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jargon
Posted on 08-01-09 10:29 AM, in One line novels Link | Quote | ID: 111745


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Write your own one line novel in this thread.

Mine:

A chandelier falls and the crystal shatters; a bug is crushed by the crystal and bleeds a small pool of blood that rises as a tear into the materializing eye of an angel.

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jargon
Posted on 08-25-09 06:07 PM, in CHASM - Contextual Hybrid (Dis)Assembler 0x00 (rev. 4 of 08-26-09 03:43 AM) Link | Quote | ID: 114099


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http://puzzlum.retromachineshop.com/chasm/
I made this over the past 6 days! It is an assembler/disassembler I wrote in PHP that can have new syntax and opcodes saved in plain/text ".chasm" files for it to use.



It is a flat assembler/disassembler, so no fancy tricks. ..No macros or anything like that, and no predefined routines. Also, Currently it is probably only powerful enough for small sections of 6502 and Zilog Z80. I need to work on it more if I want it to work with such processors as PPC. However, it does theoretically support the PPC method of having different bit depth opcodes.

Nearly a year ago is when I originally wrote the 6502.chasm file. I just never got around to writing chasm until now. I need to add a method to parse syntax with multiple value fields. Right now CHASM doesn't support this.

Enjoy!

Jovis of EFnet's #n64dev ( irc://irc.efnet.net/n64dev ) inspired me to actually sit down and write CHASM. He apparently wrote a N64 disassembler way back in 1997 or so. Here is a link to Jovis's Nintendo 64 disassembler: http://www.dextrose-forum.com/index.php?s=3&m=19&f=7#f7


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jargon
Posted on 08-27-09 07:13 AM, in (SNES) F-Zero track hacking issue using Fuzee. Help? Link | Quote | ID: 114181


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http://babelfish.yahoo.com/translate_url?doit=done&tt=url&intl=1&fr=bf-home&trurl=http%3A%2F%2Fwww.nytelyte.com%2Ffzero%2Fcmplog.txt&lp=ja_en&btnTrUrl=Translate

Sorry for the bump, but this project merited some Babel Fish involvement.

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jargon
Posted on 08-27-09 07:24 AM, in Super Mario 2 Values (Intro and palette) Link | Quote | ID: 114183


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I attempted to disassemble some of this using CHASM, and none of it appears to be actual "6502" clone machine code. It is all data right?

Just wanted to follow up on this, didn't mean for the late bump.

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jargon
Posted on 08-28-09 06:29 AM, in Super Mario 2 Values (Intro and palette) (rev. 2 of 08-28-09 06:30 AM) Link | Quote | ID: 114208


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Posted by Kiokuffiib11
I think you have a problem with your disassember.

But, it IS 6502 code.


I only attempted to disassemble a part of it not all of it, What parts are machine code and what parts are data?

I need to improve CHASM so that it will disassemble multiple pieces of hex that are each inside brackets.

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jargon
Posted on 08-30-09 01:40 PM, in Super Mario 2 Values (Intro and palette) (rev. 2 of 08-30-09 01:41 PM) Link | Quote | ID: 114279


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Posted by Kiokuffiib11
I unfortunately am trying to learn ASM.

However, if you can open it up in FCAE, and find out where the machine code begins and ends that way.




;Disassembled using CHASM for the 6502 processor!
;I thought I'd share some info about SMB2 that I found.
;
;The Tile Palette in order is:
;
;Tile Palette location:
;1892-18b1
;
;Default Hex Values in order:
;
[22 37 16 07 22 30 31 0F 22 30 0F 0F 22 30 0F 0F]
[22 30 28 0F 22 30 25 0F 22 30 12 0F 22 30 23 0F]
;
;
;Although on Ultra FCE The values will appear like this:
;
;
[22 37 16 07 22 30 31 0F 22 30 0F 0F 22 30 0F 0F]
[00 30 28 0F 00 30 25 0F 00 30 12 0F 00 30 23 0F]
;
;
;For some reason FCAE reads 22 as 00.
;
;Now for the intro hex:
;
;To change the words "Super Mario bros. 2:
;
;First comes the location of the characters, then the default hex values are in Braquettes just in case you mess them up:
;
;SMB 2 LOGO
;
;
;[FB is blank and when the code hits FB, that's when it jumps to a new part of the line, hence where there are two and three parts to some things]
;
;
;
;
;176D-1776 SMB 2 LINE 1
;
BRK;Implied
ORA ($08,X);Indirect,X
PHP;Implied
[FC 01 FC 08 FC 01]
;
;
;
;177A-1783 SMB 2 LINE 2
;
[02 03 08 08 0A 05 0B 0C 0A 0D]
;
;
;
;
;1787-1790 SMB 2 LINE 3
;
[04 05 04 05 0E 07 FC 08 0E 08]
;
;
;
;
;1794-1798 SMB 2 LINE 4
;
ASL $07;Zero Page
ASL $07;Zero Page
ORA #char;Immediate
;
;
;[PART 1]
;
;
;
;
;
;179C-179F SMB 2 LINE 4
;
ROR $09,X;Zero Page,X
ORA #$09;Immediate
;
;
;[PART 2]
;
;
;
;
;17A3-17A4 SMB 2 LINE 4
;
SBC short,Y;Absolute,Y
[FA]
;
;
;[PART 3]
;
;
;
;
;
;17A8-17B1 SMB 2 LINE 5
;
BRK;Implied
[0F 01 00 01 FC 01 08 00 01]
;
;
;[PART 1]
;
;
;
;
;
;17F6-17FD SMB 2 LINE 5
;
[FC 01 FC 01 00 01 00 01]
;
;
;[PART 2]
;
;
;
;
;17B5-17BC Line 6
;
BPL $10;Relative
PHP;Implied
BPL $08;Relative
BPL $08;Relative
PHP;Implied
BPL $08;Relative
;
;
;[PART 1]
;
;
;
;
;1801-1808 Line 6
;
BPL $08;Relative
BPL $08;Relative
BPL $08;Relative
BPL $08;Relative
;
;
;[Part 2]
;
;
;
;17c2-17cb Line 7
;
PHP;Implied
PHP;Implied
PHP;Implied
PHP;Implied
PHP;Implied
[13 0D 08 08 08]
;
;
;[PART 1]
;
;
;
;180C-1813 LINE 7
;
[13 0D 13 0D 08 08 77 03]
;
;
;[PART 2]
;
;
;
;17cf-17d8 LINE 8
;
PHP;Implied
PHP;Implied
PHP;Implied
[FC 08 0E 08 08 08 08]
;
;
;[PART 1]
;
;
;
;1817-181e LINE 8
;
ASL $080E;Absolute
PHP;Implied
PHP;Implied
PHP;Implied
[12 08]
;
;
;[PART 2]
;
;
;
;17dc-17e5 LINE 9
;
PHP;Implied
PHP;Implied
PHP;Implied
BPL $08;Relative
PHP;Implied
PHP;Implied
PHP;Implied
[04 05]
;
;
;[PART 1]
;
;
;
;1822-182A LINE 9
;
[13 05 08 08 04 05 04 05 08]
;
;
;[PART 2]
;
;
;
;17e9-17F2 LINE A
;
ORA #$09;Immediate
ORA #$09;Immediate
ORA #$09;Immediate
ORA #$09;Immediate
ASL $07;Zero Page
;
;
;[Part 1]
;
;
;
;182e-1836 LINE A
;
ORA ($07),Y;Indirect,Y
ORA #$09;Immediate
ASL $07;Zero Page
ASL $07;Zero Page
ORA #char;Immediate
;
;
;[PART 2]
;
;
;
;183A-183D LINE B
;
[14 15 16 17]
;
;
;1841-1844 LINE C
;
CLC;Implied
ORA $1A1B,Y;Absolute,Y
;
;
;1848-184B LINE D
;
[1C 1D 1E 1F]
;
;
;184F-1852 LINE E
;
[FC FC FC 20]
;
;
;1856-1859 LINE F
;
ROR $76,X;Zero Page,X
ROR $21,X;Zero Page,X
;
;
;
;
;I hope people enjoy this, and I hope this can help someone.
;



