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Forums > CSDb Discussions > .: give a try 3 :.
2003-03-14 00:48
Kyle
Account closed

Registered: Dec 2002
Posts: 31
.: give a try 3 :.

Hey all ;-)

..just looking at some Crest demo's when I came across Crossbows challenge to music rippers: "give a try 3". (with the idea originally conceived by Scoop and Ikari).

The challenge was simple: rip the music (Mitch and Dane) from the demo part...

Anyone done that yet ? I haven't seen any other demo part with this great music playing in it.
2003-03-14 08:44
algorithm

Registered: May 2002
Posts: 705
Apparantly it seems that some of the music code/data was in diskdrive ram making it just that little bit difficult to rip and resource all the data together.

2003-03-14 14:03
Dane
Account closed

Registered: May 2002
Posts: 421
Funny. I've even got the unpacked version of the tune. :)
2003-03-14 15:19
Ninja

Registered: Jan 2002
Posts: 411
Krill/Plush told me about some protection-technniques in there. Dunno, if he suceeded after all. Gunnar?
2003-03-14 21:35
chatGPZ

Registered: Dec 2001
Posts: 11351
you can cheat though.... mod the music routine in a way that it writes out $d4xx writes to a file, let the music play once...then pack the recieved data and play it back later.

ok, ofcoz only lazy peeps like me would have such lame ideas :o))
2003-03-15 16:13
Cybernator

Registered: Jun 2002
Posts: 154
I've never tried to rip it before, but since someone here's messing with it, I said: Give a try ... hmmmm... 3 :P

I started cutting pieces of the code, in order to find where the play routine is called. All the time, it would either distort the graphics, or halt the C64 (or should I say the emulator :P)... Then I did that with a few instrucions at $5E0E, and the music stopped. Here're the opcodes:

CMP ($10,X)
CMP ($11,X)
CMP ($12,X)
CMP ($13,X)

Makes no sense, right? Wrong :)
If you check $10-$13, you'll see that it acknowledges CIA2 NMI. Hehe, what a trick :) But the hardware NMI vector points at $FFFF. Can that work? Sure :)

There's a BIT $xxxx opcode, that is used to jump over the DDR and DR registers (0 and 1). Right after that a JMP ($xxxx) follows which jumps to $0133. Then it calls $D000 (I think). This is the play routine. Haven't go further, but after the routine finishes, another one at $00B0 is called which copies the values to SID registers. Like in Deus Ex Machina - note. (Search the Lemon64 - scene forum for info on how to rip that one :) No, this music is not in the 1541, 'cause I switched it off and it worked. That's not the case with Deus' note.

Btw, Krill: Have you read my PM? :)
2003-03-15 16:56
Krill

Registered: Apr 2002
Posts: 2968
Quote: Krill/Plush told me about some protection-technniques in there. Dunno, if he suceeded after all. Gunnar?

Well "of course" I succeeded =D
It took me half a night but that really was worth it. After that I contacted Crossbow and he told me some other dude had at least told him about all the protection techniques used but Crossbow didn't know whether that guy actually ripped the tune. But there was nothing in the drive ram, that was in the note of Deus Ex Machina.
2003-03-18 10:53
Yodelking

Registered: Apr 2002
Posts: 189
Instead of spending to to protect tunes, and spend time on trying to rip it... why not try ripping the tunes at our ripcompo? http://www.demodungeon.com/ripcompo/
This will probably be challenging enough, and at the same time it will make a lot of sidfans happy.
2003-03-18 12:58
Steppe

Registered: Jan 2002
Posts: 1510
Yeah, good thread to jump in for a little self-advertisement! :-)
Come on, there are about two weeks left till the end of the compo, and thanks to Protovision everybody who enters the highscore-list wins a prize!
2003-03-18 13:26
Yodelking

Registered: Apr 2002
Posts: 189
Quote: Yeah, good thread to jump in for a little self-advertisement! :-)
Come on, there are about two weeks left till the end of the compo, and thanks to Protovision everybody who enters the highscore-list wins a prize!


Even better... it's 2 months until the end of the compo. I guess Steppe just made a typo. So time to start ripping... :)
2003-03-18 14:09
Steppe

Registered: Jan 2002
Posts: 1510
Duh! Me stoopido! Of course, the compo ends at the end of May and not end of March. ;-)
2006-11-07 07:22
BiGFooT

Registered: Mar 2002
Posts: 33
Quote: Well "of course" I succeeded =D
It took me half a night but that really was worth it. After that I contacted Crossbow and he told me some other dude had at least told him about all the protection techniques used but Crossbow didn't know whether that guy actually ripped the tune. But there was nothing in the drive ram, that was in the note of Deus Ex Machina.


Oh, that "some other dude" was me probably in 1998 or so. As far as i know, i was the first who told the protection techniques to Crossbow and yes, the music is "ripped" some way which was the reassembling and recoding of the player routine. Unfortunately i'm never release it in any intro or demo, because the tune is well known from other releases i think. Oh, and i almost forgot, my english in that time was the worst ever probably...

