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#cryointeractive — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #cryointeractive, aggregated by home.social.

  1. My 8086 disassembler is now far enough along to be usable for reverse engineering, by me at least.

    It uses a text based project file for annotations, data and code labels, data types, etc.

    I have yet to move all the labels over from the IDA project I've been using until now but here's the project file I've set up for Dune: thomas.fach-pedersen.net/dune/

    Based on the project file, it produces this disassemby listing: thomas.fach-pedersen.net/dune/

    #ReverseEngineering #Dune #CryoInteractive

  2. My 8086 disassembler is now far enough along to be usable for reverse engineering, by me at least.

    It uses a text based project file for annotations, data and code labels, data types, etc.

    I have yet to move all the labels over from the IDA project I've been using until now but here's the project file I've set up for Dune: thomas.fach-pedersen.net/dune/

    Based on the project file, it produces this disassemby listing: thomas.fach-pedersen.net/dune/

    #ReverseEngineering #Dune #CryoInteractive

  3. My 8086 disassembler is now far enough along to be usable for reverse engineering, by me at least.

    It uses a text based project file for annotations, data and code labels, data types, etc.

    I have yet to move all the labels over from the IDA project I've been using until now but here's the project file I've set up for Dune: thomas.fach-pedersen.net/dune/

    Based on the project file, it produces this disassemby listing: thomas.fach-pedersen.net/dune/

    #ReverseEngineering #Dune #CryoInteractive

  4. My 8086 disassembler is now far enough along to be usable for reverse engineering, by me at least.

    It uses a text based project file for annotations, data and code labels, data types, etc.

    I have yet to move all the labels over from the IDA project I've been using until now but here's the project file I've set up for Dune: thomas.fach-pedersen.net/dune/

    Based on the project file, it produces this disassemby listing: thomas.fach-pedersen.net/dune/

    #ReverseEngineering #Dune #CryoInteractive

  5. My 8086 disassembler is now far enough along to be usable for reverse engineering, by me at least.

    It uses a text based project file for annotations, data and code labels, data types, etc.

    I have yet to move all the labels over from the IDA project I've been using until now but here's the project file I've set up for Dune: thomas.fach-pedersen.net/dune/

    Based on the project file, it produces this disassemby listing: thomas.fach-pedersen.net/dune/

    #ReverseEngineering #Dune #CryoInteractive

  6. I pushed the code online. Hopefully it’s more readable than Cryo’s assembly code :-)

    The repo also implements Dune’s HSQ decompression, palettes and sprite sheets, sprite blitting, fonts, video rendering, room rendering, most of the lip sync code, the night attack particle system, and of course globe and map rendering, with wasm toys for many of them.

    I think I’m going to need a different game to work on soon…

    github.com/madmoose/dune-rust/

    #ReverseEngineering #Dune #CryoInteractive

  7. I pushed the code online. Hopefully it’s more readable than Cryo’s assembly code :-)

    The repo also implements Dune’s HSQ decompression, palettes and sprite sheets, sprite blitting, fonts, video rendering, room rendering, most of the lip sync code, the night attack particle system, and of course globe and map rendering, with wasm toys for many of them.

    I think I’m going to need a different game to work on soon…

    github.com/madmoose/dune-rust/

    #ReverseEngineering #Dune #CryoInteractive

  8. I pushed the code online. Hopefully it’s more readable than Cryo’s assembly code :-)

    The repo also implements Dune’s HSQ decompression, palettes and sprite sheets, sprite blitting, fonts, video rendering, room rendering, most of the lip sync code, the night attack particle system, and of course globe and map rendering, with wasm toys for many of them.

    I think I’m going to need a different game to work on soon…

    github.com/madmoose/dune-rust/

    #ReverseEngineering #Dune #CryoInteractive

  9. I pushed the code online. Hopefully it’s more readable than Cryo’s assembly code :-)

    The repo also implements Dune’s HSQ decompression, palettes and sprite sheets, sprite blitting, fonts, video rendering, room rendering, most of the lip sync code, the night attack particle system, and of course globe and map rendering, with wasm toys for many of them.

