#Vibe Reverse Engineering Toolset
1 messages · Page 4 of 1
which one of these:
- an addon to the existing proxy/wrapper template code?
- its own proxy?
- template code with useful information to patch the game itself?
having it as it's own proxy would be nice but it's up to you
it's just kind of a nightmare
we would have:
window proxy -> FFP proxy -> any ASIs loaded -> remix
but i do think it's the simplest solution
and the main features of it that we want?
-# I was mostly being greedy because having a seperate proxy would makr integrating it into my code easier lol
being able to take screenshots
so in halo if I try to take a screenshot with windows + printscreen it sends me to the desktop
and takes a screenshot of my desktop
okay
this sounds so stupid but it's halo ce port so it's expected
that behaviour seems to be much more common in older games
uhm, shift + win + s?
NVIDIA Shadowplay or OBS doesn't work?
elsewise the xbox app can take screenshots too
not reliably no
hitting the windows key will send me to the desktop
OBS display capture + Take Screenshot works for everything on screen for me id give that a go
bweh
working on it
this will help a lot of games
BARNYARD
@muted sun can you try it
oops
sure
[Chain]
; Next DLL in the chain. Leave empty to load system d3d9.dll.
; Examples:
; DLL=d3d9_ffp.dll (chain to FFP proxy, then Remix)
; DLL=d3d9_remix.dll (chain directly to Remix)
; DLL= (system d3d9.dll)
DLL=
set this to the other wrapper ofc
GPT 5.4 the goat
got working borderless but I'm still getting set to the desktop with win + printsc
try this
same thing
😭
does it happen from the windows key specifically being pushed?
yeah
That's a good point! I'll do that when I can.
same thing lol
does it work with barnyard at least?
sadly the way xor's wrapper handles things causes it to break there too
It's already a miracle we have this toolset this year that halo is at least somewhat functional
And a handful of other games
skipping xor's wrapper, yeah it works thankfully. so much easier to work with now
@crystal kiln pull updated and rebased
so his version is getting updated soon or do i need to still use the same one
@atomic steppe
Anything I've done extra including plugin will be unnecessary, when changes are pulled into the main repo
Need to uninstall the plug-in too when it updates
i wish there were a good OGL to DX9 Wrapper for Oddworld: Strangers Wrath. Probably need to build my own :/
is this complete gabagool??
Anybody had any luck stabilizing hashes?
the goal to get this done is to figure out why the hashes are unstable to begin with. often times it's from being rendered through shaders. other times it's the way the game is rendering decals or effects on the geometry that's confusing remix
Well, in UG2 car hashes for example change per part, but each part update also updates every other geometry hash of that car. Sometimes its stable, sometimes not, which is really weird.
I tried to get rid of it, but well. Nothing worked
Heres what it found out about UG2
im now gonna try to make a coop mod for M&B: Warband with this something that hasnt been done in 16 years i think it can do it 🙂
good luck
Thank you so much. Just reviewed and merged 🙂

@crystal kiln new small pull MB
Np. Just approved
claude didnt catch that ill be making sure to note this in his performance review
Please do lol, I've been thinking about this since forever
Also just loading up a battle against 500 bots with your bud would already be cool
@atomic steppe the RE task you set up works amazingly well. it took like an hour lol but it made a comprehensive kb.h and an md file
not 100% sure of the accuracy 😅 but it sounds right from what i've read of it
Hmm wonder why it took so long maybe it would be good to tell the agents to spawn another subagent to run just that command while it did regular re path till bootstraper came back
Can you ask what held up the bootstraper
I thought synced battles was already a thing with the battle time mod
Just no coop campaign has ever been completed
But if you mean without the headache of that mod and everything seamless I gotcha
man getting older games to work with this like dx5 or old glide games are rough. i think i need to shelf that idea
I saw this yesterday https://github.com/WinterSnowfall/d7vk
I don't know enough about the dxvk remix or d7vk to know if this is helpful or not lol
interesting, linux though
hmm ill give it a go
DXVK is also made for Linux
Yeh but it can use native Windows I think
yesh
It's been also stated at some point that Windows DXVk support is not a priority
ah
note this is kings quest 8 mask of eternity, rasterized
with the github link project that raven provided
and the proxy
The problem is games of this time had a good chance it was probably pre transformed
You'd still need game-specific RE bypasses for remix to work with even D7VK
i forgot that i scapped my .md file for the game. so i have to start over
cause i thaught it wouldnt work
you know you're doing something wrong if the ai wants to poke in your registry in windows and look at your gpu drivers
i told it to quit poking in the system32 etc
lmfao
I've never seen it do that before
I do know back in the day you could force widescreen in certain games with registry edits
yeah that's probably why it's wanting to poking around for stuff
has anybody had sucess working with software rendered games using vibe?
