User talk:Iritscen: Difference between revisions
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typhen stopped his efforts on the project in August of 2005 for real life (girlfriend). | typhen stopped his efforts on the project in August of 2005 for real life (girlfriend). | ||
:[[User:Ssg|Ssg]] 00:25, 15 February 2008 (CET) | :[[User:Ssg|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. | |||
::[[User:Geyser|geyser]] 02:04, 15 February 2008 (CET) |
Revision as of 01:04, 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)