Posts for mudlord

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Joined: 3/30/2007
Posts: 44
Actually looks not bad. Thought of doing batched rendering?
Experienced Forum User
Joined: 3/30/2007
Posts: 44
I wonder if I might have received a warmer reception from the authors of other emulators.
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.
3) Would anyone on the official development team have any interest in supporting this concept and/or accepting the final result into the official source code?
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.
Experienced Forum User
Joined: 3/30/2007
Posts: 44
Read from memory, game instantly broken. Yawn.
Experienced Forum User
Joined: 3/30/2007
Posts: 44
Since no one here solved it, someone else did: http://hepl3r.0777.ir/Tuts/KeygeningMudlordsKGNME1.rar Requires experience in ASM.
Experienced Forum User
Joined: 3/30/2007
Posts: 44
In any case, nice job finding an executable packer that I do not have an extractor program for.
Actually, its my own executable packer. :) Current weakness is no DLL support but I do intend of fixing that.
EDIT: Also, you have apparently used a bignum library. Which may well mean that your password hash system may be impossible to crack.
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.
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Joined: 3/30/2007
Posts: 44
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
Experienced Forum User
Joined: 3/30/2007
Posts: 44
And how could I have known that you can't do Linux ports?
You should have known.
hopefully you're happy now.
Oh I am, as I do not see the point in supporting a broken by design operating system. Nach does however.
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Joined: 3/30/2007
Posts: 44
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!
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Joined: 3/30/2007
Posts: 44
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.
Experienced Forum User
Joined: 3/30/2007
Posts: 44
Mitjitsu wrote:
Too simplistic a game from TASing point of view. Voting no
Agreed. No it is.
Experienced Forum User
Joined: 3/30/2007
Posts: 44
Experienced Forum User
Joined: 3/30/2007
Posts: 44
Scepheo wrote:
As far as I understood from a Half-Life TASing thread (same idea as here, basically) on SDA a while ago, that game contains either coordinates or coordinate displacements per frame, both of which would allow you to complete any level with an "exit point" point in exactly 2 frames: a start frame, and one to "warp" you to it.
All 3D games have variables for X, Y, and Z. Thus, that technique can be done in any game.
Experienced Forum User
Joined: 3/30/2007
Posts: 44
I just simply have high IQ and generally understand the intent of the game's developers and also I'm a hacker :)
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(). >_>
Post subject: Re: Glide64 Napalm WX AVI color problem
Experienced Forum User
Joined: 3/30/2007
Posts: 44
creaothceann wrote:
nfq wrote:
When you try to record with the Glide 64 Napalm WX plugin, you get avi's that seem to be only 256 colors: http://i43.tinypic.com/bi0wtk.jpg
Actually that's 9754 colors. Maybe it records in 16-bit color depth?
HWFBE requires 32-bit colour to be usable. Maybe a hint?
Experienced Forum User
Joined: 3/30/2007
Posts: 44
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....
Experienced Forum User
Joined: 3/30/2007
Posts: 44
I fail to see the logic. Arbitrarily adding layers of stupid is stupid.
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Joined: 3/30/2007
Posts: 44
And why the hell would you do such a thing? :/
Experienced Forum User
Joined: 3/30/2007
Posts: 44
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:
Experienced Forum User
Joined: 3/30/2007
Posts: 44
Thanks for the links mmbossman :) Seems I was wrong :).
Experienced Forum User
Joined: 3/30/2007
Posts: 44
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
Experienced Forum User
Joined: 3/30/2007
Posts: 44
I'll see if glide64 makes any difference.
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)
Experienced Forum User
Joined: 3/30/2007
Posts: 44
mudlord: Another mirror can't hurt :) I'm not too familiar with setting them up so if you're interested, PM me and we can discuss it. Thanks!
Sure.
Experienced Forum User
Joined: 3/30/2007
Posts: 44
Hmm, in that case, the next Glide64 release will fix this game's graphics issues....same with loads other game's GFX problems....
Experienced Forum User
Joined: 3/30/2007
Posts: 44
But is it all emulated perfectly? ;)
Experienced Forum User
Joined: 3/30/2007
Posts: 44
Wow! Good emulation! *waiting for the day that will work in the same way on Mupen64*
http://vba-m.ngemu.com/kig.jpg Ahem....