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- [9:13:18 AM] *** Ircluzar added maiddog, mensch-maschine12345678, rikerz99, vinesauce, wsevelix, x8bitrain ***
- [10:00:24 AM] Ircluzar: Hello everyone
- [10:00:32 AM] Myákki: hi
- [10:00:38 AM] Maid Dog: Hello
- [10:00:52 AM] BitRain: hey
- [10:01:24 AM] Ircluzar: i will wait another 20 min before starting okay?
- [10:01:53 AM] BitRain: alright
- [10:02:04 AM] Weinerless Steve: hi
- [10:10:36 AM] BitRain: unfortunately veeshush can't make it because he doesn't trust Skype enough to want to use it for anything because of monitoring apparently, plus he doesn't have a PC at the moment.
- [10:12:28 AM] Myákki: oh ok
- [10:12:54 AM] Weinerless Steve: that's too bad
- [10:13:17 AM] Weinerless Steve: who are you myakki? I don't recognize the name
- [10:13:34 AM] Myákki: i'm cosmocortney
- [10:13:41 AM] Weinerless Steve: oh, that makes sense
- [10:15:17 AM] Weinerless Steve: and who's menschmachine?
- [10:17:27 AM] Myákki: it's me cosmocortney. mensch-maschine12345678 is my skype id and myákki the displayed name/pseudonym
- [10:19:13 AM | Edited 10:19:25 AM] BitRain: Ego was supposed to be here to but he said he wasn't interested in using Skype either and preferred teamspeak. He might show up but I doubt it
- [10:19:50 AM] Weinerless Steve: he's not online on steam
- [10:21:02 AM] Ircluzar: So hello everyone, i'm ircluzar, you guys mainly know me from the vinesauce forum. i'm the one who made the RTC.
- [10:22:13 AM] Ircluzar: I have called you all today because i want to share with you a project of mine and i strongly invite you suggest anything at any time if you feel like it.
- [10:22:38 AM | Edited 10:26:04 AM] Ircluzar: I invited you particularly for one reason, we all share some kind of love for breaking video games
- [10:23:49 AM] Ircluzar: all of you have greatly contributed in this thing with is "videogame corruption" and from what i know of this genre of activity, this community which grew up on vinesauce is probably the first one in the world.
- [10:24:38 AM] Ircluzar: so the exercice i wanted to invite with you today is like a big brainstorm about a big project in this area
- [10:25:02 AM] Weinerless Steve: there might have been small pockets years ago, but really before vinesauce it was just independent people doing nes/snes for the most part so yeah
- [10:26:10 AM] Myákki: will the brainstorming be documented somewhere (vinesauce sub forum that can be accessed by members only or something)?
- [10:26:16 AM] BitRain: ie, AgonizedCandle, I guess vinesauce popularized it
- [10:26:27 AM] Ircluzar: this whole project will be entirely public
- [10:26:34 AM] Ircluzar: everything related to it will be open source
- [10:26:59 AM] Weinerless Steve: agonizedcandle found ps1 corruptions on his own, but that was after my whole n64 thing and the community started to bud
- [10:27:52 AM] BitRain: Oh, I thought it was much older than that, I should have asked him to join in
- [10:28:24 AM] Ircluzar: so yes, today the Tools we have for corrupting/breaking video games are quite limited. There all the corrupt.exe-style programs, the are gui programs like vsrc, vinecorrupt, and rtc
- [10:28:24 AM] Weinerless Steve: I've never seen him participate in the forums, but it may not have been a bad idea
- [10:29:01 AM] Ircluzar: there are other Tools like cheatengine which are meant to modify games but not to destroy them
- [10:30:42 AM] Ircluzar: when i created RTC, i had simplicity in mind. i wanted to create a program that can break the games and not have the user learn a lot of things before doing it. After that, i've started working on the glitch harvester, a tool for saving, backuping and sharing corruptions.
- [10:31:05 AM] Ircluzar: i've been thinking for months now about having some kind of a glitch harvester for Windows games
- [10:31:40 AM] Ircluzar: but i think the project has to be bigger than that
- [10:31:55 AM] Ircluzar: it has to be the ultimate solution that does absolutely everything
- [10:32:09 AM] Maid Dog: Depending on how your RTC glitch harvester is set up it should be a plug in and work sort of deal. Under windows you have API functions that can get blocks of read, write or executable memory and modify their contents. In fact, I have a chunk of code I can send as a reference that looks for read/write sections.
- [10:32:31 AM] Ircluzar: that would be great
- [10:33:02 AM] Ircluzar: i've read cosmo's tutorial for cheat engine
- [10:33:35 AM] Myákki: i have more ideas like that btw
- [10:33:46 AM] Ircluzar: it gave me other ideas, so i started searching for a way to leverage that kind of real-time corruption for Windows games, and i've found out that cheat-engine actually exists in Library form
- [10:34:41 AM] Ircluzar: by actually automating the corruption via a specifically made interface and using the cheat-engine lib, this could dramatically reduce the delay between corruptions can be done
- [10:35:12 AM] Ircluzar: heck, it would even be possible to make an auto-corrupt function for it like i did for RTC but programs are most likely going to crash
- [10:35:23 AM] Ircluzar: this is why we need something that doesn't exist yet
- [10:35:28 AM] Maid Dog: Here's a pastebin of some code from a project I did a few years ago. FindInMemory is basically what you want, but instead of finding a value you'd just find the boundaries of a block of memory with the restrictions you want on it. http://pastebin.com/TBFr603V
- [10:35:34 AM] Ircluzar: we need a way to make Windows games savestates
- [10:35:47 AM | Edited 10:35:52 AM] BitRain: woah okay, that sounds really complicated and difficylt
- [10:35:50 AM] Ircluzar: i know it sounds crazy and shit but there's gotta be a way
- [10:36:06 AM] Ircluzar: i've been reading the VMware thinapp documentation
- [10:36:21 AM] Ircluzar: there might be a way to leverage that to create application savestates
- [10:37:12 AM] Weinerless Steve: even without corruption, the ability to make save states on a windows game would be pretty huge
- [10:37:32 AM | Edited 10:37:51 AM] BitRain: sounds like you'd have to make your own small VM for each program, or create some kind of wrapper for the program to copy the current state of the RAM (for that program) into some kind of file form
- [10:37:57 AM] Ircluzar: there's got to be a way
- [10:38:20 AM] Weinerless Steve: if you have to do that with each program though it quickly becomes a long process
- [10:39:25 AM] Ircluzar: okay, lets put Windows programs savestates aside for one moment
- [10:39:42 AM] Ircluzar: I've had another idea for corrupting games but in a non-destructive way
- [10:40:08 AM] Ircluzar: i've been thinking "how do you alter files while they're being read?"
- [10:40:26 AM] Ircluzar: usually, the operating systems lock the files when they're being read
- [10:40:34 AM] Maid Dog: Hook fread
- [10:41:00 AM] Ircluzar: i've came with something that might be a simpler solution
- [10:41:07 AM] Ircluzar: a virtual machine
- [10:41:10 AM] BitRain: virtal ram?
