TweetFollow Us on Twitter

Dialog Quake
Volume Number:6
Issue Number:4
Column Tag:Assembly Lab

Dialog Quake For April Fools

By Mike Scanlin, Mountain View, CA

It started off much like any other day. By 11 AM it was obvious that today would be little different. Our accountant, who is annoying to begin with, was being especially antagonistic today. There I was peacefully coding away when all of a sudden about 210 little 3-hole punch droppings come floating down to land on my computer, on my desk, in my open drawers, etc. I turn around and see our accountant standing on tippy-toes peering over my five foot divider with a manly swoosh and a silly grin on his face saying “Gotcha, Prophead! Ha, ha, ha ” So I say to myself “Looks like Goobs’ immaturity is flaring up this morning. Hope it goes away by noon.” I manage to get in a couple of serene hours of blissful programming before Goobs’ maturity level nose dives to the 3rd grade for the second time that day. Just as I was typing in an especially efficient arithmetic shift right instruction about 29 triangular pieces of yellow paper sift through the air and land on their smaller round brothers. And I hear the maniacal laughter of an obviously sexually frustrated person behind me “Gotcha again, Dweeb. Heh, heh, heh ” I look up the number for Rent-An-Accountant but the line is busy. I brush the yellow triangles off my keyboard and make an optimization that has to do with the number three. Like any child not getting the attention it wants, Goobs resorts to more direct methods of assault. If you’ve ever been in the middle of a tricky piece of self-modifying, recursive, threaded code while having soccer balls and volleyballs bounced off your head then you can appreciate the kind of nuisance a bored accountant can be. I was counting the microseconds until 5 PM. It came. Goobs left. I laughed. I laughed again. Little did Goobs, the living embodiment of a feeble minded user, realize that the one thing you don’t want to do in a software company is mess with a hacker.

DIALOG QUAKE

I needed to do something to his system that would be annoying but not render it useless. I considered installing TMON on his system and turning on heap scramble but he works with multi-megabyte data files over a network and I figured that would make his system too unusable. Besides, he’s slow enough anyways that he wouldn’t realize I had done anything. It had to be more obvious. I thought about remapping his keyboard but that would definitely make it unusable. After experimenting with patches to _NewControl and _SizeControl that made all of his scroll bars 6 pixels wide I decided to go with a patch to _ModalDialog instead (there were problems with some applications in resizing their controls behind their back -- it did look cool in the Finder, though). The code that follows is an INIT written in Lightspeed C 3.0 (actually, Lightspeed Asm 3.0) that patches _ModalDialog. The effect of this patch is that all modal dialogs will shake around a bit. This patch does not make modal dialogs useless, but it does make them somewhat difficult to use (How’s your mouse coordination, Goobs?).

The _ModalDialog patch is a pre-patch and a tail patch. Once the patch has been installed, a call to _ModalDialog will temporarily patch _GetNextEvent, set up the tail patch, call the real _ModalDialog, return to the tail patch, remove the _GetNextEvent patch and exit normally (if anyone can use the word “patch” more times in a sentence, please let me know). All of the real work is done by the _GetNextEvent patch.

The new _GetNextEvent calls the existing _GetNextEvent and then does some additional work. It keeps track of a counter so that a random amount of time passes between calls to _MoveWindow (to give the movement more of a jagged, quake-like feel). The window is moved by a random amount in both directions in the range -7 to +7. There is a mildly interesting problem in generating this range of random numbers. It would be easier to generate the range -8 to +7 because that is the range that can be expressed with 4 bit signed number. However, I needed a mean of zero in my randomness so that the window wouldn’t have a tendency to shake itself off the screen. One solution would be to generate the range 0 to 14 (with a DIVU instruction) and subtract 7 but like most conscientious programmers, I stay as far away as possible from 150 cycle instructions. Here’s what I ended up doing (say there are random bits in D0):

;1

;preserve the sign bit and the low 3 bits
 andi #0x8007,D0
;if it’s positive, then we’re done (0..+7)
 bpl.s  @1
;clear the sign bit
 bclr #15,D0
;negate it (0..-7)
 neg  D0
@1

If anyone has a better way, please write in.

SATISFACTION

It was thoroughly satisfying to watch Goobs try and use his system the next day. Every time he went to print something he’d come over and whine that I had to fix his computer. I hadn’t yet admitted that I had done anything to his system and when I saw a shaking dialog on his screen I said “Looks like a virus to me. What’s it worth to you?” After his relentless whimpering I told him “You need to replace the Easy Access file in your System Folder with a newer version because the old version isn’t 32 bit clean or 100% compatible with Color Quickdraw and can cause problems with dialogs.” Wouldn’t you know it, that fixed the problem.

Hackers of the world, unite! You have nothing to loose but your sense of humor.