I have with a few old Star Wars games from the 90s. I still need to get around to perfecting the implementation once I am done with Dragon Age and maybe MGS 2, though.
Managed to get stable hashes and everything.
Debating if it would would just be cleaner to fix halo's built in fixed function mode because the only huge issue with it is that all the skinned meshes are run via software rendered vertex shaders (which I had no idea was a thing until recently)
That is a bizarre method of doing things. That might not be too bad to solve if that is the only blocker, though.
Did you use DxWrapper for that or the games straight
I used DXWrapper for the DirectX 1-7 to 9 conversion, but I (well, Claude) made a proxy dll that hooked in to the game and grabbed the rawest possible camera matrices and model space vertices so that Remix would be able to detect a valid camera and have actual 3-D geometry to work with instead of pre-transformed vertices.
Well, one of the games uses GOG's wrapper for the DirectX 9 conversion, but the other three use DXWrapper
wasn't nfs2 software when burrito did it
m
oh yeah it was
forgot about that
there was a game I like that was liked to software mode
When using claude in VS, does selecting effort medium gets better results as effort high?
cause to me it seems that when on high it starts trying too hard so it starts doing things it actually shouldnt do
effort is actually just how many tokens it's allowed to use
ah
NOT doing a remix comp mod
That would be stupid
This is pretty cool
I really should finish the game before I spoil stuff for myself or break my saves
fyi supposedly d3d9ex handles windowing much better than bog standard d3d9. going to try it out in halo in a bit.
hm
Actually before registry was even a thing games targeted win.ini
This however is for even older games
Absolute madness
Please continue
Create a repo in case you get bored trying to get this to work
Has anyone tried any source engine games with the tools? I saw Kim said "no source engine" in thier thread lol
Got some progress on converting Delta Force Xtreme 2 to FFP, the world renders without shaders but things like grass, vehicles, enemies, and the player's hands don't render yet. I'm also on a really outdated verison of remix, easily from April 2025
Everything except the terrain is skinned lol
I opened a draft pull if yall can test it out see if it helps your projects
https://github.com/Ekozmaster/Vibe-Reverse-Engineering/pull/11
Adds pyghidra as a parallel static re subagent that pairs nicely with the current r2ghidra, it makes a more complete picture and found stuff sometimes r2 couldn't find without live tools help in one instance
effectively its this now
Funny boxes
This is pleasing to look at
Even if it doesn't work
Or might
It's always a dice roll
This looks good on paper or in this case a flowchart
Have you guys ever run into packed binaries in other games
I think we hit a huge barrier with burnout paradise reversing
Which is unfortunate
take me back to the paradise city
Where the grass is green and the girls are pretty
would you be able to get the llm to generate a diagram of how the systems in the executable work?
which exe
like the game or whatever excutable I'm reverse engineering
ummm maybe by giving it the kb.h idk its just claude on web making it
Kind of like doxygen?
exactly what I was thinking
whar
What

was that just a bad doxing joke?