- [10:41:13 AM] Ircluzar: no
- [10:41:29 AM] Ircluzar: it's an iSCSI link corruptor
- [10:42:06 AM] Ircluzar: by looping your files through an iSCSI server and corrupting the data on the fly as it's being read by the server
- [10:42:13 AM] Ircluzar: calculating the right checksum
- [10:42:36 AM] Weinerless Steve: so where does a virtual machine come into that
- [10:42:44 AM] Ircluzar: freeNas
- [10:42:47 AM] BitRain: Sounds good, I've never heard of iSCSI links
- [10:42:54 AM] BitRain: but what about performance?
- [10:42:57 AM] Ircluzar: is an open source FreeBSD-based NAS system
- [10:43:05 AM] Ircluzar: it'S very lightweight, can be ran on a toaster.
- [10:43:40 AM] Weinerless Steve: I was thinking earlier too that if this is run on a virtual machine, maybe the BSODs will go to that instead of the actual computer
- [10:44:02 AM] BitRain: Probably, I assume games will be run with wine or something?
- [10:44:16 AM] Ircluzar: no, the games will be run in the actual host system
- [10:44:17 AM] Ircluzar: on windows
- [10:44:36 AM] Ircluzar: but they'll be ran from the virtual hard drive connected to the virtual machine through the iSCSI link
- [10:44:57 AM] Ircluzar: the virtual machine is like a hard-drive proxy in that situation that alters data in the iSCSI link
- [10:45:23 AM] Maid Dog: How are you going to know what files to change and where to change them?
- [10:45:54 AM] BitRain: So Game data on the VHD>Windows while the VM intercepts the memory being read?
- [10:46:31 AM] Ircluzar: yes it'S that kind of thing
- [10:47:00 AM] Ircluzar: that's the tricky part is that freenas must be modified to listen to network port and execute commands that will be sent to it
- [10:47:58 AM] Ircluzar: and yes, the freenas mod has to be able to somehow differenciate which file is which feed in order to corrupt specific areas of it
- [10:48:07 AM] Ircluzar: that's the iSCSI solution
- [10:48:22 AM] BitRain: and the VHD acts like a real HDD?
- [10:48:34 AM] Ircluzar: Windows doesn't know the difference
- [10:48:44 AM] BitRain: so kinda like mounting an ISO
- [10:48:50 AM] Ircluzar: no
- [10:48:52 AM] Ircluzar: it's a network link
- [10:48:58 AM] BitRain: alright
- [10:49:41 AM] Ircluzar: it's not a vhd, there is a virtual hard drive Inside of the vm and that's where the things have to be put but Windows connects to the drive through another protocol. other than that, this hard drive appears to Windows like any other hard drive.
- [10:49:59 AM] Ircluzar: but yeah
- [10:50:11 AM] BitRain: understood
- [10:50:31 AM] Ircluzar: okay, another thing i'd like to talk about is the blacklisting of addresses
- [10:51:06 AM] Ircluzar: i'd like to ask maid dog to briefly explain how does the blacklisting works in vinecorrupt for opcodes
- [10:51:48 AM] Ircluzar: i know it might be different in every system but in general, is it a list of adresses or does it applies algorithms for detection?
- [10:52:28 AM] Weinerless Steve: maid dog are you still around?
- [10:52:45 AM] Ircluzar: well he'll be back i'm certain
- [10:52:53 AM] Maid Dog: yep
- [10:53:42 AM] Ircluzar: can you give a very brief explaination of how opcodes protection works in vinecorrupt?
- [10:54:49 AM] Maid Dog: Well, in VC I had to go to the game documentation and see what opcodes the system used. Then I'd just check which opcode I'm reading in the file and also check around it if the boundary wasn't hard set and if it matched a bad one I'd skip it.
- [10:55:14 AM] Maid Dog: You can't do that for windows though because if a file reads in an ini file with important settings changing randomly is almost guaranteed to mess it up.
- [10:55:23 AM] Ircluzar: yes
- [10:55:30 AM] Ircluzar: but the concept can be used for anything
- [10:55:41 AM] Ircluzar: memory blacklisting is the next step
- [10:55:55 AM] Maid Dog: What do you want to blacklist?
- [10:56:32 AM] Ircluzar: i want to make a multi-layer blacklist using external templates
- [10:56:55 AM] Ircluzar: for example, your opcodes protection for nes
- [10:57:04 AM] Ircluzar: it's a list of blacklisted adresses
- [10:57:20 AM] Ircluzar: but what if there could be blacklisted values for specific games?
- [10:57:37 AM] Ircluzar: blacklisted values for a specific mapper
- [10:58:03 AM] Ircluzar: and finally, what if there were blacklisted values for ram
- [10:58:09 AM] Ircluzar: and any kind of volatile memory
- [10:58:16 AM] Maid Dog: That would be very time consuming if it's anything like the NES which actually has documentation. If you're doing that for arbitrary games, many of which don't have any documentation at all, then you're depending on the community to reverse engineer it for you.
- [10:58:21 AM] Ircluzar: exactly
- [10:58:33 AM] Ircluzar: that's why we need to have a program that probes the games
- [10:58:35 AM] Maid Dog: Memory areas can be blacklisted based on permissions easily though
- [10:58:48 AM] BitRain: do we know that the the isci link reads the data as addresses?
- [10:59:23 AM] Weinerless Steve: the program would definitely be necessary, if every game has to be probed manually the new corruptor would be time consuming and inaccessible to most
- [10:59:37 AM] Ircluzar: i'm talking general here bitrain, not just for the iscsi thing. any kind of system, any kind of addresses, any kind of memory spaces
- [11:00:08 AM] BitRain: right
- [11:00:12 AM] Ircluzar: the new corruptor has to come with a way to automatically probe the games generate blacklists out of them
- [11:00:22 AM] Maid Dog: I think that's a massive task
- [11:00:34 AM] Ircluzar: that's where the cloud comes in. this probing thing has to be connected
- [11:00:37 AM] Weinerless Steve: yeah, it certainly sounds like it
- [11:01:23 AM] Weinerless Steve: it's all possible, but now we're talking two different programs, one of which has to be run through a virtual machine and all that as well]
- [11:01:29 AM] Ircluzar: imagine a cloud-generated blacklist that filters out every dangerous values from memory adresses.
- [11:01:45 AM] Ircluzar: the probe probably would need to run in a virtual machine.
- [11:01:49 AM] Maid Dog: What's the plan for automatically probing games? Every game can be wildly different from the last and unless you have some specialized algorithm for reverse engineering I don't think it's going to get anywhere fast
- [11:02:16 AM] Ircluzar: exactly. this probe thing is something that should be reserved for small games
- [11:02:28 AM] Weinerless Steve: then what do we do with large games
- [11:02:37 AM] Ircluzar: we don't have computers powerful enough to do that
- [11:02:48 AM] BitRain: I guess the blacklisting could apply to game engines as well as games alone? I've noticed similar patterns in unity games in cheat engine
- [11:02:51 AM] Weinerless Steve: what do you define as a small game then?
