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import com.badlogic.gdx.scenes.scene2d.Actor;
import de.golfgl.gdx.controllers.ControllerMenuStage;
import de.golfgl.gdx.controllers.IControllerScrollable;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.List;
public class ControllerScrollableHelper implements IControllerScrollable {
private final ControllerMenuStage stage;
pawlos /
Last active November 21, 2021 05:54
Ghidra's script to automate adding of XREFs for lost_in_your_eyes from DiceCTF
#script for
import struct
from ghidra.program.model.symbol import *
xrefs = currentProgram.getReferenceManager()
startAddr = currentAddress
currAddr = currentAddress
while True:
crykn /
Last active October 17, 2022 06:06
How to switch to libGDX's LWJGL3 backend

How to switch your libGDX project to LWJGL 3

--- This guide is now available on Check it out here. If you have any questions, join us on Discord! ---

  1. To switch to libGDX's LWJGL 3 backend, open your root build.gradle file and replace the LWJGL backend dependency:
haram / be_fn.hpp
Last active May 14, 2024 15:37
Replicate BattlEye initialization to dump data out of it
#pragma once
#include <stdint.h>
#include <stdio.h>
namespace be
void print_message( const char* msg )
printf( "[BATTLEYE] %s\n", msg );
captainhook / SpotifyWhitelist
Last active December 29, 2023 17:32
Spotify whitelist, Pi-hole compatible. Original source:
# Spotify's Anti-Adveritsing blocking servers, tricking services to stop music services (DONT BLOCK THESE!):
import com.badlogic.gdx.math.Vector2
import org.veiset.tsar.engine2.utils.component1
import org.veiset.tsar.engine2.utils.component2
import org.veiset.tsar.engine2.utils.x
import kotlin.math.absoluteValue
import kotlin.math.cos
import kotlin.math.pow
johnhw /
Last active January 6, 2024 16:09
1 million prime UMAP layout
### JHW 2018
import numpy as np
import umap
# This code from the excellent module at:
import random
KdotJPG /
Created December 25, 2014 13:18
Tileable 3D OpenSimplex Noise
* OpenSimplex Noise in Java.
* by Kurt Spencer
* Tileable 3D version, preliminary release.
* Could probably use further optimization.
* w6, h6, and d6 are each 1/6 of the repeating period.
* for x, y, z respectively. If w6 = 2, h6 = 2, d6 = 2,
* then the noise repeats in blocks of (0,0,0)->(12,12,12)
KdotJPG /
Last active July 9, 2024 15:53
Visually isotropic coherent noise algorithm based on alternate constructions of the A* lattice.
* K.jpg's OpenSimplex 2, smooth variant ("SuperSimplex")
* More language ports, as well as legacy 2014 OpenSimplex, can be found here:
public class OpenSimplex2S {
private static final long PRIME_X = 0x5205402B9270C86FL;