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RevEng

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Posts posted by RevEng


  1. I'm 39, and don't feel embarassed by being a gamer. But occasionally I'll get treated in a patronizing manner when I go to a game store, like I'm some clueless dad buying games for his kids. The irony is I usually know far more about the subject matter than the person trying to lend me a clue.

     

    It doesn't really help the situation that I'm usually buying Nintendo titles, though I consider their stuff less immature than "Super-Bloody 3rd person Murderer". :ponder:


  2. Thanks for the kind words guys! Hopefully they'll find their way into somebody's project.

     

    I was thinking it would be handy to have them all in one score_graphics.asm file along with the stock font, and the active font could be determined by what value the "fontstyle" constant was set to.


  3. I started coming up with a few different number-font designs for a game I'm working on, and found myself caught up in seeing what different fonts I could come up with.

     

    The result is this font pack... reveng_batari_Basic_fontpack_1.zip

     

    I'm placing them in the public domain. Feel free to take them and use them as your own, however you see fit!

     

    post-23476-1244515617_thumb.png post-23476-1244515625_thumb.png post-23476-1244515634_thumb.png post-23476-1244515641_thumb.png post-23476-1244515650_thumb.png post-23476-1244515656_thumb.png

     

    Just unzip the pack to your project's directory, and rename the font you want to use to "score_graphics.asm".


  4. I might well get shot down for this, but how about taking pre-orders to help cover manufacturing costs, say $20 or $30?

     

    That way people who are really interested are sure to get their carts from the first run, and you'll have a better idea for the size of that first manufacturing run.

     

    I'm definitely in for at least one. If the price is ~$50, I'll probably get two.


  5. A well encrypted file is indistinguishable from random bits, and this one pretty much fits the bill...

     

    1. all 256 ascii chars are represented in roughly uniform quantity

    2. the unix file command doen't identify it, or any of the contents. I wrote a quick script which strips off one byte at a time and reruns "file" on the result. Nada.

    3. the file isn't compressable.

     

    If I had to guess, I'd guess it's plaintext xor'ed with random data, but it should be easy enough to check. If you modify one of the parameters in the game, compared to the original player.txt, does the resulting player.txt file...

     

    1. ...change one or two bytes in the middle of the file.

    2. ...change a byte and all following bytes in the file.

    3. ...completely change the whole file.

     

    #1 would imply a simple xor with random data. #2 would imply a chain block cipher (or less likely, a stream cipher). #3 would imply a large-sized block cipher, or something akin.

     

    Either way, the game itself needs to decrypt the file to read it. Given the right tools you'd be able to figure out what's going on.


  6. How about adding in C++ style comments? It's nice to be able to put a small comment right next to a command.

     

    I added the following to source/preprocessor.lex...

     

    [ \t^]*"//".* {printf("\n rem %s",yytext);}

     

    It works for the following kinds of comments:

    //case1: completely left-aligned comment
     //case2: comment with 1 or more spaces or tabs first
     dim foo=c //case2: comment beside a command

     

    My lexfoo isn't all that strong, so I'm sure there's a better way to do it. The code to do it adds an extra blank line to the assembly, to ensure the rem it generates is correctly aligned.

     

    I also want to thank batari for this awesome tool!

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