- [11:03:00 AM] Ircluzar: Under 32mb
- [11:03:21 AM] Ircluzar: 32mb would take a lot of ressources to probe
- [11:03:35 AM] Ircluzar: the program has to run the game, automate it though a script
- [11:03:55 AM] Weinerless Steve: there's not a ton of games that fit that criteria, but I can understand the limit
- [11:04:11 AM] Weinerless Steve: would larger games still be possible to corrupt, just not probed?
- [11:04:24 AM] Maid Dog: I don't think this is a probable solution at all. Memory changes throughout the game and addresses can be different on every run of the game unless you find a process to find static pointers to data. Also, what if a changed value works but would crash later down 100%? You'd have to play the entire game with the changes to know if they're safe and it's not reasonable.
- [11:05:27 AM] Ircluzar: yes but the point here is to find the values that automatically make the game crash
- [11:06:04 AM] Maid Dog: That should be easy, any non-allocated or executable mapped area of memory will do that eventually
- [11:06:26 AM] Maid Dog: read/write should be find unless you read an improper value but checking for that will be difficult
- [11:06:40 AM] Ircluzar: think about smb1 for a second
- [11:06:47 AM] Ircluzar: the nes has 2kb of ram
- [11:07:08 AM] Ircluzar: it will take 2048 iterations to probe the ram
- [11:07:28 AM] Ircluzar: the result will be a list of values that killed the game
- [11:07:50 AM] Ircluzar: it's not a perfect solution at all
- [11:08:00 AM] Ircluzar: it's just another layer of protection
- [11:08:09 AM] Weinerless Steve: seems doable
- [11:08:14 AM] Ircluzar: now think about n64, which has 8mb of ram
- [11:08:27 AM] Ircluzar: 4mb if you don't have the expansion pack
- [11:08:43 AM] Ircluzar: it would take over 8 million iterations
- [11:09:23 AM] Ircluzar: but you know how crashy the n64 is when you alter the ram, it will crash very often
- [11:09:58 AM] Weinerless Steve: from my experience with N64 decompressed, the second half of the rom usually doesn't contribute to crashes
- [11:10:12 AM] Ircluzar: hmm, good to know
- [11:10:17 AM] Ircluzar: just this cloud-generated blacklist thing could finally open the door to the true n64 corruptions everybody has been dreaming of
- [11:11:17 AM] BitRain: so the cloud information collects information when a game crashes and blacklists memory addresses based on the amount of times a game crashes with the same memory addresses being corrupted when the game crahes?
- [11:11:52 AM] Ircluzar: yeah, the cloud system will compute the data that it receives from the client in order to construct a common blacklist for games
- [11:12:00 AM] Weinerless Steve: when I did SM64 decompressed, the ROM went to 17FFFFF, and everything after 1000000 or so did really do much of anything unless the first half was corrupted
- [11:12:58 AM] BitRain: problem is decompressed roms are game specific
- [11:13:21 AM] Ircluzar: just so you know guys, i'm taking notes of all of these ideas and i'll make a Google document with all of the ideas from this brainstorm
- [11:13:30 AM] Weinerless Steve: true
- [11:13:46 AM] Weinerless Steve: the other problem with decompressed ROMs is that there's very few of them
- [11:14:02 AM] Weinerless Steve: I only know of 3 for N64
- [11:14:47 AM] Maid Dog: I wish N64 decompression would become a thing. I think that in itself would really make corruption a lot easier.
- [11:15:05 AM] Maid Dog: But yeah, only a handful of popular games have it
- [11:15:25 AM] Weinerless Steve: the only ones I know of are sm64, majora's mask, and oot
- [11:15:44 AM] Maid Dog: Goldeneye had one as well
- [11:15:45 AM] BitRain: it only applies to N64 as well I since PS1 is based around certain filetype compressions that are pretty obscure, we went through this a lot on the vinecorrupt thread
- [11:15:48 AM] Maid Dog: And so did superman 64
- [11:16:18 AM] Ircluzar: Another thing that the new corruptor has to include is an Advanced file manager for Windows games
- [11:16:54 AM] Ircluzar: an utility that shows you the entire file tree of a game's folder, with options for every files
- [11:17:06 AM] Ircluzar: an integrated backup/restore system
- [11:17:17 AM] BitRain: what about steam games? because they won't run without the steam client
- [11:17:46 AM] Ircluzar: well if you can corrupt steam games with a normal corruptor i don't see why this couldn't be possible but on a larger scale
- [11:18:23 AM] Ircluzar: and the biggest problem with file corruptions in Windows games is that you always need to restore a backup of the game every time you need to uncorrupt it
- [11:18:58 AM] BitRain: yeah, but you're saying you want to move them to a separate HDD, steam needs to know where the game is being run from in order for it to work, so unless you add that virtual HDD to the list of drives where games will be located you'd need a steamapps folder to put steam games into
- [11:19:10 AM] Ircluzar: install steam on it
- [11:19:29 AM] BitRain: won't it reset though?
- [11:19:34 AM] Ircluzar: i've been running steam from an iSCSI hard drive for years.
- [11:19:50 AM] Ircluzar: and that's the beauty of it
- [11:20:07 AM] Ircluzar: because it's corrupted on the transport layer, it doesn't actually corrupt the files on the drive
- [11:20:46 AM] Ircluzar: it's basically a client that tells a server "okay, next time you open this and this file, you will alter these and these bytes in the Stream"
- [11:21:34 AM] BitRain: alright, so the drive doesn't remove everything once it's closed?
- [11:22:05 AM] Ircluzar: it doesn't need to
- [11:22:56 AM] Weinerless Steve: so then there's no reason this can't work with the steam client
- [11:23:25 AM] Ircluzar: oh yeah, and in an ideal world, all of this should be accessible via overlay menus with your controller
- [11:23:26 AM] BitRain: I was under the impression you had to move the game to the drive every time you wanted to corrupt
- [11:24:04 AM] Ircluzar: no the virtual machine just serves as a storage space but is actually the part that simulates the files being corrupted
- [11:25:02 AM] Weinerless Steve: unless there's something being done in real time, a controller won't be of much help here
- [11:25:13 AM] Ircluzar: well, changing settings
- [11:25:26 AM] BitRain: yeah, I get that. I was going to suggest a RAMdisk as a storage method but that sucks
- [11:26:19 AM] Ircluzar: also think about this if someone finds a way to make proper game savestates
- [11:26:40 AM] Ircluzar: this starts to be really similar to what you can get on an emulator
- [11:27:43 AM] Ircluzar: and i know that some of you are thinking like "this is beyond possible" but it's what we are here for. we're setting goals for what the next big corruptor could be
- [11:27:54 AM] Ircluzar: actually, what i was thinking about was not to be one big corruptor
- [11:28:14 AM] Weinerless Steve: from what you've been saying, it sounds like it's 3 different programs
- [11:28:17 AM] Ircluzar: but instead, a suite of Tools, much like office is a suite of office tools
- [11:28:35 AM] Ircluzar: yeah, i see all of this as different programs that works in synergy together
- [11:29:18 AM] Weinerless Steve: that would make this a much bigger project than RTC, I would think
- [11:29:22 AM] Ircluzar: yes
- [11:29:29 AM] Ircluzar: RTC is actually just a small part of it
- [11:29:49 AM] Ircluzar: it's the Nes to N64 part
- [11:30:03 AM] Ircluzar: and i've been thinking about a way to make an external RTC.
