happy fucking belated orgy day

http://mudlord.info/temp/mugbx.exe

go rape your rake you motherfuckers. This goes to all those accuracy minded motherfuckers like the furfag MooglyGuy and byuu with his “totally platonic and non gay life partner who just so happens to be asexual”

Really, fuck off. And don’t come running to me if you don’t have Windows Vista or Windows 7. Or have a 360 controller. Really, shut up. Because you either do something or you don’t.

And if you don’t care about fucking cycle accuracy, keep to your fucking principles. Note that this build is HORRENDOUSLY INACCURATE, but that will most likely be improved if byuu’s sluts keep off my back, and so does everyone else.

Oh, and DRM is great. SOPA is a godsend.

Article: Reversing custom hashing schemes

http://www.mudlord.info/crap/re/tuts/Reversing Customized Hashing Schemes.rar

Warning: not for complete noobs. Expects knowledge in ASM.

PS: You will need the mapimp plugin at: http://tuts4you.com/download.php?view.2840

Also required is Code Snippet Creator, which is here: https://code.google.com/p/idaplugs/downloads/list

Coming to a PC near you!

*trollface*

Updated site.

to make things more nice, uniform site style now.

Mr Krabs, Bikini Bottom and the PS3 “scene”.

Hello,

I figured I’d explain what I think about the current situation with the PS3 so called “scene” and why we, the far people of the ocean and the minority of Bikini Bottom aren’t seeing any additional progress/info from “Mr Krabs” (btw, Mr Krabs knows who he is……).

Quite simple really. Mr Krabs is money hungry. You heard right. He wants to protect the investment of time and “money” he put into producing his Krabby Patty (for the unenlightened, is some tools for the PS3 to allow retail-to-debug conversions, to run on it, so homebrew and warez can run fine without code signing). To the inhabitants of the “ocean” (ie us), this would be a boon. And end the drought of homebrew development on the PS3. And everyone goes yay. Sadly this is not the case at all.

It seems Mr Krabs lately has been pretty damn secretive. And not to mention badmouthing poor Spongebob. While Mr Krabs just rakes in the “profits” (ie. warez). And then there is most importantly of all, Mr Krabs’ cheapness. Mr Krabs is sooo scared that the antitrust lawyers (ie, Sony) will shut him down, that he is keeping the “keys” to his inner circle of Bikini Bottom  residents. And of course, Mr Krabs charges exorbiant prices for access to his patties (eg, close circle of friends? you get the idea), while leaving the rest of Bikini Bottom in the dark, as well as the ocean at large. All the while, some lackey of his (a business buddy perhaps?) does the dirty work. Not to mention, Mr Krabs removing info of the Krabby Patty formula from sites (eg. deleting info that could be helpful to other “fry cooks”? Talk about a monopoly!). And the excuses from his lackeys in business?

http://psx-scene.com/forums/f16/mathieulh-makes-his-return-again-88119/index2.html

http://pastebin.com/bSjZfNTM

http://www.twitlonger.com/show/bsdf2d

<NightStar3> Mathieulh, done admiring your new find?
<Mathieulh> lol
<Mathieulh> warez mongrels would love it to be honest XD
<Mathieulh> with it, you can get the new keys in minutes :P

http://pastebin.com/zwviJiuN

<HolyPuma> mathieulh: warezfags? xD

And lets not forget Mr Krab’s links to mobs (eg. claiming he is against warez of releases and yet using them himself!). Not to mention the use of hacked IDA Pro tools. IDA Pro itself is quite expensive, and extremely hard to get legally. You practically need to have a full criminal check before having access to such spatulas!

There you go. Proof of Mr Krabs’ idiocy and how he is killing local business in the area (eg. Hiding info that benefits the “scene”, and then helps everyone out too). Did the same to the PSP community too, how shameful.

And another thing Mr Krabs. stop calling the PS3 community a “scene”. Its fucking pathetic and you know it. You wouldn’t know a scene if it came and hit you in that pasty red face. I hope someday a Plankton comes and ruins your life, and gives you your just desserts.

