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 25 Hidden messages in code (Read 3443 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'νe •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
Print Post  
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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ggn
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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
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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
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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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ggn
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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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