Showing posts with label Codes. Show all posts
Showing posts with label Codes. Show all posts

Friday, September 13, 2019

Borderlands 3 Cheats - 1.4 BILLION Golden Keys!

This only works if you already have at least 1 golden key.

Redeem ZFKJ3-TT3BB-JTBJT-T3JJT-JWX9H on the shift code website or in game for 3 free golden keys then this will work.

Borderlands 3 Cheats - Infinite Eridium!


Borderlands 3 Cheats - Infinite Ammo!


Borderlands 3 Cheats - Infinite Health!


Borderlands 3 Cheats - Infinite Money!


Borderlands 3 Cheats - Intro Skip and Speedhack!


Borderlands 3 Cheats - Instant Max Level and 999999 Skill Points!



Borderlands 3 Cheats Playlist:

https://www.youtube.com/playlist?list=PLNffuWEygffaMMG-bLQ4dUDYdKYnrJj4d

Monday, June 18, 2018

Perfect Dark: GameShark Character Modification FAQ

Perfect Dark: GameShark Character Modification FAQ
Version 1.5
5-19-01
By William Mistretta
willmistretta@hotmail.com
http://www.geocities.com/willmistretta
Codes by Hackmaster 64 and J. Lint

The character mods are here! Now you can alter the heads and bodies of characters in both
multiplayer and solo missions!

For example, let's say you want to modify Joanna Dark to look like James Bond. Let's start with
the head. Trent Easton looks rather Bond-like, so we'll borrow his. Start by taking the
base head codes for both characters:

JOANNA COMBAT

8007CF56 0001
8007CF57 009C

TRENT EASTON

8007CFBA 0001
8007CFBB 00A1

Take the base code of the character you want to modify:

8007CF56
8007CF57

And add the modifier digits associated with what you're modifying it to:

0001
00A1

Resulting in your final code:

8007CF56 0001
8007CF57 00A1

Some heads aren't associated with particular bodies (or vice-versa) and only have modifier
digits.

Now for our body. We'll start with the base code for the Joanna Combat body:

JOANNA COMBAT

8007D5BE 0000
8007D5BF 0042

Now we need to modify it. Obviously, a Bond-like Dinner Jacket costume is in order. Looking
below, we see:

DINNER JACKET

0000
0047

Combine the two codes as above, resulting in:

8007D5BE 0000
8007D5BF 0047

And so, our efforts to turn Joanna Combat into James Bond have resulted in this final code:

8007CF56 0001
8007CF57 00A1
8007D5BE 0000
8007D5BF 0047

Give it a try!

Notes:

You cannot play as an invisible character, any kind of Skedar, Dr. Carrol, the CamSpy, or
a patrol robot.

In order to modify Simulants to look like Skedar, you must first create the Simulant(s) like
normal and save your settings. Then input the code to modify the Simulant bodies to Skedar
bodies, start up the game, load your settings, and play. Viewing a Skedar Simulant in the
character editor window will cause the game to crash. Follow this same procedure whenever
modifying a Simulant to resemble any non-human, non-Maian character. 

If you modify a character's body to a Skedar or other unusual, non-human or Maian thing, make
sure that that character is never displayed on the Combat Simulator character editor window or
the game will crash.

If you modify a character's body to a Skedar or other unusual, non-human or Maian thing, make
sure they don't show up on screen for any cinema scenes or the game will crash.

Not all head and body combinations are guaranteed to work.

**********Head Mod Codes**********

JOANNA COMBAT

8007CF56 0001
8007CF57 009C

ELVIS

8007CF6A 0001
8007CF6B 009D

CARRINGTON

8007CF92 0001
8007CF93 009F

MR BLONDE

8007CFA6  0001
8007CFA7  00A0

TRENT EASTON

8007CFBA 0001
8007CFBB 00A1

DATADYNE SHOCK TROOPER

8007CFCE 0001
8007CFCD 00A2

CASSANDRA DE VRIES

8007D01E 0001
8007D01F 00A6

MAIAN

8007D032 0001
8007D033 00A7

MAIAN SOLDIER WITH BLUE HELMET

8007D23A 0003
8007D23B 003B

THE PRESIDENT

8007D3CA 0005
8007D3CB 005B

VELVET

8007D3DE 0005
8007D3DF 0061

JONATHAN

8007D226 0003
8007D227 003A

JOANNA WITH MAKEUP

8007CFF6 0001
8007CFF7 00A4

BLONDE-HAIRED WOMAN #1

0001
00A5

BROWN-HAIRED MAN

0001
009E

BLONDE-HAIRED WOMAN #2

0001
00A8

RED-HAIRED MAN #1

0001
00A9

GRIMSHAW

0001
00B2

FOSTER

0001
00B3

RED-HAIRED MAN #2

0001
00BC

FREAKY HUMAN/MAIAN (SCARY!)

