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by Dinoguy1000
Mon Sep 03, 2012 2:26 am
Forum: Code Talk
Topic: C++ compiler
Replies: 12
Views: 2478

Re: C++ compiler

by Dinoguy1000
Sun Aug 26, 2012 2:47 am
Forum: Code Talk
Topic: Writing an archive viewer
Replies: 9
Views: 2401

Re: Writing an archive viewer

Or you could skip having to write a GUI and just write a MexScript. (: Usually I would expect an unpacker eventually becomes a re-packer, and support specific functionality for the particular format. MultiEx Commander allows for repacking archives, though I don't understand very well how it decides...
by Dinoguy1000
Sat Aug 25, 2012 6:12 am
Forum: Code Talk
Topic: Writing an archive viewer
Replies: 9
Views: 2401

Re: Writing an archive viewer

I already knew what I wanted to do so it was a matter of looking at how to write it in C#. 1: you start by figuring out the archive format 2: then you write an unpacker script (to verify the format is correct) 3: then you make the GUI and have it run the unpacker script (you might re-write the scri...
by Dinoguy1000
Sun Aug 12, 2012 6:12 am
Forum: Code Talk
Topic: Things to consider in a plugin-based system
Replies: 3
Views: 1592

Re: Things to consider in a plugin-based system

Consider if a plugin system is really the way you want to go. It may be more interesting implementing a scripting system, along the lines of MexScript or Noesis' scripting language, and this would also open the system to more people since it eliminates a certain amount of effort that goes into addin...
by Dinoguy1000
Sat Aug 11, 2012 10:48 am
Forum: Tutorials
Topic: Reading this table file
Replies: 5
Views: 2045

Re: Reading this table file

Aah, that makes sense. I thought the oh-so-obvious patterns didn't jive with any "serious" encryption, but I don't have the skills to actually be able to recognize xor on sight. =/
by Dinoguy1000
Sat Aug 11, 2012 4:27 am
Forum: Tutorials
Topic: Reading this table file
Replies: 5
Views: 2045

Re: Reading this table file

No need to lock it. ;)

Personally, I'm curious as to details of the encryption used; d'you think you could post a quick rundown, Ekey?
by Dinoguy1000
Tue Aug 07, 2012 6:31 pm
Forum: Holy Cow!
Topic: Damn!?, realistic Catwoman, Morgan Freeman 3d models!!?
Replies: 11
Views: 4700

Re: Damn!?, realistic Catwoman, Morgan Freeman 3d models!!?

It's the same basic answer for that case, except in such a case the computer has much more work to do, since it has to figure out how to stitch the views from the different pictures together, requiring it to account for angle, distortion, and different positioning of body parts, etc. Even after all ...
by Dinoguy1000
Mon Aug 06, 2012 10:04 pm
Forum: Holy Cow!
Topic: Damn!?, realistic Catwoman, Morgan Freeman 3d models!!?
Replies: 11
Views: 4700

Re: Damn!?, realistic Catwoman, Morgan Freeman 3d models!!?

That's a case of skinning an existing model. As long as the model is carefully designed, and the algorithm to match the texture to the model is clever enough, you'll get passable results. finale00 was asking about taking a picture and generating a (high-quality) model from it, which is another matte...
by Dinoguy1000
Wed Jul 25, 2012 3:40 am
Forum: Code Talk
Topic: quickbms byte alignment
Replies: 8
Views: 1738

Re: quickbms byte alignment

you would be surprised how bad some games are coded... how inefficient or silly they sometimes do things. Not really, game development is a very weird world. For instance, I don't know about modern games, but back when memory constraints were super-tight, it apparently wasn't all that unusual for a...
by Dinoguy1000
Wed Jul 25, 2012 12:00 am
Forum: Code Talk
Topic: quickbms byte alignment
Replies: 8
Views: 1738

Re: quickbms byte alignment

Wow, that's a retarded way to store strings; it offers absolutely no space savings over just saving the byte length of the string (and since, on average, the string field will overrun the actual string length, it ends up using *more* space in most cases).
by Dinoguy1000
Thu Jul 19, 2012 12:16 am
Forum: Code Talk
Topic: My quickBMS scripts
Replies: 479
Views: 281210

Re: My quickBMS scripts

Sega CD *.bin movie audio demuxer I have no idea about the audio format, never seen something like that. The header doesn't hold any information about the audio data so currently I'm stuck with a raw demux feature. Does http://wiki.multimedia.cx/index.php?title=Amazing_Spider-Man_BIN help any with ...
by Dinoguy1000
Sat Jul 14, 2012 10:14 am
Forum: Tutorials
Topic: Hacking Zip Passwords (C9)
Replies: 64
Views: 36385

Re: Hacking Zip Passwords (C9)

Ekey wrote:COPS 2170: The Power of Law

For all packs.

Code: Select all

wowyouhaveguessedthepassword
That's awesome. =D
by Dinoguy1000
Thu Jul 05, 2012 1:04 am
Forum: Game Localization
Topic: MStar Online encrypted UE3 localization files (.KOR)
Replies: 3
Views: 1697

Re: MStar Online encrypted UE3 localization files (.KOR)

Ekey wrote:Ooops again necroposting :keke:
As long as your posts are useful, they're not necros. Don't worry. :wink:
by Dinoguy1000
Wed Jul 04, 2012 10:02 am
Forum: Holy Cow!
Topic: MMD RIGGER MODELS!
Replies: 23
Views: 5626

Re: MMD RIGGER MODELS!

finale00 wrote:We need less standards :(
Not necessarily... the point of that comic wasn't to completely discourage the development of new standards, I think, but to make potential standards authors stop and think about what they're doing. There are definitely still areas where a standard would help. ;)
by Dinoguy1000
Wed Jul 04, 2012 8:45 am
Forum: Holy Cow!
Topic: MMD RIGGER MODELS!
Replies: 23
Views: 5626

Re: MMD RIGGER MODELS!

finale00 wrote:We need more standards in the computing world. Maybe life would be easier for everyone.
http://xkcd.com/927/ :)