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jargon
Posted on 09-03-09 10:28 AM, in In this thread, board2 haikus (rev. 3 of 09-03-09 10:31 AM) Link | Quote | ID: 114397


Ninji
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Scouter, Vegata!
What is his power level?
OVER NINE-THOUSAND!

OVER NINE-THOUSAND!
IT IS OVER NINE-THOUSAND!
OVER NINE NINE NINE

The balls are inert.
IT IS OVER NINE-THOUSAND!
LOTS OF SPAGHETTI!

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jargon
Posted on 09-03-09 10:51 AM, in I often feel this is what my dev-teams think of my projects. (rev. 9 of 09-03-09 12:48 PM) Link | Quote | ID: 114399


Ninji
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MediaPlague was shut down by NameSecure for no apparent reason, Omnisis was shut down too. Yesterday I started the transfer of medialague.com and omnisis.org to my GoDaddy account, since NameSecure sucks donkey balls and can't keep their billing system functional, and then deletes over 3 million hosted project files, disables their tech support phone number, and doesn't accept back-pay in order to get the server back up.

Anyways, began the transfer of puzzlum.com to GoDaddy too, since NameSecure doesn't have proper Domain Name Services, and just forwards domain via HTTP.

http://puzzlum.retromachineshop.com/ is the current location of the Puzzlum project.

http://forums.retromachineshop.com/viewtopic.php?f=6&p=5&sid=7465970ee7628ff22e540dd7581df4c5#p5 is where I posted some information that I should probably have just used WordPress or something with RSS instead of using PHPBB3, of which I can't even figure out how to authorize any new forum members!

Anyways, Pretty much all the links in this thread I made prior this post are broken due to mediaplague.com 's server being 100% nuked. My backup isn't even a fourth of the 3+ million files totaling roughly a dozen GiB.

Here is an actual not-a-mock screen shot since:


I will further repair this thread later.

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jargon
Posted on 09-06-09 11:00 AM, in Can Opening? (rev. 2 of 09-06-09 11:13 AM) Link | Quote | ID: 114595


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My can spins counter-clockwise in the northern hemisphere and clockwise in the southern hemisphere.

I tried opening one back when I did the moon landing, but I forgot my can opener at home.

But seriously:

Right handed hand-turn can-openers usually turn the can counter-clockwise and left handed hand-turn can-openers usually turn the can clockwise. This is due to the crank turning away from the thumb according to human ergonomics. If you use a hand-crank upside-down on the correct end of the can, if you get it to work at all, the can will spin the opposite direction, but the top of the can will come off producing a sharp edge instead of simply removing the lid due to cutting the side of the can instead of the inner edge of the lid.

Electric can openers that hold the can for you generally turn the can clockwise if they are a right-handed version due to human ergonomics dictating that it is easier to hold a object in your hand that is spinning toward your thumb. A left handed electric can opener that holds the can for you generally spins the opposite direction in accordance with ergonomics.

A hand held can opener that is the non-geared simple lever that simply cuts into the top of the can, the can spins in whatever direction the user punches holes repeatedly around the lip of the lid with. The other end of a hand held can opener that is the lever kind, is rounded instead of sharp and is for popping the top off bottles.

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jargon
Posted on 09-24-09 11:25 AM, in Potential D411 SNES CIC lock-out chip crack Link | Quote | ID: 116012


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Potential D411 SNES CIC lock-out chip crack:
http://retromachineshop.com/dl/consoledev/

Only reason I am taking the time to crack this is: I was promised lots of free SNES carts.