0001
00BD

FROWNING MAN

0001
00BE

AFRICAN AMERICAN MAN #1

0001
00C0

MAN WITH PONYTAIL

0001
00C2

BLOND WOMAN WITH GLASSES

0001
00C5

BIOTECHNICIAN

0001
00D0

MAN WITH MOUSTACHE AND GOATEE

0002
0062

SMILING MAN

0002
0067

ELVIS WITH SCUBA-GEAR

0005
0054

JOANNA ARCTIC

0005
005A

AFRICAN AMERICAN MAN #2

0005
000D

MIYAMOTO

0005
000E

DATADYNE SNIPER

0004
00AE

BLONDE WOMAN WITH PIGTAILS

0004
00A7

BROWN HELMET WITH MASK

0005
0011

MAN WITH LONG PONYTAIL

0007
00CD

HOWARD LINCOLN

0007
00C6

**********Body Mod Codes**********

JOANNA COMBAT

8007D5BE 0000
8007D5BF 0042

MAIAN

8007D5D2 0000
8007D5D3 004A

AREA 51 BROWN SUIT GUARD

8007D5E6 0000
8007D5E7 003F

OVERALLS

8007D5FA 0000
8007D5FB 0051

CARRINGTON

8007D60E 0000
8007D60F 0040

MR BLONDE

8007D622 0000
8007D623 004E

SKEDAR

8007D636 0000
8007D637 0053

TRENT EASTON

8007D64A 0000
8007D64B 0057

DATADYNE SHOCK TROOPER

8007D65E 0000
8007D65F 0045

MALE LAB TECHNICIAN

8007D672 0000
8007D673 004D

NSA BODYGUARD

8007D686 0000
8007D687 0054

JOANNA PARTY FROCK

8007D69A 0000
8007D69B 0043

JOANNA TRENCHCOAT

8007D6AE 0000
8007D6AF 0044

OFFICE SUIT

8007D6C2 0000
8007D6C3 004F

OFFICE CASUAL

8007D6D6 0000
8007D6D7 0050

SECRETARY

8007D6EA 0000
8007D6EB 0052

CASSANDRA DE VRIES

8007D6FE 0000
8007D6FF 0041

ELVIS

8007D712 0000
8007D713 0056

FEMALE GUARD

8007D726 0000
8007D727 004C

DATADYNE LAB TECHNICIAN

8007D73A 0001
8007D73B 0094

DATADYNE SECURITY

8007D74E 0000
8007D74F 0046

DR CARROL

8007D762 0000
8007D763 0048

CAMSPY

8007D776 0000
8007D777 004B

JOANNA PARTY FROCK (RIPPED)

8007D78A 0001
8007D78B 00B1

DATADYNE INFANTRY

8007D79E 0001
8007D 79F 00BF

DATADYNE TROOPER

8007D7B2 0001
8007D7B3 00C4

INVISIBLE

8007D7C6 0000
8007D7C7 0055

BIO TECHNICIAN

8007D7D7 0001
8007D7DB 00C8

FBI

8007D7EE 0001
8007D7EF 00C9

CIA

8007D802 0001
8007D803 00CB

AREA 51 TROOPER

8007D816 0001
8007D817 00CC

PILOT

8007D82A 0002
8007D82B 0031

PATROL ROBOT

8007D83E 0002
8007D83F 0036

STEWARD

8007D852 0002
8007D853 0037

STEWARDESS

8007D866 0002
8007D867 0039

THE PRESIDENT

8007D87A 0002
8007D87B 003B

HEAD STEWARDESS

8007D88E 0002
8007D88F 003C

SMALLER SKEDAR

8007D8A2 0002
8007D8A3 0040

NSA LACKEY

8007D8B6 0002
8007D8B7 0042

PRISIDENTIAL SECURITY

8007D8CA 0002
8007DBCB 0044

NEGOTIATOR

8007D8DE 0002
8007D8DF 0046

G5 GUARD

8007D8F2 0002
8007D8F3 0061

PELAGIC 2 GUARD

8007D906 0002
8007D907 0063

G5 SWAT GUARD

8007D91A 0002
8007D91B 0064

ALASKAN GUARD

8007D92E 0002
8007D92F 0065

MAIAN SOLDIER

8007D942 0002
8007D943 0066

PRESIDENTIAL CLONE

8007D96A 0003
8007D96B 0039

JOANNA STEWARDESS

8007D97E 0003
8007D97F 003C

JOANNA WETSUIT

8007D992 0004
8007D993 009E

JOANNA AQUALUNG

8007D9A6 0004
8007D9A7 009F

JOANNA ARCTIC

8007D9BA 0004
8007D9BB 00A0

JOANNA LAB TECHNICIAN

8007D9CE 0004
8007D9CF 00A1

FEMALE LAB TECHNICIAN

8007D9E2 0004
8007D9E3 00A2

DATADYNE SNIPER

8007D9F6 0004
8007D9F7 00A3

AIR FORCE ONE PILOT

8007DA0A 0004
8007DA0B 00A4

CI MALE LAB TECHNICIAN

8007DA1E 0004
8007DA1F 00A5

CI FEMALE LAB TECHNICIAN

8007DA32 0004
8007DA33 00A6

CARRINGTON EVENING WEAR

8007DA46 0004
8007DA47 0049

CI SOLDIER

8007DA6E 0004
8007DA6F 00AB

SKEDAR KING

8007DA82 0005
8007DA83 000B

ELVIS WAISTCOAT

8007DA96 0005
8007DA97 000C

JOANNA LEATHER

8007DAAA 0005
8007DAAB 0059

JOANNA NEGOTIATOR

8007DABE 0007
8007DABF 0096

BLACK DINNER JACKET #1

0000
0047

BLACK DINNER JACKET #2

0001
019B

WHITE DINNER JACKET

0001
0199

 GameShark Codes

Perfect Menu

Using Your GameShark With Perfect Dark
Enable Codes
High and Low-Resolution Codes
Low-Resolution Codes
High-Resolution Codes

Welcome to my Perfect Dark GameShark page. This is where I'll post my favorite GameShark codes. None of these codes are for "cheating" as such, but each one will help you to bend the rules a little to get even more out of your Perfect Dark experience.

Using Your GameShark With Perfect Dark

You'll need one of the newer GameShark Pro models to really hack Perfect Dark. A 3.3 or higher is highly recommended.

You'll need to enable the Zelda keycode before your GS will boot up with Perfect Dark.

