Author Topic: Shotcodes... ARE NOT shotcodes at all  (Read 22410 times)

Scatcycle

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Re: Shotcodes... ARE NOT shotcodes at all
« Reply #15 on: January 07, 2011, 01:07:50 »
Yes, I'm triple-posting!

Here's my first shot at remaking the burger shotcode.

I don't know if it's right, because most of the black spots all seem to be grouped together.  It's the best I could do for now, though.

Also, because of that big block of black, I left the gridlines so it's easier to count.
If I'm right, the grid lines won't effect the shotcode scanner, right?

Anyways, I'm gonna binary this up in a bit.
I feel it

Phantasm 08

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Re: Shotcodes... ARE NOT shotcodes at all
« Reply #16 on: January 07, 2011, 01:23:51 »
I don't know if the gridlines will affect the scanner.  If they do, all it'll take is a minute or two to get rid of them.

Let me know if you think it's not right.
01010000 01101111 01110011 01110100 00100000 01101000 01101111 01100011 00101100 00100000 01101110 01101111 01101110 00100000 01100101 01110010 01100111 01101111 00100000 01110000 01110010 01101111 01110000 01110100 01100101 01110010 00100000 01101000 01101111 01100011 00101110

Scatcycle

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Re: Shotcodes... ARE NOT shotcodes at all
« Reply #17 on: January 07, 2011, 01:53:39 »
I think we need a better image to be sure.

Note, the image I posted is not the better image, it is just to show that there are a lot of blackish shapes which we cannot determine the purpose of. Black, or no black. So I saw we get a new image.
I feel it

nightcrafter27

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Re: Shotcodes... ARE NOT shotcodes at all
« Reply #18 on: January 07, 2011, 02:49:17 »
Night, you may be on to something.  Either that, or I misunderstood you and got an idea myself.  What if we take the shotcodes on the building walls, and lay it over an aerial shot of the town it's it?  They look similar, but I think they might have some differences as well.  And if that's the case, we might be able to use some Boolean logic and turn it into a shotcode.  Or at least get rid of some of those really thin lines and make it easier to read.

Well, Enigma already did that, and he did get a pretty good match. I'll dig that post up sometime.

What I was talking about was what if TWO shotcodes were made into ONE? Maybe Bungie ripped the data rings out of one and slapped them on another. That would explain why the isn't a bullseye on the Settlercodes.
ODST is all about switches, isn't it?

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Imppa

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Re: Shotcodes... ARE NOT shotcodes at all
« Reply #19 on: January 07, 2011, 13:40:50 »
Night, you may be on to something.  Either that, or I misunderstood you and got an idea myself.  What if we take the shotcodes on the building walls, and lay it over an aerial shot of the town it's it?  They look similar, but I think they might have some differences as well.  And if that's the case, we might be able to use some Boolean logic and turn it into a shotcode.  Or at least get rid of some of those really thin lines and make it easier to read.

Well, Enigma already did that, and he did get a pretty good match. I'll dig that post up sometime.

What I was talking about was what if TWO shotcodes were made into ONE? Maybe Bungie ripped the data rings out of one and slapped them on another. That would explain why the isn't a bullseye on the Settlercodes.

Well, you know, since there are 48 columns in each settlercode (if the small ones are counted), it would be a total of 4 shotcodes. ;)

And 'asm, the name you suggested [Spotcode] is actually the name of the predecessor of shotcode! :P We might not want to use it. Besides, the settlercodes don't even have a spot in them!:D
« Last Edit: January 07, 2011, 21:29:54 by Imppa »
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Phantasm 08

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Re: Shotcodes... ARE NOT shotcodes at all
« Reply #20 on: January 07, 2011, 21:08:09 »
Night, you may be on to something.  Either that, or I misunderstood you and got an idea myself.  What if we take the shotcodes on the building walls, and lay it over an aerial shot of the town it's it?  They look similar, but I think they might have some differences as well.  And if that's the case, we might be able to use some Boolean logic and turn it into a shotcode.  Or at least get rid of some of those really thin lines and make it easier to read.

