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I still suspect the data uses some kind of compression...so until we rule it out I don't think we can understand the checksum. Plus, we can't make more codes
and we don't have files of the same size, so now it's only the guess game... I try from time to time running several algorithms to find out what it is...
I have a suspicion that it's CRC16 because only two bytes (the 4th and 3rd from the end) has distinctly different values, but it's really too early to know...
This QR is rejected =(
I doubt that any kind of 32-bit CRC was used. 0xA0 and 0x00 bytes are too often in the footer in place of suspected CRC. I'd rather believe there is only 1 tail byte used as a checksum.
can anyone help with software that can do binary>QR and back again?
I liked the commands with "repeat last two blocks" better. If you look at 2-1 you'll see
0x12 (player) 0x0D (fire) 0x00 (blank) and 0x90 0x01. 9001 could be interpreteted as
repeat 6 times the last to blocks thous creating the first row except the last blank, but
0x9001 is followed by 0x00.
After that there are some "problems": 0x01 ("carriage return" ?) 0x44 (could be marker to
duplicated later) 0x01 (again?) 0xB0 (full row of sand blocks?!) 0x01 (end of row?)
Here we can speculate again: 0x0B (skull - would be fitting if snake is 0x0A)
0x00 0x00 0x90 0x01 (two blanks and 6 times repeated the two blanks) 0x0B (the other skull)
after that it gets really messy... and we used half the available data and constructed only 3/10 rows...
A interesting question would be if the game accepts levels without the "compression" (or whatever it is).