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10-19-14 02:29:18 PM

Jul - Posts by Wack0
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Wack0
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Posted on 08-15-11 02:26:12 PM, in Solitaire, etc (last edited by Wack0 at 08-15-11 03:56 PM) Link
The unused strings found in sol.exe *are* debug strings (well most of them anyway). The debug sol.exe (which is in nt4 chk) has a debug menu inbetween the two regular menus, and the unused strings are the descriptions shown at the bottom of the screen when the debug menu options are selected.

Also, the source code of solitaire, winmine, reversi (taken out in win3.1, and included with early (late-1991) betas of NT) and a number of other games are included with the well-known NT4 source leak, (and out of those, all but solitaire can be compiled - I have infact compiled most of them!) and I can upload the src to all of these games, and the debug sol.exe and cards.dll.

Oh and btw, the select game number and assert failure dialog boxes are used in debug sol.exe

EDIT: http://goput.it/dt2.7z - checked/debug solitaire
http://goput.it/1l7.7z - solitaire & reversi src
http://goput.it/hsh.7z - rest of the games src
Wack0
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Posted on 08-17-11 02:32:15 PM, in Solitaire, etc (last edited by Wack0 at 08-17-11 02:57 PM) Link
Let's go for the literal response here.

Looking in the src, the marquee text does nothing at all.

The 'screenshot thingy' does do something:

case idsScreenShots:
fScreenShots ^= 1;
CheckMenuItem(GetMenu(hwnd), idsScreenShots, fScreenShots ? MF_CHECKED|MF_BYCOMMAND : MF_UNCHECKED|MF_BYCOMMAND);
InvalidateRect(hwndStat, NULL, fTrue);
if(fScreenShots)
InvalidateRect(hwnd, NULL, fTrue);
break;


Also, I forgot to mention this earlier, and it seems that nobody has picked up on this, so:
The 'Heck, I don't know' text, is actually 'Hell, I don't know' in the NT4 chk sol.exe. I think it got changed in win2k, I'll have to check some win2k chk builds I have for exactly *when*.

EDIT: I've checked, and I have to say, I was not expecting the results I found..
It was changed as early as NT 5.00.1515 (the earliest build of Windows 2000 I have, from March 1997).
For reference, NT4 RTM is NT 4.00.1381, compiled August 1996.
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Posted on 08-17-11 04:57:10 PM, in Solitaire, etc (last edited by Wack0 at 08-17-11 04:59 PM) Link
Originally posted by Liliana
Oh, one last thing I wanted to ask. I'd rather not try it myself, but... on the Assertion Failure dialog, does "Exit Windows" actually cause a shutdown?


It doesn't.

Originally posted by Liliana
the 3D Pinball is from NT4.


Actually, its first appearance was with the Windows 95 Plus! pack.

Originally posted by Liliana
The other applications look more interesting, especially the ones from the Windows Entertainment Pack (why they're included in the NT4 source... your guess is as good as mine). But I don't have them compiled, so I can't really tell what the debug functions do.


I can upload the compiled versions if you want.
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Posted on 08-17-11 05:11:38 PM, in Solitaire, etc (last edited by Wack0 at 08-17-11 05:14 PM) Link
Originally posted by Liliana
Oh yes, if you could do that, it'd be much appreciated!


Here. http://goput.it/m23.7z

And by the way, the file versions are 4.00.2006 because ntverp.h got modified.

Also, I noticed that the src for sol and reversi are in the leaked win2k SP1 src, too.
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Posted on 08-18-11 11:20:36 AM, in Solitaire, etc Link
Originally posted by Liliana
Cool!

Incidentally, I found an unused options screen in the TicTactics game, and added it to the wiki. I'll add all the Solitaire stuff later...

edit: hmm, the missing icons from that Tictactics options screen are apparently in the source, but never added in the compiling process... interesting


someone must have not added them to the .rc
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Posted on 08-20-11 09:39:37 AM, in Solitaire, etc Link
Sorry for the double post but there's an error in the edits to the Solitaire article.
The debug Solitaire did not come from the NT4 source leak, it came from the checked/debug compile of NT4, that Microsoft released to MSDN subscribers at the same time as the free/retail compile.
I have similar checked versions of NT 3.1, 3.5, 3.51, and Windows 2000, not to mention some betas too.
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Posted on 08-26-11 10:51:37 AM, in Broken Sword II Remastered (iOS) (last edited by Wack0 at 08-26-11 10:54 AM) Link
Found some text that would have been used in the original games for psx/pc but obviously wouldn't be used in the new iOS version.

I tried to c/p it in quote tags but it kept being cut off. It's text about memory cards, and what looks like the full PC installer text.
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Posted on 08-26-11 10:55:10 AM, in Broken Sword II Remastered (iOS) Link
Originally posted by Super Salami Man
Is there supposed to be more text here? I only see one letter


Yes, it kept being cut off.. I'll pastebin it later.
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Posted on 08-26-11 12:25:35 PM, in Broken Sword II Remastered (iOS) Link
..That's weird, it only pastebinned one letter too.. I guess it doesn't like straight copy/pastes out of the text file. (the text is stored in ASCII btw.)
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Posted on 08-05-12 11:37:26 AM, in Sonic and SEGA All-Stars Racing (iOS) Link
Found a file called FrontendHashes.h within the files of this game (internal name is SSR_iPhone.app by the way) - just contains a bunch of compiler definitions. (But what else could be expected from a .h file over 100kb ?)
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Posted on 08-09-12 11:36:35 AM, in I present for your consideration: 5 prototypes of Hover! Link
So I noticed the Hover! article here, and decided to look through my large collection of Windows 95 betas for Hover! protos. I was not disappointed. Download the protos here.

