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Command & Patch
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About Nyerguds

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  • Birthday 14/12/1983

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Command & Conquer Profile

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    Command & Conquer

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  1. Nyerguds

    Real Command & Conquer

    Already saw it on Reddit, but, yea, cool stuff
  2. Brute-forcing with extra characters added in the dictionary entry list ( ! . - _ ? , ) gave some matches for the bibs one, but nothing plausible. F7867BF0 = "!GEARECLEANUP" F7867BF0 = ".BUSHELSJOULING" F7867BF0 = ". DENOTE HAJJ" F7867BF0 = ". KERNED YACCA" F7867BF0 = "- COMBY OVERFEE" F7867BF0 = "-DEFUNDSFARAD" [edit] Apparently, in the RA Play Codes, "ANTHRAXROCKAWAY" is a somewhat plausible match for Paul Mudra's code; he was a sound guy, and Anthrax is a thrash metal band from the 80s. It's quite long compared to all the other ones though.
  3. Interesting! Yea, the special #8 and wchat ones do seem pretty plausible. I uploaded my code now, in v1.0.7 of the tool. Though note that it's not very polished; some of the controls don't disable as they should while the operation is in progress. I'll probably release a soon to fix these small details. The tool can accept a list of hashes, so that tends to speed things up a bit, since the result of one hashing operation can be compared to all of the values. Though in that aspect, the command line parameters and ini options still need to be treated as separate categories, of course, since the ini ones can contain spaces.
  4. The tool I used was something I wrote before in C# with the original intent to brute force hashes from mix files. When we started digging into these secret password hashes, I added the obfuscate algorithm into it. http://nyerguds.arsaneus-design.com/project_stuff/2014/CnCMixNameFinder/ I'm not sure if I got the latest version of my tool uploaded (it's possible that the uploaded version does not contain the dictionary attack support), but anyway, it's a rather unoptimised C# desktop app. It doesn't have any kind of special way to distribute loads; it's plain CPU-powered, without multi-core processing or anything like that. To do parallel hacking, I generally just started it 8 times, assigned each instance to another core manually in Windows Task Manager, and gave each instance another range to go over. I mean, it was originally just meant to brute-force hashes from mix files, which means pure ASCII filenames up to 8 characters of which the extension is generally already known. So yea, for that purpose, it was good enough Note that the Obfuscate algorithm I use was partially rewritten by Tomsons26, with findings which I think were based on earlier reverse-engineering. Toms noticed that certain operations cancelled each other out, and have no effect on the end result. So the c# code I have is in fact more optimised than the version in the original code, and thus, more suitable for brute force operations. [edit] Ugh, seems the whole Obfuscate method isn't in the currently released code yet. I'll upload it asap.
  5. Oh wow, a lot of these are unknown. I brute forced on these a lot, but I never thought of including underscores or exclamation marks, because the algorithm just substitutes them for alphanumeric characters anyway. Never made the obvious realisation that that didn't mean they didn't use them. I found JURASSIC, FUNFUN, GONEWILD, CHOMPCHOMP, and a few others you got as well; basically, purely alphanumeric dictionary stuff. The #2 one you're missing matches "RAPATTACK", but I have no clue about #8 either. #4 actually has a lot of fun dictionary matches, but none seemed very plausible. I like the "ANKYLOSAURTOWEL" one though "OBWAN" is completely confirmed. First of all, it's obviously a Star Wars reference, and secondly, It's Joe Bostic's developer password, and Joe has always used "Joe B Wan" as online nickname. In fact if you look in the Petroglyph Discord, "Joebwan" is his nickname there. PARM_EDITORERIK (0xC2AA509B) matches "SUPEREDIT", so that seems extremely plausible too. Red Alert also has a bunch of hashes like it. I got a spreadsheet on which I keep track of everything found and confirmed so far: https://docs.google.com/spreadsheets/d/1EnkKM28eDt1VbhtFKHnD1PCm-FmboygiuIyehFfSudo/edit#gid=0
  6. Basically you just have to do the calculations right and find a nearby resolution... For 3840x2160, if you divide both sides by 4, you get 960x540, which is within normal functioning parameters for the game. If you then apply the fix of multiplying the height by 5/6th, you get 960x450 So 960x450 pixel-upscaled (filter "nearest") to 3840x2160 should do the trick in your case.
  7. Have you tried... simply not playing the game in your native resolution? The game was never designed to go over 640x400, and even the 1.06 patch is not deigned to go over a screen width of 1024 pixels. There are stretch options available in the config tool. Use those to upscale the game to your actual resolution.
  8. Nyerguds

    C&C 1 Documents

    Never heard of anything like that...
  9. Nyerguds

    Crash research

    Odd. Does the original unpatched game also show this behaviour?
  10. Huh. Someone should ask him about it then.
  11. Those were not clones. They were the biological component of CABAL. CABAL's processing power are human brains. An interesting inspiration for the character of Kane was recently unearthed: Isaac's Asimov's short story "does a bee care?" As I summarised it on the C&C Wiki:
  12. As most people know, the C&C Remastered map editor has some issues. The special waypoints in TD are wrong due to some misguided dev putting in 8 multiplayer waypoints, and there are a bunch of random errors and usability issues. In September 2021, Rampastring took it upon himself to fix some of the most glaring issues, however, he soon stopped working on it, and on top of his fixes, his version also introduced a few serious problems. I've finally decided to continue this project, and have added a bunch of my own fixes on top of what Rampa built. So, without further ado: the C&C Remastered map editor, v1.4: https://github.com/Nyerguds/CnCTDRAMapEditor/releases/ Most important upgrades: Drag and drop file loading support. Menu shortcuts for New / Open / Save / Save As / Publish A default "open file" filter with the map types for both games. Steam is no longer required to run the editor, only to upload maps to the workshop. Tiles can be painted by holding down the mouse. Tool windows remember their previous position. Fixed damage states for the TD gunboat and the Red Alert buildings. Fixed placement of illegal tiles caused by incorrect filtering on which tiles from a template should be included. This is the problem which caused tiles that showed as black blocks in classic graphics. It is also the problem that made Red Alert maps contain indestructible bridges. Fixed colors of the multiplayer Houses. Fixed displaying of buildings so they are centered on their foundation size. Some things, like crates, were missing names. This has been fixed. All objects except map tilesets will now show a real name and their internal code. Special Overlay types such as the flag location point and TD's unused CONC and ROAD pavement can now be used. IQ of all Houses in Red Alert now defaults to 0, so they don't act in unexpected ways. For all changes, see the Releases page.
  13. Ah, I gotta try this out
  14. Well, the Remaster actually has skirmish in C&C1 :p
  15. Eh, I may be biased a little bit, since I actually worked on the Remaster (they invited me as part of a community group with access to the inside development, so we could give our input and remarks), but, just the remastered soundtrack and the hours of behind the scenes videos are totally worth it