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 25 Hidden messages in code (Read 13103 times)
ggn
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Hidden messages in code
31.10.09 at 17:56:24
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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_Ow
n_Axies_Cos_I_Dont_Have_A_Clue_How_The_Code_Works_As_I_Got_It_Off_My_Mate_In_Swe
den
;
Pointless_And_Really_Badly_Bugged_Trainer_Options_With_OH_MY_GOD_Not_ANOTHER_Par
allax_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_Drive
s_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_Pro
cessors_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_F
at_Agnus_Chip_And_The_Power_Light_Is_Too_Bright_And_The_Drive_Makes_The_Wrong_Pi
tched_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!
« Last Edit: 31.10.09 at 17:59:06 by ggn »  
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ggn
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Re: Hidden messages in code
Reply #1 - 31.10.09 at 17:58:26
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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.
  
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Re: Hidden messages in code
Reply #2 - 31.10.09 at 17:59:50
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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


  
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Re: Hidden messages in code
Reply #3 - 31.10.09 at 18:01:13
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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 *

  
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Re: Hidden messages in code
Reply #4 - 31.10.09 at 18:02:03
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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 Wink
  
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Re: Hidden messages in code
Reply #5 - 31.10.09 at 18:03:23
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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

  
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Re: Hidden messages in code
Reply #6 - 31.10.09 at 18:04:03
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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!!

  
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Re: Hidden messages in code
Reply #7 - 31.10.09 at 18:04:56
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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

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

  
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Re: Hidden messages in code
Reply #8 - 31.10.09 at 18:05:30
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Antago

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

  
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Re: Hidden messages in code
Reply #9 - 31.10.09 at 18:06:04
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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,$0FD6C3D5,$

  
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Re: Hidden messages in code
Reply #10 - 31.10.09 at 18:07:30
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Arkanoid

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

  
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Re: Hidden messages in code
Reply #11 - 31.10.09 at 18:08:03
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Astaroth

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

  
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Re: Hidden messages in code
Reply #12 - 31.10.09 at 18:08:23
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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!

  
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Re: Hidden messages in code
Reply #13 - 31.10.09 at 18:08:46
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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.

  
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Re: Hidden messages in code
Reply #14 - 31.10.09 at 18:09:10
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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

  
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Re: Hidden messages in code
Reply #15 - 31.10.09 at 18:11:31
Print Post  
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 Smiley

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!

  
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Re: Hidden messages in code
Reply #16 - 31.10.09 at 18:12:05
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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            

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

  
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Re: Hidden messages in code
Reply #17 - 31.10.09 at 18:12:35
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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

  
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Re: Hidden messages in code
Reply #18 - 31.10.09 at 18:13:11
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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-

  
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Re: Hidden messages in code
Reply #19 - 31.10.09 at 18:13:51
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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!!

« Last Edit: 24.04.16 at 19:00:52 by ggn »  
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Re: Hidden messages in code
Reply #20 - 31.10.09 at 18:14:31
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Buggy Boy

Quote:
coded by Martin W.Ward

  
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Re: Hidden messages in code
Reply #21 - 31.10.09 at 18:14:59
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UN Squadron

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

  
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Re: Hidden messages in code
Reply #22 - 31.10.09 at 18:15:42
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Arkanoid II

Code
Select All
 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( 


  
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Re: Hidden messages in code
Reply #23 - 31.10.09 at 18:16:16
Print Post  
Captain Fizz

Code
Select All
 "=====================",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  


« Last Edit: 31.10.09 at 18:16:56 by ggn »  
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Re: Hidden messages in code
Reply #24 - 31.10.09 at 18:17:32
Print Post  
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.
« Last Edit: 31.10.09 at 18:53:04 by ggn »  
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Re: Hidden messages in code
Reply #25 - 31.10.09 at 18:17:44
Print Post  
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.


« Last Edit: 31.10.09 at 18:50:56 by ggn »  
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Re: Hidden messages in code
Reply #26 - 31.10.09 at 18:53:40
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Colorado

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

« Last Edit: 31.10.09 at 19:15:25 by ggn »  
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Re: Hidden messages in code
Reply #27 - 31.10.09 at 19:15:49
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Double Dragon

Code
Select All
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 



**************************************************************************
**************************************************************************
********* delay loop [/code]

  
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Re: Hidden messages in code
Reply #28 - 31.10.09 at 19:16:51
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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...----------------

  
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Re: Hidden messages in code
Reply #29 - 31.10.09 at 19:18:00
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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

  
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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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