19:12:38
Saint & Greavsie

This game is dedicated with love 2 Jayne, the lady I marry 2morrow - Simon Phipps 02/06/1989.U must be hacking 2 find this - All the best 2 U 4 the future. P.S. This game was started 15/02/89 - this is the last (?) time I change it -  30/08/89 ( and married life is great!

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