Some hosts didn't even bother with this. I used a PHP host who ran another script after serving the hosted one, but it you used `die()` you could skip any other fluff they included.
HN user
tomyws
I'm interested to know how others feel about browsing through random issues on some open-source project like this out of boredom. As someone who struggles finding the time to commit to entire features in my spare time, knowing there are lurkers who could piece together a PR from commits to abandoned forks or getting intouch with developers on discord (for example) is quite inspiring!
And you haven't been called out for Incorrect Whois Information? Complaints seem automatic, even with obscure domains I seem to register
In the demo you can playback the video segments as a playlist. It worked well with some of the TED talks I tried.
Submit a pull request - the URL just needs those colons
Absolutely correct. Although this was intentional behaviour, it was given a security advisory[1]. In practice it allowed all sorts of exploits, including dumping packed executables for cracking, as you say.
[1] https://docs.microsoft.com/en-us/security-updates/SecurityAd...
I've always wanted to find time looking at recompiling the Xbox Live Arcade (XBLA) titles from the 360 to Windows. The games are just dotNET applications which run against a variation of the standard libraries.
The author identified a similar workflow for breaking down these packet capture bits, and linked to other potential methods. I'd say his process was an interesting read!
Familiarity with hardware would be a good starting point - the author explained how he can made use the three tables used by the PPU to pick out objects and textures. There is a lot of information about the NES online which would be useful references.
Then a good set of debugging tools, which is possible for NES games as there are many different emulators written in all sorts of languages which would make for a good learning resource.
To get more involved, investate open-source emulation projects - building them yourself. Then get more involved - try to fix an open issue - which will help you get familiar with the project. Read up on reverse engineering and ask questions!
Good list. I'd expand your first point to include time estimation when prioritising decisions! It'll come in handy, particularly when project planning either short or mid-term.
I only recently discovered the local "current repository" configuration option, but I still need to verify which identity I'm using before a commit.
It makes sense not to set the global config at all if you're paranoid. This ensures you have to setup the user.name and user.email locally.
This highlighted my dependency on IntelliSense - which is a bit worrying! Although mixing IDEs would be counter-productive?
If the author is reading, I found the disassembler source[1] interesting - MSVC hangs when you compile it for Release!
My first instinct was to check the predictable URLs for future images and ruin the surprise... luckily they have that covered!
Tiny nitpick, but supporting desktops to demo a location-based game seems odd!
I'm suprised the topic of emulation hasn't been raised yet! The Xbox 360 emulator project Xenia[0] has made great progress on perserving a generation of games[1].
[0]https://github.com/benvanik/xenia [1]http://xenia.jp/compatibility/
I found it interesting the project was previously called "Verteron". What prompted the change to Zyan/Zydis?
Interestingly after visiting this page the default language on the Google Accounts sign-in had been changed to German.
It wasn't clear to me either. Unfortunately, the extension seems to have a dependency on the Android NDK which I don't plan to install:
Today we do have a dependency on the Android Tools for Visual StudioI find it strange that something akin to markdown-style syntax sugar is more user-friendly than a visual designer. Do the tools for developing a UI for iOS this way not include a WYSIWYG editor to set things such as contraints?
Great resource, thanks for sharing this!
For me, transparent meaning is far easier for understanding systems than, for example, visual programming (I'm thinking the Unreal Blueprint[1] system)
[1] https://docs.unrealengine.com/latest/INT/Engine/Blueprints/i...
Me to. The compiler would need to output at any optimization passes which handle multiplication factorization, which could be quite lengthy!
Well the demonstration uses Skyrim[1] to live-edit the character model which goes beyond the capabilities of a generic mod. Character customizations are also usually premium feature with free-to-play games.
Also, the technical overview describes that the rendering calls are intercepted by matching the "vert/prim count"[2] which is an interesting approach.
[1] https://www.youtube.com/watch?v=HDAN63VyJSY
[2] https://github.com/jmquigs/ModelMod/tree/master/Docs/devguid...
I completely agree with you here. It's also quite good to practice optimizing or iterating over your implementation of something mentally before commit to typing it out, certainly before repeatly running your changes until it just works.
It ended up replacing most of explorer for me when I made the switch to Windows 8.
He gives a fantastic walkthrough on his approach to structure packing in the data-oriented demo[1].
This is fascinating!
Practical reuse of assembly is resourceful and this approach to portability quite cool (take a look at this non-portable approach to fixing up and executing an assembly dump[1]).
I wonder if the future of video game console emulation lies in recompilation, perhaps to an intermediate representation format for LLVM (similar to Dagger[2]).
[1] http://aluigi.altervista.org/mytoolz.htm#dump2func [2] http://dagger.repzret.org/