There are two subdivisions of Perfect Dark GS codes: high and low resolution. Low-resolution codes can only be used in the Combat Simulator, because they only function when Perfect Dark fails to detect the N64 4MB Expansion Pak. High-resolution codes can be used in any game mode, but only with certain GameShark versions and the use of a special enable code (see below) to allow the game to detect the Expansion Pak and to prevent it from crashing upon startup or not starting up at all.

Please note that not all codes will work with all GameShark versions. Trial and error is sometimes the only way to determine which codes work with which GameShark versions.

Back to top...

Enable Codes

The appropriate code must be active if you wish for your GameShark to function with Perfect Dark.

GameShark Pro version 3.3 or higher high-res enable code:

FF1EAE00 0000

Or, if you can't get a code to work with that enabler, try this alternate one:

FF000220 0000

Now, on to the other codes!

Back to top...

High and Low-Resolution Codes

Extra death animations in Combat Simulator. This code will add several very cool death animations that normally only show up in solo missions to your multiplayer games. These include choking, elaborate flips, wild limb-flailing, etc. Works in both high and low-resolution. Code by hack master with modifications by me.

80070769 0019
8007076B 0038
8007076F 0086
8007076D 0088
8007076F 0089
80070771 0091
80070773 00A7

Sky color modifier. These codes allow you to set the color of Perfect Dark's skies. They work in all game modes (solo, multiplayer, etc). The first line regulates the amount of red in the sky, the second green, and the third blue. Mix them to create any color you choose. The "????" represents a value of your choice. Setting all three color values to 0000 results in a black sky. Code by hack master.

80081060 ????
80081061 ????
80081062 ????

Custom weapon modification. A GameShark and a copy of this guide are all you need to begin creating your own customized weapons for Perfect Dark solo and multiplayer use. You can set just about everything. Primary and secondary functions, sound effects, clip size, zoom, whether your weapon can be “doubled up”, and more. Guide by SquareGuru.

Perfect Dark Weapon Modification Guide

As an example of what can be accomplished with the information in this great guide, here's a sample weapon. A silly little version of the Devestator that I like to call the Toilet Launcher:

8106D956 0186
8106D9BA 0186
8106D94E 805C
8106D9B2 805D
8106DA1A B100

New Falcon 2. This code will modify the Falcon 2 (scope) into a new version of the Falcon 2 fitted with both a silencer and scope! There are a couple tiny graphic glitches, but overall, the effect is perfect. Code by Wreck7.

8006B78F 0074
8006B7B6 00B3
8006B7B7 00BC

Slayer in all solo missions. This code modifies the standard Rocket Launcher to fire fly-by-wire rockets like the Slayer! Now you can use fly-by-wire rockets in any solo mission. Sometimes they explode right when launched, so invincibility is recommended. Note that aiming straight up as you fire seems to prevent this premature detonation. Code by Wreck7.

8106D6E2 D7C8

IR Scanner in multiplayer. The Perfect Darkness cheat is almost useless for multiplayer games because the Night Vision that you start out with disappears after you die once. The X-Ray Scanner is a poor substitute to say the least. This code will modify the X-Ray Scanner to work like the IR Scanner, making Perfect Darkness a much more viable option for multiplayer. Also great for spotting cloaked adversaries. Code by Wreck7.

8106F73A F520

Back to top...

Low Resolution Codes

GoldenEye items in Perfect Dark. Thanks to a truly amazing GameShark code, we can now see that a number of unused items from Perfect Dark's prequel game GoldenEye 007 are actually hidden deep within the game! To see the items, you must enter and activate one of these three codes. Then, simply start a game in the Felicity multiplayer level. You will see that the ammo boxes at the top of the stairs (outside the outer bathroom door) have been replaced with an item from GoldenEye! Codes by SubDrag and Wreck7.

GoldenEye computer terminal:

811EED4C 0018
811EEDF4 0018

GoldenEye multiplayer flag token:

811EED4C 0016
811EEDF4 0016

GoldenEye "beta" metallic cube:

811EED4C 0003
811EEDF4 0003

Weird weapons.This code enables you to make your weapons look and function very strangly. You must be playing in the Temple level with no other players for the code to function. Basically, this code replaces whichever weapon that is set to slot one with an item simply called "." When you pick up a ., it will show up as a blank space on your inventory screen. Just equip one of your regular guns, then hit start and select the blank line on your inventory menu. Your regular version will be replaced by a glitchy weapon. Usually, the glitches consist of the weapon being held higher up than normal or the weapon's clip appearing beside it. The weapon loses its normal characteristics and acts like an AR-34 with no zoom, a 27-round clip, and a quick, GoldenEye-like reload animation.

801DC7E4 0059

Beta weapons! This code allows you to access some glitchy but very cool "beta" weapons that were used in programmer testing but never made it into the final version of Perfect Dark. You must be playing in the Temple level with no other players for the code to function. Basically, this code replaces whichever weapon that is set to the designated weapon slot with the item specified in the code. Codes by SubDrag and Wreck7. The beta weapons are:

Tester: Looks like a hovering grenade but fires like a Falcon 2. Quick, GoldenEye-like reload animation.

Rocket Launcher: This version looks and behaves very strange. The rockets it shoots don't explode, but instead hover in place when they come into contact with a solid surface. Reloads like normal.

Tester (Weapon slot one modifier. Temple.):

801DC62C 0033

Rocket Launcher (Weapon slot one modifier. Temple.):

801DC62C 0034

Both (Weapon slots one and two modifier. Temple.):

801DC62C 0033
801DC7E4 0034

Back to top...