CREDITS

However much I would like to take all the credit for the ideas and the code presented here, I cannot. Were it not for my boss, Andy Jeffrey, none of this would have been possible. Thank you for having a sense of humor and maybe with a lot of hard work I can be just like you someday.


/* DialogQuakeINIT.c      5 June 89
 *
 * written by Mike Scanlin
 * inspiration by Andy Jeffrey
 * unwilling testing by Mr. “Goobs” Galvan
 *
 * INIT that installs a patch on _ModalDialog that
 * will, when _ModalDialog is called, install a
 * tail patch on _GetNextEvent that causes the
 * frontmost window to move around a bit (making
 * it hard to click on items with any real
 * accuracy). The patch to _GetNextEvent is
 * removed before _ModalDialog returns and the
 * patch to _ModalDialog can be removed by typing
 * cmd-option-shift-tab while a modal dialog is
 * frontmost.
 */
/* traps we patch */
#define ModalDialog0xA991
#define GetNextEvent 0xA970

/* uses a bit of self-modifying code */
#define JMP 0x4EF9

#define TAB_KEY  0x09
#define memFullErr -108

void  main(void);

void  main()
{
 asm  {
/* the next 20 or so lines are the only ones that
 * get executed during installation. They get some
 * space in the system heap for the patches and
 * then patch _ModalDialog. */
 
/* save register */
 move.l D4,-(SP)
 
/* get the old trap address */
 move #ModalDialog,D0
 _GetTrapAddress

/* set the address for the JMP instruction that
 * calls the original trap */
 lea  @origMD,A1
 move.l A0,(A1)

/* get some space in the system heap for our 
 * patches (note that this space is for both
 * patches) */
 lea  @last,A0
 lea  @modalDialogPatch,A1
 suba.l A1,A0
 move.l A0,D0
 move.l D0,D4
 _NewPtrSYS

/* if there’s not enough memory then abort installation */
 cmpi #memFullErr,D0
 beq.s  @noPatch
 
/* save address for _BlockMove */  
 move.l A0,-(SP)

/* set the trap address to the space we just got */
 move #ModalDialog,D0
 _SetTrapAddress

/* now move our patch into place */
 lea  @modalDialogPatch,A0
 move.l (SP)+,A1
 move.l D4,D0
 _BlockMove
 
@noPatch

/* restore register and exit installation code */
 move.l (SP)+,D4
 rts

/********************************************
 * Here’s the new _ModalDialog. It first installs
 * a tail patch on _GetNextEvent and then calls
 * the existing _ModalDialog. On exit this patch
 * will unpatch the _GetNextEvent patch.
 *******************************************/
@modalDialogPatch

/* save the original _GetNextEvent address */
 move #GetNextEvent,D0
 _GetTrapAddress

/* set the address for the JMP instruction that
 * calls the original trap */
 lea  @origGNE,A1
 move.l A0,(A1)

/* patch _GetNextEvent */
 lea  @getNextEventPatch,A0
 move #GetNextEvent,D0
 _SetTrapAddress

/* pop the original return address and save it */
 lea  @exitMD,A0
 move.l (SP)+,(A0)

/* set the return address to our patch */
 pea  @tailMDPatch
 
/* the nops get filled with the address of the
 * original _ModalDialog */
 dcJMP
@origMD nop
 nop

/* _ModalDialog returns here */

@tailMDPatch

/* remove the patch to _GetNextEvent */
 lea  @origGNE,A0
 move.l (A0),A0
 move #GetNextEvent,D0
 _SetTrapAddress

/* return to the place that called _ModalDialog */
 dcJMP
@exitMD nop
 nop
 
/********************************************
 * Here’s the new _GetNextEvent. If a random
 * amount of time has passed then call 
 * _MoveWindow to move the frontmost window
 * (a modal dialog) in a random direction.
 *******************************************/
@getNextEventPatch

/* pop the original return address and save it */
 lea  @exitGNE,A0
 move.l (SP)+,(A0)

/* save pointer to the event record so we can get
 * to it when the real _GetNextEvent returns */
 lea  @eventRecPtr,A0
 move.l (SP),(A0)

/* set the return address to our patch */
 pea  @tailGNEPatch
 
/* the nops get filled with the address of the
 * original _GetNextEvent */
 dcJMP
@origGNEnop
 nop

/* _GetNextEvent returns here */
@tailGNEPatch

/* save registers */
 movem.lD0-D2/A0-A2,-(SP)

/* if they don’t want us around, then exit */
 lea  @noMoreHassle,A0
 tst  (A0)
 bne  @goodBye

/* check if the event is a keyDown event */
 
 lea  @eventRecPtr,A0
 move.l (A0),A0
 move OFFSET(EventRecord,what)(A0),D0
 cmpi #keyDown,D0
 bne.s  @noKeyDown

