Difference between revisions of "HOWTO-Reverse Engineering"

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Another place to get started on the disassembly is the graphic draw routines, those responsible for copying raw pixels to the screen surface.
Another place to get started on the disassembly is the graphic draw routines, those responsible for copying raw pixels to the screen surface.


Graphic display was complicated in the early PC days by different modes for the different graphics cards writing to memory in different ways. In the Monochrome/Hercules mode, for example, 8 pixels are stored per 8-bit byte. In EGA, the addressing can be complicated by how the display is configured - the same areas of memory may be used to represent different parts of pixels - with the part of a pixel being updated depending on specific values sent to hardware ports. Finally, of them all, the most common 320x200x256 colour mode is the easiest to deal with, with each pixel taking up a single byte.
Graphic display was complicated in the early PC days by different modes for the different graphics cards writing to memory in different ways. In the Monochrome/Hercules mode, for example, 8 pixels are stored per 8-bit byte. In EGA, the addressing can be complicated by how the display is configured - the same areas of memory may be used to represent different parts of pixels - with the part of a pixel being updated depending on specific values sent to hardware ports. Finally, of them all, the most common 320x200x256 color mode is the easiest to deal with, with each pixel taking up a single byte.


For most of the graphics modes, you can look at them in a similar manner - as a block of data in memory starting at offset A000h:0. Only the number of bytes per line will vary, depending on what the graphics mode is. Assembly routines that deal with the graphics screen will typically have code to figure out screen offsets based on provided x and y parameters, so it will frequently be easy to identify the parameters and figure out how the screen offsets work. For example, in 320x200x256 MCGA mode, an offset on the screen will be calculated using the formula (y * 320) + x.
For most of the graphics modes, you can look at them in a similar manner - as a block of data in memory starting at offset A000h:0. Only the number of bytes per line will vary, depending on what the graphics mode is. Assembly routines that deal with the graphics screen will typically have code to figure out screen offsets based on provided x and y parameters, so it will frequently be easy to identify the parameters and figure out how the screen offsets work. For example, in 320x200x256 MCGA mode, an offset on the screen will be calculated using the formula (y * 320) + x.
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