01 May 2008, 18:58 | #21 |
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any chance of zoneing ReSource 6.01, 6.06 packages?
mark pleas & thank you if u do |
01 May 2008, 20:27 | #22 |
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I got ReSource 6.06 from Codetapper's site. (Thanks Codetapper by the way)
http://www.codetapper.com/ Last edited by crabfists; 02 May 2008 at 09:33. Reason: change url |
02 May 2008, 09:34 | #23 |
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Know what you mean about the custom chip flags. That is invaluable. Must be a way of setting IDA up to do that... I might have a fiddle around if I get a chance.
I'm getting the hang of ReSource now and quite liking it. Incidentally, I tried running it in Picasso96 mode in WinUAE so I could take advantage of the higher screen res to fit more text on the screen but all I got was a green screen. Anybody manged to run this in Picasso96 mode? |
02 May 2008, 14:26 | #24 | |
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Quote:
hope it helps Last edited by BippyM; 01 November 2008 at 18:13. |
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02 May 2008, 18:36 | #25 |
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Thanks bibbym. I had the same issue as crabfists, and it's the 'SYSRENDER=ON' that was needed. Cheers
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02 May 2008, 19:22 | #26 |
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no worries and it's BippyM
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03 May 2008, 12:04 | #27 |
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Thanks BippyM. Haven't tried ReSource in hi-res yet but I will do when I get a chance.
On the subject of disassembling games I came across this guy's site yesterday: http://www.tomatarium.pwp.blueyonder...lfrontier.html He's done a cross platform version of Frontier by disassembling the code, pulling out the OS calls and other hardware specific stuff and writing a program to convert 68000 asm to portable C. Interesting approach. The source code to the asm to c converter is there but I haven't looked at it yet. |
03 May 2008, 15:21 | #28 |
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19 May 2008, 10:09 | #29 |
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I'm still hacking away at this game but progress is quite slow at the minute as I try and work through what I think is the rob northen copylock loader in order to get to the game code. To teach me a little bit about removing copy protection and how WHDLoad works I am looking at the WHDLoad slave for the game to see how it patches it. I'm getting my head around how it patches it now but I'm trying to understand how using trap exceptions to jump to patched-in routines work.
Before the slave jumps to the game's code it loads a file from disk into memory, which I presume is the rnc loader (I've spotted trace vector decoder setup code and what I think is encrypted code), and patches a location within that file just loaded with a trap #15 instruction then sets up trap exception vector #15 like this: Code:
pea patch_loader_1(pc) move.l (a7)+,$BC.W ;; set as trap vector for trap #15 Also, I don't quite understand what the rnc code is doing (and I don't know if I need to to work it out to get to the game's code). The WHDLoad slave loads the rnc code to location $10000 but then the rnc code copies most of itself into location $50000 and jumps to there. Later on, when on the game title screen, if I look at location $10000 the rnc code does not exist any more. Why does it relocate itself like this? Why doesn't it just load itself directly to location $50000 in the first place? I'm not really sure I should be getting bogged down in all this stuff. Is there an easy way to get to the game code without worrying about rnc code such as code encryption etc? Do I just need to see what files the patched loader is loading and then disassemble them after they have been decrunched? Thanks in advance! |
19 May 2008, 16:53 | #30 | |
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Hi Mark_K, et al.
Quote:
Rather large, but nice and clear to read, especially the code examples. Knock yourselves out! Incidentally, IDA is very nice for a "one-size-fits-all" dissassembler, but ReSource V6.06 is definitely the go for serious Amiga work. V6.06 still has several bugs, but nothing too drastic, these 2 immediately spring to mind: 1. Creates .w offsets for some .b type branches when near the +/-127/128 byte offset limits. Especially when branching ahead. 2. Creates incorrect word offsets when code with an offset in the relocation table resolves to an absolute location outside the HUNK that the relocation table belongs to. (The apple2000 V1.3 emulator is a good example of this). In reality, this is pretty hacky hand-assembly anyway. Doubt you would ever see a compiler produce such code. Cheers, Red |
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19 May 2008, 17:03 | #31 |
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Works fine on WinUAE using Picasso96 at any resolution.
Use it at 1680x1050 here Do get a few screen artifacts on the requesters and menuitems, nothing to worry about however. Doesn't affect the program in any way. Only works in 8-bit screenmodes though. Red |
20 May 2008, 00:14 | #32 |
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Thanks very much for the ReSource manual RedSkullDC, that's very good of you.
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22 May 2008, 16:37 | #33 |
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Sorry to do this... but bumping this to ask if anybody has any hints regarding my questions above in post #29.
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23 May 2008, 12:01 | #34 |
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Hi crabfists.
You will probably need to wait for one of the big guns to notice this thread, before you get an answer. I'm still new to Resource myself, so I'm no help |
23 May 2008, 12:05 | #35 | |
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Quote:
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23 May 2008, 12:05 | #36 |
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Thanks zenox98. You're right, I need to wait a bit and be more patient.
ps crapfists? he he |
23 May 2008, 12:08 | #37 |
move.w #$4489,$dff07e
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23 May 2008, 17:09 | #38 | |
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Quote:
probably yes. it should be identifyable by the pc if you are in the game, slave or whdload. still dont know which game you are working on.... |
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23 May 2008, 17:09 | #39 |
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23 May 2008, 19:12 | #40 |
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