- [11:30:18 AM] Weinerless Steve: what do you mean external
- [11:30:32 AM] Ircluzar: an RTC that isn't a mod but instead hooks itself to other emulators by accessing their memory pools
- [11:31:01 AM] Ircluzar: i've heard some people have done corruptions by running the emulator through cheat-engine
- [11:31:20 AM] Weinerless Steve: it seems like Bizhawk emulates most consoles already, what would the benefit of that be
- [11:31:36 AM] Ircluzar: gamecube, wii, ps2
- [11:31:39 AM] Ircluzar: ds
- [11:31:41 AM] Weinerless Steve: true
- [11:32:13 AM] Ircluzar: if there is a way to know where the memory pools start and end, there's a way to target them directly then
- [11:32:19 AM] Ircluzar: instead of breaking the emulator's logic
- [11:32:38 AM] Weinerless Steve: everything 6th gen+ besides DS would be uncharted territory, besides some extremely basic gamecube stuff done by ego with vinecorrupt and maybe others it hasn't really been done yet
- [11:32:51 AM] Ircluzar: yes
- [11:33:08 AM | Edited 11:33:11 AM] BitRain: [11:32 AM] Ircluzar:
- <<< instead of breaking the emulator's logicThis is a very big issue with corrupting emulated games with CE
- [11:33:38 AM] Weinerless Steve: I talked to ego when he was doing it with vinecorrupt, other than a couple textures he didn't get much and everytime he did one it would take a few minutes to compile so it was excrutiating
- [11:34:04 AM] Weinerless Steve: I didn't attempt it myself though
- [11:34:08 AM] Ircluzar: yes, if memory could be targetted in these systems, magical things could probably happen
- [11:34:17 AM] Ircluzar: you know, the big problem with RTC is the N64 engine. it's shit.
- [11:34:22 AM] Ircluzar: really, it's crap
- [11:34:34 AM] Maid Dog: Speaking of GC and Wii, Dolphin should be easy to do savestate corruption on
- [11:34:40 AM] Ircluzar: yes
- [11:34:43 AM] Maid Dog: you can borrow their decompression function from the source code
- [11:34:54 AM] Weinerless Steve: is N64 an emulator issue or an issue with the system itself?
- [11:34:57 AM] Ircluzar: corrupting savestates could also be a big thing
- [11:35:12 AM] BitRain: Don't know if you've been following Citra's development but 3DS corruptions could well be a thing in the future
- [11:35:16 AM] Ircluzar: bizhawk uses internal cores for every emulator. The n64 core is crap.
- [11:35:32 AM] Weinerless Steve: I've seen people try save state corruption on doom with interesting results
- [11:35:33 AM] Ircluzar: i think we'd get better results by hooking into pj64 with an external RTC than keeping to do real-time n64 corruptions on bizhawk
- [11:35:40 AM] Weinerless Steve: minecraft too, but those were less exciting
- [11:36:35 AM] Weinerless Steve: but with cheat engine corruptions instead of standard ones, gamecube and such has already been done well
- [11:37:01 AM] Ircluzar: we have to push in that direction
- [11:37:16 AM] Weinerless Steve: have you come up with any solution for the BSODs experienced with cheat engine corruptions?
- [11:38:05 AM] Ircluzar: well, we could try to find why and blacklisting these dangerous adresses but other than that and encapsulating this into a virtual machine i don't know what to do with this
- [11:38:05 AM] Myákki: games don't seem to be well corruptble through dolphin using cheat engine. so as i explained in this thread about the wii/gcn save state corruptor we'd need to implement dolphin's savestate compression code into our tool. you can find the code online but I wasn't able to write any program with it due the lack of programming knowledge..
- [11:38:30 AM] Ircluzar: hmm
- [11:39:01 AM] Ircluzar: savestate corruption is definitely a must for that, it's a simple way to make semi real-time corruption with these systems
- [11:39:09 AM] BitRain: does the savestate format have any documentation?
- [11:39:29 AM] Myákki: yes
- [11:40:17 AM] Myákki: https://searchcode.com/codesearch/view/36593856/
- [11:40:58 AM] BitRain: wow, commented and everything, nice
- [11:41:44 AM] Maid Dog: Alternatively, if you make an RTC for dolphin you can simply hook the CompressAndDumpState function and not compress it before dumping
- [11:43:15 AM] Ircluzar: If the memory space for the systems is always at the same adress in dolphin, the external RTC could hook directly in it and alter the values from the outside.
- [11:44:03 AM] Rikerz: Hello everyone, sorry I am late... something came up this morning. I thought I would be back in time, but it took much longer than I thought.
- [11:44:19 AM] Ircluzar: it's okay, thanks for joining us !
- [11:44:27 AM] Myákki: if it won't be at the same location i think the game's vram could be found by a simple comparision
- [11:44:36 AM] Myákki: when should i share all my ideas?
- [11:44:37 AM] Ircluzar: probably
- [11:44:48 AM] Weinerless Steve: hi rikerz, thanks for coming by
- [11:45:15 AM] Ircluzar: i think that savestate corruption could probably also be done with pj64
- [11:45:47 AM] Weinerless Steve: I've never tried it, but it's worth a shot
- [11:46:08 AM] Scott Davies: I'm also here, totally not hours late
- [11:46:20 AM] BitRain: save states on PJ64 copy the majority of the game to a file in the state it was in once saves right?