    I think I’m going to need a different game to work on soon…

    github.com/madmoose/dune-rust/

    #ReverseEngineering #Dune #CryoInteractive

  10. I pushed the code online. Hopefully it’s more readable than Cryo’s assembly code :-)

    The repo also implements Dune’s HSQ decompression, palettes and sprite sheets, sprite blitting, fonts, video rendering, room rendering, most of the lip sync code, the night attack particle system, and of course globe and map rendering, with wasm toys for many of them.

    I think I’m going to need a different game to work on soon…

    github.com/madmoose/dune-rust/

    #ReverseEngineering #Dune #CryoInteractive

  11. The Dune map renderer is complete!

    You can navigate around the map here: thomas.fach-pedersen.net/dune/

    Click the arrow icons or use the arrow keys on your keyboard.

    If you want the globe view, you'll have to navigate to thomas.fach-pedersen.net/dune/, I haven't put them into one app yet :)

    #ReverseEngineering #Dune #CryoInteractive

  12. The Dune map renderer is complete!

    You can navigate around the map here: thomas.fach-pedersen.net/dune/

    Click the arrow icons or use the arrow keys on your keyboard.

    If you want the globe view, you'll have to navigate to thomas.fach-pedersen.net/dune/, I haven't put them into one app yet :)

    #ReverseEngineering #Dune #CryoInteractive

  13. The Dune map renderer is complete!

    You can navigate around the map here: thomas.fach-pedersen.net/dune/

    Click the arrow icons or use the arrow keys on your keyboard.

    If you want the globe view, you'll have to navigate to thomas.fach-pedersen.net/dune/, I haven't put them into one app yet :)

    #ReverseEngineering #Dune #CryoInteractive

  14. The Dune map renderer is complete!

    You can navigate around the map here: thomas.fach-pedersen.net/dune/

    Click the arrow icons or use the arrow keys on your keyboard.

    If you want the globe view, you'll have to navigate to thomas.fach-pedersen.net/dune/, I haven't put them into one app yet :)

    #ReverseEngineering #Dune #CryoInteractive

  15. The Dune map renderer is complete!

    You can navigate around the map here: thomas.fach-pedersen.net/dune/

    Click the arrow icons or use the arrow keys on your keyboard.

    If you want the globe view, you'll have to navigate to thomas.fach-pedersen.net/dune/, I haven't put them into one app yet :)

    #ReverseEngineering #Dune #CryoInteractive

  16. And if you've ever wanted to see the writes that the original Dune engine does to its internal buffer when drawing a map view, well, do I have a 79003 frame video for you!

    #ReverseEngineering #Dune #CryoInteractive

  17. And if you've ever wanted to see the writes that the original Dune engine does to its internal buffer when drawing a map view, well, do I have a 79003 frame video for you!

    #ReverseEngineering #Dune #CryoInteractive

  18. And if you've ever wanted to see the writes that the original Dune engine does to its internal buffer when drawing a map view, well, do I have a 79003 frame video for you!

    #ReverseEngineering #Dune #CryoInteractive

  19. And if you've ever wanted to see the writes that the original Dune engine does to its internal buffer when drawing a map view, well, do I have a 79003 frame video for you!

    #ReverseEngineering #Dune #CryoInteractive

  20. And if you've ever wanted to see the writes that the original Dune engine does to its internal buffer when drawing a map view, well, do I have a 79003 frame video for you!

    #ReverseEngineering #Dune #CryoInteractive

  21. Here's a video of the internal scaling process, you might want to open this on a big screen.

    #ReverseEngineering #Dune #CryoInteractive

  22. Here's a video of the internal scaling process, you might want to open this on a big screen.

    #ReverseEngineering #Dune #CryoInteractive

  23. Here's a video of the internal scaling process, you might want to open this on a big screen.

    #ReverseEngineering #Dune #CryoInteractive

  24. Here's a video of the internal scaling process, you might want to open this on a big screen.

    #ReverseEngineering #Dune #CryoInteractive

  25. Here's a video of the internal scaling process, you might want to open this on a big screen.

    #ReverseEngineering #Dune #CryoInteractive

  26. Before finishing it, I decided I needed to extract the end result from the original engine.

    I hacked my emulator to loop over the part of the engine that generates a 4 pixel high band of map output 186 times and write the result to an image.

