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Old 31 August 2014, 13:59   #31
StingRay
move.l #$c0ff33,throat
 
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Join Date: Dec 2005
Location: Berlin/Joymoney
Posts: 6,863
Quote:
Originally Posted by dlfrsilver View Post
then, the amiga version has a hidden file table, all those are hidden on the disk,and they have real filenames. I would have been pleased to even disassemble it with resource if i had the possibility to ressource it.
And what exactly is the reason you couldn't disassemble it? Ripping the files is trivial as the directory format is extremely simple. Also, how did you compare the code then?


Quote:
Originally Posted by Asman View Post
In my opinion that was bad programming. Lets focus on example from game. Very simple one. Just set colors.
I beg to disagree. As long as the low-level code is not called every frame the trap approach isn't that bad. It makes it quite simple to port the game to different machines since only the low-level code has to be adapted.


Quote:
Originally Posted by dlfrsilver View Post
Pffff..... everything is said here. I wonder if the coder was an ST fanboy....
Of course he was... Because that's what you want to believe anyway.


Quote:
Originally Posted by dlfrsilver View Post
I have found the copy protection routine in lbC003172 hehe
Big deal, the protection routine is neither interesting nor hard to find. It's the least interesting part of the whole game.
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