- [11:46:45 AM] Weinerless Steve: we've got 2 new people here now, so a summary of what's been brought up so far might not be a bad idea
- [11:47:01 AM] Scott Davies: I can read through the chat, it's okay
- [11:47:14 AM] BitRain: I'm making a graphical representiation of what we have planned
- [11:47:20 AM] Ircluzar: great
- [11:47:23 AM] Weinerless Steve: okay, cool
- [11:47:33 AM] Ircluzar: i've started to update the Google document i was making for it
- [11:47:53 AM] Ircluzar: okay, there is another domain that hasn't been touched yet
- [11:48:02 AM] Ircluzar: i've been reaserching on it this week
- [11:48:06 AM] Ircluzar: dos games corruptions
- [11:48:20 AM] Ircluzar: the dos emulators to have savestates to my knowledge
- [11:48:52 AM] BitRain: I know android versions of DosBoxes do
- [11:48:58 AM] Weinerless Steve: those could probably even be done with vinesauce corruptor, all you'd need is to find the right starting point
- [11:49:42 AM] Ircluzar: the ram corruption can't really be done with the vinesauce corruptor
- [11:50:02 AM] Ircluzar: i think we'll need to make a new interface, something super generic that fits with every system
- [11:50:33 AM] Ircluzar: so if it has to be linked across the different Tools that will be included in this suite, it should support them all
- [11:50:56 AM] Ircluzar: like, the interface part of the corruptor should be the same no matter what you're doing
- [11:51:15 AM] Ircluzar: instead, you choose what you want to corrupt and how
- [11:51:33 AM] Ircluzar: you could corrupt single files with it but with big games like half-life, you might need a file manager
- [11:51:41 AM] Maid Dog: Ram corruption can be added on a per process basis but there would be no protection on it
- [11:51:58 AM] Maid Dog: Maybe could protect executable space with x86 ASM but that would be a pain
- [11:52:39 AM] Ircluzar: maybe there could be zones with lower probabilities
- [11:52:45 AM] Ircluzar: depending on their classification
- [11:53:25 AM] Weinerless Steve: with a game like half life, that has a whole system of files, would the person corrupting be picking a specific file to corrupt or do you just select the game? I remember with HL2 you had to pick the right file
- [11:53:34 AM] Weinerless Steve: with the vinesauce corruptor
- [11:53:50 AM] Ircluzar: okay, let's picture it
- [11:53:59 AM] Ircluzar: imagine some kind of Windows explorer with a file tree
- [11:54:05 AM] Ircluzar: like you see every file in every folder
- [11:54:05 AM] Weinerless Steve: okay
- [11:54:14 AM] Ircluzar: every file has a checkbox on the left for activation
- [11:54:27 AM] Ircluzar: it you select the file, on the right panel you get corruption options for this particular file
- [11:54:42 AM] Ircluzar: if you select multiple files, you can create a group, and apply the same algorithm to all of them
- [11:55:15 AM] Rikerz: for the RAM thing, if you can record which address are read for what purpose in a game, you can make a map of dangerous areas (read as an argument to a jump, etc.) and non-dangerous areas (textures, sound, color, etc.)
- [11:55:36 AM] Ircluzar: true
- [11:56:52 AM] BitRain: if that's the case, HL2 has two different versions, one has all it's assets in a compressed vpk format, and the other has lose files that can be accessed easily, so applying the corrupter to one vpk with scripts in it could just crash the game instantly, whereas with the lose file version you've got TONS of files to select, so the multi selection thing would work well.
- [11:58:07 AM] BitRain: the problem is many new games tend to go for the compressed inaccessible obscure custom file type for asset storage, I guess that's where the address blacklisting comes in.
- [11:58:12 AM] Ircluzar: there should be a plugin interface with this
- [11:58:29 AM] Ircluzar: so plugins could be made for automatic uncompression and recompression of such containers
- [11:58:44 AM] BitRain: oh man
- [11:58:46 AM] Ircluzar: for example, a vpk plugins for uncompressing and recompressing
- [11:59:41 AM] BitRain: fortunately VPKs already have extraction tools, but newer games like CoD ghosts have yet to be reverse engineered despite being out for so long, so that's gonna be really hard
- [12:00:31 PM] Weinerless Steve: even if we're limited to games that are 5 years old or more, and I'm just making up a number, that's still a big step foward
- [12:02:09 PM] Ircluzar: if you make a good set of file corruption, the whole thing should be saved to a file to be then reloaded by someone else
- [12:02:21 PM] Ircluzar: everything must have checksums in order to make sure the file versions match
- [12:02:33 PM] Ircluzar: and also a way to ignore it
- [12:03:53 PM] Weinerless Steve: with most windows games, I don't think file version will be a huge issues
- [12:04:12 PM] Weinerless Steve: especially if we'll be using steam, since everything is updated automatically
- [12:05:02 PM] Ircluzar: okay, so we have a good idea of where the corruption should go
- [12:05:30 PM] Ircluzar: with these Tools, corruption should be possible on a greater number of systems
- [12:05:40 PM] Ircluzar: and on older systems, that should make it more stable
- [12:05:52 PM] Myákki: wait, can i share my ideas, now? (i didnt want to interrupt)
- [12:05:57 PM] Ircluzar: yes
- [12:06:02 PM] Ircluzar: go ahead
- [12:06:03 PM] Myákki: ok
- [12:06:04 PM] Myákki: All ideas below would be working for any 3d game
- 01. corrupting constant floating point values (specific ones)
- Scan the RAM for floats like: 0x3f800000, 0x40000000, 0xbf800000,
- 0xC1800000, 0x47A39011, ...
- also specify the memory range. Example: 0x00000000 - 0x10400000; 0x28000000
- - A0400000.
- allow to edit the values. (as shown in my cheat engine corruption thread)
- ______________
- 02. corrupting constant floating point values 2 (values between)
- scan the RAM in a specific memory range for values between 0xXXXXXXXX and
- 0xYYYYYYYY.
- example: 0x3F000000 and 0x40400000
- (as shown in my cheat engine corruption thread)
- ______________
- 03. ASM corruption
- scan the memory for assembly instruction like: fmul, fadd, fsub, stf(s/d),
- lf(s/d) in a specific memory range.
- change choose what floating point register to change (aim float, fx or fy)
- ______________
- 04. boolean corruption
- scan the memory for 8, 16 or 32bit boolean values like: 0x01, 0x0001 or
- 0x00000001 and change them to 0x00(00(0000))
- ______________
- 05. text corruption
- scan the RAM for text (ascii/unicode) and change anything of it, including
- font size, font color (if available)
- ______________
- 06. object corruption
- scan the ram for a huge array of floats we can assume to be coordinates of a
- 3d model. then load a .obj to deform the ingame object to our custom object
- ______________
- 07. texture corruptoin
- scan the ram for a loaded texture. then load a custom .bmp. (I think that
- will look really messy since we don't know the resolution of the loaded
- texture)
- [12:07:17 PM] BitRain: there's the whitelist for ya
- [12:07:28 PM] Ircluzar: well that's a lot of good ideas
- [12:07:33 PM] Ircluzar: mainly alhorithms
- [12:07:45 PM] BitRain: also, here's the graphical representation, I may have got some details wrong but it's just a summary http://i.imgur.com/4UIu05q.jpg
- [12:08:08 PM] Scott Davies: Just Cause 2, good example
- [12:08:16 PM] Maid Dog: I skimmed that and I can say searching for ASM instructions isn't going to be pretty since they're unaligned
- [12:08:17 PM] BitRain: there's supposed to be a line connecting them :(
- [12:08:29 PM] Weinerless Steve: better resolution on the pictures might be nice too
- [12:08:41 PM] Weinerless Steve: just nitpicking though, the info looks good
- [12:08:59 PM] Scott Davies: About the same resolution as my Just Cause 2 stream, GG Bitrain
- [12:09:16 PM] Myákki: yes.. since the asm codes would be different between cpu architectur. but good and easy for gcn and wii games
- [12:09:52 PM] BitRain: you mean console CPU architecture or PC CPU architecture?