/* it’s a keydown, but is it the special remove-us key? */
 move.l OFFSET(EventRecord,message)(A0),D0
 cmpi.b #TAB_KEY,D0
 bne.s  @noKeyDown
 move OFFSET(EventRecord,modifiers)(A0),D0
 andi #cmdKey + optionKey + shiftKey,D0
 eori #cmdKey + optionKey + shiftKey,D0
 bne.s  @noKeyDown

/* they don’t like us any more so remove ourself.
 * First beep to let them know that we got the
 * message to go away */
 move #1,-(SP)
 _SysBeep

/* set a flag so we know not to bother the nice
 * user any more */
 lea  @noMoreHassle,A0
 move #1,(A0)

/* move the frontmost window to a nice place in
 * case it was partially moved off the screen by
 * _MoveWindow */
 move.l WindowList,-(SP)
 move #30,-(SP)
 move #30,-(SP)
 bra.s  @moveToUpperLeft

@noKeyDown

/* has the timer expired? */
 lea  @timer,A0
 subi #1,(A0)
 bpl.s  @goodBye

/* reset the timer to wait a random amount of time
 * before expiring again */
 subq #2,SP
 _Random
 move (SP)+,D0

/* note: make the 0x3F smaller to move the window more often */
 andi #0x3F,D0
 lea  @timer,A0
 move D0,(A0)

/* push a WindowPtr for _MoveWindow. Note: this
 * does not check for Ghost Windows */
 move.l WindowList,A2
 move.l A2,-(SP)

/* get a couple of random numbers in the range [-7..+7] */
 subq #2,SP
 _Random
 move (SP)+,D1
 move D1,D2
 asr  #8,D1
 andi #0x8007,D1
 bpl.s  @2
 bclr #15,D1
 neg  D1
@2 ext  D2
 andi #0x8007,D2
 bpl.s  @3
 bclr #15,D2
 neg  D2
@3

/* push a random h coordinate */
 
 move OFFSET(GrafPort,portBits)+
 OFFSET(BitMap,bounds)+
 OFFSET(Rect,left)(A2),D0
 neg  D0
 add  D1,D0
 move D0,-(SP)
 
/* push a random v coordinate */
 
 move OFFSET(GrafPort,portBits)+
 OFFSET(BitMap,bounds)+
 OFFSET(Rect,top)(A2),D0
 neg  D0
 add  D2,D0
 move D0,-(SP)
 
@moveToUpperLeft
 sf-(SP)
 _MoveWindow
 
@goodBye

/* restore registers */
 movem.l(SP)+,D0-D2/A0-A2
 
/* return to _ModalDialog */
 dcJMP
@exitGNEnop
 nop

/* variables */
@noMoreHassle  dc0
@eventRecPtrdc.l 0
@timer  dc0

@last
 }
}

 

Community Search:
MacTech Search:

Software Updates via MacUpdate

Latest Forum Discussions

See All

The Legend of Heroes: Trails of Cold Ste...
I adore game series that have connecting lore and stories, which of course means the Legend of Heroes is very dear to me, Trails lore has been building for two decades. Excitedly, the next stage is upon us as Userjoy has announced the upcoming... | Read more »
Go from lowly lizard to wicked Wyvern in...
Do you like questing, and do you like dragons? If not then boy is this not the announcement for you, as Loongcheer Game has unveiled Quest Dragon: Idle Mobile Game. Yes, it is amazing Square Enix hasn’t sued them for copyright infringement, but... | Read more »
Aether Gazer unveils Chapter 16 of its m...
After a bit of maintenance, Aether Gazer has released Chapter 16 of its main storyline, titled Night Parade of the Beasts. This big update brings a new character, a special outfit, some special limited-time events, and, of course, an engaging... | Read more »
Challenge those pesky wyverns to a dance...
After recently having you do battle against your foes by wildly flailing Hello Kitty and friends at them, GungHo Online has whipped out another surprising collaboration for Puzzle & Dragons. It is now time to beat your opponents by cha-cha... | Read more »
Pack a magnifying glass and practice you...
Somehow it has already been a year since Torchlight: Infinite launched, and XD Games is celebrating by blending in what sounds like a truly fantastic new update. Fans of Cthulhu rejoice, as Whispering Mist brings some horror elements, and tests... | Read more »
Summon your guild and prepare for war in...
Netmarble is making some pretty big moves with their latest update for Seven Knights Idle Adventure, with a bunch of interesting additions. Two new heroes enter the battle, there are events and bosses abound, and perhaps most interesting, a huge... | Read more »
Make the passage of time your plaything...
While some of us are still waiting for a chance to get our hands on Ash Prime - yes, don’t remind me I could currently buy him this month I’m barely hanging on - Digital Extremes has announced its next anticipated Prime Form for Warframe. Starting... | Read more »
If you can find it and fit through the d...
The holy trinity of amazing company names have come together, to release their equally amazing and adorable mobile game, Hamster Inn. Published by HyperBeard Games, and co-developed by Mum Not Proud and Little Sasquatch Studios, it's time to... | Read more »
Amikin Survival opens for pre-orders on...
Join me on the wonderful trip down the inspiration rabbit hole; much as Palworld seemingly “borrowed” many aspects from the hit Pokemon franchise, it is time for the heavily armed animal survival to also spawn some illegitimate children as Helio... | Read more »
PUBG Mobile teams up with global phenome...
Since launching in 2019, SpyxFamily has exploded to damn near catastrophic popularity, so it was only a matter of time before a mobile game snapped up a collaboration. Enter PUBG Mobile. Until May 12th, players will be able to collect a host of... | Read more »