The reassembled source and some other stuffs probably have peace on my old disks, if anyone wants. :P

[BiGFooT]
2006-11-07 16:58
Krill

Registered: Apr 2002
Posts: 2968
The problem was that Dane (iirc) accidentally (?) released it in non-obfuscated, clean .sid format some day. That of course renders the ripping and re-using senseless.
But re-assembling to source sounds a little over the top, i remember to more or less save the various spread memory areas of the tune somewhere (and only those which were vital for the tune) plus maybe added some glue code to make it work without the demo around it.
I might have the ripped music with a little player around it somewhere, but looking for that really sounds like wasted effort... :)
2006-11-07 19:10
Spinball

Registered: Sep 2002
Posts: 88
just like the note-tune from deus-ex. jeff released alle tunes from that demo as sid-files, just when the demo was released. -including the note-tune- . maybe crossbow should make an own tune for his next attempt, just to make shure it isn´t spread as sid-file :)
2006-11-07 21:48
Inge

Registered: Nov 2003
Posts: 144
...must...resist...challenge...of...ripping... AAAARGH.

Well, at least I made a working .sid file from the demo. Took me a couple of hours, because I always do at least one big mistake along the way... ;-)
2006-11-07 22:43
Kyle
Account closed

Registered: Dec 2002
Posts: 31
Maybe some of the elite coders of the c64 scene could make a "give a try 4"...now that would be interesting! :-)
2006-11-07 22:46
Krill

Registered: Apr 2002
Posts: 2968
Maybe, but i'd prefer more, better, and, most importantly, longer demos. :)
2006-11-08 00:00
Oswald

Registered: Apr 2002
Posts: 5086
me too.
2006-11-08 00:49
Kyle
Account closed

Registered: Dec 2002
Posts: 31
Well, hidden parts are all to easy to find these days in most demo's, but to have a music to rip or some sort of a challenge WITHIN a brilliant demo, that would be nice.

Just an idea :-)
2006-11-08 07:17
Yodelking

Registered: Apr 2002
Posts: 189
Quote: Maybe some of the elite coders of the c64 scene could make a "give a try 4"...now that would be interesting! :-)

There are several requests we have of tunes that hasn't been ripped yet for HVSC, if you want I can rename them to "Give a try 4-100" if that would motivate you to rip em'. :)
2006-11-08 08:01
Inge

Registered: Nov 2003
Posts: 144
Yes, Comer's excellent "State of the Art Remix" comes to mind... ;-)
2006-11-08 11:31
Ninja

Registered: Jan 2002
Posts: 411
Still, brainstorming about how to do a GIAT4 is really fun :D You could try to use numerous side-effects which are not that useful for demos.

Yodelking: What about another ripcompo? :)
2006-11-08 11:52
Cruzer

Registered: Dec 2001
Posts: 1048
Hide some of the data in the joystick ;)
2006-11-08 11:55
WVL

Registered: Mar 2002
Posts: 896
Quote: Still, brainstorming about how to do a GIAT4 is really fun :D You could try to use numerous side-effects which are not that useful for demos.

Yodelking: What about another ripcompo? :)


I think it would be cool to have some multiplexer and move the sprites in such a way the collision-register is needed to play the tune :) hehe,that would certainly cause major headaches :)
2006-11-08 15:15
Yodelking

Registered: Apr 2002
Posts: 189
Quote: Still, brainstorming about how to do a GIAT4 is really fun :D You could try to use numerous side-effects which are not that useful for demos.

Yodelking: What about another ripcompo? :)


Ninja, it will probably come... :)
There will be a totally new SIDHUNT page, and we'll probably make a ripcompo when it's started.
But sadly the web-page coder is working a bit slow and it's been delayed a year now... :)
2006-11-10 13:35
BiGFooT

Registered: Mar 2002
Posts: 33
Hello there...

Here's the source for the re-player for GiT3 if anyone have interest of it: http://noname.c64.org/csdb/getinternalfile.php/33976/gt3src.zip

I think i'll check that sidhunt page. ;)

[BF]
2006-11-10 14:15
j0x

Registered: Mar 2004
Posts: 215
Note that the ripcompo was some time ago. Many of the tunes have already been ripped. This also goes for the SIDHunt list. Yodelking will be able to provide you with a recent SIDHunt list.
2006-11-10 14:28
Dane
Account closed

Registered: May 2002
Posts: 421
Don't worry, I'm going to fuck the music up so much in the next BD demo you'll need Krill to rip it. ;)
2006-11-10 16:57
Burglar

Registered: Dec 2004
Posts: 1085
Quote: Don't worry, I'm going to fuck the music up so much in the next BD demo you'll need Krill to rip it. ;)

how about timer based decryption, so the only thing thats decrypted in memory is the sequence(s) that are currently playing ;)

if the decryption routine is smart, it'll be a bitch to crack ;)
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