High-Resolution Codes

Character head/body modifiers. These codes will allow you to swap heads and bodies between different characters in both multiplayer and solo modes. You can do everything from changing dataDyne troopers into Pelagic 2 guards, to dressing Carrington in a ripped party frock, to turning every human enemy in a level into a Skedar, to turning Joanna Dark into James Bond! Plus just about anything else you can imagine. Just check this FAQ for details:

Perfect Dark: GameShark character modification FAQ

Codes by Hackmaster 64 and J. Lint.

Walk through doors. Pretty much what it says. This code allows you to walk through any door in the game as though it weren't there at all. One of the best ways to hunt for secrets in Perfect Dark. Code by Ructir.

80285798 0001

Walk through walls. A companion code to the one above, this will actually let you walk through almost any barrier. Even better for exploring every hidden nook and cranny of this fantastic game. Code by Ryan Toluchanian.

8002804B 0001
80028053 0001
80028057 0021
8002805B 0001
8002805F 0001
8002806B 00A1
8002806F 0001
80028073 0021
80028077 0001

Moon jump. Just get off the ground slightly by either falling off of something or running down a ramp or other incline, then hold the B button to fly. Release it again to drop back down. Another fantastic code for exploring Perfect Dark's many levels. Codes by Crocc.

Player One Moon Jump:

D009C7E4 0040
81206720 40F2
D009C7E4 0040
802066D3 0000
D009C7E4 0040
811ED720 40F2
D009C7E4 0040
801ED6D3 0000
D009C7E4 0040
811D4720 40F2
D009C7E4 0040
801D46D3 0000

Player Two Moon Jump:

D009C7EC 0040
81208390 40F2
D009C7EC 0040
80208343 0000
D009C7EC 0040
811EF390 40F2
D009C7EC 0040
801EF343 0000
D009C7EC 0040
811D6390 40F2
D009C7EC 0040
801D6343 0000

Player One Moon Jump (Multiplayer):

D009C7E4 0040
811BB720 40F2
D009C7E4 0040
801BB6D3 0000

Player Two Moon Jump (Multiplayer):

D009C7EC 0040
811BD390 40F2
D009C7EC 0040
801BD343 0000

Player Three Moon Jump (Multiplayer):

D009C7F4 0040
811BF000 40F2
D009C7F4 0040
801BEFB3 0000

Player Four Moon Jump (Multiplayer):

D009C7FC 0040
811C0C70 40F2
D009C7FC 0040
801C0C23 0000

Shield-penetrating weapons. This code allows you to shoot through some enemy shields that it is not normally possible to. Using this code, for example, you can blow up the patrol robot in Chicago or shoot the Skedar king to death. Fun. Code by Ryan Toluchanian.

80255108 0020

Lights out. This code automatically turns off all of the lights in the game that can be destroyed. Different from the Perfect Darkness cheat, the effect is quite different and creepy. Code by Ryan Toluchanian.

8022169C 0020

Weapons in the CI. Ever want to grab a machine gun from the Carrington Institute firing range and blast those rude CI employees? Well now you can! Simply enable this code, go to the firing range, start an exercise with the weapon you want, and then abort right away. You'll still be holding the weapon and will be able to take it anywhere in the building you want! Whenever you need more ammo or want to switch weapons, just head back to the range and repeat the process. Code created by Ryan Toluchanian.

802C92C4 0020

Kill CI employees. This great code will let you kill the normally invincible Carrington Institute employees in traning mode! Great fun! Combine it with the previous code to take weapons off the firing range and go on your very own workplace rampage with the weapon of your choice.

This code also has other odd effects. It makes all enemies inactive in solo missions and occasionally eliminates background music, environmental effects (like rain), and even cinema scenes.

Since this code also deactivates almost all enemies in solo missions, so it is also useful for setting up two-player Co-Operative and Counter-Operative deathmatches, since guards and other enemies won't harass players.

Code by Ryan Toluchanian.

8022EE80 0020
802C92C4 0020

Infinite Psychosis Gun ammo. Even with the game's two built-in infinite ammo cheats activated, you are still normally limited to four shots with the Psychosis Gun. With this code, you can brainwash your enemies into allies all you want and raise a virtual army. Have fun. Codes by Crocc.

Player One Infinite Psychosis Gun Ammo:

80207EA3 00FF
801EEEA3 00FF
801D5EA3 00FF

Player Two Infinite Psychosis Gun Ammo:

80209B13 00FF
801F0B13 00FF
801D7B13 00FF

GoldenEye Weapons in Combat Simulator. Using this code, all players will begin every multiplayer match with the classic GoldenEye guns already in their inventories! Furthermore, they will not be lost upon death. All you need to use them is ammunition. You can get this by activating either of Perfect Dark's infinite ammo cheats. In you haven't earned them, or simply prefer to pick up ammo off the ground like normal you can stock your levels with the following weapons, each of which comes with ammunition that the GoldenEye guns can use. Check the following chart for compatability. Happy deathmatching! Code by Crocc.

Falcon 2 (any), MagSec 4, Mauler, Phoenix - PP9i, CC13
CMP150, Cyclone, Laptop Gun - KLO1313, ZZT (9MM), ZMG, RC-P45
Callisto NTG, RC-P120, Dragon, K7 Avenger, SuperDragon, Sniper Rifle - KF7 Special, AR-53

D01BCF0F 001E
801BCF10 0007
D01BEB7F 001E
801BEB80 0007
D01C07EF 001E
801C07F0 0007
D01C245F 001E
801C2460 0007

CarrolSims. This one is great. This code will turn all the Simulant characters in multiplayer games into Dr. Carrol! They will even fight (unarmed only) and explode when defeated, making distinctive Dr. Carrol noises when shot or killed. Code by SubDrag.