but yeah something like doxygen would be sick
LADIES AND GENTLEMEN low latency native pathfinding stable coop parties and world sync 
I'm gonna try again soon
okay now upgrade a game to 64 bit
/joke
You would have to recompile the game code
ez pz prompt
claude heres the bridge code and the binary, upgrade game to 64 bit make no mistakes
there are some things the bridge conversion would still help with
For NFS2 and NFS3 I found this project
I think it's made with AI as well
Pretty jank atp cuz I tried it with the camera proxy
I plan to RE a PS2 game and port it to PC
👀
(please don't be dog's life)
idek what that is
no ofc it's gonna be barnyard /s
I'm planning on porting Ratchet Deadlocked
Dog's Life was released for the PS2 in 2003 and was no doubt the result of the trauma of many children that were just excited to play as a dog. Unfortunately, they were met with a surprisingly dark story with visuals that are extremely unfit for a younger audience.
👕Merch: https://teespring.com/id/stores/randomstuffgamings-merch-shop
Previ...
It's like those lost media horror games
Need to try dolphin emulator next month
I remember playing silent Hill 4 when I was like 8
PCSRemix2 when
i know someone from the Dolphin team who wants Remix compat
Dolphin is a good start
I believe you can write a custom renderer for pcsx2
at some point I plan to try that
If you can do a ps2 game I should port halo ce to pc again
Someone already done that, all it needs is a little push
for fun
A better port than gearbox 
Fat bear guy try not to talk about Halo CE for 3 seconds challenge (hard)
Isnt that already on pc?
On steam or
autism
Js the mcc
there's the 2003 pc port, custom edition, and mcc
lol
Definitely not a job for Claude
We do have this 👀
I have a brain too yk
ya that's my inspiration
dies
I'm gonna sleep
My brain at 2am
Good night!
you concern me
Genuinely unsettling
the lips look so human
me when I look in the mirror
No mirrors in the house to look at is always a good thing
I think rexglue has superceded it iirc
Tf is rexglue? Last time I tried xenonrecomp there was like no instructions or any examples of setting it up, seemed like everyone was getting stuck
Also decided to work on a different game before wasting my usage on DFX2, would really like to mess around with Trophy Hunter 2003 before I attempt something like cleaning up Delta Force Black Hawk Down
I should try dfx
Dfx2 is SHIT
Also still waiting for someone to leak dfaf. Iirc it was mostly complete
DFX2 was kinda cool to me, never completed it but it felt a little more expansive than other delta force games
Shieeet if we see an angel falls leak ill quit my job just to fuck with it
Looked a lot like Arma from the clips I saw
Dfx will always be my 2nd favorite
I really wanna get DFBHD cleaned up and restart my project, I did way too much AI textures and stole models from places I cant use in a real mod release
They should've never gave a mf free blender models ripped from Arma 2
What about the black hawk down original
Not that remake
Back when nova login was required
Ye thats what I was working on, I started it just before the "remake" came out just to spite Tencent and their UE5 slop
No one's talking about the urine engine 5 remake here
Thing had a map editor for the original too
Excuse me?
Was dope
Just killed a mosquito
Yeah that UH60M replacement I used was ripped straight from Arma 2. And their license explicitly states "can not be used in games other than Arma"
That and the little bird i ripped
Oh you did
I thought you were talking about nova pirating shit. They did. And it cost them everything
I always wanted that one you used in that blender crash animation but you couldn't remember where you got it from
Yup. Pirated software or something right?
Damn I didn't know that
Should've just used gimp smh
That was like millions of dollars in their lawsuit or something right? I remember seeing the articles. Then they tried to sue activision I think and they lost
Has anyone tried the desert storm games
Yeah I tried conflict desert storm and it worked decently, only a couple bugs
I didnt have much interest in the game so I didn't do any enhancements
Cds2 works perfectly
All lights detected etc
That's cool
Need to dust off my copy.
But not home yet
oh you're not talking about angels fall first, I got excited for a second there.

The real mystery is how the sync between 1 player engaged in battle and the other roaming the world would work
How are you doing this, with ai? If so what prompt are you giving
"Make Warband co-op, make no mistakes or the world blows up"
Current plan is keep campaign tick going no matter what is happening, and freezing the battle state from the map as if it isn't happening once begun
Def AI doing the heavy lifting, but a lot of trial and error and testing and supervision
What prompt did you use for implementing it
I mean it was single player first right
Unless you're making the players take the bots place
It's adding a new party into game, with a regular mod,
Ig first prompt was a preliminary research and plan with superpowers skill, and then another 20hrs of trial and error lol
I just got 2 to work well lol baby steps, I can try it soon likely
Pvp work?
