I dare someone to change every author's name to "PROBLEM?"
[QUOTE=horsedrowner;33857061]I love Super Meat Boy, but the internet levels suck anyway. I'd say nothing of value would be lost :v:
I wish I had content, though. I've got plenty of experience in C# but nothing with XNA whatsoever. I kinda wanna start doing game development too, but I never know what to do.[/QUOTE]
I'm telling you man, Pong. Make it.
Wow, the Kongregate community makes me proud.
[quote]Worse than fail...flagged.[/quote]
According to the kongregate rules of submission, a game is classified as such as long as it has interaction.
I.E. Typing
Kongregate users don't get creepy games.
[QUOTE=supersnail11;33857767]Wow, the Kongregate community makes me proud.
According to the kongregate rules of submission, a game is classified as such as long as it has interaction.
I.E. Typing
Kongregate users don't get creepy games.[/QUOTE]
5*'d, fav'd, review'd.
You might want to include the story as an intro to the game, so people know what's going on.
[QUOTE=Yogurt;33857525]I dare someone to change every author's name to "PROBLEM?"[/QUOTE]
Done.
[img]http://img20.imageshack.us/img20/5627/83703938.png[/img]
The default .NET console is stupid slow, and I like using XNA, so I thought why not combine them.
[img]http://dl.dropbox.com/u/21571661/Pictures/xna_console.png[/img]
[img]http://dl.dropbox.com/u/21571661/Pictures/xna_console2.png[/img]
You can still use ConsoleColor if you want
[editline]23rd December 2011[/editline]
[QUOTE=Parad0x0217;33857879]Done.[/QUOTE]
Someone confirm
[QUOTE=Hypershadsy;33857919]The default .NET console is stupid slow, and I like using XNA, so I thought why not combine them.
[img]http://dl.dropbox.com/u/21571661/Pictures/xna_console.png[/img]
[img]http://dl.dropbox.com/u/21571661/Pictures/xna_console2.png[/img]
You can still use ConsoleColor if you want
[editline]23rd December 2011[/editline]
Someone confirm[/QUOTE]
Confirmed, featured chapters are by anonymous, featured levels are by "problem?"
[QUOTE=Richy19;33854222]managed to get premake working, but is there anyway to set the directory that the makefiles created by premake build to?[/QUOTE]
As in.. where the exe files end up going? [url]http://industriousone.com/targetdir[/url]
Added a link to the original in the game, and a notice that it is, in fact, supposed to crash.
I think the worst about OS development is when it doesnt work properly, not even gets past the bootloader, on another emulator/real hardware
If it wasent for AMD SimNow I would probably never have figured out that some BIOSes leave ds at a random value when jumping into the MBR
Now it just deadlocks on SimNow though
Fuck
Always so thrown off when my code works the first try. Switched from using appinit_dlls to using a codecave. So now LoL can run without LoLNotes running. Also removes the installing headache(aside from the certificates). Code makes me cringe though.
[csharp]byte[] connectcc = new byte[]
{
0x55, //PUSH EBP
0x8B, 0xEC, //MOV EBP, ESP
0x60, //PUSHAD
0x8B, 0x45, 0x0C, //MOV EAX, [EBP+C]
0x66, 0x83, 0x38, 0x02, //CMP WORD PTR [EAX], 2
0x75, 0x12, //JNZ SHORT 12h
0xB9, 0x08, 0x33, 0x00, 0x00, //MOV ECX, 3308
0x66, 0x39, 0x48, 0x02, //CMP [EAX+2], CX
0x75, 0x07, //JNZ SHORT 7h
0xC7, 0x40, 0x04, 0x7F, 0x00, 0x00, 0x01, //MOV DWORD PTR [EAX+4], 100007Fh
0x61, //POPAD
0xE9, 0x00, 0x00, 0x00, 0x00 //JMP LONG <X>
};
protected void CheckLoop()
{
while (CheckThread != null)
{
if (CurrentProcess == null || CurrentProcess.HasExited)
{
CurrentProcess = Process.GetProcessesByName(ProcessName).FirstOrDefault();
if (CurrentProcess != null)
{
Inject();
}
}
Thread.Sleep(500);
}
}
void Inject()
{
using (var mem = new ProcessMemory(CurrentProcess.Id))
{
using (var notemem = new ProcessMemory(Process.GetCurrentProcess().Id))
{
var connect = new byte[connectcc.Length];
connectcc.CopyTo(connect, 0);
int jmpaddrloc = connect.Length - 4;
Int32 addr = mem.Alloc(connectcc.Length);
var mod = GetModule(Process.GetCurrentProcess().Modules, "ws2_32.dll");
Int32 reladdr = notemem.GetAddress(mod.BaseAddress.ToInt32(), "connect");
reladdr -= mod.BaseAddress.ToInt32();
var lolmod = GetModule(CurrentProcess.Modules, "ws2_32.dll");
Int32 connectaddr = lolmod.BaseAddress.ToInt32() + reladdr;
BitConverter.GetBytes((connectaddr + 5) - (addr + connect.Length)).CopyTo(connect, jmpaddrloc);
mem.Write(addr, connect);
var jmp = new byte[5];
jmp[0] = 0xE9;
BitConverter.GetBytes(addr - (connectaddr + 5)).CopyTo(jmp, 1);
mem.Write(connectaddr, jmp);
}
}
}[/csharp]
wouldn't you want all the Int32s to be IntPtrs? On a 64-bit system they would technically be Int64s and IntPtr automatically picks the right one for the system.