800AC548 003E
800AC594 003E
800AC5E0 003E
800AC62C 003E
800AC678 003E
800AC6C4 003E
800AC710 003E
800AC75C 003E

Two player deathmatch in Carrington Institute! This code will let you play a two-player deathmatch in the Carrington Institute training level (not CI - Defense, so Carington and company will still be walking around and talking to you while you fight). Just input the following code, start up in high-res mode, and begin any solo mission.

For complete details, read my CI training deathmatch FAQ.

Main code by Ryan Toluchanian.

8009DFE9 0026
8009DFEB 0080
802C92C4 0020
D01BCF0F 001E
801BCF10 0007
D01BCF0F 001E
801BBEFB 00FF
D01BCF0F 001E
801BC69F 00FF
D01BEB7F 001E
801BEB80 0007
D01BEB7F 001E
801BDB6B 00FF
D01BEB7F 001E
801BE30F 00FF

Turbo Jo. This neat code will make Joanna Dark run at incredible speeds. Much faster than a hoverbike. It's a lot of fun. Code by Ryan Toluchanian.

8001AC0F 0000
8001AC1F 0080
8001AC4B 0081
8001AC5B 0001
8001AC6B 0081
8001AC7B 0001
8001AC8B 0081
8001AC9B 0001
8001ACAB 0081
8001ACB7 0001

Initial character placement. This is a very cool and very weird code. It lets you view every character in solo levels in their initial placement, including character that normally only show up in cinema scenes. This includes Elvis on Air Force One - Antiterrorism and Trent Easton in Air Base - Espionage. Every solo level in the game reveals strange new surprises with this code enabled. Code by Ryan Toluchanian.

8023E698 0020

Music modifier. This code will let you modify the music that plays on the Perfect Menu. Just change the "??" to any value of your choice. The digits 15, 75, and 3C correspond to previously hidden "beta" music tracks. Code by SubDrag.

800AA5FB 00??
800AA66B 00??

Monday, May 28, 2018

Using DnSPY With Cheat Engine To Get Those Hard To Find Values

Special thanks to AgntLuck from the Discord channel. Today we learn how we can use another software in combination with Cheat Engine to help us find codes better, easier and more efficient than hunt and peck, trial and error.



Download dnSPY:

https://github.com/0xd4d/dnSpy

Tuesday, October 17, 2017

Millions of high-security crypto keys crippled by newly discovered flaw

A crippling flaw in a widely used code library has fatally undermined the security of millions of encryption keys used in some of the highest-stakes settings, including national identity cards, software and application signing, and trusted platform modules protecting government and corporate computers.

The weakness allows attackers to calculate the private portion of any vulnerable key using nothing more than the corresponding public portion. Hackers can then use the private key to impersonate key owners, decrypt sensitive data, sneak malicious code into digitally signed software, and bypass protections that prevent accessing or tampering with stolen PC's.

The 5 year old flaw is also troubling because it's located in code that complies with two internationally recognized security certification standards that are binding on many governments, contractors, and companies around the world.

The code library was developed by German chipmaker Infineon, and has been generating weak keys since 2012 at the latest.

https://arstechnica.com/information-technology/2017/10/crypto-failure-cripples-millions-of-high-security-keys-750k-estonian-ids/

Sunday, August 20, 2017

The Story Of The Game Genie - Gaming's Most Famous Cheating Device!



In the 80's, if you wanted extra lives, the ability to skip levels, to be invincible, or anything that wasn't included in your console's video game...you were out of luck. That all changed in 1990 when Codemasters created the Game Genie, opening the world of console video games to amazing ways to cheat and to an extent, a form of hacking.

The Game Genie was important not only for being a groundbreaking device but also for establishing a legal precedent. In this video we'll take a quick look at the Game Genie's various abilities and console versions, how it worked, as well as its fight just to make it to the market.

Friday, December 2, 2016

DS Programming For Newbies

This is a PDF file that contains the posts made by Foxi4 in this post as an introduction into C programming.

This is so that people can download & view on mobile devices or print out, without having to go through each & every post he's done.

Sunday, August 28, 2016

All The Passwords And Keycodes In Deus Ex: Mankind Divided

This page contains passwords and key codes in Deus Ex: Mankind Divided. These codes will unlock doors, open safes / storage containers and grant access to various personal computers and security terminals.

These codes can usually be found in Pocket Secretaries around the location of the object being unlocked. For example, you may find a pocket secretary in the foyer of an office with the code to a safe in the stock room. Keep an eye out for pocket secretaries, as they often contain these codes and important pieces of backstory.

Tuesday, November 17, 2015

Secret Fallout 4 Treasure Room Contains One Of Every Item (PC)

A secret room in Fallout 4 that has every item, weapon and armor set including bobbleheads & holotapes in the game. Get to the room by using the console command coc qasmoke.


Sunday, November 2, 2014

Vita hack: the webkit exploit fully explained (+ more code for you to look at!)


This was kind of out of the blue: Developer acez  just posted an article on his blog explaining all the details of the Webkit exploit that was recently revealed for the Vita, including how he and a group of friends leveraged it.

The read is extremely interesting, and I won’t pretend I’m able to summarize it in a way that would do it any justice, so I suggest you just read it.

A cynical summary for people like me who have been in the PSP hacking scene previously would be: “ha, the security on the PSP was a joke, now we’re talking”. The article truly shows that the exploit was not only about digging for CVE's and quickly and dirtily implement them on the Vita.

Between the absence of a debugger, ASLR, sandboxing, no JIT, and other bumps in the road, acez’s post clearly explains this was not easy. At all.

