Why?
All you are doing is getting pixeldata from the raw video buffer, getting pixel colors for each cube, and then rendering each cube. Sounds super simple to me.
And rendering each cube on its own is criminally inefficient. Modern GL offers much nicer things like instanced/batched rendering, etc. And per pixel lighting.
I would support this in my own personal emulators if the code was done properly. But it seems so simple from what it looks like it does to me that I could code a version in GL3 which removes my concerns about it.
That and I agree with Zeromus. Do this in lua.
Actually, its my own executable packer. :) Current weakness is no DLL support but I do intend of fixing that.
Wrong. It does have flaws. I intentionally used a low bitsize to make bignums factorizable. ;)
The intent, as one person did before, is a full cryptographic break (which means description of algorithm + keygen). Patching ain't allowed.
http://crackmes.us/read.py?id=574
Idea is to make a valid key for the desired username.
Warning: not for reversing beginners.
Clue:
mudlord = 24E4781C-82AF5466-91229927-F89F083F
1) The Linux port already works
2) Nach does Linux stuff, not me because he has a proper Linux only system. Direct ALL Linux inquires to Nach, not me as I use Windows only. Hence it will be impossible to make a port!
So bottom line, pester Nach, not me.
Thank you for wasting my time by explaining things twice!
Eh? Why?
That is Nach's domain, not mine.
Why is everyone pestering for Linux support anyway????
Is it because of Richard Stallman worship?
For all your Linux inquiries, go speak to Nach, otherwise I don't give a fuck.
Oh is that so? Then you don't need the source code at all. You just need to hook the game's API calls and trace the execution in a loader that tracks register states (hence the EIP register is most useful for that) via GetThreadContext(). >_>
Hum the problem here, is that you are editing a game code to make it TASable.
How is hooking APIs via Detours or another library editing a game's code? It does not affect the game itself at all.
oh shi...i know nitsuja's method now....
Would love to port over some stuff too. Been busy with some N64 stuff, and I would love to get back into coding for VBA.
One of my concerns is timing, so I am not sure how the core changes and the new APU will affect your played back movies.
Lua stuff seems awesome. Main thing is cross platform compatibility, but Spacy has been working on a VBA by scratch made for cross platform compatibility, so I might have a chat with the other devs about this TAS business.
Yeah, M's are lame imo
It was my idea, sorry. I wish now I picked "X" instead D:
Hi folks,
I decided to do my very first TAS. This TAS is of one of my all-time favourite games, and I bet it hasn't been done before. The game is entitled "Skyblazer".
I'm still getting used to the re-recording process and I still haven't mastered frame-advance yet. But so far, I think I'm going okay-ish for my very first try.
Here's what I done so far: http://vba-m.ngemu.com/personalfiles/mudlord-skyblazer.zip
ROM CRC is: CEF3E26C
Snes9x version is: snes9x-1.51-improvement2-beta6-win32
It will emulate the pause screen blur, as long as you enable "read every frame" and have a PCI-E graphics card that can handle the extreme framebuffer copies that effect can use (Geforce 8's should be fine)