One final thing: Badmouthing other fry cooks? Wow…just wow.

 

- A concerned Bikini Bottom resident.

UPDATE: Seems our Plankton came through! As the husband of Suzie Fish, I figured I also share this too. For posterity. I like red letter days for information disclosure.

 

Article: keygenning a MARS based encryption scheme

http://www.mudlord.info/crap/re/tuts/zumacrackme3_sol.rar

Written specially for people who are starting to learn the art of cryptokeygenning.

update

* bassmididrv now has proper site. Yay.

* Set up own SVN server, since github is shit. need to change links.

* mudpack now is somewhat more stable, with some TLS support at least. Next stage is improving compression ratio, stability with different EXEs like orgview.exe, and after all that, finally DLL support. Then whats next is up to me.

…some other stuff too, but will post later.

on mudpack.

Lately I have been coding my own executable compressor for my own projects. Well, last year I had the idea, but now finally really got down to working more on the ideas and practical aspects of it.

Well, doesnt look like much now but so far had some promising compression results. These are with the current LZMA compression method (previous development was using Joergen Ibsen’s aplib library:

mudpack.exe (132kb to 64kb)
VisualBoyAdvance-M.exe (3386KB to 1275KB)
zsnesw.exe (3689KB to 571KB)
snes9x.exe (3196KB to 781KB)
bsnes.exe (1256KB to 385KB)

Not bad for something being worked on, on and off. =D

The packer is coded using a C/x86 assembly based packer stub to make it easier to maintain and to understand the code. The decompression code itself is in assembly, stuff like import resolving, and the basic layout of the compressor is in C, including data structures. Standard Win32 kernel32 calls are used for memory allocation/deallocation as well as memory copying to internal data structures.

All the basics are there, like making a new import table, compressing resources, etc. Some limitations and issues I have been working on lately have been quite finicky TLS callback support in some Borland C++/Delphi/MSVC targets (ie, the “.tls” named section in the executable is not what it really is ;) ), plus decompression/compression related bugs which for some reason I don’t know pop up on some targets. Future plans for it are DLL support as well as support for OCX files, screensavers etc. Adding support for ryg’s disfilter would be nice too, once the main bugs are ironed out.

And no, in case you are wondering, this stuff ain’t for sale or public use. I don’t want something I have been working on to be used on malware, so don’t ask.

 

was bored….(n64 related)

started coding again. Got sick of crappy input plugins, so started to code my own for my wired 360 controller. 2p support works now at least. Was scared of releasing code that people had issues with. Seems to work here, so I posted a binary on my site. Source is in GitHub.

 

EDIT: now with rumble! check it out in the emulators directory on my site.

EDIT2: now with controller paks!

 

State of N64 emulation – 2010-2011

Introduction

There have been many Nintendo 64 emulators over the years ever since the Nintendo 64 came out. Several major mentions include UltraHLE, a Nintendo 64 emulator that proved it was possible. Of course, the emulator was discontinued shortly after release. Many different emulators over the past 10 years have been developed and only a handful or even less are suitable for public usage. However, compared to like NES/SNES emulation (which is quite mature), emulation of the system is *still* in a infantile stage. Over time, a emerging push for more accurate emulation methodologies such as low level video processor (RDP) emulation has been made (such as recent work by Ziggy and Angrylion), however, the less accurate “HLE” approach to graphics emulation largely remains dominant.