- [12:10:39 PM] Ircluzar: well any cpu architecture i guess
- [12:11:02 PM] Myákki: i mean that the architecture between amd, intel x86 and intel x64 would have different asm instructions in the ram. but the asm instructions for all ppc based processors should be the same (ps2/3, gcn, wii)
- [12:11:38 PM] BitRain: would that be what's causing BSODs then?
- [12:11:43 PM] Ircluzar: all the x86 cpus have similar instructions, x64 is just x86 with extra 64-bit asm codes
- [12:12:31 PM] Myákki: for pc games, blue screens may be possible
- [12:13:04 PM] Weinerless Steve: on the cheat engine thread, the only people I've seen complain of blue screen have been corrupting pc games
- [12:13:16 PM] Ircluzar: corrupting the video driver is always a thing that can happen
- [12:13:42 PM] Weinerless Steve: the forum is down right now, so I can't confirm that it's pc games only
- [12:14:04 PM] Ircluzar: vinesauce has had a lot of downtimes lately.
- [12:14:10 PM] BitRain: What happened both times was the sound broke I think, also corrupting dolphin game me a BSOD once
- [12:14:32 PM] Weinerless Steve: yeah, the forums especially seem to go down once a week or more
- [12:15:06 PM] Weinerless Steve: I'm not sure why though, that would be a question for dire or maybe vinny
- [12:15:45 PM] Weinerless Steve: I'm sure if it was an easy fix, it'd be fixed by now
- [12:15:45 PM] BitRain: he did say he was busy today so he might be doing something with it
- [12:15:52 PM] Ircluzar: maybe
- [12:16:07 PM] Ircluzar: any other ideas?
- [12:16:26 PM] Weinerless Steve: hmm
- [12:16:44 PM] Ircluzar: let's say it another way, what are the problems we currently face when we try to corrupt video games and how do we fix that?
- [12:16:46 PM] BitRain: I was thinking about UI design
- [12:17:35 PM] BitRain: crashing and freezing for PC, the freezing can just be resolved with a task killer
- [12:17:47 PM] Ircluzar: yes, like the autokillswitch i made for rtc
- [12:18:01 PM] Ircluzar: the might be a way to make a program like that but that works on every program
- [12:18:24 PM] Ircluzar: the problem is that how do you know if the program is frozen or is just lagging a lot while trying to load something?
- [12:18:30 PM] Weinerless Steve: there's always task manager for that
- [12:19:07 PM] Weinerless Steve: you can tell if you tab out and the program is not responding, but that's only true for freezes and not locks
- [12:19:08 PM] Ircluzar: in the case of RTC, the autokillswitch talks with rtc and receives a heartbeat. if the heartbeat is broken, it will kill the program depending on the detection level you've put to it
- [12:19:21 PM] Ircluzar: but it's not an exact science and a few people proved that there are issues with that
- [12:19:45 PM] Ircluzar: but so far, a heartbeat has given me great results
- [12:20:22 PM] Weinerless Steve: something just as instantaneous as the rtc killswitch would be nice, but it would be more difficult to make
- [12:20:39 PM] Ircluzar: every emulator would have to be modded to send a heartbeat
- [12:20:47 PM] Ircluzar: and you can'T do that with Windows games
- [12:21:04 PM] Weinerless Steve: with pc games you'd just have to use task manager or something of the sort
- [12:21:45 PM] Weinerless Steve: the only thing I could think of would be to make a program that automatically kills the windows process that selected if it's stop responding
- [12:22:38 PM] Weinerless Steve: I'm not very knowledgeable in programming so I don't know if something like that would work
- [12:23:50 PM] BitRain: with autohotkey you can make a script that automatically kills a program when it reads "Not Responding" in the window header
- [12:24:10 PM] BitRain: I guess you could set a delay to a script like that then kill the program
- [12:24:39 PM] Ircluzar: thats a good idea
- [12:24:49 PM] Ircluzar: actually this could be integrated directly in the corruptor
- [12:25:20 PM] Ircluzar: if the corruptor is detached from the program then there's no risk to put it there
- [12:25:45 PM] Maid Dog: You can do the title check with the Windows API
- [12:26:06 PM] Weinerless Steve: yeah, and if you integrate it it would be easy for it to know what program it should be checking for responsiveness
- [12:26:51 PM] Weinerless Steve: and if you do that, and have the heartbeat detector as well, it may make sense to have a different tab for windows games like vinecorrupt has
- [12:27:32 PM] Ircluzar: the "not responding" string has to be variable because of people's os language.
- [12:27:46 PM] Weinerless Steve: true
- [12:30:14 PM] Ircluzar: i'd like to talk about something completely different
- [12:30:18 PM] Ircluzar: hardware corruptions
- [12:30:42 PM] Ircluzar: do you guys think it would be worth looking that way?
- [12:30:58 PM] Ircluzar: is there something we can achieve with hardware corruptions that we can't using emulators?
- [12:31:08 PM] BitRain: how and what would we corrupt?
- [12:31:21 PM] Ircluzar: videogame consoles
- [12:31:32 PM] Ircluzar: via flash carts
- [12:31:44 PM] Ircluzar: i have read about wifi sd cards
- [12:31:57 PM] Ircluzar: they can be reverse engeneered to pull files instead of pushing them
- [12:32:05 PM] BitRain: now this is getting advanced
- [12:32:09 PM] Ircluzar: could be put in a flash cart
- [12:32:31 PM] Ircluzar: pulls a rom from a server via wifi every time the cartridge boots
- [12:32:41 PM] BitRain: I've done it with a tablet by opening it up and applying 5v to different connectors and pcb links but nothing with software
- [12:32:48 PM] Ircluzar: the server generates the corrupted rom on the fly
- [12:33:06 PM] Weinerless Steve: I've had the dumb idea of corrupting a virtual machine in my head for a while now, this makes me think of that but your idea is a little more sophisticated
- [12:33:09 PM] Ircluzar: what about old consoles? like nes, snes and n64?
