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some may only work on Linux, or only on consoles... | |
usage: debug_event("thing here"); | |
DumpMemory - prints the amount of allocated memory to console (Total memory used 0xblabla bytes) | |
CheckGLError - I assume it's supposed to ignore OpenGL errors? But it seems to be unused lol. | |
VMTraceOn - sets g_fVMDebug to true | |
VMTraceOff - sets that variable to false |
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#nullable enable | |
using System; | |
using System.Net.Sockets; | |
using System.Runtime.Serialization; | |
using System.Text; | |
namespace nkrapivindev | |
{ | |
/// <summary> |
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/*! how to compile: `csc Program.cs -r:Mono.Cecil.dll` | |
* how to use: `mono Program.exe /opt/GameMakerStudio2/IDE.dll` | |
* OR, FOR RED: `mono Program.exe /opt/GameMakerStudio2-Dev/IDE.dll` | |
* | |
* the Cecil dll can be obtained manually from NuGet. (which is what I did) | |
* thanks to YoYo not obfuscating Linux builds, we can easily do our funky stuff. | |
* | |
* also hi to all YoYo employees reading this, please take care of yourself, hydrate, | |
* go outside (in a mask), take breaks from work, and don't patch this program, or I will become vewy sad :< | |
*/ |
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// See https://aka.ms/new-console-template for more information | |
var namespath = @"C:\ProgramData\GameMakerStudio2-Dev\Cache\runtimes\runtime-9.9.1.2226\fnames"; | |
var lines = File.ReadAllLines(namespath); | |
var specchars = new[] { '#', '*', '@', '&', '$', '£', '!', '%', '?', '[', '(' }; | |
Console.WriteLine("// copy and paste me into your game:"); | |
foreach (var sline in lines) | |
{ |
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/// @function Rutranslit([useSoftSigns]) | |
/// @param {bool} [useSoftSigns] (optional) true - Translit soft signs, false - ignore them. | |
/// @description This class allows you to convert Russian strings to English translit. | |
/// @returns {Rutranslit} self | |
function Rutranslit(useSoftSigns) constructor { | |
// private: | |
m_lookup = undefined; | |
/// @description (private) Initializes the lookup table. |
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/// @function TGINAssert(assertExpr, assertMsg) | |
/// @description assert() like function, do not use in your game code. | |
/// @param {bool} assertExpr boolean-ish exception | |
/// @param {string} assertMsg string that will be used if an assertion had failed. | |
/// @returns nothing, throws on error | |
function TGINAssert(assertExpr, assertMsg) { | |
if (!assertExpr) | |
throw string_replace("TGINParse: Assertion Failed: %s", "%s", string(assertMsg)); | |
} |
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#!/bin/bash | |
# lo and behold, runshi 2, aka the worst piece of bash ever written! | |
# -- PLEASE CHANGE THIS ONE, IT'S A RELATIVE PATH TO YOUR GAME EXECUTABLE -- | |
NIK_MYCMD="./Mondealy_Full" | |
# in seconds, if your computer is extremely slow you may want to use higher amounts. | |
NIK_DELAY=1 | |
# You usually do not need to touch the rest... | |
NIK_OLDIFS="$IFS" |
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/* | |
Compile me as: | |
Release version - `gcc -fPIC -ldl -shared nikXfix.c -o libnikXfix.so` | |
Debug version - `gcc -fPIC -g -O0 -DDEBUG -ldl -shared nikXfix.c -o libnikXfix.so` | |
Then load with LD_PRELOAD="./assets/libnikXfix.so" (.so is to be placed in Included Files) | |
Enjoy! | |
*/ | |
#define _GNU_SOURCE 1 | |
#include <stdlib.h> | |
#include <stdio.h> |
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#!/bin/sh | |
# this script must be ran in the same directory as the .app file! | |
# change this | |
APP_NAME="Sonic Time Twisted.app" | |
# must be a 'Developer ID: ' cert, not Mac Distribution etc... | |
CERT_NAME="Developer ID: [email protected] (AAAABBBB)" | |
MAC_USER_PASS="1234" | |
PRODUCT_NAME="myproduct" | |
# this is the name of a notarytool profile, you have to make it ONCE with this command: | |
# xcrun notarytool store-credentials "Profile_Name" --apple-id "your apple id email here" --team-id YourTeamIDHere --password PasswordOrAppPassword |
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/// @description A little wrapper around Input and the Switch controllers applet. To be used instead of hot swapping. | |
/// @param {Real} minPlayersReal Minimum amount of players | |
/// @param {Real} maxPlayersReal Maximum amount of players | |
/// @param {Bool} maintainConnectionBool Whether to NOT disconnect controllers during the applet | |
/// @param {Bool} permitJoyConDualBool Whether to allow dual Joy-Cons in the applet | |
function input_switch_invoke(minPlayersReal, maxPlayersReal, maintainConnectionBool, permitJoyConDualBool) { | |
var _spBool = minPlayersReal <= 1 && maxPlayersReal <= 1; | |
// input_switch_invoke(1, 1, true); // will invoke the singleplayer applet | |
// input_switch_invoke(1, 2, true); // will invoke the co-op applet |
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