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View Full Version : Dede probs with directdraw graphical stuff


Lbolt99
July 25th, 2002, 17:32
Anyone else had problems with DeDe 3.02 and processing Delphi stuff that utilizes only graphics screens (ie no "regular" forms, windows, etc). It uses DirectDraw for screen generation (ddraw.dll). Basically I'm working thru this set of games, all of which are protected with varying degrees (some UPX'd, some aspack, some various versions of ASPR), and these couple of games, DeDe won't load, they are the only two that use the directdraw screen generation method. I believe as they update games, they use the latest ASPR version.

I was able to use CASPR to remove ASpr 1.2 on these two ( no sense unpacking manual if caspr will do it in 1 second but I don't believe that's the reason for DeDe's failure. There's another I had to unpack manually (later ver of ASPR), same problem, so it wasn't something CASPR.


It comes up in W32DASM fine, btw. I'll update later on. It's not easy because there are no string resources, it's all graphical stuff

Lbolt99
July 25th, 2002, 20:10
Update: I was able to debug with Sice and found the comparison code! Delphi usually throws a curve when I try debugging - I've honestly had better luck with DeDe and W32DASM on delphi stuff.

I still couldn't get it to load into DeDe, at all, BUT I noticed that at the top of the subroutine call, there seemed to be some sort of obfuscation ie JMPS to invalid IPs which turn out to be really there with normal code So it did that stupid jmp thing, then a few lines down was the beloved MOV BYTE PTR [blah], 01

Interesting.