This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#!/usr/bin/env python2 | |
# zip file stripper | |
# by Ben "GreaseMonkey" Russell, 2014 | |
# for ALSO | |
# licensing stuff will need to be sorted out so don't spread this too much | |
SEEK_END = 2 | |
import struct | |
import sys |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#include <string.h> | |
#include <stdlib.h> | |
#include <stdint.h> | |
#include <stdio.h> | |
#include <errno.h> | |
#include "sackit.h" | |
#include "ezjack.h" |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/* uint32_t crc_asm01(void *, uint32_t); */ | |
.global crc_asm01 | |
crc_asm01: | |
push {r4} | |
mvn r2, #0 | |
ldr r3, =0xEDB88320 | |
.L1: | |
ldrb r4, [r0] |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
.global crc_asm02 /* uint32_t crc_asm02(void *buf, uint32_t len); */ | |
.extern tab_asm02 /* uint32_t tab_asm02[256]; */ | |
crc_asm02: | |
push {r4, r5, r6} | |
/* prepare table */ | |
mov r4, #0x00 | |
ldr r5, =tab_asm02 | |
ldr r3, =0xEDB88320 | |
.L2A: |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
; UNTESTED. | |
code_start: | |
bits 32 | |
crc32_self: | |
push esi | |
mov esi, code_start | |
mov ecx, code_end - code_start | |
xor edx, edx | |
dec edx |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#include <string.h> | |
#include <stdlib.h> | |
#include <stdint.h> | |
#include <stdio.h> | |
#include <errno.h> | |
#include <unistd.h> | |
/* | |
format: |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
You could hypothetically use this API for Unity games, as long as you can grab the commandline arguments and bail out with return codes. But of course, it's probably better to just integrate with the main launcher. | |
CALLING AN APPLICATION: | |
-------- | |
THIS C CODE SNIPPET IS RELEASED INTO THE PUBLIC DOMAIN | |
NOTE THAT IT'S UNTESTED, SO BE WARY | |
-------- | |
enum { |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Version 1ba (1 didn't provision for input, 1a didn't provision for mouse, 1b didn't actually note what direction the image went in) | |
For games that use some form of framebuffer, it should be possible to send extended data. | |
This will be denoted by the -iqframebuffer argument which follows *directly after* all the -indiequilt parameters. | |
Applications which support this mode will initially print the following string EXACTLY: | |
printf("IQFRAMEBUFFER1\n\n"); | |
And if I'm not mistaken, from the little C++ I know this is probably how you do it in C++: | |
std::cout << "IQFRAMEBUFFER1" << std::endl << std::endl; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
The other framebuffer API is deprecated. Use this one instead. It's way better. | |
Firstly, here's iqhack.h: | |
-------- | |
#define IQHACK_BUTTON_W 0x01 | |
#define IQHACK_BUTTON_S 0x02 | |
#define IQHACK_BUTTON_A 0x04 | |
#define IQHACK_BUTTON_D 0x08 | |
#define IQHACK_BUTTON_SPACE 0x10 |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
# Make a copy of /etc/pulse/default.pa, save it to ~/.pulse/default.pa, and add these lines to the end: | |
load-module module-jack-sink channels=4 | |
load-module module-jack-source channels=2 | |
set-default-sink jack_out | |
set-default-source jack_in |
OlderNewer