Two of the protos have the same version number but hover.exe has a different bytesize.
The other three share their version number with the retail version of Hover! - again, the size of hover.exe are different from each other and the retail Hover!.

The two version 1.0.8.0 Hover!s have a readme explaining that they are not the final, and have a small list of known bugs.

(Oh, and by the way, that About dialog is unused in ALL the protos, but say version 1.0.8.0 in the version 1.0.8.0 Hover!s)

Also, related to that about box: milestone 7 of Windows 95 is version 4.00.224, or Beta 2, if I remember correctly; I do not have the full ISO of this build, only the setup files, so no milestone 7 Hover!.
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Posted on 08-09-12 02:07:25 PM, in 3 prototypes of 3D Pinball: Space Cadet. (last edited by Wack0 at 08-09-12 03:20:12 PM) Link
Download them here.

The earliest is Maelstrom 0.91, then came Maelstrom 1.00, last would be the Space Cadet Preview Version.

The most interesting are the two Maelstrom protos: they look completely different to Space Cadet and have different sounds and music too, among other differences, like leftover code in pinball.exe (starting at offset 0x36c4c in 0.91)... The Space Cadet Preview Version is basically the same as the final but it has 'Preview Version' text in a certain place.

I guess I'll document some other stuff I found: in demo.dat/pinball.dat of the Maelstrom protos, the internal name of the table is "Test Table 1".

The music and some of the sounds are different between the Maelstrom protos, and the Preview Version and final.

Interesting text in the Maelstrom protos, at offset 0x2ae14 in 0.91.

In the Maelstrom protos, the unused Edit Pinball Components dialog does not say 'FOR TESTING ONLY' in the title bar.

There exists an unused table selection dialog in the Maelstrom protos.

Maelstrom 0.91 loads the table from TEST.DAT, not PINBALL.DAT.

The leftover code in the Maelstrom protos acknowledge the existance of an earlier version of Maelstrom; version 0.87.
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Posted on 08-10-12 07:19:01 AM, in 3 prototypes of 3D Pinball: Space Cadet. Link
Originally posted by paulguy
Might also want to make comparisons to Full Tilt Pinball. Not sure which came first, but it'd add another data point to determine a lineage.


It actually seems that the Space Cadet table included in 95Plus! (and then NT4 etc) was developed alongside the rest of Full Tilt. (the earliness of maelstrom, the greyed out 'select table' option etc)

Also, there's a number of bugs in Maelstrom 0.91 making it unplayable: however, Maelstrom 1.00 is perfectly playable, and even stores its highscores in plain text in PINBALL.INI.
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Posted on 08-15-12 06:44:03 PM, in 3 prototypes of 3D Pinball: Space Cadet. Link
Originally posted by PatSter21
Where were these acquired? If they came from early Windows NT betas, we should check those for more possible prototypes...


Betas of the Windows 95 Plus! pack.
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Posted on 01-22-13 07:20:15 AM, in Crash Tag Team Racing E3 demo Link
Hey,

Someone posted on BetaArchive (a forum which I moderate, under the username The Distractor) a torrent link to a demo disc from the Italian official PlayStation magazine, it contains a bunch of demos including the aforementioned Crash Tag Team Racing E3 demo.

http://kat.ph/psitalia-t7011821.html -- there's the torrent link.

And here's the topic on BA where it was posted: http://www.betaarchive.com/forum/viewtopic.php?f=16&t=27137
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Posted on 01-22-13 07:26:23 AM, in Metroid Fusion Debug Menu Link
O.o

If only i still had my metroid fusion cart, so i could test it out on a real cart...
But my friend lost it..
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Posted on 01-23-13 06:56:49 AM, in Crash Tag Team Racing E3 demo Link
And the original uploader uploaded it to mediafire.

http://www.mediafire.com/?4xl55ju2w7vln -- here's the link to the mediafire folder.
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Posted on 02-15-13 05:22:59 PM, in My Little Pony (iOS) proto (last edited by BMF54123 at 03-27-13 09:05:22 PM) Link
Supposedly version 0.1.5 but i'm not sure.

There's a build date and time in buildversion.ini:

date=08/09/2012
time=12.26


[link removed; not a prototype]

To actually run this you'll need a jailbroken device with at least iOS 4.3.
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Posted on 02-24-13 02:21:08 PM, in popcap main.pak (last edited by Wack0 at 02-24-13 02:21:33 PM) Link
If you actually read the popcap games framework documentation, you'd learn that the file open/read/close function equivalents for .pak files look in the dir with the game exe first, and *then* in the .pak.
And oh, btw, to unpack .pak files I use PopPakPWE.exe from the latest popcap games framework, using the command line as follows:
poppakpwe /U /K "" main.pak unpacked

(yes, there's a character inside the quotes, it's 0x7F which is the default password for poppakpwe. PopPakPWE documentation says you can use "/K 0x7F" but that does not work. Of course, if you see a passworded main.pak in the future, to extract it you'll need to get the password somehow, probably by reversing the game exe, and then use poppakpwe!)
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Posted on 03-30-13 04:59:15 PM, in My Little Pony (iOS) proto Link
Originally posted by DrYay
This is just the initial release of the game.


Hmm, I guess it could easily be mistaken for a proto, as it was leaked a couple of months before it actually got released.

Not that you provided any actual evidence (like md5/sha1 hashes of files) that would prove your claim though..
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