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Re: Project: UnLockRay ( ULR / REL )
Posted: Mon Nov 10, 2008 12:21 pm
by stan423321
Hacker needed.
Re: Project: UnLockRay ( ULR / REL )
Posted: Mon Nov 10, 2008 7:47 pm
by CheatCat
Hacker? I whant to be a hacker! x3 Where I learn to hack games?!

Re: Project: UnLockRay ( ULR / REL )
Posted: Mon Nov 10, 2008 7:56 pm
by Hunchman801
I have Visual Studio on my computer, if it can be of any help.
Re: Project: UnLockRay ( ULR / REL )
Posted: Mon Nov 10, 2008 9:21 pm
by CheatCat
We can only "Unlock" the Rayman games if we work together! ;P I don't understand ASM, so I am stuck until someone have found a decomplier thar changes ASM to C++.
If anyone have Linux, that person could try Boomerang,
http://boomerang.sourceforge.net/index.php . It works on Windows too, but the program crashes when I try to decompile Rayman 2... And Linux don't crashes so much as Windows, you know!

Re: Project: UnLockRay ( ULR / REL )
Posted: Sun Nov 16, 2008 3:58 pm
by stan423321
CheatCat wrote:We can only "Unlock" the Rayman games if we work together! ;P I don't understand ASM, so I am stuck until someone have found a decomplier thar changes ASM to C++.
100% match of code is impossible. And functions' names would be weird.
Re: Project: UnLockRay ( ULR / REL )
Posted: Sun Nov 16, 2008 7:35 pm
by CheatCat
But the functions' names is weird if you only turn the program into ASM too???
Re: Project: UnLockRay ( ULR / REL )
Posted: Mon Nov 17, 2008 6:00 pm
by stan423321
Function names, when program is compiled to machine code, don't exist anymore, as they're changed into functions' adresses.
Same way, this causes disappearance of names of variables, inline functions, loops (as they're if-ed gotoes now) etc.
Re: Project: UnLockRay ( ULR / REL )
Posted: Mon Nov 17, 2008 8:50 pm
by CheatCat
Yes, it's true... But how makes the great hackers level editors etc.? What is the secret?

Re: Project: UnLockRay ( ULR / REL )
Posted: Tue Nov 18, 2008 10:12 am
by Joshua822
Yes, it's true... But how makes the great hackers level editors etc.? What is the secret?
Good C++ and Assembler skills

Re: Project: UnLockRay ( ULR / REL )
Posted: Tue Nov 18, 2008 8:37 pm
by CheatCat
I am pretty good at C++, but I relly sucks at Assembler... But I will learn Assembler in my school next year.
Re: Project: UnLockRay ( ULR / REL )
Posted: Tue Nov 18, 2008 8:47 pm
by Joshua822
Trust me, it takes years of experience before you can really mod a game succesfull.
Re: Project: UnLockRay ( ULR / REL )
Posted: Tue Nov 18, 2008 9:05 pm
by CheatCat
Years?! :O But all the great hackers can mod the games on zero time! But I will begin when I have learned Assembler!
Re: Project: UnLockRay ( ULR / REL )
Posted: Wed Nov 19, 2008 1:28 pm
by Joshua822
They already have years of experience with C++ and Assembler.
Re: Project: UnLockRay ( ULR / REL )
Posted: Thu Nov 20, 2008 10:26 pm
by CheatCat
Re: Project: UnLockRay ( ULR / REL )
Posted: Fri Nov 21, 2008 8:47 pm
by stan423321
Why?
The porblem with hackers of example old Sonic games is they were so desperate they callec functions themselves. And Sonic games were written DIRECTLY in assmebly, so it was easier to understand their logic.
Re: Project: UnLockRay ( ULR / REL )
Posted: Fri Nov 21, 2008 9:20 pm
by CheatCat
Yes, if I want to bulid a level editor, I don't need a decompiled version of Rayman2, I only need to get the functions that decode the level files and textures... It would be harder to encode the files and run them in the Game, becuase there is no encoding function, I think. The game only need to read to files, not write new one, you know.
Re: Project: UnLockRay ( ULR / REL )
Posted: Fri Nov 21, 2008 11:16 pm
by Joshua822
Yes, i knw, but the hard thing is not to read the levels files, but to customize them. You'll need to learn the full and right encryption to do so. If you're reading them you can miss some details. But if you're righting to them you can't miss any tiny detail
And believe me when i'm saying that level encryption is hard, very hard. I think you are underrating this. We didn't even manage to do all the simple things ( get textures out the files, read the level files... ) and you're going to build a level editor already. Please, let's not go to far yet;
Re: Project: UnLockRay ( ULR / REL )
Posted: Sat Nov 22, 2008 7:10 pm
by CheatCat
But do you think there is a function in one of the dll files that get textures out the file, or is that hardcoded into the Rayman program?
Re: Project: UnLockRay ( ULR / REL )
Posted: Sat Nov 22, 2008 7:15 pm
by Joshua822
But do you think there is a function in one of the dll files that get textures out the file, or is that hardcoded into the Rayman program?
That depends on it. If we would decompile Rayman 2 we need a good C++ programmer that can find the exact lines of good that open the DLL or load the textures.
Re: Project: UnLockRay ( ULR / REL )
Posted: Sat Nov 22, 2008 8:12 pm
by CheatCat
I maybee could find something in that case. The only problem is the decompilation...
But there is another solution, there is programs that can list what functions a dll file. The problem is that the programs don't list the syntax and arguments for the functions. So we must guess what the function do and what it require to run.