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PostPosted: Sat Oct 25, 2008 10:47 am 
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Title: Crazy Snake
Long story short, this is a complete rewrite of Renegade all in C. I'm hoping this will give some better functionality, and possibly room to expand. The other Renegade had become a real mess. I built RenegadeEx into the Mupen source as well. I'm tired of trying to cheat on emulators that can't be bothered to reset the dynamic recompiler when applying codes so that ASM hacking actually work. Maybe someday we'll figure out how to get breakpoints of read.write working properly as part of this.

RenegadeEx v1.02
http://viper.shadowflareindustries.com/files/hax0r/rex102.rar
Mupen 0.5 (RenegadeEx Edition v1.02)
http://viper.shadowflareindustries.com/files/hax0r/mupen05rex102.rar

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Quote:
<ThePhantom> What, would you prefer I keep track of it with fucking binary shifting, like you probably did? Hell no.
<ThePhantom> A hedgehog's asshole could understand my code, N-O-B-O-D-Y B-U-T Y-O-U C-A-N U-N-D-E-R-S-T-A-N-D Y-O-U-R-S
<Parasyte> Nobody has to understand it
<Parasyte> Plus, bitwise shifting owns
<Parasyte> A lot
<ThePhantom> Nobody has to understand it?
<Parasyte> Correct...
<ThePhantom> Write code like it's for your job, ass. :P
<Parasyte> No way.
<ThePhantom> Either provide fucking documentation or don't write it like a deranged circus chimp on crack.


Last edited by Viper on Sat Feb 14, 2009 9:21 am, edited 3 times in total.

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PostPosted: Sat Oct 25, 2008 8:59 pm 
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I was excited to see this until I realized there was

- No backwards compatibility for .ini files

- The new file format is ugly

- Why is an empty file (one with just a game name) hundreds of kilobytes (filled with tons of unnecessary whitespace)?

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PostPosted: Sun Oct 26, 2008 7:31 am 
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Title: Crazy Snake
Zeld wrote:
I was excited to see this until I realized there was

- No backwards compatibility for .ini files

- The new file format is ugly

- Why is an empty file (one with just a game name) hundreds of kilobytes (filled with tons of unnecessary whitespace)?


There is no file format. I use an array of structures in the source to keep track of codes and load/save it as binary data. You're not supposed to edit the goddamn files. The reason for the size is allocating the max amount of codes you can have because it's more of a pain in the ass to do on the fly. Most people have 500+ gig hard drives now so a few extra megs shouldn't be an issue.

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Quote:
<ThePhantom> What, would you prefer I keep track of it with fucking binary shifting, like you probably did? Hell no.
<ThePhantom> A hedgehog's asshole could understand my code, N-O-B-O-D-Y B-U-T Y-O-U C-A-N U-N-D-E-R-S-T-A-N-D Y-O-U-R-S
<Parasyte> Nobody has to understand it
<Parasyte> Plus, bitwise shifting owns
<Parasyte> A lot
<ThePhantom> Nobody has to understand it?
<Parasyte> Correct...
<ThePhantom> Write code like it's for your job, ass. :P
<Parasyte> No way.
<ThePhantom> Either provide fucking documentation or don't write it like a deranged circus chimp on crack.


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PostPosted: Sun Oct 26, 2008 8:54 pm 
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Title: All in a day's work.
Remind me to train you in the art of efficiency before you contribute to any of my own projects... ;)

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 Post subject: Re: Re:
PostPosted: Sun Oct 26, 2008 10:32 pm 
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Location: Mario Raceway, 1509.831, 217.198, -564.429
Title: Mario Kart 64 Hacker
Use C++.
Code:
std::vector<int> Foo;

Foo.push_back(1);
Foo.push_back(2);
Foo.push_back(3);
printf("%d numbers: ", Foo.size());
for(int i=0; i<Foo.size(); i++) printf("%d, ", Foo[i]);
Simple. (To the pedantic who will point out printf() is not C++: STFU, nobody's crazy enough to write in pure C++.)

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 Post subject: Re: Re:
PostPosted: Mon Oct 27, 2008 5:40 am 
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Title: Crazy Snake
HyperHacker wrote:
Use C++.
Code:
std::vector<int> Foo;

Foo.push_back(1);
Foo.push_back(2);
Foo.push_back(3);
printf("%d numbers: ", Foo.size());
for(int i=0; i<Foo.size(); i++) printf("%d, ", Foo[i]);
Simple. (To the pedantic who will point out printf() is not C++: STFU, nobody's crazy enough to write in pure C++.)