From the scene’s perspective, it’s interesting to see that the main people behind this work (freebot, acez, and John The Ropper) are – as far as I know – not people from the PSP or PS3 scene. They seem to be, however, very, very well seasoned hackers (at least acez seems to be a regular CTF – The hacking ones, not the Quake ones – contestant). The things they pulled off, which I understand where very helpful, behind the scene, to some of the releases we’ve seen over the past few days, were not an easy thing.

Credits

Johntheropper and freebot worked with acez directly on the exploit. In addition, he credits Yifanlu and Josh_Axey for their help on the Vita, as well as Acid_Snake and Codelion, and everyone else who “made this possible”.

Downloads

The exploit and all related work can be found on acez’s github. At this point I assume this is more or less the same work that has been released in CodeLion’s recent memtools_vita, but it is worth checking it.

What’s next?

Let’s hope that the interest of acez, JhonTheRopper, and freebot for the Vita will stay for a while. As mentioned in the blog article, there’s still a lot to do: Webkit is sandboxed, and without additional exploits, the scene will not be able to gain “full” native access to the Vita. From a personal point of view though, I would surely be happy to start seeing a simple SDK, and some simple homebrew, in the sandboxed Webkit exploit. Just for the sake of it.

Source: acez.re

Saturday, October 12, 2013

ACA computer code riddled with typos, Latin filler text, desperate programmer comments and disastrous architecture

By Mike Adams, the Health Ranger
Editor of NaturalNews.com

If I had told you one month ago that ten days into the launch of Obamacare not a single person could be confirmed to have successfully enrolled, you would have called me a lunatic. And yet, here we are, tens days into the launch, and guess what? The White House cannot produce a single person who has successfully enrolled through the federally-run exchange Healthcare.gov.

Not one.

The real story on the catastrophic IT disaster known as Healthcare.gov is only now beginning to be recognized by the nation. As a person with a strong IT background running large R&D projects, I was among the very first to claim that Healthcare.gov is not just broken, it's DOA because of critical design failures.

It's not merely a "glitch." It's way beyond a SNAFU. This is the defining failure moment of the delusional thinking of democrats and their fantasyland government-centralized economy.

Even ABC News is now calling Healthcare.gov, "nothing short of disastrous," adding, "Media outlets have struggled to find anyone who has been successful."

My analysis of the Javascript running Healthcare.gov

I have personally looked at the Javascript code running part of the Healthcare.gov website. If you are curious how I got the code, I simply typed the URL of the Javascript code into the browser address field. The browser then pulls up the entire code block, because Javascript is client-side code (not server-side).

What I am seeing in this code is nothing short of jaw-dropping. As people are now saying, this code is "CRAAAAAZY!" You almost can't even call it Javascript code. If you sat down 100 monkeys in front of 100 typewriters and told them to start banging away, I'm confident at least one of them would come up with something far better than the Healthcare.gov Javascript code.

In fact, I am practically ROFLMAO just looking at this code. Any competent programmer in the world, upon seeing this, would just burst their britches in knowing the U.S. government spent $600+ million dollars on this project. Inside the code, the Javascript programmer comments are just off-the-charts hilarious. Comments found in the code include (yes, these are actual text comments from the script):

"TODO: add functionality to show alert text after too many tries at log in"

"make sure we don't try to do this before the saml has been posted if (window.registrationInitialSessionCallsComplete)"

"Attention: This file is generated once and can be modified by hand"

"Fill In this with actual content. Lorem Ipsum"

"TODO: maybe modify the below to use a similar method instead"

Riddled with typos and errors in the error messages

The code is also full of juvenile typos such as "'Misssing Password" and "This is not a valid organazation ID." Seriously, was this written by eighth graders?

Even error messages contains their own errors, such as "'Exception in [sic] retreiving REInsurance Plan by criteria."

It also contains brain-dead user instructions such as:

"You need to send the Marketplace proof that you are not enrolled in Medicaid or the Childrens Health Insurance Program (CHIP). Examples of documents you can send include Letter from Medicaid or CHIP." (Yeah, right. Can you imagine calling Medicaid and asking for a letter stating that you are NOT enrolled in Medicaid?)

"Verify [FN]'s SSN and date of death, if applicable"

"Check all attestations before submitting your application."

"Send the Marketplace proof that [FN] isnt incarcerated (detained or jailed) by [Date]."

Do you speak Gujarati?

Although this Healthcare.gov computer code fails to function it does however support the language known as "Gujarati." According to an online encyclopedia, "Gujarati is an Indo-Aryan language, native to Gujarat, Daman and Diu and Dadra and Nagar Haveli in India. It is part of the greater Indo-European language family. Gujarati is derived from Old Gujarati (1100–1500 AD) which is the ancestor language of the modern Gujarati and Rajasthani languages, and is the chief language in the state of Gujarat."

I am absolutely thrilled to know that my tax dollars may someday pay for the health insurance coverage of an ancestor of the Gujarati and Rajasthani languages, from the state of Gujarat. So while our "greatest generation" World War II veterans are being barricaded out of national monuments, the Obama administration is prioritizing providing subsidized health insurance coverage to descendants of the state of Gujarat.

Latin filler text

Laughably, the application code is also riddled with Latin used as filler text. For example, one line of code actually says:

resources['ffe.ee.myAccount.home.specialEnrollment.description2'] = 'Lorem ipsum dolor sit amet, consectetur adipiscing elit.'

Latin is used by programmers as filler / placeholder text for unfinished applications. The fact that this Latin is found in the code is yet more proof that the entire system never even entered Alpha testing, much less Beta testing or an official release. This is pre-alpha code requiring possible YEARS of development for final release.

