*.psx - Apocalypse / THPS / Spiderman / whatever model format
Documented by GreaseMonkey
Document version v2
I release this document into the public domain.
This information aims to cover the format used as per the PS1 and PC versions of THPS2.
| #!/usr/bin/bash | |
| # Get entry point from N64 ROM | |
| dd if=test.z64 bs=1 skip=8 count=4 of=entrypoint >& /dev/null | |
| # Convert entrypoint to little endian | |
| #mips-elf-objcopy -I binary -O binary --reverse-bytes=4 entrypoint entrypoint | |
| # Construct an ELF | |
| mips-elf-objcopy -I binary test.z64 -O elf32-bigmips -B mips --adjust-section-vma .data+0x80000000 foo.elf | |
| # Patch to MIPS III | |
| printf '\x20\x00\x00\x00' | dd bs=1 seek=36 count=4 conv=notrunc of=foo.elf >& /dev/null |
*.psx - Apocalypse / THPS / Spiderman / whatever model format
Documented by GreaseMonkey
Document version v2
I release this document into the public domain.
This information aims to cover the format used as per the PS1 and PC versions of THPS2.
| //; "Super Keftendo" 256-byte SNES intro source code | |
| //; by Revenant | |
| //; http://www.pouet.net/prod.php?which=70163 | |
| //; This is an attempt at implementing the "Kefrens bars" effect on the SNES, using less than | |
| //; 256 bytes of ROM. The technique used here is to set up a 256-color line buffer using | |
| //; Mode 7, then rendering a few pixels directly to CGRAM every scanline and resetting the | |
| //; Y-scroll position to display the same buffer on every visible scanline as it is repeatedly | |
| //; rendered to. Some more information about specific size optimizations are detailed later. |
| package main | |
| import ( | |
| "log" | |
| "syscall" | |
| "unsafe" | |
| ) | |
| var ( | |
| kernel32 = syscall.NewLazyDLL("kernel32.dll") |
| -- NES Open Random Mode | |
| -- Written by Turbulent Eddie | |
| ---------------------------- | |
| ------- Set options -------- | |
| ---------------------------- | |
| randomize_aim = false; -- randomize aiming cursor | |
| randomize_wind_speed = true; -- randomize wind speed | |
| randomize_wind_dir = true; -- randomize wind direction |
| -- NES Hardware Sprite Visualizer (for BizHawk) | |
| -- v01 | |
| -- by thefox <[email protected]> 2015-09-15 | |
| -- NOTE: Requires NesHawk core | |
| ------------------------------------------------------------------------------- | |
| -- Memory domains on NES: | |
| -- WRAM, CHR, CIRAM (nametables), PRG ROM, PALRAM, OAM, System Bus, RAM |
| :: Removes most telemetry/data collection/potentially unwanted behavior from Windows 7 | |
| :: Disables the automatic download of Windows 10 | |
| :: Note : be careful to keep KB in descending order | |
| :: Comment that line to restore prompts for uninstall/reboot | |
| :: Thanks to https://gist.github.com/geoffroyjabouley | |
| set WUSA_OPTIONS=/quiet /norestart | |
| :: Removes Windows 7-8.1 telemetry (part 1) | |
| wusa %WUSA_OPTIONS% /uninstall /kb:3080149 |
| // Mini memory editor for Dear ImGui (to embed in your game/tools) | |
| // Animated GIF: https://twitter.com/ocornut/status/894242704317530112 | |
| // THE MEMORY EDITOR CODE HAS MOVED TO GIT: | |
| // https://github.com/ocornut/imgui_club/tree/master/imgui_memory_editor | |
| // Click "Revisions" on the Gist to see old version. |
| using System; | |
| using System.Collections.Generic; | |
| using System.Linq; | |
| using System.Runtime.InteropServices; | |
| using SharpDX; | |
| using SharpDX.D3DCompiler; | |
| using SharpDX.Direct3D; | |
| using SharpDX.Direct3D11; | |
| using SharpDX.DXGI; | |
| using SharpDX.Windows; |
| #include <iostream> | |
| #include <vector> | |
| #include <string> | |
| #include <stdexcept> | |
| #include <clocale> | |
| #include <cstring> | |
| #include <cwchar> | |
| #include <cmath> | |
| #include <cstdio> |