Search found 569 matches
- Sun Oct 07, 2012 8:41 am
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 437085
Re: Señor Casaroja's Noesis
I would love to have some help with the wiki; I currently don't have the time to do much more than just deleting spam and blocking the spambots (and on that note, for anyone that might want to help out, if the title blacklist on the wiki gives you problems, I'm the one to yell at =) ).
- Tue Sep 25, 2012 8:56 pm
- Forum: Code Talk
- Topic: My quickBMS scripts
- Replies: 483
- Views: 365474
Re: My quickBMS scripts
Time traveling now, are we?AlphaTwentyThree wrote:Code: Select all
# (c) 2021-09-25 by AlphaTwentyThree of XeNTaX
- Wed Sep 12, 2012 7:42 pm
- Forum: Holy Cow!
- Topic: So many (disk) image formats...
- Replies: 4
- Views: 2347
Re: So many (disk) image formats...
MexCom should be able to handle disk image formats, since they're basically just a specialized archive format (or am I missing something here?)... Has anyone tried writing a MexScript for e.g. ISOs?
- Tue Sep 04, 2012 2:08 am
- Forum: Code Talk
- Topic: How to speed up your QuickBMS scripts
- Replies: 3
- Views: 3391
Re: How to speed up your QuickBMS scripts
A lot of this stuff is really applicable to programming in general: whenever you have a loop, you want it as "tight" as possible (meaning it does as little as possible), to allow the program to get through it faster. Actually, on that note, I wonder if your second "Pre-allocate memory" example would...
- Mon Sep 03, 2012 11:32 pm
- Forum: Code Talk
- Topic: My quickBMS scripts
- Replies: 483
- Views: 365474
Re: My quickBMS scripts
file deinterleaver (new version) Also long overdue update of my deinterleave script, which was rather cryptic and above all really really slow. This new one boosts the running time x300 and has some additional options: - you can choose to add the original header to the deinterleaved files - the hea...
- Mon Sep 03, 2012 4:27 am
- Forum: Code Talk
- Topic: C++ compiler
- Replies: 12
- Views: 3456
Re: C++ compiler
Aah, I somehow missed the "++". I don't know if it does handle C++, but it would surprise me if it did...
- Mon Sep 03, 2012 2:26 am
- Forum: Code Talk
- Topic: C++ compiler
- Replies: 12
- Views: 3456
- Sun Aug 26, 2012 2:47 am
- Forum: Code Talk
- Topic: Writing an archive viewer
- Replies: 9
- Views: 3212
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...
- Sat Aug 25, 2012 6:12 am
- Forum: Code Talk
- Topic: Writing an archive viewer
- Replies: 9
- Views: 3212
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...
- Sun Aug 12, 2012 6:12 am
- Forum: Code Talk
- Topic: Things to consider in a plugin-based system
- Replies: 3
- Views: 2034
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...
- Sat Aug 11, 2012 10:48 am
- Forum: Tutorials
- Topic: Reading this table file
- Replies: 5
- Views: 2619
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. =/
- Sat Aug 11, 2012 4:27 am
- Forum: Tutorials
- Topic: Reading this table file
- Replies: 5
- Views: 2619
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?
Personally, I'm curious as to details of the encryption used; d'you think you could post a quick rundown, Ekey?
- Tue Aug 07, 2012 6:31 pm
- Forum: Holy Cow!
- Topic: Damn!?, realistic Catwoman, Morgan Freeman 3d models!!?
- Replies: 11
- Views: 5998
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 ...
- Mon Aug 06, 2012 10:04 pm
- Forum: Holy Cow!
- Topic: Damn!?, realistic Catwoman, Morgan Freeman 3d models!!?
- Replies: 11
- Views: 5998
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...
- Wed Jul 25, 2012 3:40 am
- Forum: Code Talk
- Topic: quickbms byte alignment
- Replies: 8
- Views: 2431
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...