Everything crashes other then map moving
Ah
This is alpha of alpha rn
I think the harder part is likely done, and have a good foundation, but far from a polished state, hoping battle time will integrate well into getting multi player battle working
I wonder if it's getting confused with main playable model and lots of cams being used as one with multiple players
I mean wouldn't it try to render the main players cam multiple times but it's using them all?
Im currently working on adding more things to requirements so the repo has more tools
No it knows client is x new party we add on connect, and makes it main player to that instance
Maybe you can then implement the requirements @atomic steppe
Ill drop the file here once its ready
Ok cool. Is syncing a issue? Maybe movement needs sync?
That or ai put in placeholders
I can do that 🙂
I would like a summary prompt for sure to try with a different game
Just give it access to the game folder and provide whatever context you can in a natural language
There's no magic prompt
Ah
What crashes first client or server
Using vscode I guess you can use live tools on the client
Would be useful if you knew how the game works and deals with files
In Painkiller for instance you can literally unpack games' content running the exe. with the FS.ExtractPak parameter
Painkiller co-op when
It exists
Heaven's Got a Hitman Chapter 1
Difficulty : Trauma
Without Tarot Cards
For the 13th anniversary of Resurrection.
Resurrection has native Coop and you can run the original levels in it
Trying to get Carmageddon 2 to work with RTX Remix be like
It turned the damn game into an air traffic control radar
How about 1 I found this pic
Although it's a 3d mod
What makes a game do that
Is that culling?
I think it's garbage geometry data applied to a quad but I have no idea
If you find it lemme know. It does it to some games I try
Got Carmageddon 1 working through OpenC1, only issue is it fills up VRAM within seconds 
Finally seeing some Carmageddon with RTX is nice though 
You will have to have ai look for vram leaks. I had to do that cause I had the same problem
Have the AI buy you an Nvidia RTX PRO 6000.
Yeah, it's working on it now
29gb of vram on carmageddon 🥀
How's it doing
Still filling up. It tried something once which made it crash and now we're back to filling up VRAM
But I only have had time to test like 1-2 iterations
The new requirements.txt
well, just noticed tqdm is not really helpfull XD
but the others are
minhook will improve the hooks for example
finally got home so i can try things

VRAM still gets filled but if I turn off RT before going into a race I can toggle it on afterwards and it works
Btw the FFP conversion for this worked pretty much immediately
AI is still working on it
I had this from some vertex formats that were improperly being converted
kinda makes me wish stunts 4d was doable
It probably is something going from the 2D of the menu to the actual game because the geometry is all wobbly while the VRAM gets filled
might need to anticull
bad matrices can do it too yup
do a dx9 trace while in the menu and give it to the AI to fix
is it using any wrappers like dx8 etc
Just this http://1amstudios.com/projects/openc1/
Random hacks, tools, products, explorations of retro tech! I am software engineer, sometime entrepreneur, New Zealander living in San Francisco
Already was a DX9 port of Carmageddon but never hooked with RTX Remix
The AI made it hook and then also FFP
Probably helps that it's old af and also that the source code is on Github
i assume the ai instructions need to be improved and include these?
made a little script for installing minook and detours if needed:
launch with powershell from your vibe-re directory
I think so. But you also could tell the ai to use tool x or tool y
you also can tell it, for example to compile with minhook. Library is in C:\x\x\ and header in C:\y\y\
Damn I'm dumb I was wondering why the game looked so weird and forgot I put the RTX preset to low. Looks so sick already with it at ultra
CR's sky putting in work as always
Bruh
This has gotta be the oldest RTX compatible game?
I guess it's a port though so stuff like Doom is older
@vagrant kernel Looks sick, I wanna try this out but I can't even get Openc1 to launch on win11, are you using a different OS?
how old or does it run in dosbox?