Well, Enigma already did that, and he did get a pretty good match. I'll dig that post up sometime.

What I was talking about was what if TWO shotcodes were made into ONE? Maybe Bungie ripped the data rings out of one and slapped them on another. That would explain why the isn't a bullseye on the Settlercodes.

Well, you know, since there are 48 columns in each settlercode (if the small ones are counted), it would be a total of 4[/b9 shotcodes. ;)

And 'asm, the name you suggested [Spotcode] is actually the name of the predecessor of shotcode! :P We might not want to use it. Besides, the settlercodes don't even have a spot in them!:D

Hm, 48 columns?  We need to get those things gridded.  That's twice as many columns as the shotcodes, so it'll be an even tougher cookie. 

Dangit, I hate when I think I have a new idea that's actually an old idea  :-\
01010000 01101111 01110011 01110100 00100000 01101000 01101111 01100011 00101100 00100000 01101110 01101111 01101110 00100000 01100101 01110010 01100111 01101111 00100000 01110000 01110010 01101111 01110000 01110100 01100101 01110010 00100000 01101000 01101111 01100011 00101110

nightcrafter27

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Re: Shotcodes... ARE NOT shotcodes at all
« Reply #21 on: January 08, 2011, 14:50:16 »
ODST is all about switches, isn't it?

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Phantasm 08

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Re: Shotcodes... ARE NOT shotcodes at all
« Reply #22 on: January 08, 2011, 18:38:41 »
Here's the post

I know about that post, night, but (sorry 'nigma!) that picture could use an improvement in quality :/

As a matter of fact, I'm going to do an outline of the settlercode in the picture, and lay it over the buildings to see how well it really lines up.
01010000 01101111 01110011 01110100 00100000 01101000 01101111 01100011 00101100 00100000 01101110 01101111 01101110 00100000 01100101 01110010 01100111 01101111 00100000 01110000 01110010 01101111 01110000 01110100 01100101 01110010 00100000 01101000 01101111 01100011 00101110

EnigmaBiz

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Re: Shotcodes... ARE NOT shotcodes at all
« Reply #23 on: March 10, 2011, 18:57:42 »

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The Ban Hammer is all that was and all that will be! The Ban Hammer is time and space, life and death! The Ban Hammer can see into your mind! The Ban Hammer can see into your soouull....

I abandoned this theory a few weeks ago. Ran into issues with where Visegrad dig site is in comparison with the rest of the levels. Nothing comes close to the site except for winter contingency...

I've climbed in and out of the map, I've skipped over checkpoints to explore the Zealot room in the dish. I've climb into roofs, heck i even went into theater and turned on cordinates and flew around every spot for hours trying to find something...just doesn't seem to exist.

To my knowledge, the map just shows past dig sites that haven't procured anything. On the map, about center is the VIS which is visegrad with a circle with x in it. At the top you will see a square symbol, with a SWO next to it. This is Sword Base. If you look you'll see another triangle symbol with a CAS next to it. That's Castle Base (where Jun takes Halsey toward end of game).

two missions at Sword Base, and two missions attacking the convenant ground forces, and several other levels...the Winter Contingency level is only one close to the dig site and only level that you're out exploring really. It's in a big crater too.

I don't know it this is worth really trying to figure out now, because the map might just be canon.

I thought before that the barcode on halsey's access pass in her journal might read as something special with stickybits or a QRcode reader, but i got nothing on that too...except when i used a QRcode reader that was made in Korean it actually came up and said "Halsey's Access Pass" which was weird...
(someone look into this!!!!!!!)

Scatcycle

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Re: Shotcodes... ARE NOT shotcodes at all
« Reply #24 on: August 30, 2014, 04:04:02 »
I found polar area graphs. http://www.groundwatersoftware.com/media/Grapher8Polar3.gif Looks similar to the codes found in reach, thougt that was a bit interesting. A google search of "polar area graph" reveals similar graphs including one which looks similar to the codes found in containers in the dark blue sniper level (the name is eluding me). The link to it isn't working for me but it's near the previous picture in the google search.
I feel it