Be happy it's not Visual Basic.

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Quote:
<ThePhantom> What, would you prefer I keep track of it with fucking binary shifting, like you probably did? Hell no.
<ThePhantom> A hedgehog's asshole could understand my code, N-O-B-O-D-Y B-U-T Y-O-U C-A-N U-N-D-E-R-S-T-A-N-D Y-O-U-R-S
<Parasyte> Nobody has to understand it
<Parasyte> Plus, bitwise shifting owns
<Parasyte> A lot
<ThePhantom> Nobody has to understand it?
<Parasyte> Correct...
<ThePhantom> Write code like it's for your job, ass. :P
<Parasyte> No way.
<ThePhantom> Either provide fucking documentation or don't write it like a deranged circus chimp on crack.


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 Post subject: Re: Re:
PostPosted: Mon Oct 27, 2008 7:28 pm 
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Posts: 2070
Location: Dothan, Alabama
Title: Derp
Viper wrote:
HyperHacker wrote:
Use C++.
Code:
std::vector<int> Foo;

Foo.push_back(1);
Foo.push_back(2);
Foo.push_back(3);
printf("%d numbers: ", Foo.size());
for(int i=0; i<Foo.size(); i++) printf("%d, ", Foo[i]);
Simple. (To the pedantic who will point out printf() is not C++: STFU, nobody's crazy enough to write in pure C++.)


Be happy it's not Visual Basic.



I lol'd.

I'll check it out tomorrow.

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PostPosted: Fri Feb 06, 2009 9:47 am 
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Title: Crazy Snake
Another update. I think the code handler is sort of fucked. I tried about 4 codes with the Mupen integrated version and only saw effect from 1. Feels like it's not writing fast enough, even though it should be. Fixed up a few other things though.

Changes:

-Added an option to the search results to make the memory editor jump to each result clicked.

-Fixed a bug in the memory editor. Goto was getting fucked up when byteswapping was on. I guess it helps to check which column is being edited before swapping bytes.

-Improved the NDS support a bit. It will now attempt to find the RAM portion of No$GBA if the pointer is no good. This is actually a lot quicker than I expected. The downside is it leaves the potential for offset issues between hardware and emulator addresses. Ever try to hack Mario 64 DS with HasteDS? It's 0x4000 off because HasteDS starts at the game's entrypoint in ram, which isn't always 02000000. The Entry Offset box will subtract an offset from the start address if needed. The easiest way to tell if a game is off is look up an address you already know in the memory editor.

RenegadeEx v1.02
http://viper.shadowflareindustries.com/files/hax0r/rex102.rar
Mupen 0.5 (RenegadeEx Edition v1.02)
http://viper.shadowflareindustries.com/files/hax0r/mupen05rex102.rar

It should be noted that Mupen64.exe can be found in the winproject folder.

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Quote:
<ThePhantom> What, would you prefer I keep track of it with fucking binary shifting, like you probably did? Hell no.
<ThePhantom> A hedgehog's asshole could understand my code, N-O-B-O-D-Y B-U-T Y-O-U C-A-N U-N-D-E-R-S-T-A-N-D Y-O-U-R-S
<Parasyte> Nobody has to understand it
<Parasyte> Plus, bitwise shifting owns
<Parasyte> A lot
<ThePhantom> Nobody has to understand it?
<Parasyte> Correct...
<ThePhantom> Write code like it's for your job, ass. :P
<Parasyte> No way.
<ThePhantom> Either provide fucking documentation or don't write it like a deranged circus chimp on crack.


Last edited by Viper on Sat Feb 14, 2009 9:23 am, edited 1 time in total.

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PostPosted: Fri Feb 06, 2009 4:48 pm 
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Title: All in a day's work.
Viper wrote:
Ever try to hack Mario 64 DS with HasteDS? It's 0x4000 off because HasteDS starts at the game's entrypoint in ram, which isn't always 02000000.

Yep, I mentioned that somewhere about two years ago...

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PostPosted: Wed Mar 11, 2009 12:40 pm 
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Location: Amish Redneck Country, PA
Title: Crazy Snake
Another update:
-Fixed a bug with the code handler in the Mupen version.
-Added PCSX 0.9.6 to the presets. Keep in mind the address may only be good on the specific version of windows I'm running (XP 64-bit SP2). I was unable to find a pointer.
-Fixed that little issue with the edit box in the memory editor. It was running out of space before all 8 characters could be entered if using caps.