First off, "./readme.txt":

'"d411crack" freeBASIC SNES CIC lock-out chip rom decoding test program 0x003
'Created September 23rd-24th 2009 by Timothy Robert Keal alias jargon
'Released under the Gnu Public License 2.0
'
'http://retromachineshop.com/
'irc://chat.freenode.net/puzzlum
'
'Please review the Gnu Public License, Thank you.
'The GPL can be located online at http://www.gnu.org/copyleft/gpl.html

File Info:
D411_ROM.txt
This file is a dump of the D114 SNES CIC lock-out chip ROM.
d411crack.exe
This file converts the dump between CIC key/lock.
d411crack.nas
This file is the freeBASIC plain/text source code for "d411crack.exe".
license.txt
This file contains the Gnu Public License 2.0 information.
url.txt
This file contains the URL to the online location where the dump was
obtained.
D411_ROM.raw.txt
This file contains the dump with whitespace and linebreaks omitted.
D411_ROM.raw.txt.txt
This file is the result of passing d411_ROM.raw.txt to d411crack.exe.
D411_ROM.raw.txt.txt.txt
This file is the result of passing d411_ROM.raw.txt.txt to
d411crack.exe. Notice it is the identical as the original dump data.
readme.txt
The file containing the documenation you are currently reading.

How to Use:
Drag drop the plain/text file of the ascii "1"s and "0"s per bit dump of
the ROM from the "D411" SNES CIC lock-out chip onto the Windows icon of
d411crack.exe. It will then create a new file with the filename same as
the drag-dropped file except with ".txt" appended to the end of a filename.
If the file to be created already exists, the program will erase then
overwrite.

How to compile:
1. Download freeBASIC from: http://sourceforge.net/projects/fbc/
2. Install freeBASIC.
3. Double click d411crack.bas in Windows.
4. In the freeBASIC menu system:
Change the "View" -> "Settings" -> "FreeBASIC" -> "Compiler Command" to:
"<$fbc>" "<$file>" -s gui -mt
5. In the freeBASIC menu system:
Use "Run" -> "Compile"
6. It should now be compiled.

Source Code Documentation:
main program
The main program simply converts the provided ROM.
1. Program loads rom from command line input as massive string variable
of only the "0" and "1" ascii characters.
2. Program converts characters into a 32bit integer array.
3. Program cycles thru amount of bits in list and instead returns bswap12
resulting bit address's bit.
4. Program overwrites result to the filename of the input's filename with
".txt" appended to the filename.
function bswap(value as byte) as byte
This function is a bitwise bswap.
1. Takes a byte as input and return the value with the order of bits
flipped.
function bswap12(value as integer) as integer
This function is an addressing bswap.
1. This function takes a signed 32bit integer as input.
2. It then cycles thru each of the lesser significant 12 bits of input.
3. The least significant power bit cycled is 0 while the power of the
greatest significant bit cycled is 11.
4. Each 4bit value of the power in the cycle is adjusted from a 0 to 11
range to a 0 to 15 range.
4. The result value is then 4bit bswapped.
5. The result value is then converted back from a 0 to 15 range to a
0 to 11 range.
6. The result value is then subtracted from 11.
7. The former result is then the value of what power to move the current
power in the loop.
8. After cycling thru all 12 bits, the result is returned as a signed
32bit integer.
function bswap4(value as byte) as byte
This function works the similar to bswap12 but takes a byte and returns
a byte, and additionally is for 4 bits of input and output.
function bswap8(value as byte) as byte
This function works the similar to bswap8 but takes a byte and returns
a byte, and additionally is for 8 bits of input and output.


Next, "D411_ROM.txt":

1111101111110011000110110011101100010111010110110001010111101110
0000011010110011110101101011101111101100110001001001000010111111

1010100111111100001010010010010100001010010011100010101011111111
1001111000111010000011101100111010001110110011100000101110101110

0010101000111111101010111111101110001011010011101000101110011111
0111111111111011111111110111111100111111100101100111101100111111

1001111001101110110011110110111111001110110111100000011011101111
0101111011111101011111100101110000011110001111100001110010001111

1010011101100101001101111000011010011101100101110000010011100111
1111111011001110111111111100111111001111110011111000111011001110

1111101111111110100110111001111110111010101011101000101011111111
0100111111101101001011100011110001101111110111110000110011101111

0101111111011110000011111011111101111111111011110000111011111111
0011101110111011000110110111111101101011110011110001101111111111

1110111111111111100011111110111110101111100011011000110111111111
0111111101101011001011100011110100111010100110000000100001111111

0000111111111001101001101010101010000100010001011010000000010111
0011111111110111111110110111101101100111111001110010001101101111

1100111111101111111001111111111111111111011001110101011111111111
0010111101011110101111111001111110011110000001111000111011011111

1110110011101111101111011110110010111101101111111010110011111111
1100111011111110111111111111111111111111111111101100111111101111

1100111111111111111111111011111101111111101011111001111111111111
0011111111101110001111111110111000101011100010100010111010101111

0110110111110111110011001101110111001110010111110100010011111111
0100111101111101000011111011110100000111111011110000010101110111

1110111110111111101011101111111011101110111111111010111011111111
0101111101101111001111110010111101111111000111111010111101111111

0101000111001011010110110110011101011011001100111100011101011111
1111111111011111110011111100011111010111110101111100011101011111

1010111111111111100011111000111110001111110011111001111101100111
1010111111111111111110111011100110011101110011011011100110111110

1101100110111111100111111111111101011101011100010001011111101110
1011001011010111011101101111011100010000000000001111111011111111

1110110110011011110101011111011011110111101001011001000011111110
1011101001000101001011111011111110111111101110100000000010111110

0010011111110011111001101101000011000000100001000110101011111011
0111011110111101100101101111111111001010010000101011010111011111

1111111011101001011011111110001101101010111100100110010101101111
1110000111100000111111011111000010110000101000001111111011111110

