#Vibe Reverse Engineering Toolset
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a simple setting can be overlooked, its not your fault
just noticed that the new claude skills don't include anything for my proxy so it won't know how to properly utilize it. i'll include this in my next PR
Can we expand Claude's knowledge based on some context? I have a few chapters from a shaders book that I think could help if Claude could learn from it
you can but it would fill context rapidly and reduce how effective it is
you would want to break it down into small notes and include it as potential references if it needs them, instead of telling it to read through a large chunk of text
Lmao
i mean
You can tell it to extract the most useful data and build an easier to digest summary
go through with claude sonnet like this:
manually copy the most useful areas yourself
paste them into the chat
have claude break it down into useful notes
do this with a bunch of things, then compile it into one SKILL.md file
then do one final pass with opus and have it compact it into a useful but short list of information
Ok I'll try that. The book has chapters on how fixed function works and how to emulate FF through shaders
I think only those parts matter
Most of it is just asm code examples and basic vs1.0-vs3.0 opcodes, instructions and their usage
wouldn't include the last part if it's just simulating the look of FF games but through shaders. but maybe finding information on how to make very simple shaders that would be more compatible with remix would be good
you can have it create logs for the game as well for missing geometry bugs etc
on execution of the exe
Yeah I've been using logs a lot
for context, more than ~10 pages at once being fed into claude and it will start to fail massively
feeding ai knowledge on coding could be useful though
yes logs are 100% necessary
ONLY the complex stuff that's more obscure though
entire proxy workflow we made is designed around a log file
i think is reading hex too
This game is soooo bad with Fullscreen and resolution. Every single relaunch just rearranges all my windows.
suggestion on instructions when this is used to have it create logs for your project, kim?
no way im going to give a full book, but only chapters 6, 7 and 9 are important when it comes to shaders and FF understanding https://user.xmission.com/~legalize/book/download/
i think the AI is already very good these days for basic to intermediate C++
i wouldn't call it advanced C++ but it does the job
i think its looking at old logic and mixxing it with new too much. its back and forth alot
i mean we have to open chat windows all the time
its like the ai gets dementia after too much use
lol
Auto summary helps, I guess.
when used alot it will not go back to the first prompt where you started chat and researches what you typed
then it starts acting like gpt
lol
You're absolutely right
i guess its a overload of information that it gradually decipates
yes
it's called context length
too many tokens in the context and it will begin to lose information
this is why you start new chats often
yes but we want to continue where we leave off or it gets confused to what we were talking about in previous windows
tell it to maintain a document with notes about the reverse engineering process
then tell the new chat to reference it
i guess it could write a document and i can reference it
Usually AI models already know all that stuff, you'll want to feed it more niched stuff like the common pitfalls and strategies that work best for the tasks it will be put through rather than emphasizing stuff it was already trained on web data
all of my projects use this method and it works
โจ i found some info specific to one game engine for example, gave it to claude, and it worked
is it possible to have multiple references but in a github
be storage yes but still
people can share data
you'd want to git clone any github repositories you're asking it to reference
Don't hesitate cloning repos of codes you know the game uses so it can read through it. Examples like Morrowind with the MGEXE or OpenMW engine, have a clone of dxvk-remix locally so you can point it too
but yes
i used the openbarnyard project to help it with fixing culling the rest of the way for example
worked properly
okay
I asked chatgpt about the specific book I have in mind, it does have it's knowledge about what it's about but the only limitation is that it can't summarize niche chapters, concepts or sections in detail ๐
That is however expected. But I mean if there's already training done on the data already then no use feeding back the same information
yeah
like i would only give it information if it REALLY needs it
and if it is useful for other projects then make it a note in the way that i described earlier
I'm not aware of any information that can result in shader based games to be made FF and their techniques that much. Because no one really tried to do that back then
has anyone re a game before direct x was a thing to make it direct x?
That's... basically a wrapper lol
I can think of rendition vรฉritรฉ Speedy3D (MS-DOS) or RRedline APIs that were present before DirectX was a thing but they're since been converted to modern APIs using wrappers
thats what i mean we used wireframes back then didnt we?
๐ค
Kind of in the middle, think 1993-1994
theres a way to make a wireframe into a model though from researching
What is bro saying
sec
https://www.youtube.com/watch?v=rZDV0ccKxjE stuff like this
Yah - bit random, but this will explain how to take a wireframe shape created as a 3D Sketch and covert it into a solid mass with volume.
โโโโโโโโโโโโ
Tech3D TEACHING ON PLURALSIGHT! Free trial here: https://goo.gl/yHFWPQ
โโโโโโโโโโโโ
Help me make more videos, support me on Patreon: https://www.pat...
remember how doom 1 read the map
yeah
What will this do though? I'm not sure I understand what you want to do with wireframe models
but wireframe wouldn't be helpful
ok
and you wouldn't have textures
oh
i was thinking we could convert them to usd and use them as dos game replacements. i was wrong
dos games to remix would be insane
Elite ball knowledge
But it's all software though, nothing in that era ever particularly targeted 3d accelerators primarily
Your best bet was a trusty 386 to do all your work
2
Started around late 1995. Your best bet would be the windows 95 doom port, which is based on dx1
humm
MechWarrior 2 ๐
My father played this really really old game on his DOS work pc, it kinda looked like weird dragons you fly around an island
Sadly I don't remember the name
Really obscure
Definitely doable. That came out the same year Shadows of the Empire's PC did, and that works probably the best of any game I have tried so far.
i mean if you can make replacement 3d models for the 2d models
hmm
my wireframe idea popped in my head but that would be wrong
2d models?
