English Amiga Board


Go Back   English Amiga Board > Coders > Coders. General

 
 
Thread Tools
Old 08 March 2011, 15:04   #1
MethodGit
Junior Member
 
MethodGit's Avatar
 
Join Date: Dec 2002
Location: The Streets
Age: 40
Posts: 2,731
Game appears to use weird JSR instructions

In the executable anyway. In memory they resemble more 'normal' instructions.

Basically, I've found a way to skip the protection screen in Valhalla: Before The War and know which JSR to edit in the "BeforeTheWar" exe. Only problem is that it looks something like this:

Code:
4E B9 80 00 45 7A
When the game is loaded in memory, this instruction becomes something more coherent like, say, JSR C11F12. Usually I just subtract the difference in order to get the right address to put in hex so that it ultimately redirects to the routine I want, but if my calculations are correct, my alternative number for this particular one would be in the minus figures! I've tried to alter my calculation many a time but I can't find an ideal number that will actually go to my target address. I'm just wondering what the purpose of that 80 above is. Is it an AMOS thing? (I notice AMOS references in the executable after all).
MethodGit is offline  
Old 08 March 2011, 18:11   #2
Lonewolf10
AMOS Extensions Developer
 
Lonewolf10's Avatar
 
Join Date: Jun 2007
Location: near Cambridge, UK
Age: 44
Posts: 1,924
Yes, AMOS was used to make the game, or the level data. I can't tell you what the 80 is for without looking at the file itself.
I know that all the extensions used within an AMOS program have to pass the extension number to AMOS (to say everything in this extension is working ok), but valid extension numbers are 1-25(-1).


Regards,
Lonewolf10
Lonewolf10 is offline  
Old 08 March 2011, 18:27   #3
MethodGit
Junior Member
 
MethodGit's Avatar
 
Join Date: Dec 2002
Location: The Streets
Age: 40
Posts: 2,731
Quote:
Originally Posted by Lonewolf10 View Post
Yes, AMOS was used to make the game, or the level data. I can't tell you what the 80 is for without looking at the file itself.
You can grab the exe from the pre-installed archive available at WHDownload.
MethodGit is offline  
Old 08 March 2011, 21:48   #4
pmc
gone
 
pmc's Avatar
 
Join Date: Apr 2007
Location: completely gone
Posts: 1,596
As a total stab in the dark, it isn't a jsr to a minus offset is it...?

The $8000 would make the most significant bit a 1 meaning this could be interpreted as a minus number...

and you often see jsr's to minus offsets, for library calls for example.

Only thing sticking in my mind telling me this guess is wrong is that -$ba86.l should be $ffff457a and not $8000457a

But, errr... well, it's just a punt.
pmc is offline  
Old 08 March 2011, 23:44   #5
BippyM
Global Moderator
 
BippyM's Avatar
 
Join Date: Nov 2001
Location: Derby, UK
Age: 48
Posts: 9,355
You do know that the amospro compiler can compress the executable when it compiles it, and who knows what the developers did when they wrote it. Is the came encrypted and then decoded into memory??
BippyM is offline  
Old 09 March 2011, 01:42   #6
MethodGit
Junior Member
 
MethodGit's Avatar
 
Join Date: Dec 2002
Location: The Streets
Age: 40
Posts: 2,731
Encrypted? Looking at the executable, I highly doubt it. Otherwise things as simple as an "accept any answer" patch wouldn't be so easy to implement.
MethodGit is offline  
Old 09 March 2011, 08:54   #7
musashi5150
move.w #$4489,$dff07e
 
musashi5150's Avatar
 
Join Date: Sep 2005
Location: Norfolk, UK
Age: 43
Posts: 2,351
Quote:
Originally Posted by pmc View Post
As a total stab in the dark, it isn't a jsr to a minus offset is it...?
Tut tut... Think about the differences between bsr & jsr and then go stand in a corner
musashi5150 is offline  
Old 09 March 2011, 09:02   #8
pmc
gone
 
pmc's Avatar
 
Join Date: Apr 2007
Location: completely gone
Posts: 1,596
Quote:
Originally Posted by musashi5150
Tut tut... Think about the differences between bsr & jsr and then go stand in a corner
LOL. In my defence, I literally skim read it and posted a reply.