1111111110001011100011111011110101101110001011100100100111101101
0010011111110001101101101011011010100110101001101111100011111111

1111011110111000101111111111101111101011111011101011000011111011
0000001111011110111110111111111111010011110000110111111001111111

1101011111101111110001111101010001010001011000011100111011111110
0011101110010100101110111111111111111111001110111001000001111111

1110010111001010111111001100011111110110111001001101100111111111
0011001011011101110101101111111011100110001000101001010010111111

1000111001000110111010110111101111111001101010000100001011111111
1011100011111011010111100000001100101100001010000001001111100111

0001101011000000101110101001011100111010010100101010010111111111
0111100011101111011010111110101101111001011010010111111011101111

0111111001110011111110011111100101111000110110000111010101111111
1101111111111101110110101101001011010010110000101101010011111111

0001011110011100011110111111001100000011010000111101110010111111
1010001011011101110011111111101111100110111000001000101110111111

0110111101011011010011001111111010101100001111001100101011111111
1101111101111010011111011011100111111001110110010011110011111111

1110110110110010110000111001001010100000101100011000011010110110
0011111010110001111110111011111010111010011110101111010110111111

0111110101111000100001110101101110000011100001110110001001111001
1111111111111010110111100111010001110100010101000101001111011111

1100100011011111111111101111111110011110100111001111101001110111
1110101111101011110011111101100111011001100010011101110111111110


Now, disclaimer:

This is 100% untested. This is just an intuitive wild guess that I pulled out of my ass. This is the only surefire way to encrypt data without using seeds. (There doesn't seem to be any seeds in the D411 CIC chip.)

This "d411crack.exe" simply only does the raw ROM directly and back.

I have no idea what the bit alignment is (I used zero bit offset per every bit), what the "addressing bswap" bit-depth is (I used 12bit to fit the entire ROM at once.) And I have no idea what direction each bank counts the clock cycles and whether each clock is 128bit for a full bank or not. (I assume there are thirty-two 128bit clocks, with the ROM giving starting values in each bank.)

I have no idea if the addressing values are cycled by a clock, nor if the addressing values are mutated further somehow. Nor do I have any clue at all whether how multiple bits per input/output are used. ..I am flying by the seat of my ass, and not a damn person seems to be willing to help me learn how to mod a Super Nintendo in-order to sample the D411 SNES CIC lock-out chip input/output/clock traffic myself.

The floor is now open for discussion.


____________________
NIHYFDTTMWTMR

jargon
Posted on 09-26-09 08:45 AM, in d411crack 0x004 (merged with original thread) (rev. 2 of 09-26-09 09:02 AM) Link | Quote | ID: 116179


Ninji
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landfill me

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jargon
Posted on 09-26-09 09:01 AM, in Potential D411 SNES CIC lock-out chip crack (rev. 2 of 09-26-09 09:06 AM) Link | Quote | ID: 116182


Ninji
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Last post: 4955 days
Last view: 4613 days
Download at:
http://retromachineshop.com/dl/consoledev/d411crack-fbc004.200909252248.LZMA.7z

"readme.txt":
'"d411crack" freeBASIC SNES CIC lock-out chip rom decoding test program 0x004
'Created September 23rd-25th 2009 by Timothy Robert Keal alias jargon
'Released under the Gnu Public License 2.0
'
'http://retromachineshop.com/
'irc://chat.freenode.net/puzzlum
'
'Please review the Gnu Public License, Thank you.
'The GPL can be located online at http://www.gnu.org/copyleft/gpl.html

File Info:
D411_ROM.txt
This file is a dump of the D114 SNES CIC lock-out chip ROM.
d411crack.exe
This file converts the dump between CIC key/lock.
d411crack.nas
This file is the freeBASIC plain/text source code for "d411crack.exe".
license.txt
This file contains the Gnu Public License 2.0 information.
url.txt
This file contains the URL to the online location where the dump was
obtained.
D411_ROM.raw.txt
This file contains the dump with whitespace and linebreaks omitted.
D411_ROM.raw.dump.txt
This file is the dumped result of passing the d411_ROM.raw.txt 4096bit
ROM's initial starting data to d411crack.exe.
readme.txt
The file containing the documenation you are currently reading.

How to Use:
Drag drop the plain/text file of the ascii "1"s and "0"s per bit dump of
the ROM from the "D411" SNES CIC lock-out chip onto the Windows icon of
d411crack.exe. It will then create a new file with the filename same as
the drag-dropped file except with ".txt" appended to the end of a filename.
If the file to be created already exists, the program will erase then
overwrite.

How to compile:
1. Download freeBASIC from: http://sourceforge.net/projects/fbc/
2. Install freeBASIC.
3. Double click d411crack.bas in Windows.
4. In the freeBASIC menu system:
Change the "View" -> "Settings" -> "FreeBASIC" -> "Compiler Command" to:
"<$fbc>" "<$file>" -s gui -mt
5. In the freeBASIC menu system:
Use "Run" -> "Compile"
6. It should now be compiled.

