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eoraptor - Scan for wasteful PNG text chunks in PE files
D:\analysis\Program Files\Common Files\microsoft shared\ink\ar-SA\tipresx.dll.mui
- Total: 0
D:\analysis\Program Files\Common Files\microsoft shared\ink\bg-BG\tipresx.dll.mui
- Total: 0
D:\analysis\Program Files\Common Files\microsoft shared\ink\cs-CZ\tipresx.dll.mui
- Total: 0
@riverar
riverar / generate.tt
Created February 2, 2017 04:36
T4 Text Template to generate Unity opengl32/glu32 dummies for batchmode
<#@ template debug="false" hostspecific="false" language="C#" #>
<#@ output extension="cpp" #>
/* Auto-generated code follows */
#include <SDKDDKVer.h>
#include <stdio.h>
#define WIN32_LEAN_AND_MEAN
#define NOGDI
#include <windows.h>
<#@ assembly name="mscorlib" #>
C:\Sources>electron-forge init barilium --template=react
WARNING: DEBUG environment variable detected. Progress indicators will be sent over electron-forge:lifecycle
electron-forge:lifecycle Process Started: Checking your system +0ms
electron-forge:lifecycle Process Succeeded: Checking your system +46ms
electron-forge:runtime-config setting key: verbose to value: false +6ms
WARNING: DEBUG environment variable detected. Progress indicators will be sent over electron-forge:lifecycle
electron-forge:init Initializing in: C:\Sources\barilium +0ms
electron-forge:lifecycle Process Started: Initializing Project Directory +3ms
electron-forge:init:directory creating directory: C:\Sources\barilium +2ms
electron-forge:init:directory found 7 files in the directory. warning the user +4ms
@riverar
riverar / whyamiasteroidassembler.cpp
Created January 7, 2017 02:20
NVIDIA DRS throwaway code to investigate why Astroneer is reporting as Asteroid Assembler
#include "stdafx.h"
#include "nvapi.h"
#include "NvApiDriverSettings.h"
#define FAST_FAIL(x) { __debugbreak; NvAPI_Status __status = x; if (__status != NVAPI_OK) { return __status; } }
int wmain()
{
auto NvStringOrEmpty = [](NvAPI_UnicodeString nvstring) -> LPWSTR
@riverar
riverar / launch.json
Created January 6, 2017 07:41
Frida + VSCode Example (launch.json)
{
"version": "0.2.0",
"configurations": [
{
"type": "node",
"request": "attach",
"name": "Attach to Process",
"port": 6666
}
]
@riverar
riverar / app.js
Created January 6, 2017 07:36
Frida + VSCode Example (app.js)
#!/usr/bin/env node
'use strict'
const co = require('co')
const frida = require('frida')
const fs = require('fs-promise')
const path = require('path')
const sleep = require('co-sleep');
const pkg = require('./package.json')
@riverar
riverar / prepare_xbox_disk.ps1
Created December 12, 2016 19:25
Xbox One disk partitioning script
# Copyright (c) Rafael Rivera
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
@riverar
riverar / override.js
Last active July 29, 2016 06:16
HACK: Override the discovery of build scripts in surf_build
import _ from 'lodash';
import {fs} from '../promisify';
import BuildDiscoverBase from '../build-discover-base';
export default class OverrideBuildDiscoverer extends BuildDiscoverBase {
constructor(rootDir) {
super(rootDir);
}
async getAffinityForRootDir() {
@riverar
riverar / hololens.ps1
Last active November 23, 2020 11:44
Hololens appx/appxbundle publishing cmdlet
#
# Very preliminary Hololens appx/appxbundle publishing cmdlet to stand-in for
# Windows 10 SDK's WinAppDeployCmd which doesn't seem to support HoloLens
#
# https://gist.github.com/riverar/4046c3f97582e63dca618ab7f99cd337
#
# Working:
# - Basic uploading of appx/appxbundle over HTTP
#
@riverar
riverar / photos_and_camera_app_improvements.html
Created June 9, 2016 08:41
Photos & Camera app improvements: your feedback is our inspiration
<p>Hello, Windows Insiders!</p>
<p>We are the Photos and Camera team and we are very excited to share with you some of the changes that our team has worked on—all because of your feedback!</p>
<p><strong>How we read your feedback</strong></p>
<p>We’re constantly discussing your feedback and making changes to our apps based on this. We read the feedback you send to us in the Feedback Hub as well as Store reviews. Our process of reading the feedback includes meeting weekly in our living room and thinking about how we could best act on it. Our goal is to get you to love our apps as much as we do. To help us get there, all of our engineers are required to spend time reading and understanding your feedback, and to dedicate their time working to find ways to prioritize and address your concerns.</p>
<p><img src="http://compass.microsoft.com/assets/dc/d6/dcd6a7a6-b2d9-4379-8211-9a54b7af175e.jpg?n=photoandcamerateam.jpg" width="467" height="312" /></p>