If the hashes for them could be stabilized, then maybe.
i dont have the game or would try
I do have to wonder what the earliest possible game that could work would be?
Possibly. The only issue would be the pre-rendered backgrounds. I tested Final Fantasy VII (2013 Steam version) a bit, but the backgrounds stumped me.
i giess if you could model out the landscape it would look good
well, the one i linked is entirely 3d
except for distant geometry which are 2d planes, but easy to replace
it is also from 1997
sonic 3d is from 1995 and might work
Yeah, I think that one is 100% feasible.
That could be an interesting test.
How about NFS1 or NFS2SE games
That's a pretty respectable project to work on
Maybeee add in NFS III If I skipped it ๐ซฃ
I can't even imagine trying to hook Remix into DOSBox...
Oh, if I had any left, dealing with MGS 2 eradicated the remainder.
does mgs1 work?
Last I checked, it would freeze upon attempting to load with DXWrapper (or maybe with both DXWrapper and Remix. Been a while since I tried.) In theory, it should be possible to get it to work, though.
or we reverse engineer ePSXe to work with remix using this toolset?
Eh... reverse engineering MGS 1's PC port itself would probably be easier. Although as a general project... could be interesting.
been trying to get neverwinter 1 goin but i gave up long ago
Having 1 or 2 old emulators figured out would he pretty nice consider you get to have a lot more games compatible in one go
speaking of emulators. any luck using the proxy with them
But I think mgs1 can be worked on quite easily
could use this to finish the PCSX2 work
Which proxy?
There are a few PS2 games I would love to see Remixed for sure.
could maybe make some progress on it if you gave the llm this
https://github.com/OpenTrespasser/JurassicParkTrespasser
It already looked at that itself
damn lol
And then pretty much just broke what it already had what was working every time
you want to git clone it locally
it will do much better like that
when it does web requests it doesn't have appropriate context for the code and also often fails to fetch it properly
is that repo the complete source code?
So good 
Daym!
look at me... I am the xoxor4d now...
-# also realizing just now that xoxor's username is probably a reference to asembly
-# lol
Almost
@rose oasis for some reason when I mark the terrain textures as decal, everything turns grey
I have played around with the scene scale and direction settings but no effect
wordle be like
hmm. not entirely unexpected
had the same issues with this in MGRR. dump a log with the proxy when that menu is open and have it troubleshoot it. for us it was incorrect matrices for 2d elements
Do I have to add logging for the ui?
you're using my proxy template code in e-man's tools, right? a full d3d9 wrapper?
if so, it has logging functions built in. it should know how to utilize them & should already be doing so
it's set at a 50 second delay by default. so if you just sit there in-game with the pause menu open it should capture it in the log. then tell it the menu is broken and to fix it based on the log
Hm. It decided to create its own logging system. I told it to merge features from the template.
๐ค
From my experience GPT is much more reliable and faster than the Claude stuff
in mine, chatgpt completely borked every single project i tried it on ๐ญ
Claude Opus and Sonnet couldn't fix the culling in Total Overdose in like double the time it took GPT-5.4 to fix it. The live hooking also worked way better and what it wrote made more sense
interesting
bad rng
well, i'm glad it worked for u
I wonder what's the best way to calculate scene scale
measure the character's arm โจ
GPT works faster but is def also chewing through premium quota faster
Claude is just... slow
I wonder if grok 4 would be any better.
I've heard it's pretty damn good.
watching claude talk to itself is like watching paint drying
yeah
come back once in a while and there's progress, maybe
or maybe it turns out the paint doesn't look how you expected ๐ญ
Yeah the paint is all watery sometimes and doesn't stick
If the solution is found pretty early in a new chat then it's good
Who did yuck to grok
But as soon as something difficult appears it'll only get worse as the chat progresses
i did. the people who made it are ๐คฎ, the model is ๐คฎ, and supporting them by using it is ๐คฎ
Whatever
I'm gonna give it a shot
ain't like gpt isn't killing 4000 middle school girls in iran
Using my current proxy wrapper, Sonic adventure 2 can now be raytraced, but any lights placed in the toolkit and a fallback light rotate and move with the camera, Claude can't seem to figure out why this happens, just wondering if anyone else has experienced this and knows why?
well, that's what happened in barnyard before the fixed function patch. the geometry in your game is likely being rendered through vertex shaders which breaks remix's ability to anchor things properly
Okay I don't know what I did
But remix is just HARD crashing
I can confirm that it's not my patches
I removed them
It's not the confs either
Also deleted the dxvk cache
Guh
I feel the same, I'm fixing obscure issues in an old Polish game 2nd day in a row and it's been really good
Is the old Polish game Painkiller?
I think it's time to take a break
wtf

bro got slightly carried away
How long did you have it running breh
lol
almost 2 days straigh
damn
He just dried up a local river for $150
Sadly like 70% of the cash was wasted by me trying to make it restore like the whole function the developers just deleted from the game
It was known to be an impossible task because you can't just code cave something so immense
But I kept getting interesting results So I got carried away indeed
yeah i've gone on tangents like that
In the end I'm really impressed with GPT5.4, it's been very good at setting breaks and disassembling exactly where I expected it to, it is able for sure
The crazy usage is on me consuming too much copium
And the fact that cheeky bugga did actually provide promising results!!
until it hit a dead end saying that the Engine enters bad state long before the function I was trying to restore so without the source code it's impossible to make it work
One claude opus prompt and its fixed! thanks!