Bizarre error messages also found in Obamacare code

Error messages written into the code leave no doubt that the people who wrote the code are masters of chaos and confusion. Here are just a few of the error message I found by casually scrolling through the Javascript publicly posted on the Healthcare.gov website:

"Exception in inconsistency adjudication process"

"Notices are official messages that lorem ipsum."

"Exception in triggering the Inconsistency Clock Service" (By the way, this error message confirms I was right in my public prediction about the system suffering from time clock synchronization errors.)

"Not Acceptable - Queried enrollment group plan is empty OR Selected plan doesnt existException in calling RetrieveNonFaPlanReviewConfirmDetails service"

"Please wait a few minutes and try again." (Uh, 10 million people tried that already...)

And here's our favorite, which claims that your application can't be processed because somehow gremlins behind the curtain are going to "make sure you get the lowest cost..."

We cant finish your application now -- its going to take us a little longer to make sure we get you the lowest possible costs. We will contact you again soon with more information. If you have questions, please call us at 1-800-318-2596 (TTY: 1-855-889-4325).

Truly disastrous architecture calls over 1,000 resources just to load one page

Even though I have only seen the public Javascript code and not the server-side processing code, the Javascript itself is truly disastrous -- on an epic scale.

For example, the Javascript file loaded for each user transfers all error messages, form field messages and front-end error messages from the server to the user's browser repeatedly for each cultural language supported by the system.

In other words, the entire set of error messages is hard-coded into the Javascript for English, then again for German, then again for French, Spanish, and so on, all the way through Gujarati and who knows how many other unheard-of languages.

I don't even know how to begin to tell you how disastrously idiotic such a design is. It practically guarantees a critical server crash under any kind of real user load. No programmer with an IQ above 100 would design js code in such a manner. This code was designed and written by utterly incompetent people who have built into the system exactly the kind of architecture that will make it fail if anyone tries to use it.

When HHS Secretary Kathleen Sebelius says this code is "functioning," she's actually painting a giant "dunce" sign on her forehead. This code is so far from functioning that all the government programmers in the world couldn't make it work smoothly by January 1.

Was Healthcare.gov designed to fail?

It's almost as if the entire system has been designed to fail. There is no rational justification for writing code like this. It's like someone held a contest to find out "who can write the most inefficient, wasteful computer code" and Healthcare.gov won the top prize!

And yet, at the same time, this project perfectly reflects the foundational philosophy of the Obama administration: sell the dream to get elected, then screw everybody when it comes to implementation.

It also forces you to ask the question: To what lengths will Obama go to try to cover-up this disastrous mess by causing some other crisis as a distraction?

I assure you this system has zero chance of smoothly functioning by January 1, 2014. And that means a massive public backlash is on the way. As the truth comes out on this, the Obama administration is going to be embarrassed like nothing else we've ever seen in the history of government. This failure is so monumental, so critical, and so disastrous that it discredits not just Obama but the entire socialist fantasy of government-run, centrally-planned economies. Healthcare.gov is the ultimate argument for a free market run without government interference. It epitomizes the incompetence of Washington D.C. like nothing else in history.

No need to delay Obamacare; it will collapse on its own

Ultimately, this also means we don't have to worry about trying to delay Obamacare. Obamacare is going to destroy itself! Sooner or later, the entire country will realize the absurdity of being fined by the IRS for not buying a mandatory insurance policy that cannot be purchased because the government-run exchange site is utterly non-functional.

Obamacare will go down in history as the greatest IT failure in the history of the world. I can already see this outcome reflected in the code. As usual, Natural News is days, weeks or months ahead of the curve on this, so don't expect the mainstream media -- largely staffed by fantasyland Obama worshippers who know nothing about computer code -- to grasp the seriousness of the critical failures that will bring this system down.

By the way, guess how much you and I paid to build this failed, disastrous system? $634 million. It's a bargain!

Saturday, December 1, 2012

How Does a Single Line of BASIC Make an Intricate Maze?

BASIC

A single line of code sends readers into a labyrinth.


Code fundamentally shapes how we how we interact with the world. Some of these ways are so subtle as to be barely palpable. The law professor Lawrence Lessig famously propounded the maxim that “code is law,” but code is more than that. Code shapes the way I make a song with a piece of software, and what that song might sound like. Code is embedded in our phones, ATMs, voting machines, buildings, social interactions, culture. Code leads us down mazes, of a sort, in our everyday lives.

10 PRINT CHR$ (205.5 + RND (1)); : GOTO 10, a new book collaboratively written by 10 authors, takes a single line of code—inscribed in the book’s mouthful of a title—and explodes it.

That one line, a seemingly clumsy scrap of BASIC, generates a fascinatingly complicated maze on a Commodore 64. Run the little program on an emulator—or on an actual Commodore 64, if you happen to have one collecting dust in your basement—and a work of art unfolds before your very eyes, as the screen slowly fills up in a mesmerizing fashion. (Run it on another old-school computer, like an Apple II, and you won’t get the same transfixing result, for details that have to do with the Commodore 64’s character set, called PETSCII.) 

The line of code seems basic, even for BASIC. There aren’t any variables. It uses a GOTO instead of a more elegant loop.  How could something so short and simple generate such a complex result? What can this one line—“10 PRINT,” to use the authors’ shorthand—teach us about software, and culture at large?

The book, which has also been released for free download under a Creative Commons license, unspools 10 PRINT’s strange history and dense web of cultural connections, winding its way through the histories of mazes and labyrinths, grids in modern art, minimalist music and dance, randomness, repetition, textiles, screensavers, and Greek mythology. There are forays into early computer graphics, hacking, Cold War military strategy and Pac-Man. References abound, from the Commodore 64 user’s manual to Roland Barthes’ S/Z. This is a book where Dungeons and Dragons and Abstract Expressionism get equal consideration.

