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Everything posted by SmashManiac

  1. Why no achievements?

    Because it doesn't make sense to have achievements for a self-writable hacking game engine. You could simply hack in yourself an "unlock achievement X" command and execute it for all possible achievements. There would be no challenge whatsoever. That said, if you want to challenge yourself, I suggest you try to figure out how to decrypt the secret room after beating the game. Nobody has figured out the solution yet.
  2. Tips for DRMRoof (Please avoid spoilers)

    Don't worry, you don't need brute force to solve this puzzle. In fact, there are multiple solutions to it. The best tip I can give you is that PrincessChambers is not always in an encrypted state throughout the game.
  3. Dev's Play

    The soundtrack of Symphony of the Night always gets muted on Twitch's VODs, so it's probably the same issue here for YouTube. Really annoying.
  4. Dev's Play

    Just finished watching. Quite needlessly long in my opinion because of the on-the-fly translation was kept most of the time, but it was really interesting to hear IGA's anecdotes about the development of Symphony of the Night, especially about the level and art design! I'll definitively keep in mind the "make placeholders look final" and the "programmer must showcase a no-damage strategy" tips myself! Thank you very much to everybody involved in the making of this video!
  5. Dev's Play

    I haven't seen an announcement for this special episode for some strange reason... bqheYYeA4k4 Will watch later.
  6. Brandon's discussion at GDC 2015

    And here I thought the GDC 2015 videos weren't out yet. Thanks for sharing! And yes, I believe the secret ending Brandon is referencing is Act 6, while the secret secret ending is the secret room.
  7. Source code?

    Yes it will. Make sure to make backups beforehand though!
  8. A new puzzle...

    This post contains the 3 other XOR possibilities after rotating one of the layers. Double-posting because the maximum number of attachments in a post is 3.
  9. A new puzzle...

    Pretty sure it's not a data matrix - the edges don't match the symbology. It's also too small to be an Aztec Code, an EZcode or a QR code, and it's too big to be a mCode. After some deeper research, I found a symbology that resembles the diagonal shapes of the design called DataGlyph, but it's patented by Xerox so I'm having trouble finding information about it except for this paper. If that's it however, then the slashes are 1s and the backslashes are 0s, which matches Sirithang's bitmaps assuming the orientation is correct. I'm having a hard time believing that a proprietary format was used for this puzzle though. I'm attaching the 4 XOR possibilities just in case anyone sees something in them. Note that the colors may be inverted and that the orientation may be wrong. This post contains the normal XOR without any rotations compared to the original pictures.
  10. A new puzzle...

    Sweet! Thanks Brandon for the new puzzle and Sirithang for sharing it! It's definitively two 9x9 binary matrices, with the orientation of diagonals representing the value. The dots are just representing the intersections of the invisible grid that was used to draw the diagonals. I took the time to paint the squares in both matrices. See the picture attached to this post. The left matrix is the one on the front of the cartridge, while the right matrix is from its back. Note that it's possible that the colors of one of the matrix is inverted, since there is no guarantee that the orientation of the matrices match the orientation of the cartridge. Since the proper orientation is unknown for each matrix, I was hoping that I would recognize some kind of 2D barcode symbology, but I didn't. The thought of XORing both matrices came to mind since there is about the same amount of squares of both types in each matrix, but again I have no idea what the proper orientation should be, and quick attempts didn't yield anything interesting.
  11. Interesting read, thanks for sharing Bert! I'm pretty sure that some of the security exploits I found are still present though. I just never published them publicly except for the most obvious one.
  12. Dev's Play

    Ahh... so the delay on the bonus episode was to make the Bioshock footage match the Doom footage. Great job on that! It was super interesting to see a demake by the same level designer and witness how similar it is to the original despite the engine's limitations. Really loved Romero's comment on how modern game developers are just remaking Doom over and over again! As for my overall review of the season, I'd say that I was really surprised to see how each episode felt completely unique and could have spawned an entire series each. This is very innovative, especially considering that we're talking about a documentary series. I also really enjoyed the high quality post-production work that was put in each episode. My favorite episodes from best to worst are 5, 1, 4, 6, 3 and 2, the latter being the only episode I didn't like. The only big general negative that I have is that there were a lot of moments where an episode would suddenly become boring and tedious because the developers would stop saying anything that was related to their professional careers - which is exactly why I didn't like episode 2 because it was entirely like this. As for the biggest strength, I think it is that the format of the show gave the opportunity to game developers to comment on stuff that they would probably never have commented on in a normal interview. This is a really cool series and I hope there will be a season 2 in the future!
  13. I feel the same way. An option to disable the UI would be nice.
  14. Dev's Play

    Thanks Levering for the detailed explanation! It's always great to hear about what happens behind the scenes, and I think Dev's Play is a great series for the same reason. I hope you liked my feedback too. Looking forward to episode 5 bonus! By the way, just to clarify a detail, I think it was a really good idea to have a technical discussion with Romero with someone knowledgeable, and most of the technical terms were amazingly well explained in the annotations (it must have been a pretty hard job to do). It was only the Doom terminology that got lost on me. For example, during the conversation they could casually say things like "E1M5" or something like that, and the only reason I knew it was the level's codename was because I'd heard speedrunners use the same acronyms.
  15. Dev's Play