[QUOTE=robmaister12;33858303]wouldn't you want all the Int32s to be IntPtrs? On a 64-bit system they would technically be Int64s and IntPtr automatically picks the right one for the system.[/QUOTE]
Well the target is built for x86 and I don't know x64 assembly so I couldn't support it even if I wanted to :(.
you just have to use IntPtr, the runtime will handle it all for you. And I'm just talking about these lines that reference memory addresses:
[csharp]Int32 addr = mem.Alloc(connectcc.Length);[/csharp]
should be
[csharp]IntPtr addr = mem.Alloc(conectcc.Length);[/csharp]
etc.
[QUOTE=robmaister12;33858375]you just have to use IntPtr, the runtime will handle it all for you. And I'm just talking about these lines that reference memory addresses:
[csharp]Int32 addr = mem.Alloc(connectcc.Length);[/csharp]
should be
[csharp]IntPtr addr = mem.Alloc(conectcc.Length);[/csharp]
etc.[/QUOTE]
The assembly code wont work in a x64 bit process either way though. So it doesn't really matter.
[QUOTE=wingless;33857515]Dumped fine for me, It's 106MB total.[/QUOTE]
Okay so can you archive that in case of.. Well.. What that dude did above?
either way works, I've just seen IntPtr used in every example that deals with pointers in managed code. And C# creates a 64-bit process when supported, as long as you're compiling with /platform:anycpu
[QUOTE=high;33858390]The assembly code wont work in a x64 bit process either way though. So it doesn't really matter.[/QUOTE]
x86_64 is backwards compatible with i386.
[QUOTE=Jookia;33858476]Okay so can you archive that in case of.. Well.. What that dude did above?[/QUOTE]
[url=http://dl.dropbox.com/u/7273219/smb_editor.7z]Done[/url]
[QUOTE=Jookia;33859141][url=http://supermeatboy.com/forum/index.php/topic,2259.0.html]Oh no.[/url][/QUOTE]
Hell of a first post.
[QUOTE=reevezy67;33859393]Hell of a first post.[/QUOTE]
Hopefully my last post there too.
I have a sudden urge to fuck with the SMB DB now :v:
[editline]23rd December 2011[/editline]
Oh wow, someone cleared out all level/chapter names
Oh well.
I warned them several times via Twitter and email, and each time I was met with indifferrence.
You guys are mean.
[QUOTE=voodooattack;33859908]You guys are mean.[/QUOTE]
Hey man, what's better? White hats doing this shit (including backing up the database), or black hats not revealing the vulnerability?
[img]http://cloud.steampowered.com/ugc/649874715362141917/5DCA7D6541DAE39DE5663A48B4D0AA5A959B91E9/[/img]
As someone cleared out all level names, I dont think they mind me adding some text to the page that is not - :v:
The devs shouldn't have been so lazy, they got exactly what they deserved
[QUOTE=Jookia;33859951]Hey man, what's better? White hats doing this shit (including backing up the database), or black hats not revealing the vulnerability?[/QUOTE]
Yeah, I was just fishing for disagrees.
I'm actually quite surprised by how mature you're all acting. Is this still facepunch? :tinfoil:
[QUOTE=voodooattack;33860017]Yeah, I was just fishing for disagrees.
I'm actually quite surprised by how mature you're all acting. Is this still facepunch? :tinfoil:[/QUOTE]
Check out fast threads.
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