Source Code Documentation:
main program
The main program simply converts the provided ROM.
1. Program loads WROM from command line input as massive string variable
of only the "0" and "1" ascii characters.
2. Program converts characters into a 32bit integer array.
3. Main loop begins.
4. If "Esc" key is hit, program exits.
5. Program cycles thru amount of bits in WROM in 4 overlapping clock
alignment skews.
6. Program renders WROM bits to display.
7. Program echos current "Addressing BSWAP" bit in WROM from looped
addresses of all bits in WROM along with hexidecimal index of currnet
bit in dump file.
8. Program writes ascii char either "0" or "1" to file having filename of
the command line argument filename with ".dump.txt" appended to the
filename.
9. Program "Addressing BSWAP" shuffles the bits in WROM.
10. loop repeats.
function bswap(value as byte) as byte
This function is a bitwise bswap.
1. Takes a byte as input and return the value with the order of bits
flipped.
function bswap12(value as integer) as integer
This function is an addressing bswap.
1. This function takes a signed 32bit integer as input.
2. It then cycles thru each of the lesser significant 12 bits of input.
3. The least significant power bit cycled is 0 while the power of the
greatest significant bit cycled is 11.
4. Each 4bit value of the power in the cycle is adjusted from a 0 to 11
range to a 0 to 15 range.
4. The result value is then 4bit bswapped.
5. The result value is then converted back from a 0 to 15 range to a
0 to 11 range.
6. The result value is then subtracted from 11.
7. The former result is then the value of what power to move the current
power in the loop.
8. After cycling thru all 12 bits, the result is returned as a signed
32bit integer.
function bswap4(value as byte) as byte
This function works the similar to bswap12 but takes a byte and returns
a byte, and additionally is for 4 bits of input and output.
function bswap8(value as byte) as byte
This function works the similar to bswap8 but takes a byte and returns
a byte, and additionally is for 8 bits of input and output.
sub drawrom(px as integer,py as integer,cols as integer,rows as integer)
This subroutine renders the current WROM contents to the screen. "px" and
"py" are the signed 32bit integer column and row for the upper left of the
render. "cols" and "rows" are the signed 32bit integer of the span
horizontally and vertically of the render.
sub clockstep(first as integer,last as integer,m as integer,c as integer)
This function cycles clock ticks in WROM. "first" and "last" are the signed
32bit integer of the first and last indiced bit in WROM to cycle the signed
32bit integer "c" carry values thru, the signed 32 integer "m" multiples
argument tells the span between bits in the clock. The "first" and "last"
can be either same bit, or from lower address bit to higher address bit, or
from higher address bit to lower address bit.
sub bankswap(first as integer,last as integer,flag as integer)
This function cycles bits in WROM to be reassigned to and from a pseudo
WROM table. The "first" and "last" can be either same bit, or from lower
address bit to higher address bit, or from higher address bit to lower
address bit.
Disclaimer:
This is 100% unverified. This is just an intuitive wild guess that I pulled
out of my ass. This is the oly surefire way to encrypt data without using
seeds. (There doesn't seem to be any seeds in the D411 CIC chip.) I have no
idea what the bit alignment is (I used zero bit offset per every bit), what
the "addressing bswap" bit-depth is (I used 12bit to fit the entire ROM at
once.) And I have no idea what direction each bank counts the clock cycles
and whether each clock is 128bit for a full bank or not. (I assume there are
16x64 16bit clocks in all 4 alignment/endian combinations, with the WROM
giving starting values in each bank.) I have no idea if the addressing
values are cycled by a clock, nor if the addressing values are mutated
further somehow. (I had it count every tick cycle through 1bit thru 1 thru
4096 bits, with current offset dumped from WROM being the "Addressing BSWAP"
of that offset) Nor do I have any clue at all whether how multiple bits per
input/output are used. (I used straight out 1bit stream) ..I am flying by
the seat of my ass, and not a damn person seems to be willing to help me
learn how to mod a Super Nintendo in-order to sample the D411 SNES CIC
lock-out chip input/output/clock traffic myself. (Update: icekiller helped
me immensely in-order to set up my own D411 dumping rig.)


"D411_ROM.txt" (D411 WROM dump):
1111 1011 1111 0011 0001 1011 0011 1011 0001 0111 0101 1011 0001 0101 1110 1110
0000 0110 1011 0011 1101 0110 1011 1011 1110 1100 1100 0100 1001 0000 1011 1111

1010 1001 1111 1100 0010 1001 0010 0101 0000 1010 0100 1110 0010 1010 1111 1111
1001 1110 0011 1010 0000 1110 1100 1110 1000 1110 1100 1110 0000 1011 1010 1110

0010 1010 0011 1111 1010 1011 1111 1011 1000 1011 0100 1110 1000 1011 1001 1111
0111 1111 1111 1011 1111 1111 0111 1111 0011 1111 1001 0110 0111 1011 0011 1111

1001 1110 0110 1110 1100 1111 0110 1111 1100 1110 1101 1110 0000 0110 1110 1111
0101 1110 1111 1101 0111 1110 0101 1100 0001 1110 0011 1110 0001 1100 1000 1111

1010 0111 0110 0101 0011 0111 1000 0110 1001 1101 1001 0111 0000 0100 1110 0111
1111 1110 1100 1110 1111 1111 1100 1111 1100 1111 1100 1111 1000 1110 1100 1110

1111 1011 1111 1110 1001 1011 1001 1111 1011 1010 1010 1110 1000 1010 1111 1111
0100 1111 1110 1101 0010 1110 0011 1100 0110 1111 1101 1111 0000 1100 1110 1111

0101 1111 1101 1110 0000 1111 1011 1111 0111 1111 1110 1111 0000 1110 1111 1111
0011 1011 1011 1011 0001 1011 0111 1111 0110 1011 1100 1111 0001 1011 1111 1111

1110 1111 1111 1111 1000 1111 1110 1111 1010 1111 1000 1101 1000 1101 1111 1111
0111 1111 0110 1011 0010 1110 0011 1101 0011 1010 1001 1000 0000 1000 0111 1111

0000 1111 1111 1001 1010 0110 1010 1010 1000 0100 0100 0101 1010 0000 0001 0111
0011 1111 1111 0111 1111 1011 0111 1011 0110 0111 1110 0111 0010 0011 0110 1111

1100 1111 1110 1111 1110 0111 1111 1111 1111 1111 0110 0111 0101 0111 1111 1111
0010 1111 0101 1110 1011 1111 1001 1111 1001 1110 0000 0111 1000 1110 1101 1111

