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 25 Hidden messages in code (Read 12568 times)
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Re: Hidden messages in code
Reply #30 - 31.10.09 at 19:19:57
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Double Dragon II

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


  
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Re: Hidden messages in code
Reply #31 - 31.10.09 at 19:20:08
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Dragon Breed

Quote:
Written by Tim 1990.


  
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Re: Hidden messages in code
Reply #32 - 31.10.09 at 19:20:31
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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 Smiley
  
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Re: Hidden messages in code
Reply #33 - 31.10.09 at 19:20:44
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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 Tongue)

  
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Re: Hidden messages in code
Reply #34 - 31.10.09 at 19:20:59
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Dynamite Dux

Code
Select All
     ONE DAY,6789 WAS PLAYING WITH     
     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 Cheesy )
  
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Re: Hidden messages in code
Reply #35 - 31.10.09 at 19:22:34
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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

  
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Re: Hidden messages in code
Reply #36 - 31.10.09 at 19:23:47
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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

  
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Re: Hidden messages in code
Reply #37 - 31.10.09 at 19:24:10
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F19 Stealth Fighter
-------------------

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

  
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Re: Hidden messages in code
Reply #38 - 31.10.09 at 19:24:26
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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 !!!!

  
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Re: Hidden messages in code
Reply #39 - 31.10.09 at 19:25:00
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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

  
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Re: Hidden messages in code
Reply #40 - 31.10.09 at 19:25:21
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Gauntlet
--------

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

Code
Select All
wizardpi¤   L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
 

« Last Edit: 31.10.09 at 19:26:49 by ggn »  
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Re: Hidden messages in code
Reply #41 - 31.10.09 at 19:27:14
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Sonical Fantasia / Equinox (Stingray patch Wink) (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!                

« Last Edit: 31.10.09 at 19:28:21 by ggn »  
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Re: Hidden messages in code
Reply #42 - 31.10.09 at 19:27:56
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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*

  
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Re: Hidden messages in code
Reply #43 - 31.10.09 at 19:30:55
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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]
  
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Re: Hidden messages in code
Reply #44 - 15.11.09 at 11:59:13
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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 Wink 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.   
  
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Re: Hidden messages in code
Reply #45 - 15.11.09 at 22:38:19
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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.
« Last Edit: 16.11.09 at 15:15:07 by Klapauzius »  
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Re: Hidden messages in code
Reply #46 - 16.11.09 at 19:13:29
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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 ^^
  

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Re: Hidden messages in code
Reply #47 - 15.12.09 at 21:54:16
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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 ^^


You mean you haven't read a message like that before?
  
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Re: Hidden messages in code
Reply #48 - 15.12.09 at 22:01:02
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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!
  
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Re: Hidden messages in code
Reply #49 - 15.12.09 at 22:39:25
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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
  
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Re: Hidden messages in code
Reply #50 - 15.12.09 at 22:47:27
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Wacky races

Code
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* 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

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

  
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Shw
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Re: Hidden messages in code
Reply #51 - 16.12.09 at 06:44:44
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interesting DMA rout with comments, thank GGN

Shw
  
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Klapauzius
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Re: Hidden messages in code
Reply #52 - 29.10.11 at 09:06:10
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Gauntlet

Code
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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 



Just a fragment of the original source code, to be found in a sector on game disk 2.
  
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MitchFrenzal
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Re: Hidden messages in code
Reply #53 - 30.10.11 at 15:20:48
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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. Tongue

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)
« Last Edit: 13.11.11 at 20:36:49 by MitchFrenzal »  
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robert2098
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Re: Hidden messages in code
Reply #54 - 04.11.11 at 10:01:13
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Inside the Atari 8-bit game "Alley cat":
Q: Why can't a pirate use a dildo??   
A: Because it chips his teeth.
  

Better 8 hours at work than no sleep at all.
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Klapauzius
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Re: Hidden messages in code
Reply #55 - 21.01.12 at 18:20:08
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Dugger

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



Code
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Wer Highscores nachmacht oder verfälscht
oder Nachgemachte oder Verfälschte sich verschafft,
wird mit Softwareentzug nicht unter 2 Jahren bestraft. 



Code
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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) 

  
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Phill
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Re: Hidden messages in code
Reply #56 - 14.04.12 at 12:21:49
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Hunter Francais version Atari ST

"Oi out my code!"

"and now act two"

"well done nibbler, now try writing a full game.... PAUL!"
  
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Phill
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Re: Hidden messages in code
Reply #57 - 14.04.12 at 12:22:43
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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."
  
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Re: Hidden messages in code
Reply #58 - 14.01.14 at 19:12:38
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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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