Now gotta fix textures!
Bro cursor is scamming you like a cheap hoe
it's time to switch
Well I did use a wild amount of tokens. Actually really surprised that it never lost the context
It reverse engineered like half the engine by the 13th hour or so lol
Honestly it should've probably told me that the cause is lost much earlier lol
Did you at least know it was charging you a billion bucks
Yeah I allowed it to
Or did it go like "thanks for using our services btw here is your bill"
Ok, that's good
I don't go outside much and don't have a social life so I do have a lof of cash to spare on shit like this ๐
Guess I just had to restart my computer.
As someone who'd pay $150 easily for DS1 path traced I understand it
Huh, guess my building crashed into a car.
Other than that, @rose oasis 's template worked almost first try (I already started exploring before the template came out) ๐ (set shaderModel=3 in dxvk.conf so U2 is now shader based)
lol
A heavy cost (for compatibility), I'd pay it gladly Sean Bean gif
Peak consumerism
food money but hey w/e floats your boat
I like to rationalize these things by the fact that I'm not paying for the alcohol or other shiet
so it's even
Pretty sure SA2 is now completely FF, just have to fix every object being at the worlds center when not using Fused World-view mode in View-transform
^if anyone has experience with this one as well, let me know, as I have a sneaking suspicion it could be literally anything
Crowds?
That is what I'm after
Common sense is struggling real hard against the urge to start grinding The Witcher 1 right now
Xoxor is working on handmade patches. I want him to work his magic.
Ahh gotcha. Yeah let's let xoxor cook then. I'm mostly trying to refine the flow with more examples of working game so we can create a more generalized set of tools to inspect each games inner workings
you know burrito
i have one more PR but it needs pretty extensive testing. i've been using it all day and got good results with it (gta 3 patches) but i'm not 100% sure it's good. would you be willing to mess with it a bit? it'd be the last thing to be merged before you did any extensive reworks/overhauls
https://github.com/Kim2091/Vibe-Reverse-Engineering/tree/skinning-support
if you where able to get rouge trooper to work even tho it was basically doomed before that gives me hope for wolfenstein 2009
That's good. I've been slowly chipping away at rogue trooper.
The game is a perfect candidate because rogue trooper redux is a remaster with full pbr but the rendering is so bad that they aren't even using SSR.
Yeah, it's full fixed functions now. Xoxor couldn't find the whatever vertex something but Claude did it in like half an hour. Not trying to shit on xoxor, it's whatever. But still.
Maybe he could even take over from here.
But I'll let the man work on need for speed.
yeah
the only thing keeping me from wolfenstein 2009 is that i dont know what to prompt it right
Perfect opportunity to waste all of your cursor credits
I don't know either. I'm just taking it raw and hoping for the best.
well that and
Didn't xoxor write something up regarding what the issues were
Cursor sub down the drain
Like packed UVs or whatver
basically "dead ends" and bad bsp iirc
Please please please @dull swallow apply for the free copilot pro 30 day trial it's worth it
oh well
๐ฅบ
the problem is im still stupid
we dont know what we would do to get wolfenstein to work
I could play with it for maybe Hitman 2 which has more skinning data and a borked camera
or if were even setting up the tools right
๐
i just don't want the work i did to get left behind when major reworks happen ๐
Honest to God. Fix one thing and then start a new chat.
You won't be charged for prompt processing fees and the model will perform better.
I've seen it get stuck on a single problem for ages until I restart and it just works.
Speaking of hitman, why didn't we all think of Blood money by now
cuz it sucks
yus
Claude did it in like half an hour.
Yeaah, the tech is honestly crazy. I also fixed something really, really obscure that even the best of the best in the community had to absolutely explode to fix
Ghidra did not manage to recognize that part of the code as a function, so even I had to go out of my way to find out which bytes made up the function. (C)
@crystal kiln some rtx remix specific info would be nice too. Like how does remix expect skyboxes to look like. What's the correct form for terrain baking. How are lights expected etc.
yus that would be great
in a separate file than the main prompt, tell it to reference it only if the mod is for remix compatibility (keeps context low, i did that in my last updates)
Ai models are just good at consuming tons of data. A person would have to manually sift through hundreds of lines of hex to find a thing. Some stuff could get overlooked or just slip through the cracks. And it takes a looot of time to understand data. An ai model just looks at a whole bunch of tokens and it can just see the full picture in one go.
It's a great data analysis tool
Yeah, the reason why it's also been great at locating code caves
Like it just finds it
Chaining stuff through multiple code caves in like a minute
and it works
Context window size plays a huge role in this. The more data/tokens it has to look for during the "attention" phase, less "quality time" it can spend with each token independently. IOW -> More text makes AI pay less attention per "word"
Yeah I know that
That one would be sick. The base graphics are already pretty good
The latest tokens in the context take the most precedence
Did I use the right word
But anyways. Yeah. I've been fucking with LLMs for almost 2 years now.
Lol. I did use that trick in my game modding work
I've been thinking GPT might have been working better than Claude for me cause of the larger context size
Saw a game which allows llm powered characters to interact with the player. The ai needed tons of info about the game world to be immersive so I squashed every bit of information in structured JSON lists
Claude actually does support over 200k context
The barrier is artificial
There's a Skyrim mod for that
crazy stuff
The game I'm working on was built with llm characters in mind but the prompt structure was hot ass
I had to mod it to redo everything
Is there a setting for that in VS Code
No, it's imposed by your plan
Prompt processing is expensive
LLM in games really is a promising concept, I would even buy a separate piece of hardware to accelerate it
That's why Claude will eat up far more usage if your chat is getting full
Mine even supports tools.
