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Password function for loading games ala Dragon Quest II?

 
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Kizul Emeraldfire
Type: Cyber Dragoon




Joined: 26 Mar 2004
Posts: 229

PostPosted: Mon Dec 11, 2006 12:30 am    Post subject: Password function for loading games ala Dragon Quest II? Reply with quote

Was just thinking about the first version Dragon Quest II for the Famicom, and how it used passwords instead of a save battery. Then I was thinking, “How would you be able to emulate that in Plotscripting?”

So, I came up with this: basically, the password would be made up of:

  • Current EXP.
  • Current HP
  • Current MP
  • Atk
  • Aim
  • Def
  • Dog
  • Mag
  • Wil
  • Spd
  • Ctr
  • MP~
  • Hits
  • Equipment item numbers
  • X coordinate
  • Y coordinate
  • Map number
  • Current Gold
  • Items
  • Quantity of each item


Basically, it would take the values of all of the above and create a password made of it. It would look like a completely random password. You would then input the numbers and letters and things in the password into a little input screen thing where it would set your stats/items/screen coordinates/gold to the values you inputted.

Optionally, there would be a limit of 10 for each item in your inventory — just to keep things neat and tidy.

The only drawback to this is, it would be very easy to crack if you noticed what changed and what didn't, unless it was in hexadecimal or something… :(

So, what do you all think? >.> Good idea? Bad idea? Mediocre? Somewhere inbetween one of those?
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The Wobbler




Joined: 06 Feb 2003
Posts: 2221

PostPosted: Mon Dec 11, 2006 12:46 am    Post subject: Reply with quote

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Rinku




Joined: 02 Feb 2003
Posts: 690

PostPosted: Mon Dec 11, 2006 2:21 am    Post subject: Reply with quote

Agreed with PHC. Notice how no game uses passwords anymore (no game that I've seen since 1990 anyway). Passwords were a cumbersome way of getting around the inability to save data directly.

Additionally, the way passwords worked wasn't a direct "A = 1 herb, B = 2 herb" way; it was encrypted, so as to prevent hacking (as you mentioned).
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Moogle1
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PostPosted: Mon Dec 11, 2006 8:32 am    Post subject: Reply with quote

Experience can be set directly now, I believe (or at least in Ubersetzung). Passwords should always be encrypted, as Rinku mentioned, and should have failsafes -- for example, for every correct password, there should be many invalid password combinations.

One way of doing this is making some or all of the information redundant, like putting the value for current GP in there twice, then making sure both values agree when decrypting.

I agree with Rinku and PHC, though, and prefer saves to cumbersome passwords.

EDIT: also, unless you have stat-boosting items, you can just use player level instead of all the individual stats.
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Mon Dec 11, 2006 8:46 am    Post subject: Reply with quote

You are also (I believe) forgetting to account for many things. Most importantly tags (and there are potentially a lot of these). Plenty of other things as well, like what heroes are in the party, and in what order, heroes in the reserve, days hrs mins secs of the game (in case this is needed for something in the game), well, that's all that I can think of right now. But there could very well be more.

If you are interested in encryption, the simplest thing to do that I am aware of is to take an invertible linear transformation of the data to make the password, and then use the inverse transformation on an entered password. If you are interested in doing this, and you don't know what I am talking about, I can try to assist you.
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Bob the Hamster
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Joined: 22 Feb 2003
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PostPosted: Mon Dec 11, 2006 9:47 am    Post subject: Reply with quote

The last game(s) I remember that used passwords were the Gameboy Color Zelda games, Oracle of Ages and Oracle of Seasons.

They used passwords to transfer information from one game to the other. They could be played in any order, but the only way to get to the final boss was to play both, transfering your character via password from the first to the second game.
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Kizul Emeraldfire
Type: Cyber Dragoon




Joined: 26 Mar 2004
Posts: 229

PostPosted: Mon Dec 11, 2006 11:01 am    Post subject: Reply with quote

msw188 wrote:
You are also (I believe) forgetting to account for many things. Most importantly tags (and there are potentially a lot of these). Plenty of other things as well, like what heroes are in the party, and in what order, heroes in the reserve, days hrs mins secs of the game (in case this is needed for something in the game), well, that's all that I can think of right now. But there could very well be more.

Oh yeah, the days/hours/minutes/seconds and hero amount and all that other good stuff. o_o Yeah, this was a bad idea I think. Oookay...

msw188 wrote:
If you are interested in encryption, the simplest thing to do that I am aware of is to take an invertible linear transformation of the data to make the password, and then use the inverse transformation on an entered password. If you are interested in doing this, and you don't know what I am talking about, I can try to assist you.

Hm, okay — I'll have to simplify this pasword-thing though before I do that. @.@

Rinku wrote:
Additionally, the way passwords worked wasn't a direct "A = 1 herb, B = 2 herb" way; it was encrypted, so as to prevent hacking (as you mentioned).

Yeah, I s'pose you're right. I'm currently wondering how that NES Willow game managed to generate passwords the way it did. O.o

PHC wrote:
Aside from, I believe, experience, all of those stats can be read and set with Plotscripting very easily. Why would you ever, ever want to implement something this horrible though? This would accomplish absolutely nothing that the existing save feature doesn't do except for pissing off the player and forcing them to write down a ridiculous, long password.

Yeah, I see what you mean. It would be ridiculously long. Sad...
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