RenegadeEx v1.03
http://viper.shadowflareindustries.com/files/hax0r/rex103.rar
Mupen 0.5 (RenegadeEx Edition v1.03)
http://viper.shadowflareindustries.com/files/hax0r/mupen05rex103.rar

It should be noted that Mupen64.exe can be found in the winproject folder.

_________________
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Check out my movie collection
Quote:
<ThePhantom> What, would you prefer I keep track of it with fucking binary shifting, like you probably did? Hell no.
<ThePhantom> A hedgehog's asshole could understand my code, N-O-B-O-D-Y B-U-T Y-O-U C-A-N U-N-D-E-R-S-T-A-N-D Y-O-U-R-S
<Parasyte> Nobody has to understand it
<Parasyte> Plus, bitwise shifting owns
<Parasyte> A lot
<ThePhantom> Nobody has to understand it?
<Parasyte> Correct...
<ThePhantom> Write code like it's for your job, ass. :P
<Parasyte> No way.
<ThePhantom> Either provide fucking documentation or don't write it like a deranged circus chimp on crack.


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PostPosted: Fri Mar 27, 2009 4:21 pm 
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Joined: Mon Oct 02, 2006 7:47 am
Posts: 336
Location: Amish Redneck Country, PA
Title: Crazy Snake
Another new version. The search results issue is still there. Only seems to appear with no$gba. I'm at a loss on that one. Current rex.cfg (v1.03) should be ok with this one. The default PCSX2 0.9.6 address was fixed, but it's probably dodgy and likely OS specific (4DB1000, static). I still encourage deleting the CFG every version though. This is why I made code DBs save separately.

Changes:

* Fixed a bug with the code handler in the Mupen version. I think I got it right this time.
* Fixed preset list scrolling (or lack there of).
* Fixed a minor issue with saving/loading Cheat DBs. I've been wondering why it would ask me to save the DB when I open Renegade sometimes. I found the bitch now.

RenegadEx v1.04
http://viper.shadowflareindustries.com/files/hax0r/rex104.rar
Mupen 0.5 (RenegadeEx Edition v1.04)
http://viper.shadowflareindustries.com/files/hax0r/mupen05rex104.rar

_________________
Be a real programmer. Program without the .SHIT Framework.
Check out my movie collection
Quote:
<ThePhantom> What, would you prefer I keep track of it with fucking binary shifting, like you probably did? Hell no.
<ThePhantom> A hedgehog's asshole could understand my code, N-O-B-O-D-Y B-U-T Y-O-U C-A-N U-N-D-E-R-S-T-A-N-D Y-O-U-R-S
<Parasyte> Nobody has to understand it
<Parasyte> Plus, bitwise shifting owns
<Parasyte> A lot
<ThePhantom> Nobody has to understand it?
<Parasyte> Correct...
<ThePhantom> Write code like it's for your job, ass. :P
<Parasyte> No way.
<ThePhantom> Either provide fucking documentation or don't write it like a deranged circus chimp on crack.


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PostPosted: Sat Mar 28, 2009 9:54 am 
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Joined: Sun Oct 01, 2006 9:26 pm
Posts: 3765
Title: All in a day's work.
Mupen64 is still at version 0.5? oi...

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PostPosted: Mon Apr 20, 2009 10:10 am 
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Joined: Mon Oct 02, 2006 7:47 am
Posts: 336
Location: Amish Redneck Country, PA
Title: Crazy Snake
New version up. I also did a release archive for Mupen with all plugins etc, so it so be ready to run. Still haven't figured out that issue some people are having with the 2nd search yielding 0 results. It's possible there's a memory protection issue. I need to look into the DumpRAM function and try some extra error checks when I have time. I'm also curious if anyone who's had this issue tried finding their own starting point for the particular emulator using tsearch or the like.

Changes:

* Fixed some interface issues in the Mupen version. Seems dropping the Hook tab the way I did was causing some problems. It's now disabled without changing tab order.
* Added the 'I Forgot' search option. I always wondered what that was for in GSCC2k. Thanks LazyBastard.