Price Scanner via MacPrices.net

Apple is offering significant discounts on 16...
Apple has a full line of 16″ M3 Pro and M3 Max MacBook Pros available, Certified Refurbished, starting at $2119 and ranging up to $600 off MSRP. Each model features a new outer case, shipping is free... Read more
Apple HomePods on sale for $30-$50 off MSRP t...
Best Buy is offering a $30-$50 discount on Apple HomePods this weekend on their online store. The HomePod mini is on sale for $69.99, $30 off MSRP, while Best Buy has the full-size HomePod on sale... Read more
Limited-time sale: 13-inch M3 MacBook Airs fo...
Amazon has the base 13″ M3 MacBook Air (8GB/256GB) in stock and on sale for a limited time for $989 shipped. That’s $110 off MSRP, and it’s the lowest price we’ve seen so far for an M3-powered... Read more
13-inch M2 MacBook Airs in stock today at App...
Apple has 13″ M2 MacBook Airs available for only $849 today in their Certified Refurbished store. These are the cheapest M2-powered MacBooks for sale at Apple. Apple’s one-year warranty is included,... Read more
New today at Apple: Series 9 Watches availabl...
Apple is now offering Certified Refurbished Apple Watch Series 9 models on their online store for up to $80 off MSRP, starting at $339. Each Watch includes Apple’s standard one-year warranty, a new... Read more
The latest Apple iPhone deals from wireless c...
We’ve updated our iPhone Price Tracker with the latest carrier deals on Apple’s iPhone 15 family of smartphones as well as previous models including the iPhone 14, 13, 12, 11, and SE. Use our price... Read more
Boost Mobile will sell you an iPhone 11 for $...
Boost Mobile, an MVNO using AT&T and T-Mobile’s networks, is offering an iPhone 11 for $149.99 when purchased with their $40 Unlimited service plan (12GB of premium data). No trade-in is required... Read more
Free iPhone 15 plus Unlimited service for $60...
Boost Infinite, part of MVNO Boost Mobile using AT&T and T-Mobile’s networks, is offering a free 128GB iPhone 15 for $60 per month including their Unlimited service plan (30GB of premium data).... Read more
$300 off any new iPhone with service at Red P...
Red Pocket Mobile has new Apple iPhones on sale for $300 off MSRP when you switch and open up a new line of service. Red Pocket Mobile is a nationwide MVNO using all the major wireless carrier... Read more
Clearance 13-inch M1 MacBook Airs available a...
Apple has clearance 13″ M1 MacBook Airs, Certified Refurbished, available for $759 for 8-Core CPU/7-Core GPU/256GB models and $929 for 8-Core CPU/8-Core GPU/512GB models. Apple’s one-year warranty is... Read more

Jobs Board

Operating Room Assistant - *Apple* Hill Sur...
Operating Room Assistant - Apple Hill Surgical Center - Day Location: WellSpan Health, York, PA Schedule: Full Time Sign-On Bonus Eligible Remote/Hybrid Regular Read more
Solutions Engineer - *Apple* - SHI (United...
**Job Summary** An Apple Solution Engineer's primary role is tosupport SHI customers in their efforts to select, deploy, and manage Apple operating systems and Read more
DMR Technician - *Apple* /iOS Systems - Haml...
…relevant point-of-need technology self-help aids are available as appropriate. ** Apple Systems Administration** **:** Develops solutions for supporting, deploying, Read more
Omnichannel Associate - *Apple* Blossom Mal...
Omnichannel Associate - Apple Blossom Mall Location:Winchester, VA, United States (https://jobs.jcp.com/jobs/location/191170/winchester-va-united-states) - Apple Read more
Operations Associate - *Apple* Blossom Mall...
Operations Associate - Apple Blossom Mall Location:Winchester, VA, United States (https://jobs.jcp.com/jobs/location/191170/winchester-va-united-states) - Apple Read more
All contents are Copyright 1984-2011 by Xplain Corporation. All rights reserved. Theme designed by Icreon.