- [12:33:12 PM] BitRain: updated version for all those nitpickers http://i.imgur.com/oc9tgtp.jpg
- [12:33:39 PM] Weinerless Steve: looks good bitrain
- [12:34:17 PM] Weinerless Steve: although I'm nitpicking again but why does it go right to left
- [12:34:40 PM] BitRain: STEVE
- [12:34:40 PM] BitRain: NO
- [12:35:00 PM] Rikerz: just mirror it
- [12:35:04 PM] Rikerz: oh nvm
- [12:35:06 PM] Rikerz: the text
- [12:35:23 PM] Weinerless Steve: sorry lol
- [12:35:55 PM] BitRain: I think for NES and SNES you'd need to create some kind of connector to solder on to the pins where the cartridge would go, then the corrupter would input different things via USB or something but I don't think that's worth it for older stuff, but because PS2 has USB I think it would be doable
- [12:36:18 PM] BitRain: or solder something to the cartridge itself
- [12:36:36 PM] Rikerz: Ircluzar, I don't think there is much we can get out of it that we can't get out of emulators, and whatever we can get out of it would be limited to people who had the hardware
- [12:36:51 PM] Ircluzar: you're right
- [12:37:05 PM] Ircluzar: but it could be something
- [12:37:13 PM] BitRain: also there's the risk of bricking the console
- [12:37:19 PM] Ircluzar: for recent consoles yes
- [12:37:27 PM] Ircluzar: i don't think you can brick an nes tho
- [12:37:51 PM] Weinerless Steve: my issue with this, and why I've never tried virtual machine corruptions, is yes it's possible but what's it going to accomplish besides a bunch of errors
- [12:38:13 PM] Ircluzar: i have a nes powerpak and i did put a bunch of rom corruptions on it, i tried it on the nes
- [12:38:24 PM] Ircluzar: the results were pretty much the same as in bizhawk
- [12:38:28 PM] Ircluzar: except that it felt unreal
- [12:38:42 PM] BitRain: really? wow, I thought the emulator was much different
- [12:38:49 PM] Ircluzar: bizhawk is super accurate
- [12:38:57 PM] Ircluzar: that's why it takes more ressources than regular emulators
- [12:39:24 PM] Ircluzar: but let's go deeper shall we?
- [12:39:32 PM] Weinerless Steve: I've always been fond of bizhawk since I saw it in RTC
- [12:39:36 PM] Weinerless Steve: go on though
- [12:39:54 PM] Ircluzar: there exists connectors to interface with the nes
- [12:40:07 PM] Ircluzar: using the maintenance connector Under it
- [12:40:19 PM] Ircluzar: it might be possible to alter the nes memory using this
- [12:40:54 PM] Ircluzar: this is extremely far fetched tho
- [12:41:00 PM] Ircluzar: this whole wifi nes corruption thing
- [12:41:06 PM] Ircluzar: but stays plausible
- [12:41:18 PM] Weinerless Steve: I don't know a thing about old console hardware so I can't really input anything
- [12:41:54 PM] BitRain: the NES is really basic compared to SNES so I guess you could do a lot with it, since it's easy to figure out
- [12:42:06 PM] Ircluzar: okay guys, i'm done with the Google Docs sheet, here's the link to it https://docs.google.com/document/d/10_i1tERmO9QxV-T9uQ8drzq0sCIrbcElMRak5T4zQs0/edit?usp=sharing
- [12:42:11 PM] Ircluzar: feel free to add anything to it
- [12:43:00 PM] Weinerless Steve: if you're going to make this public, you might want to make it private and make us all editors
- [12:43:11 PM] Ircluzar: that's what i did
- [12:43:15 PM] Weinerless Steve: ok good
- [12:43:20 PM] Ircluzar: it's private and you can all edit
- [12:43:52 PM] Ircluzar: once we've got a working something, we could make a thread for it on the vinesauce forum
- [12:44:07 PM] Weinerless Steve: I think that's a good idea
- [12:44:17 PM] Ircluzar: oh yeah and as of this project
- [12:44:24 PM] Ircluzar: rtc will be fully integrated into it
- [12:44:29 PM] Ircluzar: and so rtc will be open source
- [12:44:36 PM] Ircluzar: it's been closed for long enough
- [12:44:52 PM] Myákki: you have given wrong credit to the 3d game algorithms
- [12:45:11 PM] Ircluzar: fixed it
- [12:45:14 PM] Weinerless Steve: how do you plan on integrating RTC? Just including it in the toolkit or something more?
- [12:45:29 PM] Ircluzar: well i'll strip RTC of it's glitch harvester
- [12:45:38 PM] Ircluzar: it will be controlled by the toolkit's interface
- [12:45:50 PM] Ircluzar: everything has to be centralised
- [12:46:13 PM] Ircluzar: there will be a glitch harvester in the new toolkit, a much more flexible one
- [12:47:27 PM] Weinerless Steve: so RTC and the glitch harvester will be still be their own separate entities not associated with the new corruptor, but they'll be split into two programs and included in the toolkit basically
- [12:47:59 PM] Ircluzar: okay i'll make a drawing of what i think this toolkit will look like
- [12:49:28 PM] BitRain: speaking of which I wanted to bring up UI design, The RTC had a lot of features, but for me, navigating through it was a bit of mystery and a bit unorganized.
- [12:49:55 PM] BitRain: maybe we can make the UI a bit more streamlined on the UCTK elements
- [12:51:50 PM] Weinerless Steve: that would be nice, I think the way RTC is set up works but there's always room for improvement with everything
- [12:54:49 PM] Weinerless Steve: I think we've covered most of what we wanted to say, once the forum is back up a thread might be a good idea
- [12:55:23 PM] Weinerless Steve: unless you want to get further along before you do that
- [12:57:33 PM] Ircluzar: okay im back
- [12:57:35 PM] Ircluzar: http://i.imgur.com/e2k3Beg.png
- [12:57:40 PM] Ircluzar: this is how i see it
- [12:57:51 PM] Myákki: if we get more/additional ideas, should we share them here or in the forum thread?
- [12:58:07 PM] Ircluzar: either here or on the Google docs
- [12:58:22 PM] Ircluzar: once we get something working that can be shared or tested, we'll make a forum thread
- [12:58:29 PM] Weinerless Steve: okay
- [12:58:31 PM] Ircluzar: be that happens, there are 2 things i need to finishe
- [12:58:31 PM] Myákki: oh oki
- [12:58:36 PM] Ircluzar: 1st, i need to finish VinewatchX3
- [12:58:46 PM] Ircluzar: second, i need to finish Ultra Toad 136
- [12:58:49 PM] Rikerz: haha
- [12:59:02 PM] Ircluzar: it's a real game you know
- [12:59:21 PM] Weinerless Steve: when you're done with ultra toad, I would email it to Vinny
- [12:59:30 PM] Ircluzar: oh you can be sure i will
- [12:59:31 PM] Weinerless Steve: I'm sure he'd get a kick out of it
- [12:59:45 PM] Ircluzar: it's not just some regular mario clone
- [1:00:24 PM] Rikerz: why 136?
- [1:00:34 PM] Ircluzar: because that's what vinny said on stream
- [1:00:42 PM] Rikerz: oh haha
- [1:00:47 PM] Ircluzar: he said "what's next? Ultra Toad 136?"