1110 1100 1110 1111 1011 1101 1110 1100 1011 1101 1011 1111 1010 1100 1111 1111
1100 1110 1111 1110 1111 1111 1111 1111 1111 1111 1111 1110 1100 1111 1110 1111

1100 1111 1111 1111 1111 1111 1011 1111 0111 1111 1010 1111 1001 1111 1111 1111
0011 1111 1110 1110 0011 1111 1110 1110 0010 1011 1000 1010 0010 1110 1010 1111

0110 1101 1111 0111 1100 1100 1101 1101 1100 1110 0101 1111 0100 0100 1111 1111
0100 1111 0111 1101 0000 1111 1011 1101 0000 0111 1110 1111 0000 0101 0111 0111

1110 1111 1011 1111 1010 1110 1111 1110 1110 1110 1111 1111 1010 1110 1111 1111
0101 1111 0110 1111 0011 1111 0010 1111 0111 1111 0001 1111 1010 1111 0111 1111

0101 0001 1100 1011 0101 1011 0110 0111 0101 1011 0011 0011 1100 0111 0101 1111
1111 1111 1101 1111 1100 1111 1100 0111 1101 0111 1101 0111 1100 0111 0101 1111

1010 1111 1111 1111 1000 1111 1000 1111 1000 1111 1100 1111 1001 1111 0110 0111
1010 1111 1111 1111 1111 1011 1011 1001 1001 1101 1100 1101 1011 1001 1011 1110

1101 1001 1011 1111 1001 1111 1111 1111 0101 1101 0111 0001 0001 0111 1110 1110
1011 0010 1101 0111 0111 0110 1111 0111 0001 0000 0000 0000 1111 1110 1111 1111

1110 1101 1001 1011 1101 0101 1111 0110 1111 0111 1010 0101 1001 0000 1111 1110
1011 1010 0100 0101 0010 1111 1011 1111 1011 1111 1011 1010 0000 0000 1011 1110

0010 0111 1111 0011 1110 0110 1101 0000 1100 0000 1000 0100 0110 1010 1111 1011
0111 0111 1011 1101 1001 0110 1111 1111 1100 1010 0100 0010 1011 0101 1101 1111

1111 1110 1110 1001 0110 1111 1110 0011 0110 1010 1111 0010 0110 0101 0110 1111
1110 0001 1110 0000 1111 1101 1111 0000 1011 0000 1010 0000 1111 1110 1111 1110

1111 1111 1000 1011 1000 1111 1011 1101 0110 1110 0010 1110 0100 1001 1110 1101
0010 0111 1111 0001 1011 0110 1011 0110 1010 0110 1010 0110 1111 1000 1111 1111

1111 0111 1011 1000 1011 1111 1111 1011 1110 1011 1110 1110 1011 0000 1111 1011
0000 0011 1101 1110 1111 1011 1111 1111 1101 0011 1100 0011 0111 1110 0111 1111

1101 0111 1110 1111 1100 0111 1101 0100 0101 0001 0110 0001 1100 1110 1111 1110
0011 1011 1001 0100 1011 1011 1111 1111 1111 1111 0011 1011 1001 0000 0111 1111

1110 0101 1100 1010 1111 1100 1100 0111 1111 0110 1110 0100 1101 1001 1111 1111
0011 0010 1101 1101 1101 0110 1111 1110 1110 0110 0010 0010 1001 0100 1011 1111

1000 1110 0100 0110 1110 1011 0111 1011 1111 1001 1010 1000 0100 0010 1111 1111
1011 1000 1111 1011 0101 1110 0000 0011 0010 1100 0010 1000 0001 0011 1110 0111

0001 1010 1100 0000 1011 1010 1001 0111 0011 1010 0101 0010 1010 0101 1111 1111
0111 1000 1110 1111 0110 1011 1110 1011 0111 1001 0110 1001 0111 1110 1110 1111

0111 1110 0111 0011 1111 1001 1111 1001 0111 1000 1101 1000 0111 0101 0111 1111
1101 1111 1111 1101 1101 1010 1101 0010 1101 0010 1100 0010 1101 0100 1111 1111

0001 0111 1001 1100 0111 1011 1111 0011 0000 0011 0100 0011 1101 1100 1011 1111
1010 0010 1101 1101 1100 1111 1111 1011 1110 0110 1110 0000 1000 1011 1011 1111

0110 1111 0101 1011 0100 1100 1111 1110 1010 1100 0011 1100 1100 1010 1111 1111
1101 1111 0111 1010 0111 1101 1011 1001 1111 1001 1101 1001 0011 1100 1111 1111

1110 1101 1011 0010 1100 0011 1001 0010 1010 0000 1011 0001 1000 0110 1011 0110
0011 1110 1011 0001 1111 1011 1011 1110 1011 1010 0111 1010 1111 0101 1011 1111

0111 1101 0111 1000 1000 0111 0101 1011 1000 0011 1000 0111 0110 0010 0111 1001
1111 1111 1111 1010 1101 1110 0111 0100 0111 0100 0101 0100 0101 0011 1101 1111

1100 1000 1101 1111 1111 1110 1111 1111 1001 1110 1001 1100 1111 1010 0111 0111
1110 1011 1110 1011 1100 1111 1101 1001 1101 1001 1000 1001 1101 1101 1111 1110