Hey, pick up that thing.
What is this?
Scan the area.
Do a dance.
Etc
rtx 6000 pro blackwell with 96gb vram would run a decent ish model locally
You don't need cutting edge coding reverse engineering fortune-teller models to answer "What do you think about the ongoing civil war in Skyrim"
but yeah goes without saying I would pay gladly
No way it'll fix a 400b model like glm
Oh, claude haiku
Object positions have been fixed but textures are blurred and distorted, but progress is progress!
Seems like pure vertex color, no textures at all
I swear sometimes I see them briefly distorted but then there are things like the rings that are completely white, so I think you're correct
Your first mistake is using haiku
I know, but its cheap and I was seeing if it was capable of litterally anything, turns out it was not
It's their least capable model
Definitely could have guessed lol
The robot fixed the textures! All I gotta do now is fix UI and sky textures not working
1 gigabyte log file, that's how you know youre doing it right!
omg
tell it to only capture one frame if it's getting too much data
by default it captures 3 in a row
Btw guys, has anyone figured out unstable hashes on character models for older FFP games?
Specifically a way to capture data from CPU skinned meshes
I believe you'll have to send the whole skinned mesh, rig, animation and other data to the GPU and then render it ffp via gpu
I wish I could try this with The Italian Job game the 2002 one, but for some weird reason that game refuses to start on my PC anymore. It used too, even looked in reg edit, no idea.
yeah, like shift the task from CPU to now be GPU based, iirc this would require an engine level modification
Aren't all mods here engine level
Some are renderer level
๐ฐ alright i got claude max
I already used 49 percent of my max but it's faulty in spots
Refining with gpt 5.4
not fully, but a lot of it can be done in this
Not if you are money conscious ๐
Don't have to pay per token on copilot you pay per premium request which can be shitloads of tokens
well
idk if i'd say that
yeah
if you just do copilot you'll be fine
can do a ton with just $10 a month
I use copilot
Copilot isn't a option for a ai in vscode just got and the others
one premium request can be a whole agent many step stuff
Gpt
GitHub copilot is built into vscode tho
What makes you consider Claude Max?
tons and tons of usage per month. once copilot maxes out you have to pay separately for more credits, which is less cost effective. just using claude max is a more worthwhile investment at that point
i'm trying it for one month to see how it goes
if it works well i'll let you guys know
Oh I see
30 usd is expensive though
What ide?
VS Code
Can I get the link where the 10 usd one is please in a dm
Is this good? 1500 premium requests (I assume this means 1500 Opus 4.6/GPT 5.4 requests?) seems very generous?
$60 Cursor sub lasted me literally 20 hours
yeah cursor is so shit
Not sub. Api
Well ofc, Composer 1.5 is shit anyhow
Look who came around
i've never used it. opus's cost is 3 credits per prompt. sonnet 4.6 is just 1x
it is very good still
dude i've hated on cursor for a long long time
maybe you're cringe about source ๐
Ah "credits" = "premium requests"?
Refer to my genitals
yeah
FWIW i have used sonnet 4.6 for just about all of my RE work in the last 2 days
so you get 1500 prompts with this essentially
and each one can go for up to ~20 minutes
Guh. I've been using opus
And Claude max just got 1m context
this is why i got it
Kinda stuck on one issue
With actual good context retention apparently
Since when
3 days ago
This really does sound amazing
Guh?
Maybe I must pay again rn
๐ค
I've been getting a compaction every 200k context
where do you see 1500 requests?
the normal requests per month are 500 total for the normal plan
if it really is 5x then it should be 2500
It says 300 for me
Installing Claude code on powershell, gives you a lot more features, and use /model to choose 1m
๐ญ wtf did they change it
That's our fault
Remixers have been drying rivers hard lately
it can't be used in the normal extension in vscode?? ๐ญ
I don't know
do you have to give copilot access to the API or is this claude extension in VScode
In CLI you can also use sonnet 4.6 1m
this is claude max in claude's extension
i'm gonna figure out how ot add that
Maybe that list scrolls idk
Kim, what is the "best" repo to use with Copilot currently? Not even necessarily for Remix specifically, I just need it to perform in general RE similarly to Cursor if it makes any sense
Also why can't Copilot use existing Cursor rules/skills/instructions?
hm. well, on mine i have some new features for the d3d9 proxy template to allow claude to add gpu skinning easier to games. i also reworked all of the prompt templates to function better
but those changes focus specifically on remix. e-man's main repo should function about the same for general RE tasks right now
why
i had to set effort to high
wow okayy
opus 1m fixed an issue with only 3% of my 5 hour usage period, when sonnet took 9% of it and didn't do shit
That's opus for you
it allots more tokens to it too, i found out
I believe they also support verbosity which determines how long the non-thinking response is
also can't get the 1m opus
opus[1m]
GitHub Copilot doesn't work in Belarus ๐
press / in the bottom right, then open General config
and then type in this
๐ซ
Microsoft are really restrictive when it comes to regional bans
Can't even securely download Windows
does it work
Can ai read hex?
lemme see
yes
Cool
Be back with ai coding when I get home
Kim will probably update the repo I bet though
How do you adapt to vtools when it's updated when you used the previous version
Well it's running but I don't know what model it's using
๐ค
Restarted vscode and looks like the 1m model is working
I don't see a token limiter
lol nice
this happened to my sister this morning
they applied this to free trials + student accounts suddenly
Nice shitty move
yupp
This will get me to pay for their services for sure
๐
I can't even pay although I would
It blocked me from messing with billing settings
Will wait for it to unblock and try something
Guys I think they detected we're using it for remix (actually useful purpose)
we need more AI cat videos to make data centers profitable
wow okay
yeah
opus 1m makes max 100% worth it
it's doing so incredibly well
this is the best i've ever seen a model do
This makes me rather excited for tomorrow when my Claude Code usage resets.