- [1:00:55 PM] Ircluzar: and so be it
- [1:01:07 PM] Ircluzar: i'm having a lot of fun building this game
- [1:01:38 PM] Weinerless Steve: I'm surprised no one has made super mario 65 and sent it to him
- [1:01:38 PM] Ircluzar: it's running in a weird mario engine i made back in 2006 and was untouched since then
- [1:02:01 PM] Weinerless Steve: I haven't played it yet, is it a smbw mod?
- [1:02:04 PM] Ircluzar: no
- [1:02:08 PM] Ircluzar: it's a custom engine
- [1:02:18 PM] Weinerless Steve: oh good
- [1:02:37 PM] Weinerless Steve: I'll have to check it out when the forums come back
- [1:02:41 PM] Ircluzar: here's a preview video
- [1:02:43 PM] Ircluzar: https://www.dropbox.com/s/uir0ok3l6ddsh7k/20150213_202026.mp4?dl=0
- [1:03:16 PM] Ircluzar: it doesn't look like that anymore but that's what it looked like when i started making it
- [1:03:50 PM] BitRain: neat
- [1:04:13 PM] Ircluzar: i've almost finished the second world
- [1:04:45 PM] Rikerz: how do you unlock the weapons? it would be neat if it was like mega man haha
- [1:04:56 PM] Ircluzar: it's like in another game
- [1:05:07 PM] Ircluzar: i'm not telling which one tho
- [1:05:38 PM] Ircluzar: it's going to be more and more obvious as you advance in the game
- [1:06:12 PM] Ircluzar: Well, it seems we've reached a point where the brainstorm is done
- [1:06:20 PM] Ircluzar: we've had a ton of ideas today
- [1:06:42 PM] Ircluzar: we now have a document about what the future of corruptions has to look like
- [1:07:21 PM] Ircluzar: you know, i've spent the last year coding RTC alone and i was helped by a lot of people that tested the program
- [1:07:34 PM] Ircluzar: now RTC has reached a point where in order to evolve, it needs to expand
- [1:07:47 PM] Ircluzar: so i will spend the following year working on UCTK
- [1:08:31 PM] Ircluzar: if anybody has other ideas, suggestions or would like to know how does things go, feel free write anytime in this group conversation
- [1:08:56 PM] Ircluzar: i will not close the group conversation so the ones that weren't present can read it layer
- [1:09:28 PM] Weinerless Steve: yeah, I'm pretty much done
- [1:10:07 PM] Weinerless Steve: the only thing I could think to mention is that dreamcast corruption being a thing would be nice, but since we're doing 6th and 7th gen stuff I'm sure that's possible too
- [1:10:18 PM] Ircluzar: yeah i guess so
- [1:10:24 PM] BitRain: you think we could use Qt for the UI?
- [1:10:30 PM] Ircluzar: Qt?
- [1:10:57 PM] Ircluzar: im reading on it
- [1:11:00 PM] BitRain: it's a very advanced UI design program, it's mostly used to make GUI for command line based things
- [1:11:26 PM] Ircluzar: hmm
- [1:11:35 PM] Ircluzar: well, it's something that could be done later
- [1:11:42 PM] Ircluzar: at first, i'll start working in Windows forms
- [1:11:49 PM] Ircluzar: and have the interface as detached as possible from the code
- [1:11:56 PM] BitRain: oh and since veeshush doesn't like Skype, I'll just export the chat log and send it to him
- [1:12:01 PM] Ircluzar: sure
- [1:12:09 PM] Weinerless Steve: I think there's a lot to be worked on before we worry about the interface
- [1:12:24 PM] BitRain: I like to plan ahead :D
- [1:12:25 PM] Ircluzar: but later on this is something that could be done i guess
- [1:12:32 PM] Weinerless Steve: yeah
- [1:15:39 PM] Ircluzar: So that concludes this group brainstorm, i'd like to thank everybody for contributing ideas, everybody who didn't, and i'd like to also thank vinny, who is not there at this moment, for having in some way made that we all met on his forum and eventually got ourselves together today to plan on the world's biggest videogame corruptor
- [1:16:41 PM] BitRain: yeah, this is going to be a fun project, and I'm pretty glad to be a part of this community
- [1:17:20 PM] Weinerless Steve: thanks Vinny for helping get these corruptions popular so that a community could form around them, and making the corruptions forum so we had a place where we could share idea
- [1:17:23 PM] Weinerless Steve: *ideas
- [1:18:26 PM] Weinerless Steve: I didn't think corruptions would ever advance this much or get so popular when I started this with DS corruptions and eventually N64, this has been amazing
- [1:18:37 PM] Rikerz: yeah, should be good, hopefully I can help
- [1:18:55 PM] Ircluzar: corruptions have come a long way
- [1:19:33 PM] Weinerless Steve: they really have
- [1:19:48 PM] Ircluzar: also thank you rikerz, for making the vinesauce rom corruptor which is probably the world's most known corruptor to date.
- [1:20:15 PM] Weinerless Steve: ^
- [1:21:07 PM] Weinerless Steve: also this is off topic but some people have been having an issue with the vinesauce corruptor in the newer versions where they get "attempt to open file failed" when trying to do n64 corruptions
- [1:21:17 PM] Ircluzar: i don't know
- [1:21:19 PM] Ircluzar: thanks to maid dog who made corruptions advance to newer générations of consoles
- [1:22:07 PM] Weinerless Steve: I don't know what would cause that, but I've replicated the values of people having that issue in 1.0, and it ran fine
- [1:22:27 PM] Maid Dog: The attempt to open file thing is emulator specific as far as I know. Project 64 is different from all the other emulators so it tends to not work correctly.
- [1:22:29 PM] Ircluzar: thanks to cosmocortney, weinerlesssteve, bitrain, welshgamer and vinny who contributed a lot to the knowledge of how to do corruptions
- [1:23:06 PM] Weinerless Steve: and thank you for making the RTC corruptor and organizing us all here today
- [1:23:07 PM] BitRain: and thanks cosmocourtney for figuring the memory address corruptions out
- [1:24:49 PM] Weinerless Steve: and thanks ego and veeshush who couldn't make it but have contributed to corruptions as well
- [1:24:56 PM] Ircluzar: ^
- [1:25:05 PM] Myákki: you're welcome :)
- [1:25:14 PM] Weinerless Steve: I can send ego a log of the chat when he comes on steam, since he wasn't here
- [1:25:43 PM | Edited 1:25:49 PM] BitRain: do you know how to?, it's kinda hard, I've already got the log of everything now anway
- [1:25:59 PM] Weinerless Steve: it's gotta be at least 6000 words now though so it would be tough to read the whole thing
- [1:26:17 PM] Weinerless Steve: all I have to do is right click, pick select all, and throw it in a pastebin
- [1:26:52 PM] BitRain: oh, I got the newer version of Skype and it won't allow it for some reason
- [1:27:04 PM] Weinerless Steve: that's weird, it works fine for me
- [1:27:10 PM] BitRain: also, it's ~800 messages
- [1:27:52 PM] Weinerless Steve: 8774 words
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