SmashManiac

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Everything posted by SmashManiac

  1. Trailer Assets

    I'd like an update on that as well. I've been holding off making mods awaiting for this.
  2. GRIM FANDANGO HD REMAKE

    I know I'm late to the party, but if they tweak the puzzles I hope there's going to be an option with the original difficulty. The arrow sign puzzle in particular was my favorite - I'd be really sad if it was made easier simply because some people are too dumb to do the maths and complained about it. Also, unless something goes terribly wrong with the remake, I'm buying this for sure.
  3. Secret room

    Only that it's possible for the password itself to be enciphered.
  4. Secret room

    No progress since my last post, and I've been sick during the last month so I couldn't do any work on this problem. My next line of attack is to investigate the Steam Workshop assets, since nobody has used them in a mod yet. As for PrincessChambersCopy, you need to patch the code before Christo gets trapped, otherwise the enciphering key will be random. If you use my hack from my first post before that event, the password will be an empty string. Alternatively, if you find a way to get the book while avoiding that event, the book will never get encrypted. I don't think I tried using the passwords from the cavern. At least, not all of them. I doubt it'll work, but at this point it's worth a shot.
  5. Thank You for the free game!

    Got my copy of DF-9 myself. Thank you Double Fine for the gift!
  6. Speedruns!

    Just found this speedrun by Sockfolder in 7:02: http://www.twitch.tv/sockfolder/c/5125909 Here's the route, basically: - Enter the path to the code puzzle 1 file as Alice's name - Go straight to the lab in infinite forest - Skip the code puzzle 1 room by hacking the port - Skip the last room by opening the "hack the planet" wall and walking through another wall near the topmost signpost - Get the bombs in the cave lab room - Bomb a bomb - Hack onEntityEnterExplosionRadius to change "if" to "if not" - Bomb Alice - Hack teleportInClassRoom to change "entityPath" to "name" - Bomb Alice again - Hack onInit to change the exit to the cave lab to the princess chambers - Enter the code puzzle 1 room - Immediately go back to the previous room - Walk to the princess
  7. Speedruns!

    SecretRoom is encrypted by default, while PrincessChambers is encrypted only upon entering DRMRoof, which is why this method works. It doesn't make sense story-wise, but who am I to complain. I don't think there's a faster way to trigger the full ending, but it may be possible to beat the game a little bit faster using an alternate way to set completeTheGame to true in the PrimaryHost instance. It's the actual win condition, after all. I can't find an efficient way to do so however.
  8. Secret room

    Thanks to a tip from mgreed, I finally discovered definitive evidence of Brandon's fiancée's identity: http://2013.globalgamejam.org/2013/super-surgeon-doki-doki-fun-time It also explains the name "Shannon" in blue in the credits. Unfortunately, it doesn't appear that her name nor her nickname is the deciphering key, at least not directly. I also already checked her personal website and its source code just in case Brandon would be devious enough to request her to hide a hint in there, but it doesn't appear to be the case thankfully. She might not even be aware of this metagame anyway (and let's not ask her, it would be rude and not fair play at all). Of course, her identity may be completely unrelated to the deciphering key, but it's my strongest lead so far.
  9. I never tried spawning objects in the game (yet), but I believe it's just a matter of adding code to the init function of the desired room. As for chests, I believe you need to insert a new function that will be called by the opening chest as well.
  10. Disassembly Dumping just saves the return value of scripts.disassemble(scripts.load(...)) in text files to allow easy inspection of the structure and data of the returned table. You can pass in it your own non-compiled code to retrieve the assembly as well. Using this knowledge, you should be able to find a way to merge the two tables together to your advantage. If you're lazy and don't want to deal with Lua opcodes, you could just recompile the entire function (since we have the source code) and overwrite the whole thing altogether. The clean solution however, in order to avoid conflicting with other mods or future patches, would be to compile just your added code and inject it in the existing code, although this solution requires offsetting the parameters of the instructions you're adding to make sure they point to the correct constants. I don't know how familiar you are with Lua programming or Lua opcodes, so my explanation may be a bit obscure. If you need help with the latter, here's the official definition: http://www.lua.org/source/5.1/lopcodes.h.html
  11. The Halcyon mod is a pretty bad mod example actually. Even the author admits about over-complicating everything. From my understanding, making a mod out of this should be relatively easy, since you're only adding a few lines of code. You don't even need to convert it to assembly manually - just load your code as a function in a sandbox mod and dump the results with my Disassembly Dumping mod. The only patching you would need to perform is on your own code to make sure that the instructions point to the correct constants, but that's it. Let me know if you need help with this. Thanks for crediting me in your guide by the way.
  12. Secret room

