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[QUOTE=stoianm]hey mate... like tdw said the problem was fixed... read careful... Pintea not liked the fact that urfisch said that the romanian programers are bad... very strange if i am thinking at his contact bos from ubi Romania:D(or maybe that was just a dream)... in my experience i know that are bad and good people all over the world... not depend by nationality... and like sober said read careful... Pintea helped a lot on this forum dixi and respect [/QUOTE] I also agree there is no need for calling people "bad-programmers" and things alike... No point and uncivil, imo. But that is why I said - let's not track the topic off, as myself and I think many others, are learning from what reaper7 and others are doing and explaining in here. And if I was unclear about it - my apologies. |
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And if I was unclear about it - my apologies.[/QUOTE] is ok:up:... i was just angry because that out of topic like ''romanian programers sucks'' - the fact that Obelix liked this i understand because he is rusian (is a joke of cource)... what i do not understand is urfisch:hmmm: |
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but yeah, the second one is unclear. I also agree with Zedi - it would be nice to be able to fix this without mods, giving people choice whether they want a particular mod or not. I'm just starting to come back to computers/programming, but looking at what reaper7 and TDW are talking about makes me think that if the locations is referenced with offsets for various dials/values - finding this offset and figuring out if it can be changed is the next step. Will be interesting to try and figure it out. |
never said, romanian proggers are bad people. calm down, dudes. i said maybe romanian coding is not state of the art. and maybe this was wrong, maybe not.
but let keep the fact in focus, the game was at a really, i mean REALLY bad state at release...many things had to be fixed. so something meant to be wrong in the code...or was it just unfinished? in the end, the result is the same. so we all are legitimated to claim a "bad" work on this game. i do not understand the agitation about my post. people should always keep in mind, the might not be perfect. me included. |
always is place for better... i am calm... if your intention was what you said is ok:up:
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Therefore, the Romanian programmers given strict instructions - any ways and means to speed up work on SH5. March 4, 2010 is published SH5. Errors hurt the eyes, so almost immediately on the second day to rivet the patch. This efficiency is encouraging for the best, as evidenced by a month later with the release of second patch. And on this important role SH5 ends programmers transferred to other projects, where they laid out already in full. SH5 successfully fulfilled the role of the tester DRM, now the company is not required. His fate - taking care of players, "Life Saving of drowning - the handiwork of drowning." Programmers, writing SH5 successfully cope with the writing and other projects to SH5 just do not let their heads. If you keep all of this triad to a single phrase, the essence is - SH5 was originally designed for a painless test DRM, because the risk of revenue loss from this game is negligible. That something like this. Regards! Obelix :salute: |
The "state" of the game, was not due to bad programming.... It was due to time (well money to the suits and time to the devs).
I would imagine that the devs asked for more time... but Ubi saw that more time would cost more money. More cost = less profit or could even return a negative amount of profit. So the devs stitched together the code with what time they had left and made it playable, but yes it was unfinished. Just my 2cents worth. |
yep... i have the same opinion like you this time:)
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ok, back2topic then...please.
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Originally Posted by TheDarkWraith
What this sounds like is the programmer assigned each 'variable' to a temp variable so as to preserve the original variable. When the C++ code was compiled (and compiler optimized it) the compiler usually places temp variables on the stack (instead of the heap). Being that it was optimized the compiler probably decided to use the same address (stack address) for each temp variable (to save memory). This is why you are 'seeing' each variable using the same address. This is very common to see and is one reason why RE is very complicated to 'follow and decipher'. If you want to validate my theory then you'll probably notice that the address used for each 'variable' uses offset addressing to 'find' it's contents (ESI+x where x is the offset amount - and ESI could be any of the general CPU registers [EBX,ECX,ESI,EDI,etc.]). In this example ESI would be an address located on the stack (you can find where the stack is located via Olly Debug - EVERY application has at least one stack but usually they have more than this) --------------- Quote:
------------------------------------------------------- Assembly for NEWBIS ...and more....---Google / Vivek Ramachandran ----:up: For Start !! :hmmm: http://www.securitytube.net/video/208 This video is part of the following groups: 1. Assembly Language Megaprimer for Linux ( 11 videos)
http://raykoid666.wordpress.com/2009...primer-review/ The links to the different parts: Part 1 (Smashing the stack) Part 2 (Writing exit shellcode) Part 3 (Executing shellcode) Part 4 (Disassembling execve) Part 5 (shellcode for execve) Part 6 (exploiting a program) Part 7 (exploiting a program: demonstration) Part 8 (return to libc theory) Part 9 (return to libc theory: demonstration) Videos 1-4 have to do with basic system calls, mov commands, you make a hello world program and then video 3 is all about using gdb (Viveks tutorial is the best i***8217;ve seen) Videos 5-11 are all about more indepth mov commans, creating variables and examining memory layout and values with gdb. This is all very useful but just watching the videos is not enough! You need to go through and do it along with him, you have to write the programs(even though he says you can download them) and you need to get assembly in your fingers. Think of great athletes, they didn***8217;t get great by watching sports on TV ***8211; they went out and did the real thing ***8211; Exact same concept with computers ***8211; Practice practice practice. . |
hey tomi...nice to see you round here!
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I've had a look at those vids and indeed, they seems very good. It's especially intersting since i'm absolute beginner to that. However, it seems to me that having a good to strong knowledge of programming in C is a pre-requisite.
Still having an in-depth look though, as this so-called "modding friendly SH5 -oups, I forgot about this GR2 über restrictive sh*t-" is not going to see lots of breakthrough rapidly if we are to rely now entirely on a very very few bunch of coding experts like TDW or Reaper7 who are pretty much alone doing all the new stuffs on the modding scene (apart from few eye-candies here and there and campaign related stuffs). They have a life of their owns and can't work 24h/7... Hope I'll be able to help somehow soon. It's been quite some time since I've modded anything since everyone here pretty much covered what can be achieved so far in their own area of expertise with current tools and restrictions. I do for sure miss a S3D for SH5 like that thing allowed you to do for SH4! Wish the devs never relied on that granny GR2 thingy! Such a plague, such a step backward for all the modders community... Talk about reinventing the wheel on and on! And that goblin editor is nothing much of a viewer, really... :damn: |
Heh I'm a very competent computer scientist and and well versed in MIPS assembly and RE still evades me. It's very tough. Although I absolutely could RE MIPs.
If this was anything but a graphical program I would love to help. But I can barely write a 3d renderer let alone RE one. I think you would be better off (and save more time) RE all the files and writing your own exe from scratch. You could control more that way. But you have to imagine a huge team of developers worked on this, so only one or a handful at best working on it will take FOREVER. |
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And I the humble computer user went and has drawn this "MQK". And nothing is not broke.:O: We must think not standard. And there is always a way out!:rock: |
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