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Techokami
Posted on 02-19-07 04:53 PM, in Features you miss? Link | Quote | ID: 857


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Posted by Raccoon Sam
Layouts.
Of the board and post kind.

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Techokami
Posted on 02-19-07 05:10 PM, in Features you miss? Link | Quote | ID: 886


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Posted by Tarale
I'd also like to see implemented "placeholder" spots for moved threads, redirecting to the new location so that threads can be found Sometimes a moved thread can be confusing.
That feature exists in Invision's forum software, but it's bloody annoying in and of itself since it creates another topic that you can't easily get rid of. Makes the forum look messy, IMHO.

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Techokami
Posted on 02-20-07 01:28 AM, in Virtual Console hackin' Link | Quote | ID: 1424


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Like all other Wii code, it's encrypted. And it's not a fake encryption either - why do you think Nintendo has the "RSA Secured" logo on the console?

Other Wii software is the same way, so don't expect homebrew any time soon... unless you could get the money to rent some time on a supercomputer and run a RSA bruteforce. That'll be the only way to get a result in the lifetime of the universe.

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Techokami
Posted on 02-20-07 02:02 PM, in Virtual Console hackin' Link | Quote | ID: 2134


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ENCRYPTION! ENCRYPTION! ENCRYPTION!


How are you all going to deal with the fact that Wii game discs and Shop Channel-downloaded software is freaking encrypted? (See my previous post for details)

ROMs are bundled into the emulators, to speed things up and defeat any potential piracy. It seems easier to do it that way then fuss with emulators in firmware.

You can't run Windows on a Wii because the Wii uses a PowerPC processor, not an IBM x86 processor. Won't stop things like Linux, BSD, and even a potential for OSX, however. But you still have to deal with ENCRYPTION

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Techokami
Posted on 02-21-07 02:21 PM, in Virtual Console hackin' Link | Quote | ID: 3444


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1) DS games aren't encrypted with RSA. DS download demos are. The only method available to beat this is replacement firmware that took some time to make, and all that does is allow unsigned code to run. The Wii has downloadable firmware upgrades, which will break this.
2) Mod chips cannot defeat firmware downloads - especially forced firmware downloads. The exploit Nintendo locked out was the one that allows people to use the Shop Channel as a web browser.
3) RSA is used because it's currently uncrackable. You need a quantum computer in order to brute force a key.

I'm sorry to burst your bubble, people, but Wii homebrew is a looong ways away right now.

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Techokami
Posted on 03-04-07 09:22 PM, in Encryption/software decompression in GBA games Link | Quote | ID: 10473


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I believe the art for Pac-Man and enemies are encrypted, or compressed with a format other than LZSS, in the horrible GBA port of Pac-Man World 2. The graphics appear in VRAM as directly-accessed, uncompressed art, yet when you look in the ROM for uncompressed art, you do not find the desired graphics. Which is a big shame, as the graphics are the only things that don't suck horridly in this so-called "port".

So, what kind of encryption format (or software-driven compression format) would be feasible to use in a GBA game so that you can decrypt (or decompress) individual frames of a multi-frame sprite in real-time without affecting performance?

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Techokami
Posted on 03-04-07 11:34 PM, in Encryption/software decompression in GBA games Link | Quote | ID: 10525


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Pac-Man World 2? It's not an NES-to-GBA game, it's a poorly-coded remake of the 3D platformer from the PS2/GCN/PC onto the GBA as an isometric platformer with good graphics.

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Techokami
Posted on 03-05-07 12:55 AM, in Encryption/software decompression in GBA games Link | Quote | ID: 10550


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Sprites are most definately not 3D-like. Here's a sample:

The GBA's ARM processor can't do on-the-fly LZSS decompression without a serious speed hit, by the way. Speaking of which, yes I did search the ROM for LZSS compressed data - I found some background stuff, but that's it. No dot muncher with legs.

