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Re: Bad toys 3d

Posted: Thu Nov 26, 2015 11:58 pm
by shakotay2
There's a small change only to make it work with CodeBlocks/MinGW:
in error.hpp (from png++)
add
#include <sstream>
and replace the strerror_r() call like such:

#ifdef HAVE_STRERROR_S
strerror_s(buf, ERRBUF_SIZE, errnum);
return std::string(buf);
#else
std::stringstream ss;
ss << errnum;
return ss.str();
//strerror_r(errnum, buf, ERRBUF_SIZE);
//return std::string(buf);
#endif

(because MinGW's string.h doesn't contain strerror_r() in CodeBlocks 13.12)

btw: I don't have that exe with textures

Re: Bad toys 3d

Posted: Fri Nov 27, 2015 8:29 am
by smokeTH
shakotay2 wrote:There's a small change only to make it work with CodeBlocks/MinGW:

btw: I don't have that exe with textures
there you go. all the info you need.
http://www.tibo.cz/archive/bt3dsetup.exe installer. (works only if ntvdm present on system, so no 64bit windows), otherwise unpack it via 7-zip.
http://www.theisozone.com/downloads/pc/ ... d-toys-3d/ keys.

Re: Bad toys 3d

Posted: Fri Nov 27, 2015 11:03 am
by shakotay2
thx - talking about this 153 kB bt3d.exe? If so we could expect 10 pics contained (5 kB each) so that about 100 kB would remain for code (just a wild guess).

You should think about a RAM snapshot.
For pc there are tools to read the RAM (WinHex, menu Tools\RAM editor). Or with some coding skills you could use ReadProcessMemory () in your own tool.

Do you plan to create new maps?
BT3D_map_1.jpg

Re: Bad toys 3d

Posted: Fri Nov 27, 2015 11:48 am
by smokeTH
shakotay2 wrote:thx - talking about this 153 kB bt3d.exe? If so we could expect 10 pics contained (5 kB each) so that about 100 kB would remain for code (just a wild guess).

You should think about a RAM snapshot.
For pc there are tools to read the RAM (WinHex, menu Tools\RAM editor). Or with some coding skills you could use ReadProcessMemory () in your own tool.

Do you plan to create new maps?
BT3D_map_1.jpg
Yep, we're talking about exe. I were looking through it via IDAPRO and mostly found procedures. then again ida can be a real idiot when it comes to deciphering turbo pascal executables.
I don't know about maps, for me endgoal was a complete spriterip+texture rip, i'll post it onto zdoom forums, after that - i'll create a TC for either gzdoom or zandronum

Re: Bad toys 3d

Posted: Fri Nov 27, 2015 1:56 pm
by smokeTH
Here's the main problem with ram snapshotting - it uses ntvdm (on xp at least), so only way to snapshot is to snapshot the whole thing..but..what do i do after with it? I don't have header signatures at had, because if textures use same graphic as walls - they have none and distancing 256byte piece of random data from anything else is quiet above my skillset.
EDIT: Nevermind! HxD got installed onto win98 virtual and snapshotted the damn thing itself. it should be a lil bit easier now

Re: Bad toys 3d

Posted: Fri Nov 27, 2015 6:09 pm
by smokeTH
SONOFTHEBITCH! I FOUND EM!
They are at the tail of data.pck, completely unmarked. Image

Re: Bad toys 3d

Posted: Fri Nov 27, 2015 6:47 pm
by smokeTH
Resources released via zdoom forums.
http://forum.zdoom.org/viewtopic.php?f=37&t=49998