Same
๐ sadly opus 1m is only available in the Max plan, not the normal one
Oh, I have that
oh nice
I was desperate enough to get my childhood nostalgic games working that I splurged, lol
which game?
(also me with barnyard)
Hey hey, just pushed a new Update, a complete DX9 API tracer that captures N frames and logs all dx9 function calls in a structured jsonl file.
Features:
- Disassembled shader sources โ every vertex and pixel shader captured with full human-readable HLSL disassembly embedded in the trace, no separate tools needed
- Complete call-level replay data โ matrices, shader constants, and bytecodes are automatically dereferenced and stored inline, making each trace fully self-contained
- Reliable backtraces on optimized builds โ custom stack scanner produces accurate call chains even on release binaries where standard tools fail
- Full API coverage โ all 119 IDirect3DDevice9 methods captured with structured JSONL output, ready for scripting or the built-in analyzer
- One-click offline analysis โ hottest code paths, matrix data flow, draw call breakdowns, and render pass structure from a single command
- Zero-touch integration โ drop-in DLL that chains transparently with any downstream d3d9 (system, DXVK, RTX Remix), triggered at runtime with configurable delay
- No performance impact when idle โ tracing activates on demand; passive overhead is effectively zero
Go check it out and lmk how your apps/models perform with it
The PC ports of the four Star Wars games on the Nintendo 64. Mainly Shadows of the Empire and Rogue Squadron, although Battle for Naboo and Episode One Racer are up there as well.
damn dude
(do i need to refactor my current branch to make a PR)
@rose oasis I didn't find the PR you mentioned, think it is only in your repo. Would you mind rebasing with the latest stuff and opening a PR to merge your skinning stuff?
That would help immensely to merge on top ๐
oh man there's gonna be SO many conflicts
i forgot to open the PR yeah, sorry ๐
i'll try to make this work
Shouldn't be actually. The stuff I touched was mostly new files in other folders
That was written by ai, wasn't it?

i had unfortunately redone most of the prompt + skill files
it was required to make the d3d9 proxy work better
do we know if what it says is true
or
AI generated Burrito coming soon
https://github.com/Ekozmaster/Vibe-Reverse-Engineering/pull/4
okay you're right, somehow it's pretty much entirely clean
i have to go for an appointment soon & will be gone most of the day. i'll try to fix it up later โจ
this is amazing though
Lol it is only 1 conflicting file in a comment/docstring because I removed MGRR references from the repo to keep it clean/neutral
i'll test the new tools and features with wolfenstein 2009 tonight/tomorrow
That came just in time for me. I was here attempting to do some disassembly of Dragon Age: Origins this morning. The current tools were already making some progress, but this will be a lovely addition to the arsenal. Thank you for that!
yay!
and DAO is gonna be amazing
have you run into any issues with obfuscation? burnout paradise had a lot going on
I've had to do a lot of live traces with the game running while Copilot does uses the live tools. It seems like static disassembly is less reliable in this case
I'll post the RE docs for it once I have done all I can.
dump the game with Scylla while it's running, then have it perform static analysis on that
it helped immensely with burnout
xor showed it to us
@crystal kiln could it be possible to have Scylla dump be a part of toolset, some game binaries are packed, obfuscated game code tbe. Working on such games is hard enough that these RE tools just don't fair (i.e burnout paradise and probably a lot of EA games from the later years)
I shall do that at once! Thank you for the tip. This is exciting!
lol, coincidence
Trying the new update now
Never heard of it. Will take a look ๐
the user should dump it ideally, but the LLM should walk them through performing it properly and then supplying it with the direct path to the dumped exe
also one more improvement: i have consistently had issues with it not using the venv. it's to the point now that it's automatically installed all of the dependencies in my system python ๐ญ
it'd be good to prompt it at the top of the main prompt file about this
maybe later down the line, some basic support for older games like around ~dx6 era could be added. I think we've just solely focused on dx9 from now on. Haven't actually tested it or seen anyone work with your tools for older late 90s games to be remix compatible yet
when i have some time, i fully intend to take dxwrapper and try to make it more compatible with remix
it's extremely accurate for dx7 -> dx9 conversion, but it's not ideal for remix usage rn
Yeah I think we already have that but its just forggetting? 
keeping the prompt files as short as possible is really important
i stripped out 99% of the documentation & notes in my proxy code to help with this, and it made a massive difference
That is on the plans. The tracer is a huge piece of code similar to Kim's ffp template, and porting to dx8,7,6,10,11.. will be a hell of a ride which requires a ton of testing (automated testing), but all other tools are more or less easy to port/extend
That is insteresting. From a quick read it should be totally doable and an easy addition actually. Just gotta check Scylla licenses and stuff 
So vscode branch is updated Kim?
my fork isn't updated with the new changes yet
Ok I can wait I'm not home anyway
waiting for the PR to be merged (@crystal kiln i fixed the conflict)
i'm struggling to understand how it was as simple as it was
and if my changes are still going to be valid lmao
but it seems okay?
