User talk:Iritscen: Difference between revisions
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:The structures responsible for the "game state" and "character state" are known. | :The structures responsible for the "game state" and "character state" are known. | ||
::[[User:Geyser|geyser]] 02:04, 15 February 2008 (CET) | ::[[User:Geyser|geyser]] 02:04, 15 February 2008 (CET) | ||
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Some history: | |||
typhen came up with the project in December of 2004. The first steps in the memory were made with RAMCheat. In January of 2005 typhen found the (great) program TSearch and the real memory search began. In April of 2005 geyser joined the Oni community and two or three weeks later the Ikonboard-based Oni forum crashed. (Because of too many verbose postings by him. :p *just kidding* ;-) | |||
Unfortunately Harry never made this forum available as an archive. | |||
:[[User:Ssg|Ssg]] 11:57, 15 February 2008 (CET) |
Revision as of 10:57, 15 February 2008
- About your edits of Main Page, they're quite welcome, but:
- Normally you're supposed to make "proposals" in Talk:Main_Page
- I also think that the main page shouldn't be an exhaustive list.
- It was already too long to start with: it needs to be lighter.
- Typically, this can be done with a tabulated layout.
- geyser 17:18, 16 January 2008 (CET)
- Oh, and don't copy one page to another location - move it.
- geyser 17:20, 16 January 2008 (CET)
Who here was involved with that effort to hack multiplayer into Oni?
- Memory search: Alloc, Kumo, typhen (leader) and me.
- Programs: typhen (Onyx/OnyxPatcher), neonew (OniHook)
How was the multiplayer actually supposed to get implemented into Oni?
- Overwrite the memory at runtime.
How much was accomplished?
- Some memory findings (pointers, player/enemy values, ...). (All?) results are stored here (Used program: TSearch).
What were the obstacles?
- Working in the memory in general
- Find the pointers (because the pointer position varies from OS to OS and from level to level).
- Time (as usual).
typhen stopped his efforts on the project in August of 2005 for real life (girlfriend).
- Ssg 00:25, 15 February 2008 (CET)
- Kumo contributed some pseudonetcode in C++ that was supposed to interface with Onyx.
- Alloc's OniTrainer implemented most of the gathered knowledge as the project went.
- (OniTrainer had no network component, but it was a good tool for experimentation.)
- The problem with TSearching was with all the big dynamically allocated structures.
- It was a rather crazy idea to figure out those structures without disassembling...
- I think the project started in April/May 2005, so it spanned the summer of 2005.
- neonew's OniHook was totally independent of Onyx, so it's another project, sorta.
- I'm not sure whether neonew disassembled Oni's engine in order to do the hooking.
- A fair amount of Oni's engine has been disassembled since, by both SFeLi and Neo.
- The structures responsible for the "game state" and "character state" are known.
- geyser 02:04, 15 February 2008 (CET)
Some history:
typhen came up with the project in December of 2004. The first steps in the memory were made with RAMCheat. In January of 2005 typhen found the (great) program TSearch and the real memory search began. In April of 2005 geyser joined the Oni community and two or three weeks later the Ikonboard-based Oni forum crashed. (Because of too many verbose postings by him. :p *just kidding* ;-)
Unfortunately Harry never made this forum available as an archive.
- Ssg 11:57, 15 February 2008 (CET)