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Messages - Zera

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46
I take a pretty serious interest in things related to data-security, simply because I find the whole subject interesting. I'm always looking into new ways to hide, securely destroy or encrypt data. I was recently playing around with a few new ideas. I'm now satisfied that this method will annihilate data beyond any doubt, with no remote possibility of having it recovered by any means - current or future.

You will need:

 - A data-recovery tool. This guide will reference Piriform's "Recuva."

 - A volume-encryption tool. This guide will reference "TrueCrypt."

 - General knowledge of how to reformat devices.

1.) First, you may either normally delete all the files contained on the device, or securely erase them if you have such a tool at your disposal. Your preference here doesn't matter at this stage of the process. Be sure all hidden files, and other hard-to-find data, are deleted.

2.) Open Recuva. What we're going to do is configure Recuva to securely overwrite data, and then proceed to do this to the entire device. Under Options > Advance, you may specify the behavior of secure overwriting. 1 pass is fine at the moment. Under the Actions tab, be sure that "Deep Scan" is checked. Once you're satisfied with the configuration, select the device and scan it for deleted files. Check all files, right-click any one of them and select "Secure Overwrite Checked." Now that one overwriting pass has been made, it's time to encrypt the device...

Background info: When data is deleted, the system merely places a flag on that data letting the system know that it can be recycled for other files. Data is not, by any means, actually removed from the device. Some techniques can be applied to recover data that has been deleted. Secure overwriting allows you to replace that data with random garbage so that it cannot be recovered. There is still some concern as to how effective this measure is by itself.

This holds true for other types of devices, as well: FlashDrives, memory cards, et al. All recycle data the same way.

3.) Open TrueCrypt. What we're going to do is encrypt the device. I will give a bit of basic info about what this process is, and why it's beneficial, in the paragraph following these instructions. Click Volume > Create New Volume. If the device you want to encrypt is not a system drive, (i.e., it is not the very HD you are using at this very moment) then select "Encrypt a non-system partition / drive." Next > Standard TrueCrypt volume, and select the device from the drop-down list. (or click the "Select Device..." button) Select the entire device, as opposed to a specific partition that might be on the device. Specify any encryption parameters you wish. It generally does not matter for the sake of this exercise. (though, a cascading encryption is recommended) Be sure to specifiy a ridiculous password, having many characters of mixed letters, casings, numbers and punctuation. This is not a password you need to remember, because you will not be decrypting the device. Now, encrypt the device.

Background info: Encryption is a process in which data is converted into what appears to be garbage. This "garbage" can only be understood through the use of a specified password, or key, that instructs the system as to how to translate the data. Without this password, the data can only be seen as garbage. As an analogy, let's imagine that you decided to invent your own language. Every word in this language indeed has a meaning, but because you invented new ways to represent these meanings, only you can understand it. If you began to spout all of your thoughts to other people using this invented language, none of them would be able to understand you. In a way, your HD is speaking its own language. Without knowledge of how this language is decoded, it's just utter nonsense.

4.) Now that we've encrypted the device, it's time to reformat it. To scramble any possible remnant of data on the device, you may feel free to reformat, encrypt again using a new password, reformat, encrypt again, rinse and repeat. If you scan the device for deleted files, it will appear that no files have ever been placed on the device to begin with.

Warnings: Encrypting a device, and then reformatting it without decrypting it, can potentially cause permanent damage. Some hardware / software may see the device and think that it has never been initialized, and thus make an attempt to initialize it. I can't be held responsible for any such damage incurred by the use of this guide. (although, you can take assurance in the fact that I have applied this method to some of my own devices without any damage)

Why is this effective? Not only have you securely overwritten your data to begin with, but you also converted it - and the entire volume - into an encrypted mass of tangled garbage. Regardless of how stringently forensic techniques are applied to your device, it would be like trying to interrogate an aphasic mime for all his secrets. The poor bastard couldn't put together a coherent sentence if he wanted to. :P

47
TI Z80 / Re: Supersonic Ball (DJ's Platformer)
« on: July 16, 2010, 06:54:50 pm »
I apologize for not reading over the entire thread before responding; so I'm not sure if this has already been suggested...

This reminds me a lot of the Bonus Stage from Sonic the Hedgehog. (the first one on Genesis) A really cool idea might be to base an entire game around this, using similar sprites and tiles. The objective could be to collect the Chaos Emerald from each level, while getting a bonus for rings.

48
TI Z80 / Re: The Legend of Zelda
« on: July 14, 2010, 09:23:43 pm »
We have a major problem here. CalcGS has reached critical mass, and will not allow me to import any additional tiles. (it refuses to go beyond 191) These maps have well over 250 tiles. I cannot continue until I understand memory constraints a little better. The project, as it currently stands, is likely too robust to be developed at all.

It looks like I set my ambitions too high this time. I will need to reboot the entire project from scratch, bearing in mind stricter limitations on the quantity of assets I can use.

49
TI Z80 / Re: The Legend of Zelda
« on: July 14, 2010, 07:20:54 pm »
Boss are 32x32 at the most. A couple are 16x16. (which is a relief to work with)

The only problem is how I've planned things, versus what I'm capable of. For instance: The first boss is a giant octorok. It can't be giant if its sprite is only 16x16 px. :P

Now I'm tempted to throw out that octorok and do a 16x16 dodongo, like you said.