Be cool if we could use the ai checking the render when it's active and still use the module seeing the change ai makes via render
Like a script doing changes while you watch
Okay just one more stray quad left
Just merged. Think it is time to ask AI to refactor and remove repeated fluff after all these merges. Sometimes they just append repeated stuff from PRs and that bloats context window pretty quickly
AH and thank you very much as always, great stuff 
So I have to change my code somehow when Kim had hir first fork
There are livetools to make small localized patches in the binary running live if that is what you mean
Her
so far the only thing i don't like about claude code is that it's not showing me its "thinking" a lot of the time.
Yes
but in ~20 mins opus 1m managed to reverse engineer pretty much the entire weather and day/night cycle code for GTA 3
But I want the whole code to be live just not snippets
Say it's writing and you're getting a view of the changes being rendered without doing anything so you can have a hands idea what you need to do
Like a personal log not even needs written
It did use live patches that affected rendering right away, and was asking if it looked right
Yes but I want the exe to still be running
It was still running, that's the point of live patches
Hmm
The weird thing is, I feel like it used to. I don't know when it stopped, but when I first started using it you could see it most of the time. Now it seems like I never do.
Yeah, thats the point since the very first release I made. For U2 it patched a single memory address with some code and I alt+tabbed in the game and puff, culling gone
Claude takes a long time, I used almost 50 percent premium tokens
And that is the 39 usd package
But I spent like 8 hours
it doesn't work based on time per message
it's per message you send
avoid cancelling prompts whenever possible
K
also, use sonnet unless you run into problems. 2 opus prompts is equivalent to 6 sonnet prompts
what good prompt can i use for example?
Yea opus is being naughty rn
the toolkit is so efficient now that you can just kinda talk to it normally and it'll figure it out
"we need to remove culling from GTA 3. i have the folder in the workspace. please research the game through static analysis (or live if necessary) and tell me if you need anything, then create a patch"
Man I wish I could continue my project on mobile
Also remember that a message sent in a chat with long context will cost a lot more than a message sent at the start of a conversation
That said, the 1m mode's usage isn't that high.
Or maybe I haven't used that much.
for claude code, yes. for copilot, it's purely credit based. this doesn't change cost
I didn't know about the long message
Prompt processing takes a buncch of compute
How do I use copilot in your branch kim
Also don't wait around to send the next message. You might invalidate your prompt cache.
I meant the module not opus etc
you just download the vibe tools, then tell copilot to use them
Oh so I don't need to select any model?
Oh
huh? didn't know that
copilot, claude code, and cursor are all supported
i want to clarify, this ONLY matters for claude code
and maybe cursor
cursor has a very ambiguous cost system
I would refrain from cursor
Copilot uses a flat rate per message, it does not cost more depending on chat length
If burrito ever speaks, it's about claude code
But in general, prompt processing is expensive
"Burrito Claude" model when
Claude Maxrito
When I think Claude I think John Claude van dame
Lol
how do i open the directory for the copilot?
sorry for obviousness just im too noob for it
file -> add folder to workspace
do that for the vibe tools and the game folder
SUCCESS
๐ฅ
@atomic steppe any idea why the claude terminal just immediately crashes when i run a command?
actually it just says "claude is not a recognized command"
Try this
https://code.claude.com/docs/en/troubleshooting#windows-powershell-2
Do the
$currentPath = [Environment]::GetEnvironmentVariable('PATH', 'User')
[Environment]::SetEnvironmentVariable('PATH', "$currentPath;$env:USERPROFILE.local\bin", 'User')
Under verify path has the nice copy and paste
Dang good job burrito
As expected the models it allows you to pick after they nerfed trial accounts are all useless
Holy shit, I finally got it to fix JPOG(almost) only issue is it's not replacing all other same assets
I hope to god it can figure out why it's not replacing the other assets It's so close! 
instances aren't working properly
To use tis tool with claude do you need a claude subsription or will the free one work?
What would I do to fix that?
tell it that objects aren't being instanced properly in remix and that it may have something to do with how it patched the game
free might work
Is this complete nonsense? I dont know ๐คค
gemini?
Opus
it's kinda meh but if the screen is truly completely black and you checked debug view to make sure nothing is rendering, then it's doing something wrong for sure
Yeah it renders completely fine with raytracing enabled (apart from UI and Sky textures not working which is what im trying to solve) but turning raytracing off theres nothing on the screen
oh. well, that's expected
that happens with just about every conversion i've done, and most of xor's afaik
so theres no fix for sky or Ui ?? 



not what i said โจ
or not what i meant rather
is this a proxy, or an ASI patch?
proxy 
โจ
okay well, that happened with just about every other game i worked on with a proxy
what you need to do is tell it to delay the diagnostic logging by 60 seconds. this will give you enough time to get in-game and set it up properly for what you need
then what you need to do is go into the pause menu and let it do its logging. then give that log to claude and tell it to fix the transforms for the UI
the UI should then be fixed and functional
for the sky, there are MANY reasons why it might not be working. the sky could have been a shader in the original game (Barnyard did this), or just a simple 2d effect (GTA 3 did this)
don't have it try to look for a solution without providing it with diagnostic data or some kind of lead, it won't get you anywhere
Will try, thank you
Skies should be fixable, they seem to be done the exact same way SA1 does it, nothing fancy at all
do you know the technical terms for how SA1 does it?