Like I said - it was a punt!
pmc is offline  
Old 09 March 2011, 11:44   #9
phx
Natteravn
 
phx's Avatar
 
Join Date: Nov 2009
Location: Herford / Germany
Posts: 2,547
Quote:
Originally Posted by MethodGit View Post
Code:
4E B9 80 00 45 7A
When you intend to patch a 32-bit address later, you want to make sure it isn't optimized by the assembler to a 16-bit addressing mode. This could be a reason to set bit 31.

But I would try to find the code, which patches this address, for a better understanding. Or is there even a relocation entry for it?
phx is offline  
Old 12 March 2011, 17:59   #10
Lonewolf10
AMOS Extensions Developer
 
Lonewolf10's Avatar
 
Join Date: Jun 2007
Location: near Cambridge, UK
Age: 44
Posts: 1,924
Quote:
Originally Posted by MethodGit View Post
4E B9 80 00 45 7A
Well I compiled one of my AMOS programs (MMR) using various options - AMOS compiled, Cli version, no AMOS.Lib squashed & unsquashed, no error messages squashed and unsquashed, long Option on & off.

I searched for the above string and got no hits. I then searched (using Directory Opus) for "4E B9 80 00" and only got hits in the unsquashed versions with no AMOS.library built in to the compiled file.

X - MMR_AMOScompiled
X - MMR_cli
X - MMR_Cli_squashed
/ - MMR_nolib_ERRmsgs
/ - MMR_no_lib_longOpt
/ - MMR_no_lib_noERRmsgs
X - MMR_no_lib_squashed


Which makes sense with what phx said about patching addresses later on, for example after the AMOS.library file has been loaded into memory.


Regards,
Lonewolf10
Lonewolf10 is offline  
Old 15 March 2011, 11:12   #11
MethodGit
Junior Member
 
MethodGit's Avatar
 
Join Date: Dec 2002
Location: The Streets
Age: 40
Posts: 2,731
Would this mean I'd have to load an external patch file, or find space within the game exe to take over an instruction and redirect it to some patch code (like is possible with some games)?
MethodGit is offline  
Old 16 March 2011, 09:40   #12
BippyM
Global Moderator
 
BippyM's Avatar
 
Join Date: Nov 2001
Location: Derby, UK
Age: 48
Posts: 9,355
External patch would be clean. Oh wait whdload.
BippyM is offline  
Old 17 March 2011, 15:33   #13
MethodGit
Junior Member
 
MethodGit's Avatar
 
Join Date: Dec 2002
Location: The Streets
Age: 40
Posts: 2,731
Quote:
Originally Posted by bippym View Post
External patch would be clean. Oh wait whdload.
WHDLoad won't help with general hardpatching for floppy *and* hard disk users.

Seriously, if I want to patch a game my way, I'll patch it my way!
MethodGit is offline  
Old 17 March 2011, 19:43   #14
BippyM
Global Moderator
 
BippyM's Avatar
 
Join Date: Nov 2001
Location: Derby, UK
Age: 48
Posts: 9,355
I totally understand that but I don't understand why you are re-inventing the wheel?

Hasn't this game already been cracked/hacked??
BippyM is offline  
Old 17 March 2011, 20:07   #15
pmc
gone
 
pmc's Avatar
 
Join Date: Apr 2007
Location: completely gone
Posts: 1,596
Quote:
Originally Posted by bippym
I totally understand that but I don't understand why you are re-inventing the wheel?

Hasn't this game already been cracked/hacked??
I do see what you're saying bippym but if someone wants to learn how to do something, a good way is to do it from scratch. All the things I've coded have been done by others before but I still learned loads from doing all those routines again for myself.
pmc is offline  
Old 18 March 2011, 16:26   #16
MethodGit
Junior Member
 
MethodGit's Avatar
 
Join Date: Dec 2002
Location: The Streets
Age: 40
Posts: 2,731
Quote:
Originally Posted by bippym View Post
I totally understand that but I don't understand why you are re-inventing the wheel?

Hasn't this game already been cracked/hacked??
As far as I can tell nobody has skipped the protection check entirely, only disabled the "check for correct answer" flag.
MethodGit is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
68040 MMU jsr/bsr Toni Wilen Coders. General 5 28 April 2010 20:57
Weird instructions absence Coders. General 4 12 October 2009 16:54
Weird physics game thing FromWithin Looking for a game name ? 30 25 November 2008 23:58
Amiga game instructions? HonoredShadow support.Games 6 22 October 2005 04:48
Game Instructions Ricky55 Retrogaming General Discussion 2 06 July 2002 20:10

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 09:09.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.10402 seconds with 13 queries