50
TI Z80 / Re: The Legend of Zelda
« on: July 14, 2010, 03:49:57 pm »
I'm making a pass at dungeons now. This is a working idea for level 1. Frankly, it is ridiculously difficult to design dungeon rooms in the alloted space. Practically no room for puzzles, no room for bosses, no room for more than a couple of enemies at a time, etc. I tried to improvise as much as I could.

This is only the first floor. There is a lower floor that represents the boss room. That's the biggest nightmare. The boss takes up 32x32 px, and it or Link will barely have enough room to breathe.

I'm pretty stressed after trying to mess with this. I can't emphasize how much time I've spent just trying to improvise solutions to the design. I would certainly be open to suggestions; but they have to work within current limitations.

51
TI Z80 / Re: The Legend of Zelda
« on: July 14, 2010, 04:58:58 am »
Here's the latest mock-up. I edited in a decent compass / map icon.

I may stick with this. I kind of like the generic brick look. :-[

52
Miscellaneous / Re: Vacations, Absences, etc.
« on: July 14, 2010, 12:50:04 am »
I offered to drop a note of absence for Iambian. He's currently working on a new job, and doesn't have very much free time on his hands. This might go on for a few weeks; so he won't be very active (if at all) on any projects.

53
TI Z80 / Re: The Legend of Zelda
« on: July 13, 2010, 09:29:21 pm »


Working on an idea for descriptor text. This is just a rough mock-up - it wouldn't actually move at that speed, or style. I would aim for text that scrolls all the way across, and then loops. (like in the Oracle games)

If you did not have an item highlighted, you would only see the menu border in that area.

Let me also say that I am really aiming for something flexible, here. If I find a coder, maybe the game can be coded in such a way to allow modifications to its assets. (map layouts, events, text, etc.) This could be used to allow other community members to produce their own Zelda games using assets provided here. We could also include dummied items for potential future games; such as the Roc's Feather, Ocarina, et al. (none of which will have a function in this game, but their code will no less be there for future games)

I think this could be a great community project, overall.

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TI Z80 / Re: The Legend of Zelda
« on: July 13, 2010, 08:49:18 pm »
I was playing around with the inventory some more, and here's one potential layout I've come up with.

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TI Z80 / Re: The Legend of Zelda
« on: July 13, 2010, 06:30:31 pm »
I turn to Omnimaga for help once again. This time, I'm trying to think of an inventory layout that's going to be efficient and all-encompassing. The general layout needs to include: Usable items, (items that are manually selected; like the sword and shield) quest items, (items that have a more passive role) a game map and possibly indicators for number of current keys, dungeon maps and compasses. (I have not drawn a compass, nor a map; but keys are there)

The usable item group includes:

 - Either sword. Only one is shown, and the procurement of the upgraded sword replaces the old sword.

 - Either shield. Same as the sword - the old shield is replaced when upgraded.

 - Bombs. (quantity is already represented in HUD)

 - Fairy Bow. (arrow quantity is tied-in with rupee count)

 - Fairy Dust. (no quantity / infinite use) This item is later replaced by the Firewheel Rod.

 - Fairy Harp.

 - Switch-Hook.

So, this means there are 7 such items in this section of the menu, at most.

The quest items are:

 - Flippers.

 - Giant's Glove.

 - Tunic.

 - Magic Elixir.

So, the section of quest items need to encompass four item slots.

Lastly, there needs to be a section that will fit a 6x6 map. The map in the mock-up shows the highest resolution map available. Within this area, there should be a display for number of current keys, as well as an indicator for a dungeon map and compass. (merely to indicate that the player has collected these items for a particular dungeon) It would also be nice to have a text label of the map. (e.g., Labrus, Level-1, Level-2, etc.)

56
Art / Re: 8x16 item icon requests (Zelda)
« on: July 13, 2010, 06:09:54 pm »
It looks good; but I think the one that shmibs designed earlier looks a bit closer to a traditional harp design, and would be better-recognized by the player. I'm mostly going for designs that have the most legibility, or can be recognized as a traditional / conventional item. The detail is good, though.

57
TI Z80 / Re: The Legend of Zelda
« on: July 13, 2010, 03:01:01 am »
I did a little bit of editing / re-touching to make the sprites look closer to the style used by other items. This is what I have in the inventory so far.

Ignore the ocarina. That isn't supposed to be there. :P

58
TI Z80 / Re: The Legend of Zelda
« on: July 13, 2010, 02:27:09 am »
I like these very much. Very detailed, and a good use of grayscale.

Magic Banana did a great tunic in this thread, as well.

59
Art / Re: 8x16 item icon requests (Zelda)
« on: July 13, 2010, 02:26:07 am »
7x16 is fine, or like you said, draw them so that they're not directly connected.

I like the tunic design very much. Excellent work. :)

60
TI Z80 / Re: The Legend of Zelda
« on: July 12, 2010, 10:54:57 pm »
Forgot about that. Thanks for the suggestion.

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