No not really, but I can describe it crudly as such: they put a big dome or sphere around the level that sometimes follows the camera, puts a texture on it and calls it the sky
what ive been doing with a dx11 wrapping to remix
crazy
soudns just like a typical skybox ๐ค
cam problems
i need to translate all dx11 cam matrix to dx9 and world matrix
im workin on dx12 on the side
Yah and you can enable paying 0.04 cents per request over the limit
Nahh, needed Pro, but thats fine
Sonnet model will still be good for 90% of the tasks
I wonder what the most cost effective way to go about this is - a cursor subscription, claude code something else
Copilot for sure 
Im pretty sure cursor just changed their pricing to be terrible value
You can scratch cursor
It'll use the API usage too fast
what game is this
Dark Souls
I think the log files should be guarded, aka tell it to log results when needed or after a certain n frames, stop logging
Probably should've just closed the game
Where are you from? I thought the restrictions wouldn't apply to at least EU
Belarus
damn, sorry

Gonna try qwen3.5, see if it's any good
its dumber than haiku
Yeah either it's sonnet/opus 4.6 or gpt 5.4
also finding that if vibe doesn't do exactly what you want it's better to adjust the prompt instead of trying to fix what it gave you
Well. I needed 4 promts to translate shaders from ASM to readable HLSL
Which shader model?
From SM1 up to SM3
Yeah, but SM1 aint supported from anything
FXC only supports from sm2 to sm3
Thats what i got
yep
You converted old sm1 shaders to sm3, but why
No
I simply translated it to readable hlsl
Not converted it to SM3
๐ซ
claude max is the next best
(actually i'd say it's just the best for opus 1m)
Is Claude Max a hundo bucks
It is indeed.
๐ yus
Not a small investment by any means.
i only did it because of #1482811180870406376
if it weren't for that, i would not have gotten it
So are you going to work on Wolfenstein?
I mean I'd pay a hundo easy if it could help me fix Dark Souls
But you never know if it'd work
setting it up rn
Trying to pester Xoxor if he can give his verdict on the viability of that
dark souls is going to be on my list of games to vote on
just not this month
i need things that are less scary
||Crysis||
i hate crysis
Yeah, I'm trying to figure out how viable it is, specifically the compressed vertex data.
it messed up my spelling of crisis for years
What did Claude tell you about compressed vertices?
well ๐ in other words don't feel pressured to spend $100 because it will happen eventually
Well I wanted to get the camera right first until I ran out of requests, but it just said that it would need to write a decompressor which sounds nice but could be made up
Vertex information for the world seemed ok so I wanted to get that working first
I know a guy that looks at this and can retrieve any type of 3d model from a game. Even if the tools are not there
How 3D data looks like in hex: compression, encryption, common data types (ints/floats), main data structures (geometry/bones/textures)
Horrifying but impressive skill
Figure out how the original shader handles blending
The issue is that the original textures contain the specular map packed into the alpha of the textures
That has come so far so quickly
The textures still aren't getting blended properly but I'll take it
I still find it funny that ai let me wrap d11 to 9 with phasmaphobia
Oh you didn't see
No I'm confused as to how dx11 was downgraded to dx9
#1481706093976621277 message
GTA v
I could try 2 fps probably
You do it
Use some old dx10 version
Just cause 2 please
Fire emoji
okay tbh i'll consider working on this
I don't own jc 2
i love JC2
Doesn't help with the fact that it's dx10
i need to translate all dx11 cam matrix to dx9 and world matrix
wdym by this?
But you can try
the matrices are just numbers
shouldn't be different across directx versions I don't think
It wouldn't render the world therefore geometry wasn't being rendered at all
Cam was on Y axis for unity but still
Locking cam issues
I haven't tried crs fake cam tho
There has to be a poster child game that can be representative of the capabilities of this toolset
๐
i mean i really do think MGRR qualifies? it has 0 fixed function capabilities but it was converted to 100% FFP
wolfenstein 2009 would be good too when that's done
idk
what kind of game do you have in mind
i have a feeling people will only accept Crysis or GTA 5 lmao
Someone give it a shot
it's too bad i don't really like either of them all that much
- gta 5 has that DRM on it now
Didn't gta5 go to dx12
Hey, if you try out JC2 and it succeeds somehow by some miracle then gta 5 isn't too far off, at least the legacy version
With the Enhanced Edition? I think so. It does have its own raytracing now after all.
Grab the old version
Just need someone to try it and mess around for weeks and maybe a few hundred dollers to burn

I mean you probably can use the five loader for the online part but Rockstar owns it now
The one that speedrunners use
Fivem
No
Hmmm
Just use the single player mod loader
Ah
๐
What was it
How about red dead redemption 2
No
I think we're all getting waaaaaaay ahead of ourselves here.
Picking one game over so many is hard.
Let's get a few more DirectX 9.0c games done before we worry too much about DirectX 10 and above.
i'm not gonna force myself to work on games that i don't like that much just for the sake of this lol (not saying you're pushing me to, to be clear)
hopefully one of the ones i end up doing is good enough to be considered as that
Gtav let's go
Can I re a dx6 game?
I mean, MGRR is already up there
Yes, you can! I have had some success in that regard myself.
Ff8 here I go when back
No one's forcing you Kim, I'm just saying that out of this project there will be one of a kind game that'll just stand out more
But we don't know what it might be
Witcher 1
The only issue with those is going to be the pre-rendered backgrounds. If you set them as UI, they'll render over top of the characters, but if you don't, then only characters will be visible.