Though 10 PRINT CHR$ (205.5 + RND (1)); : GOTO 10 is occasionally whiplash-inducing in its headlong rush through history, the connections it makes over 294 pages are inspired. One of the most compelling sections of the book discusses the cultural history of mazes, relating 10 PRINT’s maze back to the labyrinth of Knossos, where, according to the great Greek myth, Theseus waged battle with the terrifying Minotaur.

“The Knossos myth is best understood in terms of Theseus’s narrative path through it, not as the space of the labyrinth itself,” the authors write. “This transformation from multicursal, unknowable confusion to a marked and bounded pathway reflects the mastery of any system, from challenging, mysterious, threatening, and deadly to easy, known, mapped, and tamed.” 

The user of 10 PRINT, they write, is more like Daedalus—the architect of the bewildering labyrinth at Knossos—than she is like the conqueror Theseus. 10 PRINT “is a blueprint for a maze, not just a structure or image that appears without any history or trace of its making,” the authors argue. “And at the same time, 10 PRINT itself takes the role of maze creator: the programmer may be the maze’s architect, but the program is its builder.” As the 1980s progressed, more users became familiar with mazes as they appeared in computer games, which reached new levels of complexity. “Would the user be Theseus or Daedalus?” the authors write. “The scientist or the rat? Pac-Man or Zaxxon? And would programming be meditating, dancing, escaping, solving, or architecting a maze?” There are no clear-cut answers, and part of the richness of the maze, and of programming, comes from its mystery.

Mazes and computer games, of course, are highly relevant. Pac-Man is obvious. Dance Dance Revolution is less so. Is Dance Dance Revolution a maze? Mazes and dance, the authors argue, have shared a cosmic link through time immemorial. “It may seem odd to think of Dance Dance Revolution as a maze game,” they write, “but its arrows do show a labyrinthine path that the dancer, standing in place, is supposed to navigate. Missing a step is allowed, but the perfect performance will be as ritualized a motion through space as a Pac-Man pattern.” 

The book moves forward and backward through time in ways that are heady and sometimes disorienting. 10 PRINT is imbued with “spiritual mystery,” the authors write, opening the gates for a discussion of 11th-century French church mazes. An exploration of old English hedge mazes collides headfirst into a discourse on psych-lab maze experiments in the 1950s.

10 PRINT wouldn’t be able to build its maze without the “RND” command, the “random” element that makes the maze varied and endlessly interesting. “The RND command acts as the algorithmic heart of 10 PRINT,” the authors write, “its flip-flopping beat powering the construction of the maze.” Artists have, of course, long used randomness and chance to lead them in unexpected directions. John Cage often used the I Ching, the ancient Chinese divination system, to make compositional decisions—to help him bypass the prejudices of his own mind. “I use chance operations instead of operating according to my likes and dislikes,” he once explained. “I use my work to change myself and I accept what the chance operations say.” But as much as Cage ceded creative control to the I Ching, the pieces were still unmistakably him. The listener wends his way down the path of Cage’s mazes, drawn into his work, his mythos.

Helpful things can happen when we give up some control. I wrote a book using a deck of “oblique strategies” cards, originally developed by Brian Eno and Peter Schmidt in 1975. When I got stuck in the mazes of my own mind while writing the book—which happened fairly often— would draw a card for advice. “Turn it upside down,” the card might instruct. “Use a different color.” Sometimes, I’d rip up a chapter, after drawing a card with potentially disastrous—and freeing—consequences: “Make a sudden, destructive, and unpredictable action. Incorporate.” In a way, the cards became a second author of the text, leading me in odd and often revelatory directions. In 10 PRINT, the randomness introduced by the program makes the program as much of a player in the game as the user.

A random element is important, but repetition is important too. 10 PRINT couldn’t build its maze without the GOTO, which instructs 10 PRINT to keep returning to the beginning, repeating endlessly. A chapter on patterns, grids, and repetition makes the unlikely jump from 10 PRINT to Tony Conrad’s classic experimental film from 1965, The Flicker. Each tiny diagonal line that builds up 10 PRINT’s maze “could be seen as a panel of a film strip,” the authors write. But The Flicker, minimal as it is, has a beginning and an end—while “10 PRINT maintains the same pace, does not vary in any way as it begins, and continues running until interrupted.”

The book touches on modern music and its myriad parallels with 10 PRINT, but the short passages beg for more depth. The composer Steve Reich’s phasing pieces in the ‘60s and ‘70s—in which simple melodic lines overlap, generating a complicated result—gets discussed, but only briefly. The related concept of generative music—“growing” complex pieces of music from simpler sonic seeds, as championed by Eno and others, would have fit in well here. There are literal connections from John Cage to computing; Cage collaborated with the composer Lejaren Hiller in a work called HPSCHD in the late 1960s, which used Fortran code based on the I Ching to generate music. The inventive scores created by many 20th-century composers could provide intriguing fodder for their parallels with computer algorithms. The composer Conlon Nancarrow also deserves a mention; he wrote awe-inspiring pieces for player piano in the mid-20th century that were impossible for a mere human to play, using a system of punches on paper scrolls. There is a strong connection there to the punch cards used by early computers, and to the sets of instructions fed into jacquard looms—topics that the authors do address.

“Like a diary from the forgotten past, computer code is embedded with stories of a program’s making, its purpose, its assumptions,” the authors write. It would be impossible, of course, for the authors to explore every path that 10 PRINT creates. Without ending somewhere, you would be led forever through 10 PRINT’s endlessly beguiling maze. Control-C.

BREAK IN 10

READY.