    Avoiding this trouble with false positives while brute-forcing and game bugs are two of the reasons why I wanted to replicate the cipher outside the game. I'm completely burned out trying to figure out that stuff though, so let me know if you guys are able to do so.
  13. Secret room

    Saving the enciphered version cleanly is pretty hard because of the way mods are currently handled, and I would need to use a security exploit I haven't disclosed publicly yet to do so, so I won't reveal it. That said, this is what I use as a test vector myself: - DFHack.encipherBuffer('message89012', 'thisisakey') returns a binary string equal to 8814292af4838cece05b7e29b5fae85f in hexadecimal. - DFHack.encipherBuffer('message890123', 'thisisakey') returns a binary string equal to 95bddd270e6d9e79deb5a9145f1f59c4e00b51c5a9c0520a6582ea8b67cb16e5 in hexadecimal. Also, after verification, the condition to determine if the decryption is successful is indeed when DFHack.decipherBuffer(bookData, key) does not return nil, in which case a file overwrite occurs. Not sure if this needs to be analyzed further or if this is sufficient information in itself. Note that the game also checks if loadfile(path) returns a function or not to determine in which state the file is.
  14. Secret room

    I had no idea the game had a soundtrack, but if it's just Bob's song, I believe it was already analyzed back in Early Access and nothing special was found in it. tjablin, have you been able to replicate the cipher with exactitude? I've been looking at OllyDbg for 2 days now trying to do so without success. All I'd like to do is reproduce the cipher with openssl or something similar. By the way, I didn't look at this yet, but does anybody know what's the condition the game uses to determine if decryption was successful?
  15. Secret room

    I tried figuring out what kind of symmetric-key algorithm is used by DFHack.encipherbuffer(). Whatever it is, it looks like a block cipher with blocks of 256 bits, with a constant salt of 8 bits applied to the buffer. I say "constant" because the output is always the same. My guess is that it's aes-256-cbc like in the first teaser puzzle, but I can't confirm it because I haven't been able to figure out what the salt is.
  16. Secret room

    Yes, that's the book I was talking about. You need to use it in DRMRoof, which is near the end of the game.
  17. Hacked my way out of the dungeon early (act 3)

    You did indeed. Go back to the tile puzzle. The cheat sheet is actually in the same room. The "getting past the warden by hacking yourself" bug is pretty annoying. This wasn't happening during Early Access. I hope it gets fixed soon for the sake of new players.
  18. Secret room

    It may be a coincidence, but the name in blue could be a reference to the famous Claude Elwood Shannon.
  19. I start at act 2?

    Yes, the game starts on Act 2 As for who Alice is, you'll have to play the game to find out.
  20. Secret room

    It was a Steam key for the Amnesia Fortnight 2012 prototypes. By the way, I'm still looking for Brandon's wife/girlfriend's name, since I don't have any other leads. I even thought of contacting the Office of The County Clerk of San Francisco, but consulting the registry ain't free and might not even yield results. Maybe a DF employee would be willing to share this information?
  21. Double Fine did not release their development tools, which is a shame because it would really be helpful to make mods.
  22. Debug rooms

    My attempts to load any of the debug rooms causes an immediate softlock, and I have to kill the process. Has anybody been luckier?
  23. Debug rooms

    Looks like you forgot, so here's the thread again with instructions: http://www.doublefine.com/forums/viewthread/14013/
  24. Debug rooms

    Not sure I understand your question, but you can enable debug mode by opening the treasure chest that spawns after waiting 50000 days in SpookyPath. I also noticed that for WorldTree. The code inside it is very interesting though. I wonder what the intent is/was? There's also a few rooms in the EGW directory that crashes upon entering as well.
  25. Secret room

    OK, so I've been able to confirm that the key to unlock HiddenMessage.txt in the prototype is NOT the same key used to encipher the secret room in the final game. Good to know that much. A possible lead though is that HiddenMessage.txt makes a reference to Brandon's wife/girlfriend. It's possible, although unlikely, that the secret room key is the same as her name. Unfortunately, I have no idea what it might be.