"d411crack.bas":
'"d411crack" freeBASIC SNES CIC lock-out chip rom decoding test program 0x004
'Created September 23rd-25th 2009 by Timothy Robert Keal alias jargon
'Released under the Gnu Public License 2.0
'
'http://retromachineshop.com/
'irc://chat.freenode.net/puzzlum
'
'Please review the Gnu Public License, Thank you.
'The GPL can be located online at http://www.gnu.org/copyleft/gpl.html
declare function bswap(value as byte) as byte
declare function bswap8(value as byte) as byte
declare function bswap4(value as byte) as byte
declare function bswap12(value as integer) as integer
declare sub drawrom(px as integer,py as integer,cols as integer,rows as integer)
declare sub clockstep(first as integer,last as integer,m as integer,c as integer)
declare sub bankswap(first as integer,last as integer,flag as integer)
dim as string cmd=command,buffer=string(0,0),filename="D411_ROM.txt"
filename=cmd
dim as integer mode=0,o=0,ct=0
redim shared as integer dat(0),dat2(0)
mode=freefile
open filename for input as #mode
if (eof(mode)=0) and (lof(mode)>0) then
buffer=string(lof(mode),0)
get #mode,,buffer
endif
close #mode
o=0
ct=0
do
if o>=len(buffer) then
exit do
endif
if mid(buffer,o+1,1)="1" or mid(buffer,o+1,1)="0" then
ct=ct+1
endif
o=o+1
loop
redim dat(0 to ct-1),dat2(0 to ct-1)
o=0
do
if o>=ct or o>=len(buffer) then
exit do
endif
if mid(buffer,o+1,1)="1" or mid(buffer,o+1,1)="0" then
dat(o)=val(mid(buffer,o+1,1))
endif
o=o+1
loop
dim as integer o2=0, addr=0
dim as string ret=string(0,0)
screenres 640,480,32,16,,120
screenset 1,0
o=0
dim as integer x=0,y=0,o3=0,offset=0
dim as string d=string(1,0)
mode=freefile
open filename+".dump.txt" for output as #mode
close #mode
mode=freefile
open filename+".dump.txt" for binary as #mode
do
if inkey=chr(27) then
exit do
endif
for o2=0 to &hfff step 16
clockstep o2,o2+15,1,1
next
for o2=0 to &hfff step 16
clockstep 0,&hfff,16,1
next
for o2=0 to &hfff step -16
clockstep o2+15,o2,1,1
next
for o2=0 to &hfff step -16
clockstep &hfff,0,16,1
next
bankswap 0,&hfff,0
bankswap 0,&hfff,1
line(0,0)-(639,479),0,bf
drawrom 0,0,64,64
o3=bswap12(o)
x=o3 and 63
y=fix(o3/64)
line((x shl 2)-1,(y shl 2)-1)-((x+1) shl 2,(y+1) shl 2),rgb(255,0,0),b
line((x shl 2)-2,(y shl 2)-2)-(((x+1) shl 2)+1,((y+1) shl 2)+1),rgb(255,0,0),b
line((x shl 2)-3,(y shl 2)-3)-(((x+1) shl 2)+2,((y+1) shl 2)+2),rgb(255,0,0),b
d=str(dat(o3))
color rgb(255,255,255)
locate 1,34
print d;
locate 3,34
print hex(offset);
put #mode,,d
screensync
screencopy 1,0
o=(o+1) and &hfff
offset=offset+1
loop
close #mode
end
'for o2=0 to &hfff
' addr=bswap12(o2)
' ret=ret+str(dat(addr))
' 'o=o+1
' 'if o=64 then ret=ret+chr(13)+chr(10)
' 'if o=128 then
' 'ret=ret+chr(13)+chr(10)+chr(13)+chr(10)
' 'o=0
' 'endif
'next
'mode=freefile
'open filename+".txt" for output as #mode
'close #mode
'mode=freefile
'open filename+".txt" for binary as #mode
'put #mode,,ret
'close #mode
'end
function bswap(value as byte) as byte
return ((value and &h80) shr 7) _
or ((value and &h40) shr 5) _
or ((value and &h20) shr 3) _
or ((value and &h10) shr 1) _
or ((value and &h8) shl 1) _
or ((value and &h4) shl 3) _
or ((value and &h2) shl 5) _
or ((value and &h1) shl 7)
end function
function bswap8(value as byte) as byte
dim as byte ret=0
dim as integer o=0,o2=0
for o=0 to 7
o2=7-(bswap(o) shr 5)
ret=ret or (((value shr o) and 1) shl o2)
next
return ret
end function
function bswap4(value as byte) as byte
dim as byte ret=0
dim as integer o=0,o2=0
for o=0 to 3
o2=3-(bswap(o) shr 6)
ret=ret or (((value shr o) and 1) shl o2)
next
return ret
end function
function bswap12(value as integer) as integer
dim as integer ret=0
dim as byte o=0,o2=0
for o=0 to 11
o2=11-(((bswap(o*15/11) shr 4) and &hf)*11/15)
ret=ret or (((value shr o) and 1) shl o2)
next
return ret
end function
sub drawrom(px as integer,py as integer,cols as integer,rows as integer)
dim as integer index=0,x=0,y=0,c=0
for index=0 to 4093
x=index mod cols
y=fix(index/cols)
c=dat(index)*&hff
line(x shl 2,y shl 2)-((x shl 2) or 3,(y shl 2) or 3),rgb(c,c,c),bf
next
end sub
sub clockstep(first as integer,last as integer,m as integer,c as integer)
dim as integer s=0,o=0,c2=c,o2=first
if first<last then
s=1
elseif first>last then
s=-1
else
dat(first)=dat(first) xor c
c=0
return
endif
for o2=0 to abs(m)-1
c2=c
for o=first to last step s*abs(m)
c=dat(o+o2)+c
dat(o+o2)=c and 1
c=(c shr 1) and 1
next
next
return
end sub
sub bankswap(first as integer,last as integer,flag as integer)
dim as integer s=0,o=0
if first<last then
s=1
elseif first>last then
s=-1
else
s=1
endif
select case flag
case 0
for o=first to last step s
dat2(o)=dat(bswap12(o))
next
case 1
for o=first to last step s
dat(o)=dat2(o)
next
end select
return
end sub


