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Recent Posts — Page 4

Making Your Own Music Player: A Gentle Introduction to Audio Programming

July 15, 2017 ❖ Tags: tutorial, programming, audio, c

To start off, I'd like to say that I know very little about audio programming and digital audio in general. I've never formally studied signal processing, and hell, I haven't even started high school physics yet. This post merely documents what I've learned while trying to get sound working in my game, because there aren't really any other learning resources about this out there.

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Game Hacking on Linux - scanmem Basics

June 18, 2017 ↻ Crosspost ❖ Tags: tutorial, reverse-engineering, linux, video-games, game-hacking

Hey, this is a very brief tutorial on scanmem, a memory manipulation tool for Linux that’s well suited to game hacking. I’ll be using GZDoom as an example, but you should be able to follow along with any game you want.

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Reverse Engineering Babby's First Archive Format

March 02, 2017 ❖ Tags: writeup, programming, reverse-engineering, video-games, x86, c, python

About two months have passed since the first release of Nekopack - a tool I wrote for extracting game data from Nekopara's XP3 archives. While the process wasn't an amazing reverse-engineering war story that will keep you on the edge of your seat, I feel it deserves a small blog post explaining how I did it. Additionally, there's no real documentation on the XP3 format as far as I'm aware, so hopefully this post will serve as an informal specification.

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SDL Tutorial Part 0x00 - Boilerplate, Windowing and Rendering

September 14, 2016 ❖ Tags: tutorial, programming, game-development, c

SDL2 is my favorite graphics library right now. It might not be as powerful as something like raw OpenGL, but it's simple. Simple enough that you can just pick it up and start using it. There's a glaring issue with it, though. The documentation is horrible. Absolutely horrible. A lot of it is unfinished, and it doesn't look like it's getting attention any time soon. The SDL1.2 documentation wasn't as bad, but that version of the library is vastly outdated by today's standards. So here's my take on a tutorial for SDL - part 0x00 of a I-don't-know-how-long-I'm-going-to-drag-this-on series. My examples are going to be written in C, because the constructs I show here can still be used verbatim in C++ (and probably SDL's other language bindings as well). This tutorial will be covering the little boilerplate that SDL requires, as well as the basics of windowing and rendering. Let's get into it.

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