Game Boy Zelda Comes With Source, Sort Of
Jamie found a fun story about a 90s Zelda Game Boy ROM that shipped with the source code- not so much on purpose, but more because the linker padded out the last meg of ROM with random memory contents, which happened to include game source code.
News Post Comes With Article, Sort Of
Now the site is Wordpressed (like Slashdotting, only the other way around) and you can't get to it, but one of the last posts before it died pointed out that this was from a trainered version. That's where someone adds cheat code to a ROM. As it turns out, the original doesn't have any of the code in question. Dissassembling for the purpose of adding cheats is a completely sensible explanation of the code that was found.
The moral of the story? Start with a known clean dump (look for the "[!]" tag) before assuming that the introns were in the original game.
#naabhaprzrag, #sverubfr-000, #agi-fcbafberq, negvpyr[pynff*=' negvpyr-ary-'] { qvfcynl: abar !vzcbegnag; }
thats what calloc is for, it'll clear it for you, malloc just gets it.
One of the 'Elite' sequels was shipped with a swap file on the CD-ROM. Opening that swap file with a text editor showed it included much of the C code for the game, which presumably must have been swapped out while they were compiling at some point and then copied to the CD by mistake.
:).
From what I remember the installer copied the swap file to the hard disk, but the first patch either deleted it or zeroed it
Golden Axe 2 (the arcade ROM) has a good chunk of it's source code contained in there too, including the source for it's security routine (oh the hilarity...)
And the PAL version of ICO (PS2) had an objdump of the entire ELF on the disc, which is basically a disassembly with full symbol information.
Kayamon
When you're a ROM developer, you don't think in such terms. It's all about mapping this and interleaving that.
Rather than writing the extra few lines to calculate the padding required, set up a 0-filled buffer and truncate the first (or last) buffer, rounding up the fwrite call to 2mb requires 0 extra lines.
Besides, they don't expect many people to actually look at the ROM code. This emulation craze is fairly recent.
-Billco, Fnarg.com
> This emulation craze is fairly recent.
What? I really mean it what?
I remeber running sonic (megadrive) on a low end pentium (133) back in the day, albeit with no sound.
I also remeber using various earlier emulators on my amiga before that (speccy and such).
Maybe you have a differnet definition of recent than me though.
+----------------- | What is the question!
find it amusing that this happened because of the Link-er.
I can't be the only one...
Can I?
I'll get me coat.
"Maybe you have a differnet definition of recent than me though."
No, he just apparently has a different definition of "craze" to you. Being the only person in your state to emulate a megadrive on a low-end Pentium without sound doesn't mean that's when the emulation craze started. That was just you pushing the boundaries of what was available at the time. The average gamer wouldn't have understood you back then if you said the word "emulation" to them.
Only in recent years have so many people been emulating earlier consoles and arcade games on their home PCs, with pretty faithful representation of the original experience.
Posted anonymously to hide my shame of working with visual FoxPro.
.exe It just included a runtime and the source code in the .exe file. If you looked at it ina hex editor, there was the full source code, complete with comments. Apparently there was an option to scramble the source code. The guy responsible for building the installation didn't do that.
FoxPro, I discovered after shipping our product for 2 years, didn't really compile anything when you made an
Dude, get this...I downloaded this game, I think it was called Quake 3...well, I started poking around on their website and found all the source code! Crazy huh?