Sample "d411crack.exe" 0x004 test dump:
0011 0000 0111 1010 0001 0101 1100 1100 1111 1000 0000 0011 0100 1110 0101 1111
0111 1000 0111 1010 1100 1000 1100 1100 0001 0010 0000 0010 0000 1111 0101 1011
1000 0001 1101 1101 0000 1111 1000 1000 0111 0001 0101 0010 0000 0000 0011 1010
1101 1101 1101 1101 1000 1010 1000 1000 0100 0111 0101 0111 0100 1010 0011 1010
1111 1110 0000 1100 0100 0100 0101 0111 1111 1001 0000 0010 0100 1110 0101 1111
0001 1000 0000 1000 0000 0111 0101 0111 0001 0010 0000 0010 0000 1111 0101 1011
0111 1010 0101 0111 0000 0110 0011 0000 0111 0001 0101 0011 0000 0001 0011 1010
0100 0001 0101 0001 0100 0000 0011 0000 0100 0111 0101 0111 0100 1010 0011 1010
0011 0011 0001 0110 1101 0100 1110 1001 1001 1001 1010 0000 1011 1101 0001 0101
0001 0100 0001 0110 1110 1100 1110 1001 1001 0010 1010 0010


The floor is now open for discussion.

Posted by KP9000
What is the difference between this and your other thread?


Posted by NightKev
<+Keal> NightKev it isn't the same program as the other one
<+Keal> The documentation has been updated, additonal routines have been added, the algorithm is twacked, the dump is different, etc.
<~NightKev> keal
<~NightKev> 1) rename thread
<~NightKev> 2) edit post
<~NightKev> it's the same program, just a newer version
<+Keal> It is too big to put in the same thread, and it isn't worth replacing the orginal due to losing original docs that way,
<+Keal> Otherwise the thread would grow to several hundred kb.
<+Keal> It isn't the same program, it is a different algorithm using a similar function set
<~NightKev> if you were worried about losing the old docs/etc then just new reply
<+Keal> If you are an admin, simply merge the new post as a response to the original thread, since I can't do that.
<~NightKev> the admins can't do that either
<~NightKev> there's no such feature on the board


Okay apparently you can close this thread he posted his infos in the other one now.


(Merged new thread having two replies with this thread.)

____________________
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jargon
Posted on 09-26-09 11:54 AM, in Hack Release: Abnormal Family Link | Quote | ID: 116186


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This game is just stupid funny, judging by the images.

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jargon
Posted on 09-28-09 11:45 AM, in Playing around with electronics (rev. 2 of 09-28-09 11:48 AM) Link | Quote | ID: 116287


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Posted by Sukasa
A Basic Stamp II mounted on a Board of Education, USB variant. I got it as part of a kit for my engineering class, I might have to look at getting my own at some point since I'll be returning this one at the end of the semester


This is a chip that interprets BASIC? If it is, that is pretty nifty!

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jargon
Posted on 12-18-09 06:42 AM, in SMB3 Workshop source code released Link | Quote | ID: 123288


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Posted by Upaluppa
I have downloaded all of the additional components listed in the readme, but I still can't get Delphi 7 to compile the code.

Does anyone have all of the required components and is willing to share them?


If you have Delphi to use, you need to ensure the framework is legit.

There is some pretty malicious stuff that mods your Delphi framework in order to cause some pretty shady stuff to compile into things.

Keeping your Delphi framework fresh on a regular basis is a pretty decent issue.

Interrupting a framework patch via such a malware could theoretically break it from compiling anything further, and such a malicious patch does indeed pevent certain aspects from attaining functionality.

I suggest using a disc imaging technology such as 7zip to automatically archive your framework source in-addition to being able to browse all filesystem checksums etc to keep your shit legit.

One major step is using a concurrent version database of your own framework files in-order to automatically detect when something has been messed with. Such systems include subversion (SVN?) and CVS.

Cheers, hope you get your stuff working and it isn't necessarily jacked with, as you stated, you could actually just be lacking all the proper extensions.



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jargon
Posted on 03-16-10 01:02 PM, in Heavy Metal in the Vacuum of Outer Space Link | Quote | ID: 128440


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NASA needs to stop the bullshit and send up a mad guitarist to perform on a Gibson electric guitar while on a space walk.

Thoughts?

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jargon
Posted on 04-07-10 12:05 PM, in Robert Culp dies. Link | Quote | ID: 129607


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http://www.youtube.com/watch?v=Xbw_BxDwdjk

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jargon
Posted on 04-07-10 12:09 PM, in Drag a Car Seat (rev. 2 of 04-07-10 12:09 PM) Link | Quote | ID: 129608


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Posted by Haz
Interesting... so you just had a car seat to waste? Also, was that white thing next to it at the beginning a bag of trash?


It is a corpse that was originally going to ride the seat.

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jargon
Posted on 04-10-10 10:17 AM, in Warcraft III custom models not working (DOTA) (rev. 2 of 04-10-10 10:19 AM) Link | Quote | ID: 129697


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How come custom models don't work in my legit paid-for keyed copy of Warcraft III? I only see Blizzard models in DOTA.

All the unit models in DOTA are just cell-shaded recolors on my end. Buildings and vegetation just appear to be cell-shaded recolors as well in DOTA on my end.

What gives?

If nobody knows, I guess I am just going to have to resort to trolling Blizzard Customer Support into providing help in an area they claim they don't offer assistance.

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jargon
Posted on 04-11-10 10:23 AM, in Warcraft III custom models not working (DOTA) (rev. 2 of 04-11-10 10:24 AM) Link | Quote | ID: 129744


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Posted by NightKev
Erm, couldn't you have asked this at a board that actually is based on WC3 and would thus be more likely to have someone who can answer your question?

Regardless, perhaps you got a bad copy of the map, try downloading it from DoTA's official website?


In all custom levels I have, all custom modeling just shows a cell-shaded recolor of any given Blizzard model placeholder. The only custom modeling that displays properly is landform modifications such as contemporary light poles and Yoshi's Story style trees. (Which is part of structural buildings specific to landform level data.)

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Main - Posts by jargon

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