One thing that might work would be to only ray trace the battle scenes.
the work everyone will be doing with this toolkit is really impressive & helpful. i just don't like that one will stand out more lol
halo 2 vista would be kinda cool (:
buuuuut knowing how cursed the other halo games are on pc... it's probably super cursed
Maybe, but it would be tough to do probably.
Blender
@crystal kiln your tracer is helping a LOT with wolfenstein. amazing work
Natural selection, people will really like a particular game if it works super well
Same with Dragon Age: Origins
Getting some good info.
literally within 10 minutes it's done this
Nice! Glad to know that
i know ๐
sorry idk why i'm upset lol
What about old games like kings quest 8
It could be MGRR who knows 
I see no reason why not. I (Claude, actually) got a game from 1997 that was a port of a 1996 N64 game to path trace and have stable hashes, so as far as I am concerned nothing is impossible.
Don't let all of this stress you out. You've done some great work already.
i'll just lay it out in one message:
- you can 100% RE older DX or D3D games to work with Remix. best approach is likely modifying dxwrapper for better remix compatibility
- you can MAYBE RE some DX10 games to work. DX11 is highly unlikely. anything past that is just nope
- OpenGL 3.3 will probably be the upper limit of what can be converted to DX9 reasonably, and the wrapper would likely need specific tweaks per game. it would be very difficult to make a generic wrapper
i think it's just depressing to consider that i could spend weeks making a game compatible but it won't be appreciated or liked for some reason
Dx11 phasmaphobia was 2 fps and didn't render but was surprised on it hooking
Oh, they will all be appreciated. It's just that everyone has their own priorities when it comes to what they want to see done.
You can't please everyone, but the people who care about the game will appreciate it
One pixel at a time
I really like when we all get together and figure out something as a community
You saw how happy Bailey is to see MGRR work. I'm actually a bit excited as well since MGRR is the only Metal Gear game (aside from the old MSX2 games) that I never really played through.
i didn't know MGRR existed before it asked me to work on it. it looks fun enough that i'll prob play through it ๐
I would really like to see MGSV, I wonder how different it would be between that and MGRR
I think MGSV might be DX11 minimum?
๐ MGSV would be a nightmare to get working
i think for DX11, using the remix API would probably be the easiest approach? it's what Nukem did for Skyrim SE (DX11). though not ideal for many reasons
Expect vram performance and leakage with dx11 and up
If you do get the chance, I would say the whole series can be enjoyable. Most are more stealth oriented, and the writing can be a bit... dated in some respects, but they are still enjoyable.
I watched 9+ hours of MGS4 cutscenes, does that count ๐
And he made a decent amount of progress, didn't he? I remember he did hit a brick wall at some point.
Hmm
he left suddenly and idk why. wish we could ask him about it
That's practically the whole game right there!
The dlss5 probably
Me in high school watching the 13 hour YouTube MGS4 movie
no this was last year
I asked him a while back about it
remix broke him
Ah
Broke him?
Mentally probably
he put a lot of energy into remix stuff
I remember asking ChatGPT about PCSX and it basically told me "holy fuck this is gonna be a lot of work"
those are inherently shader based
highly unlikely to ever work
but i was considering forking Dolphin and adding a DX9 api made specifically for remix
Same but I failed doing it
i was talking with one of the dolphin team members yesterday about dolphin + remix. they want it to happen too but it's going to be really hard
Honestly, it would probably be best to start small (i.e. PS1, N64, PSP, etc) and work your way up from there instead of trying something like that. There is already a LOT of overhead just from those emulators themselves. Trying to get Remix compatibility is something I don't even want to think about.
I was seeing if it could be a render backend @rose oasis
Honestly, I am just glad that they are aware of it and actually think it is cool. So many people can be dismissive of Remix. Good to see some open minded folks out there.
I'd argue pcsx2 is possibly the best emulator to work on with such AI toolset, given it has so many games. But each one of those games had to be manually configured and made compatible with the emulator. Maybe emulators can be given a try later
I will say that the Project 64 emulator does work with a small handful of tested games and a specific DirectX 8 plugin. Mesh hashes are mostly unstable, however and you need to enable the option to always recalculate texture hashes in order to be able to do texture replacements.
And pyrate 64 to make n64 games came out so I guess you can make something if you don't own the game
It's like blender
https://github.com/HailToDodongo/pyrite64 if anyone wants it
cxbx is probably the easiest one to patch to work the rest of the way
I wonder how cxbx works because of ps2
I know Xbox had some sdk usage
Too bad I can't re Xenia to use dx9
For fable 2
GTA 1 path traced when
The actual world is 3d, would be crazy to see with actual lighting
If that is the case, then it is quite possible.
would be fun
I tried King Kong Signature Edition and every solution thus far fails to solve the Culling problem and Bonks the sound in game. not sure what's wrong but i feel like Wile E. Coyote falling for the RoadRunner's tunnel painting tricks
That way we can probably get most xbox exclusives out of the way
Which model did you try? I know it's mostly RNG but GPT-5.4 seemed like it was able to produce actual results for me vs Claude which just was stuck thinking and talking to itself forever
With GPT I was able to iterate much quicker and just test stuff out at a fast pace
culling is really difficult to fix i've found. it sucks
Whatever Cursor loads by default, im new to this stuff so im kinda button mashing
ah cursor's default is shit
my preferred is sonnet or opus 4.6, or like gab said try gpt 5.4 (hasn't worked for me but it clearly worked for them)
ill give it a shot, i also need to try to get Gamers Edition to work with remix at all.