This exposé will help highlight the several emulators for Nintendo 64 over the years that are now usable for the end public. This article will take into account the technical abilities, as well as  the end user experience. The article was written with the following hardware in mind:

The emulators

Project64

Project64 is one of the most popular Nintendo 64 emulators, written by Nicholas Hamilton aka “zilmar” during his initial years of university. It has grown over the years and is the subject of quite some recent contraversy regarding its distribution practise. After version 1.4, its popularity exploded and now its at version 1.6 for the *public* release and a tentative version 1.7 *beta* release. There is essentially two seperate code forks, since 1.7 is a heavy rewrite into pure C++, whereas 1.6 is mainly C. Zilmar is one of the main developers that came up with the idea of emulator plugins, a means to modularise emulation by offloading the video/sound/input/coprocessor emulation to seperate components, like how Winamp operates with its input/DSP/output plugins. This allows for interchangeability of emulation components with other emulators supporting its plugin API, but also introduces major support issues, which were not present with earlier emulators, which kept all emulation central to the emulator itself. Also, some end users may prefer the purist, no emulator plugin approach.

Project64 1.6 is the most current *public* version of the emulator, which is free to download at no cost. In stark contrast to SNES emulators, it uses a internal database to store ROM information, as well as using it for game specific settings, or “hacks”, in order to run the game the user wants to. In addition, it includes several bundled plugins for video, input, sound and RSP (Reality Signal Processor) emulation, instead of keeping all code inside the EXE.  User interface wise, its quite clean and polished, however a option to set plugins per-game, is sadly absent.

With the default plugin set, it performs quite well (its also to have been reported it runs well on other less powerful systems), apart from graphics glitches that can occur in many games. Many of these glitches manifest in incomplete special effects emulation, such as motion blur in Sin and Punishment, screen transistions in Legend of Zelda Majora’s Mask, missing effects & skybox in Perfect Dark and GoldenEye, broken rendering in Resident Evil 2, etc.

The most popular games on the most part, like Legend of Zelda: Ocarina of Time, Super Mario 64, etc run well with little graphical errors. Sound emulation on the other hand, is almost perfect apart from a small number of games. Stability is also on par, except for games which can crash the emulator on occasion, like Banjo Tooie, etc. All, in all, it works, if you have a suitable graphics plugin (like Glide64)and are willing to put up with other quirks, like sound bugs in certain games or crashes due to faulty core emulation also in a small number of games.

Project64 1.7 is the tentative non-public release of the emulator. In a complete backflip, to acquire access to the “beta or alpha program”, you need to pay a minimum of $20 AUD to the developers. However, it is possible to have a leaked version of the emulator, providing its cracked, and virus free.

It has however, got several major differences over PJ64 1.6:

  • Supports low level graphics emulation (so games like Star Wars Rogue Squadron etc are able to boot. However, this is extremely slow.)
  • Supports high resolution texture dumping/loading (in a custom format)
  • Supports software graphics rendering in the new video plugin. (albeit slow in cases)
  • Improved core/audio timing so games like Banjo Tooie, Resident Evil 2, Hydro Thunder, etc have correct sound or no crashes.
  • Support for per-game plugin settings.
  • Improved graphics emulation. Many games have now got improved effects emulation as well as Dark Rift and Frogger 2 now being playable.
However, the emulator unfortunately, is extremely unstable. There are many bugs in the emulator still, such as crashes when enabling cheats, glitches in the GUI, several outstanding emulation errors, as well as other problems. So, understanding this, care should be taken before using this build of Project64. However, those who are willing to try low level graphics emulation might want to try this.

1964

1964 is another plugin based emulator, written by Joel Middendorf aka “Schibo” and “Rice”. For several years, it was at version 0.9.9 until a surprise release jumped it to version 1.1.

 It, again is a plugin based emulator. The interface is quite nice, allowing for per game plugins, as well as the emulator core itself is quite optimized; which is nice for playing very intensive games like Goldeneye 007, Perfect Dark, or Conker’s Bad Fur Day. The default included video plugin is a rebadging of Rice’s existing work, so it shares many of its flaws, including inaccurate special effect emulation for many, many games. However, the audio plugin is of merit, as it works via running decompiled RSP code (which is in C) for the various Nintendo 64 audio engines. So, the emulator works quite well soundwise for the games it supports. Additionaly, the GUI apparently has one unique feature: boxart, which is quite novel.
A recent fork however, called “1964 Ultrafast” is relevant to note too. It is a fork of 1964 1.1 that allows core overclocking, to compensate for games which cause the original Nintendo 64 to lag, like GoldenEye 007.
It also has:
  • A heavily optimized interpreter core (60-100% faster)
  • More accurate emulation with dynamic recompilation
  • Better audio handling and core/audio integration
  • Less speed hacks

