Search found 13 matches
- Sun Mar 15, 2009 2:50 am
- Forum: bsnes Dev Talk
- Topic: bsnes v0.041 released
- Replies: 179
- Views: 400749
- Wed Jan 07, 2009 8:46 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.038 released
- Replies: 407
- Views: 405169
I thought the objective was to make a fake that looks like a real, not a fake that looks like another fake. The objective was to show that MD5 plus CRC32 is not any more secure than MD5. And I hate to quote myself, but: As soon as an MD5 preimage attack becomes known (and I have little doubt that w...
- Wed Jan 07, 2009 6:51 am
- Forum: bsnes Dev Talk
- Topic: bsnes v0.038 released
- Replies: 407
- Views: 405169
- Tue Jan 06, 2009 11:21 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.038 released
- Replies: 407
- Views: 405169
Here is a practical example: I uploaded patches one and two . Apply them to the US localization of Super Mario World. The resulting ROMs have the following properties: - Both have the same MD5 hash. - Both have the same CRC32 checksum. - Both have good internal checksum. - Both are fully functional....
- Mon Jan 05, 2009 4:04 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.038 released
- Replies: 407
- Views: 405169
All you really need is two existing checksum methods. Fraud and collision is next to impossible with CRC+MD5 documentation. If by some miracle someone had the motivation and skill to brute force both, the file would be so butchered that it would never propagate in distribution channels. Because it ...
- Mon Jan 05, 2009 1:24 pm
- Forum: bsnes Dev Talk
- Topic: Delta queue design
- Replies: 35
- Views: 94007
This actually caused a loss of 2-3 fps >_< Strange. Would you mind sharing the WIP, so that I can take a look at the produced binary code? I know it's not because it's slower, more likely some sort of alignment issue with the generated code. I moved a variable inside a class below a two-entry struc...
- Sun Jan 04, 2009 6:29 pm
- Forum: bsnes Dev Talk
- Topic: Delta queue design
- Replies: 35
- Views: 94007
Took a ~1% speed hit or so by using functors for the callback and using the signed math trick to avoid the need for a normalize() function. Replace return x - y < (std::numeric_limits<unsigned>::max() >> 1); with return x - y <= (std::numeric_limits<unsigned>::max() >> 1); to reverse the speed hit ...
- Sun Jan 04, 2009 1:39 am
- Forum: bsnes Dev Talk
- Topic: bsnes v0.038 released
- Replies: 407
- Views: 405169
CRC32 and filesize alone would probably be sufficient, your worries are unfounded. CRC is a transmission error detecting code (and a good and simple one for that), but was never intended to protect against malicious alteration of data. Tell you what, take a common bad checksum, spoof it to match th...
- Sat Jan 03, 2009 1:17 am
- Forum: bsnes Dev Talk
- Topic: wip05 discussion
- Replies: 18
- Views: 51959
- Fri Jan 02, 2009 9:18 pm
- Forum: bsnes Dev Talk
- Topic: wip05 discussion
- Replies: 18
- Views: 51959
Bah, screw that. I'll just use a normalize function instead. Call it once a second or so. void normalize() { for(unsigned i = 0; i < heapsize; i++) heap[i].counter -= counter; counter = 0; } Wait, do not be so unidealistic! That normalizing is just plainly ugly. Why not inline the function blargg p...
- Fri Jan 02, 2009 6:46 pm
- Forum: bsnes Dev Talk
- Topic: wip05 discussion
- Replies: 18
- Views: 51959
- Fri Jan 02, 2009 3:11 am
- Forum: bsnes Dev Talk
- Topic: Delta queue design
- Replies: 35
- Views: 94007
- Thu Jan 01, 2009 2:11 am
- Forum: bsnes Dev Talk
- Topic: Delta queue design
- Replies: 35
- Views: 94007
2) exact cycle count timestamps that grow forever will eventually overflow, unless you subtract them all by the smallest value in the list periodically. Do you do something like that after each frame or so? No need there. When comparing time stamps, instead of a < b always do (signed) a - b < 0. On...