    Saw the last 2 episodes. My thoughts: - Episode 5: Really liked John Remoro's commentary, and the cuts helped keep the flow going. The source material that accompanied the commentary was great too. My only issues are that the game had graphical enhancements compared to the normal version so it wasn't always clear when Romero was pointing at some special effect how much it was part of the original game or not, and that there were some technical stuff that JP LeBreton was aware about how Doom was made but was never explained to the viewer. Not sure why the videos were split by level too since the conversation was pretty much unrelated, but that's pretty trivial. Overall it was a pretty good episode. - Episode 6: It was really funny to see DF's reactions to the various tricks showcased, and the tidbits of technical explanations were really cool. I really wish that the speedrunner would have practiced beforehand though because some parts were really painful to watch because of it. Unfortunately Psychonauts probably wasn't the best game for this since there was about 3-4 types of glitches constantly repeated, but I'd really like to see the same type of demonstration with other games. I'd give my overall review, but the last part of episode 5 is still missing. When is it coming up?
  16. But surely the slow but easy way of solving the puzzle would be just to replant the sign closer and closer until you get to the spot? It's not like you need to triangulate to solve the thing... It's an interesting solution, but I'd argue that method is harder since it's just an inefficient triangulation method. It's impossible to find the exact location of the point by doing so in a finite number of attempts, only approximate it. The only reason it works in the game is because of the error tolerance. If you don't realize the point is fixed on the floor and walk too much between each attempt, you can remain stuck.
  17. My guess is that most people don't like mathematics, and by extension Euclidean geometry, and don't think about applying the concepts. It's my favorite puzzle in the game by the way. I really like how you're not actually supposed to think out of the box to solve it.
  18. Dev's Play

    It's encoded in Base64.
  19. Dev's Play

    Very good episode indeed! The pacing was just right and many aspects of hacking were demonstrated in a really professional way. That glitched sword find was pretty cool too! The only thing I could think of that would have made this episode better would have been to expand a little bit more on the replacement electronics parts, as it wasn't very clear to me how components from 1985 could be successfully connected to modern equipment. By the way, I lol'd in part 3 at the sticker on the computer saying the username/password of said computer. Best security ever.
  20. Secret room

    From what I hear, it's just Bob's song played on an electric guitar. Nice find, but I'm not noticing anything strange with it. It's probably just a unused piece of audio left in the code. I encourage you to keep looking though! Also, it appears that you do not have much experience using hex editors based on your last comment, so let me give you some tips. First, it doesn't really say "7.MB" - it's just that HxD encodes bytes in the left column as characters in the right column using your PC's default encoding (normally Windows-1252 as it appears to be the case here), and represents non-printable characters as dots (period is 0x2E, not 0x1C). Second, trying to extract meaning out of a random set of 4 consecutive bytes in a binary file is unlikely to yield any result, as you can easily find seemingly-interesting sequences in randomly-generated sequences of bytes too. You should try it yourself for fun. Thanks for the extracting instructions by the way!
  21. Dev's Play

    My opinion so far, from the point of view of another game developer: - The Lion King: I thought this was going to be the most boring episode, but I really loved listening to all the anecdotes about the development of the game and the relationship with Disney. I also liked the blurred dynamic between the player and the creator and the flow of the conversation relating to the gameplay shown. The only part that I didn't like was when Tim joined and the same information we just listened to got repeated for him. I would have cut that part in post-production. Otherwise, great episode! - Earthbound: I immediately got bored after 5 minutes, and I had to quit halfway through part 1. The player had absolutely nothing to contribute to the game he was playing except stating the obvious shown on the screen. It just felt like a really boring Let's Play for me. I don't know if it gets better, but I don't have the patience for it. That's unfortunate because there's a lot to talk about for this series and its fan community. I think it would have helped a lot if a second person actually related to the development of the series or the fan translation would have participated. - Gauntlet DS: Considering that I worked on this game myself, it has a special place in my heart, and I'm really happy it got selected for a documentary and hear all about the passion behind it and its demise from the heads of the project. I'm also happy that most of the unique innovative features of this game were explained, as I think it would have revolutionized multiplayer gaming on handhelds. However, I was much more interested in the conversation while nobody was playing. It's cool that the game was shown in detail like that, but after 2 levels there was barely any constructive commentary about the game. Again, I feel that I lot could have been let on the cuttong room floor, but it was interesting nonetheless. So there, I hope you find my comments constructive. In the meantime, I'm looking forward to the next episodes.
  22. Secret room

    That's a weird placeholder. lol Considering the soundtrack is available for sale, posting everything is probably not a good idea. You may want to just give the instructions on how to extract the data if it's not intuitive.
  23. Secret room

    Technically the game gives an interface that you can already use to access the audio. If you want full control however, you'll have to use FMOD Studio. I'm not sure if you also need to use the API or not since I've not super familiar with this product. In both cases, you can find the download links and the documentation at
  24. Secret room

    I believe it's the key Double Fine uses to call the FSBank_Build function in all its products. And considering it's the same key for encryption and decryption, it may be possible to add custom audio in mods using it, since FMOD is free for non-commercial use. Pretty cool! It's probably unrelated to the secret room, but it's a pretty cool find regardless.