No, I'm on Win11
It's from 1997 running with the XNA port I linked
So far so good, got it to enable more resolutions in Trophy Hunter 2003, went from 1024x768 max to 2560x1440 🫡
I got it working with this 1.4.6 version I found of openc1, did you already post your patch somewhere? If not, any chance I could check it out?
https://memorix101.itch.io/openc1
So far trophy hunter has proven to be very compatible with this tool set. I believe its native fixed function but was plagued with a few issues. Frustum culling, fake shadows (like FNV) , really aggressive LOD pop ins, weird terrain blending and grass only rendering 5 feet around you. So far I've increased the max resolution and eliminated the fake shadows, gonna take a wack at LOD and culling tomorrow
so
the fnv mod is as complete as it can be for now
the first 2 commissioned projects are in at least a semi playable state and I can't get much further with them
I need a project for myself this time and wanted ur guys' opinions
- a fork of dxwrapper focused on remix compatibility
- trying burnout paradise again
- attempting to port a PS2 game to PC
- messing around with FO4 to see if I can get it working because I love to torture myself
fo4 has the highest chance of pissing me off
like fallout 4 working with remix??
yes 😓
I agree that fallout 4 has the highest chance of pissing you off :p
I thinking attempting to port a ps2 game is the most interesting
my plan was to try to set up a template for any PS2 game to be ported, then test it with ratchet deadlocked
would open up so many doors if you could pull it off

the ps2 wasn't built around shaders iirc so the chances you could get a ps2 game working with remix is higher I think
plus I assume there's a lot of documentation of how the ps2 works because of the emulators
yeah there is
I have some contacts with the pcsx2 team too so I could probably get some help
(I used to be a tester for pcsx2)
Out of curiosity, which PS2 game did you have in mind?
rachet deadlocked
it was really fun and we just finished playing through it a couple weeks ago
so we know what to expect from it
I HATE typing on my phone omg

haii
I feel that so much. It is a form of torture

it's nice to do that sometimes. we hope you enjoy it ❤️
did you have any in mind?
If I had to choose one, maybe Dark Cloud?
Bit obscure nowadays, but I remember my sister had it way back in the day.
looks pretty neat
I'll grab it and play it a bit. if I enjoy it I'll prob mess around with it if ratchet doesn't work out
Have fun! It is a little tough, so you may want to have a guide handy just in case. I bought a copy recently and tried it and... I did not remember the early game being that unforgiving.
we like challenges as long as it's fair
is deadlock using the same tech as the othe rachet and clank games?
I know there's been quite a bit of reverse engineering work done for some of the games

it does yeah
I was thinking of jak and daxter lol
-# xbox kid if that wasn't very apparent
😛 I was considering porting it but then I remembered it already had one
Ooh! That's a good one as well.
how did that go?
already has a full PC port btw
Take 3 guesses
blew up in a spectacular fashion
We dunno even what wede ask it to do
I will have to check that out then. I have been loving all of these modern PC ports coming out lately.
I think the best approach would be a generic dx11 -> dx9 wrapper which can be built on for each game
Could we like give it the decompiked shader stuff and tell it to port it to remix api or does it not know remix api
it can do remix API but it needs sample code
don't break rules pls
So theoretically could we use those?
shaders go a long way with RE but IME they were nowhere near enough by themselves
Damn
I do love it when games have that readily available. Being able to use the official Dragon Age tools to extract its shaders has gone a long way with DA:O.
I am so excited at the thought of burnout paradise working still. I want it to so bad
yeah mcc's mod tools are goated
Is that also dx11
given how difficult even halo ce is... 