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Techokami
Posted on 03-05-07 05:27 PM, in Things that make you think "WHY???" Link | Quote | ID: 10789


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Encrypting the art of Pac-Man and enemies in the GBA "port" of Pac-Man World, Pac-Man World 2, and Ms. Pac-Man Maze Madness. The graphics aren't LZSS compressed, they appear in VRAM as dynamic updating (meaning uncompressed), but no uncompressed or compressed data of Pac-Man's or the enemies art is present in the ROM.
Funfact: the PC port is "protected" by StarForce. Namco using encryption is very possible.

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Techokami
Posted on 03-07-07 07:27 PM, in Things that make you think "WHY???" Link | Quote | ID: 11821


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Posted by BMF54123
This game is just hacks on top of patches on top of kludges...
Good greif.

To add to this, graphics in SMW seem to be very... random in style. Like, the Spinies and Buzzy Beetles have a totally different sprite style to Koopa Troopas.

And speaking of sprites, most of them have an unused animation slot that is used for a turning animation much like the Koopa Troopas! It's filled with the value of the second animation frame, however, so it is trivial to add in a turn animation by using some of the plentiful unused space in the graphic files.

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Techokami
Posted on 03-15-07 01:49 PM, in Things that make you think "WHY???" Link | Quote | ID: 15330


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In Sonic 1, you can get bonus points at the end of the level by jumping into certain areas. Problem is, you only get 1/10th of the bonus value. Such a simple bug, but it was completely overlooked...

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Techokami
Posted on 03-15-07 01:51 PM, in Zero Fission/Metroid Zero Mission and Fusion Hacking Link | Quote | ID: 15332


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April 7th came early this year, it seems

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Techokami
Posted on 03-16-07 01:38 PM, in Things that make you think "WHY???" Link | Quote | ID: 15750


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Yes, I'm quite sure. I'm not too sure if it was fixed in REV01, but it is present in REV00 (the version released in the US).

It was first pointed out on S2beta somewhere... can't seem to find the aniGIF example that was posted. =/

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Techokami
Posted on 03-16-07 01:39 PM, in Zero Fission/Metroid Zero Mission and Fusion Hacking Link | Quote | ID: 15752


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For your multiplatform condrum, you COULD use GTK, and be able to make Mac and Linux ports =)

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Techokami
Posted on 03-28-07 01:49 AM, in The beginnings of romhacking. Link | Quote | ID: 20124


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On the subject of Chip's Challenge: Go here. Tile World is an open source clone of the Chip's Challenge engine (both the Lynx original and the Microsoft kludge port for Windows are supported). So you don't need to pirate Chip's Challenge

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Techokami
Posted on 04-11-07 01:58 AM, in Zero Fission/Metroid Zero Mission and Fusion Hacking Link | Quote | ID: 25655


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...WHAT.

So Crocomire in Zero Mission is not a hoax?

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Techokami
Posted on 04-24-07 09:03 PM, in New Super Mario Bros not working on emulator Link | Quote | ID: 29560


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no$gba can handle some games that use 3D models, but they'll be really slow. You will also need to find the Nintendo DS BIOS.

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Techokami
Posted on 04-24-07 09:16 PM, in NSMB Level Format Link | Quote | ID: 29565


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Yeah, Heran was messing around with NSMB and with the help of a LZSS decompressor, he was able to decompress the level data into something really easy to work with.

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Techokami
Posted on 04-25-07 10:26 PM, in Super Maria Sisters Link | Quote | ID: 30093


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On the subject of giving Luisa her own GFX:
Go here and get SmallHacker's Separate Luigi GFX patch. =)

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Techokami
Posted on 04-26-07 04:28 AM, in Super Maria Sisters Link | Quote | ID: 30229


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Posted by Sgraff87
Posted by Techokami
On the subject of giving Luisa her own GFX:
Go here and get SmallHacker's Separate Luigi GFX patch. =)


Tried it. Screws up the game.
You probably have data in the way, or you need to expand your ROM.

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Main - Posts by Techokami

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