Mupen64

Mupen64 is a emulator developed by Hacktarux, a French developer. The emulator is written in mostly C and is GPLed. It has ports to Windows, Linux and MacOS. The Windows port of the emulator is supplied with 2 graphics plugins (Direct64/glN64), as well as its own RSP HLE plugin (for fast/inaccurate audio emulation). Ideally, to get best results, its better to mix and match plugins from other plugin-based emulators.

GUI wise, the GUI is nothing special, apart from the ability to set per-ROM plugins like 1964. Corewise however, its quite good, having a stable core, as well as having special support for Glide64′s special effect emulation. With the Glide64 plugin and Mupen64, its possible to have fullspeed effects like the jumbotron screen in Mario Kart 64, unlike other emulators besides Project64 1.7 (which emulates the effect via a hack).

There is a third party fork of this emulator called mupen64Plus, which has also a large list of changes to the vanilla Mupen64. Some of these changes are:

  • A port to x64, including all emulator components
  • Cross platform GUIs in Qt4/WxWidgets
  • Native MacOSX/Linux/Windows/FreeBSD support
  • A entirely new core architecture, including core APIs
  • Features for creating speedruns, including frame-advance, and realtime adjustment of emulator speed.
Because of the vast amount of core changes though, plugins for Mupen64 are completely incompatible with Mupen64Plus. That said, compatibility with games is high as well as common plugins like Glide64 have native Mupen64Plus ports.

MESS

For those unenlightened, the MESS project is a offshoot of the MAME project. The MAME project aims to “preserve and document” hardware, thusly forgoing speed for accuracy as game playing is a “unintended side effect” of the hardware “preservation”. The MAME project preserves arcade machines. Likewise, MESS does the same, except for consoles. The Nintendo 64 emulation in MESS is the result of several people including Ville Linde, Ryan “MooglyGuy” Holtz and angrylion. MESS, unlike the other Nintendo 64 emulators, does not use plugins and forgoes anything that goes against the pursuit of accuracy as defined by the devs working on MESS…

This means, no HLE graphics rendering, rendering in software only, and everything emulated on a low level. As such, it generally is unusable for gaming due to the immense speed hit these things make. In addition, setting up the emulator is very cumbersome. The Nintendo 64 PIF ROM plus two other ROM files are needed to start the emulator, plus the MESS GUI is very untidy. Not to mention, the commandline client too, which neophytes might find extremely unfriendly.

The emulation, while very slow, is quite a nice proof of concept of pure low level emulation for the Nintendo 64. Most games however crash and fail to run fully. So I have to not recommend this for public use, at all, especially due to the unwieldy interface, which can in fact, drive users away from using the emulator at all.

 

Conclusion


In conclusion, Nintendo 64 emulation has improved marginally from earlier attempts (especially during late 2010 and early 2011), however in many ways, there has been a step backward, namely in the number of emulators in development, as well as the methods used. Also, the scene itself is dwindling as the amount of developers in the scene is smaller, while scenes like the Wii/PS2/Dreamcast scenes just grow in popularity. Accuracy is still a major issue as it was in 1996, as well as the number of hacks being used for adequate emulation. Developments like hi-res texture packs only just jumpstarted the Nintendo 64 scene, while efforts like commercial emulators greatly undermine progress since the information is proprietary, especially with a scene so small, not to mention console developers clamping down on said activities. Therefore and finally, the future of this scene is quite uncertain, when newer consoles ironically have more faithful emulation as a whole, than the Nintendo 64 has experienced so far.

 

Return top