RenegadeEx v1.05
http://viper.shadowflareindustries.com/files/hax0r/rex105.rar

Mupen 0.5 (RenegadeEx Edition v1.05) Source
http://viper.shadowflareindustries.com/files/hax0r/mupen05rex105src.rar

Mupen 0.5 (RenegadeEx Edition v1.05) Win32 release with plugins/DLLs
http://viper.shadowflareindustries.com/files/hax0r/mupen05rex105-wplugins.rar

_________________
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Quote:
<ThePhantom> What, would you prefer I keep track of it with fucking binary shifting, like you probably did? Hell no.
<ThePhantom> A hedgehog's asshole could understand my code, N-O-B-O-D-Y B-U-T Y-O-U C-A-N U-N-D-E-R-S-T-A-N-D Y-O-U-R-S
<Parasyte> Nobody has to understand it
<Parasyte> Plus, bitwise shifting owns
<Parasyte> A lot
<ThePhantom> Nobody has to understand it?
<Parasyte> Correct...
<ThePhantom> Write code like it's for your job, ass. :P
<Parasyte> No way.
<ThePhantom> Either provide fucking documentation or don't write it like a deranged circus chimp on crack.


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PostPosted: Mon Apr 20, 2009 4:32 pm 
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Title: All in a day's work.
So, what is it for? Either it's a very badly named button, or just a practical joke with no real value whatsoever.

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PostPosted: Mon Apr 20, 2009 5:04 pm 
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Title: Crazy Snake
It's like an initial dump without clearing the current results.

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Quote:
<ThePhantom> What, would you prefer I keep track of it with fucking binary shifting, like you probably did? Hell no.
<ThePhantom> A hedgehog's asshole could understand my code, N-O-B-O-D-Y B-U-T Y-O-U C-A-N U-N-D-E-R-S-T-A-N-D Y-O-U-R-S
<Parasyte> Nobody has to understand it
<Parasyte> Plus, bitwise shifting owns
<Parasyte> A lot
<ThePhantom> Nobody has to understand it?
<Parasyte> Correct...
<ThePhantom> Write code like it's for your job, ass. :P
<Parasyte> No way.
<ThePhantom> Either provide fucking documentation or don't write it like a deranged circus chimp on crack.


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PostPosted: Mon Apr 20, 2009 8:26 pm 
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Title: All in a day's work.
Ah, "re-initialize on results"

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PostPosted: Tue Apr 21, 2009 9:22 am 
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I bugged LB about it too.

He gave me an example scenario that sounded almost like what has happened to me so many times...you're doing a greater than/less than search back and forth and forget which one you did last because you stopped to eat the snack you brought when you realized "This could take a while, I might get hungry..."

Which in turn causes the process to take longer without the "I forgot D: ;_; @_@" feature. Kind of ironic, mostly just annoying.

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PostPosted: Wed Jun 10, 2009 7:42 am 
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Location: Amish Redneck Country, PA
Title: Crazy Snake
Ok. LMZ and I got into this last night, and I think we finally figured out the issue with dumping No$GBA (0 results). The method I was using to autodetect the RAM was randomly picking up the ROM for some people, since the 12 bytes being checked appear at the start of both. I tweaked this a bit and had LMZ test it last night with success. Let me know how it works out.

RenegadeEx v1.06
http://viper.shadowflareindustries.com/files/hax0r/rex106.rar

Mupen 0.5 (RenegadeEx Edition v1.06) Source
http://viper.shadowflareindustries.com/files/hax0r/mupen05rex106src.rar

Mupen 0.5 (RenegadeEx Edition v1.06) Win32 release with plugins/DLLs
http://viper.shadowflareindustries.com/files/hax0r/mupen05rex106-wplugins.rar

_________________
Be a real programmer. Program without the .SHIT Framework.
Check out my movie collection
Quote:
<ThePhantom> What, would you prefer I keep track of it with fucking binary shifting, like you probably did? Hell no.
<ThePhantom> A hedgehog's asshole could understand my code, N-O-B-O-D-Y B-U-T Y-O-U C-A-N U-N-D-E-R-S-T-A-N-D Y-O-U-R-S
<Parasyte> Nobody has to understand it
<Parasyte> Plus, bitwise shifting owns
<Parasyte> A lot
<ThePhantom> Nobody has to understand it?
<Parasyte> Correct...
<ThePhantom> Write code like it's for your job, ass. :P
<Parasyte> No way.
<ThePhantom> Either provide fucking documentation or don't write it like a deranged circus chimp on crack.


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