    Here’s all 186 bands that the engine would show at longitude 0 stacked on top of each other.

    If you look closely you might event spot a couple of bugs in the original engine ;-)

    #ReverseEngineering #Dune #CryoInteractive

  27. Before finishing it, I decided I needed to extract the end result from the original engine.

    I hacked my emulator to loop over the part of the engine that generates a 4 pixel high band of map output 186 times and write the result to an image.

    Here’s all 186 bands that the engine would show at longitude 0 stacked on top of each other.

    If you look closely you might event spot a couple of bugs in the original engine ;-)

    #ReverseEngineering #Dune #CryoInteractive

  28. Before finishing it, I decided I needed to extract the end result from the original engine.

    I hacked my emulator to loop over the part of the engine that generates a 4 pixel high band of map output 186 times and write the result to an image.

    Here’s all 186 bands that the engine would show at longitude 0 stacked on top of each other.

    If you look closely you might event spot a couple of bugs in the original engine ;-)

    #ReverseEngineering #Dune #CryoInteractive

  29. Before finishing it, I decided I needed to extract the end result from the original engine.

    I hacked my emulator to loop over the part of the engine that generates a 4 pixel high band of map output 186 times and write the result to an image.

    Here’s all 186 bands that the engine would show at longitude 0 stacked on top of each other.

    If you look closely you might event spot a couple of bugs in the original engine ;-)

    #ReverseEngineering #Dune #CryoInteractive

  30. Before finishing it, I decided I needed to extract the end result from the original engine.

    I hacked my emulator to loop over the part of the engine that generates a 4 pixel high band of map output 186 times and write the result to an image.

    Here’s all 186 bands that the engine would show at longitude 0 stacked on top of each other.

    If you look closely you might event spot a couple of bugs in the original engine ;-)

    #ReverseEngineering #Dune #CryoInteractive

  31. I’m almost done implementing the last major graphics algorithm in Cryo's Dune, the zoomed in map view.

    The map generated as a 4 by 4 scaling of the map resource. Basically, two sequential bands of latitude are scaled horizontally in an internal buffer with three blank lines between them, and then the engine interpolates vertically between them. But add rotation and error correction on top of that :)

    Here's the map resource unpacked.

    #ReverseEngineering #Dune #CryoInteractive

  32. I’m almost done implementing the last major graphics algorithm in Cryo's Dune, the zoomed in map view.

    The map generated as a 4 by 4 scaling of the map resource. Basically, two sequential bands of latitude are scaled horizontally in an internal buffer with three blank lines between them, and then the engine interpolates vertically between them. But add rotation and error correction on top of that :)

    Here's the map resource unpacked.

    #ReverseEngineering #Dune #CryoInteractive

  33. I’m almost done implementing the last major graphics algorithm in Cryo's Dune, the zoomed in map view.

    The map generated as a 4 by 4 scaling of the map resource. Basically, two sequential bands of latitude are scaled horizontally in an internal buffer with three blank lines between them, and then the engine interpolates vertically between them. But add rotation and error correction on top of that :)

    Here's the map resource unpacked.

    #ReverseEngineering #Dune #CryoInteractive

  34. I’m almost done implementing the last major graphics algorithm in Cryo's Dune, the zoomed in map view.

    The map generated as a 4 by 4 scaling of the map resource. Basically, two sequential bands of latitude are scaled horizontally in an internal buffer with three blank lines between them, and then the engine interpolates vertically between them. But add rotation and error correction on top of that :)

    Here's the map resource unpacked.

    #ReverseEngineering #Dune #CryoInteractive

  35. I’m almost done implementing the last major graphics algorithm in Cryo's Dune, the zoomed in map view.

    The map generated as a 4 by 4 scaling of the map resource. Basically, two sequential bands of latitude are scaled horizontally in an internal buffer with three blank lines between them, and then the engine interpolates vertically between them. But add rotation and error correction on top of that :)

    Here's the map resource unpacked.

    #ReverseEngineering #Dune #CryoInteractive