(:
yep
for reach I would try to get the game to boot just using the dll first
the games in mcc are all dlls and the windowing get's handed off to a ue4 frontend
I've seen people do it with Halo 3 before
then figure out how to downgrade the game to dx9
-# I might want to do something similar for Halo CE in the future so we can get access to 64 bit (so we aren't held back by the bridge) and have access to mcc's more modern mod tools

There are defines for the xbox 360 in the MCC version of Halo Reach's shader source
after the vibe tools are in a stable place (tools stop changing so much) we plan to make some basic guides/tutorials on how to prompt it
and what to do when running into specific issues
maybe ask vibe if it can find anything related to xenon in the dll
okay this isn't gonna happen but imagine the og Xbox emulator from the 360 gets ported somehow
cxbx still has so many issues
or just tune up cxbx for a specific game
ahh
Cyberpunk 2077 plz!! That game desperately need NVIDIA raytracing!
this was a joke pls do not kill me
Good choice! For me, personally I think a game like Portal would be another decent pick for showing off the potential of pathtracing.
Maybe Half Life 2 as well, but let's not get too ahead of ourselves here.
whats new
Each ticking second
my inability to sleep
True
I've been slumped over my seat plaing death stranding for HOURS
While I wait for re9 to download
This Steam UI is weird
Burnout takedown 👀
AI is also good for making manual USD edits that I'm too lazy to do myself btw 
Been doing that, actually
Wonder what else it could do to make remixing life easier
Some texture tool stuff could be good
Remix bros in 2070 when there's not a single river left in the world
(GTAV 5 was worth it)
Mercenaries POD, Rainbow six 3 or any of the SOCOM games are in my interest
Hmmm splinter cell
Try and see if you can enable RT shadows
This has nothing to do with RT
I know
Have you finished DS1
yes
Well that fact is revealed at the end of DS1
Yes but not the full name
Musta fallen asleep during the credits https://www.youtube.com/watch?v=FuuMfi2cLXA
#TomorrowIsInYourHands
DEATH STRANDING
https://store.playstation.com/#!/en-gb/tid=CUSA12607_00
real
I probabl did
knowing how much a snoozefest DS ccan be
@vagrant kernel did carmmagedon vram leaks get fixed?
Nah
Works by just turning on RT after starting a race for now
Ah ok
Can we re dx9 sdk to use shader model 6? I mean it's a name d3d9. dll
Bro is just yapping at this point
why do you want shader model 6?
@rose oasis if youre avaliable, is it possible you could give me a quick rundown of how to install e mans tools with cursor cuz maybe were stupid and never did? Dunno, is it js something we ask it to use with its prompts
you just download the repository and then open the folder in cursor by doing File -> Add Folder to Workspace...
then add the game folder the same way
Make sure to create the virtual environment with the Python setup before using it
It'll mess up your system Python otherwise
and yeah, Cursor is a mistake. The efficiency of GitHub Copilot makes me feel sus cause I expect them to nerf it any time soon lol
I've been using Copilot really, really heavy this week documenting PainEngine's LUA functions
67000 lines and still counting
this shit is wildly useful
To help wrapping with the dx11 logic Kim mentioned
Dx9 is crazy with old code. When newer apis are different
I tried wrapping phasmaphobia with dx11 to 9 and it was 2 fps
the shader model defines the feature set available to shaders, it's part of the directx standard. you can't simply backport shader model 6 to dx9, because shader model 6 is a DX12 feature.
Then shaders would likely be corrupted if she ports a dx11 game
She was talking about it if you scroll way up
i've been using it for at least a year now and it's been the same
there are ways around this but i don't really wanna get into it rn
i should try this toolset for UnityRTX
might help me with some of the roadblocks with geometry having no cpu readback like ultrakill
Well they did change something apparently 😄
#1481706093976621277 message
Still I've used a lot more API than the $39 plan is worth and it is at 20%
I also find it pretty annoying when it tends to say "I'm gonna do this because this is the way to go. Actually no, I'm doing this instead"
In a single sentence/paragraph that is a final output, not thinking
I wish their was a way around it
usually a sign that its context is full or that it doesn't have enough info to work with to fix the issue
I usually start a new chat with a new prompt
I'm like will you stfu Claude I said this . Then it repeats
You need a summary of the last prompt though
For a new window
Can bloodborne be ported with re
My copilot usage is stuck at 4.4% for the last couple days, not sure if its a glitch or just free usage? I imagine ill check it later and see its higher
These do not cost premium requests
huh?
Im using sonnet 4.6
And thats strange because those options are 1x for me too
This is through VSCode, I only have the $10 github sub
Wait, I just realized something important:
Is this "reasoning" stuff just the AI being forced to start sentences with phrasing that would lead to another direction
No.
Is starts with the think token
<think>
It will think here
</think>
The answer is written here
Man Trophy Hunter eally doesn't like the livetools. When it tells me to start and wait at the main menu for it to attach all is well, I walk around a little to trigger some LOD pops then tell it I performed the LOD pops. Then its like "Alright I saw some writes! Do it again 5 times and let me know!" Then the game crashes right after it told me to walk around again lol
Fugggg finally got rate limited, well I'll be back again later
Good work, claude
What's this
any news about this?
lol
i love how excited it gets
its so over
I think @golden raven had some progress over here #1481706093976621277 message
As for me, I haven't looked at it further
Claude is SO overloaded right now
My claude never gets excited like yalls do, its like an emo teenager whenver I task it 🙁
At one point it actually seemed genuinely frustrated with trying to figure out a particular game's culling.
To be fair, it had been finding dead/useless code for quite a while by that point, so I get it.
Does the toolset know how to inject a fake camera? Just thinking how for some games it might make be enough to keep things shadered rather than immediately go FFP
It can, this is probably the most basic task it can do
Okay
Texture sets
material params
and skeletons are ready to export
Models left
ughhhhh okay done
you're doing 3d reverse engineering to rip assets right?
texture and model export from game files
ja
I still have no clue about the model format btw
My god is Claude yapping today. The logger needs adjustment to hit gameplay and then it just talks about ways to extract the matrices forever. Just adjust the dang logger and work with that data
Magnificent! That's a Gold mine!
Should probably just tell it right away to adjust the logger to only log above a certain amount of drawcalls instead of always doing the whole spiel with "wait.... THATS A MENU! The player might not have reached gameplay yet" etc
anime monologue moment
i wish claude will quit talking to itself
its like hey i wana be a human, so i got to think out loud
Yeah, it does feel kinda old when it's trying to simulate emotion, while the user is 100% aware that it's just an LLM guessing the sequence of tokens (words) that would probably make sense
i just told claude no again
dumb ai
its like its degrading after long use, like the modules on overload or something
same kind of facepalm vibe
So far I've had not had one of those long yapping sessions result in an actual breakthrough
They just seem like a waste of time
Does Claude have personality options like ChatGPT to not be so talkative while thinking?
You can turn down the "thinking effort" but it still yaps
i wonder if it will listen if you tell it, its not logical to yap, just work
Okay just as Claude says
One last push
I got everthing exported
model format figured out using odradek
Gonna make a blender script and hope it works.
Remix bros would see this and say wow it's working
I dunno man I think i see some raytracing, very promising!!!
man, its dumb. i started being polite to claude then it works
Was that supposed to be something from DS2
garbled texture decompression
i had that i had to get the textures seperated from corruption
RIP
tried copilot today and holy crap the amount of times you get rate limited 
Bro is trying to Reverse Engineer Tetris 🥀
I've never encountered it with the $39 sub using GPT 5.4
And the amount of tokens I consume is insane, it almost documented the whole Engine now
FYI you can drop Ghidra folder into the repo and tell agent to use it. It will also write scripts for Ghidra and execute them
naw its not like the actual plan limit, its just randomly crapping out
I find Ghidra to be more accurate especially when it comes to decompile
i assume its because of the claude downtime issues this week
Ghidras decompiler is far more robust than the python decompiler included in the repo and produces actual C pseudocode
you can also make agent use Ghidras tools to load PDB if you have those
With PDB it's on the next level
ye i usually do this with cursor
im just trying copilot because its so much cheaper and generous
Weird. The shipped decompiler should be very similar since it is based on the Ghidra's own decompiler, if not the same.
Are you asking the agent to run the decompiler using the knowledge base "kb.h" file?
Yeah, we just suddenly discovered PDB for PainEngine that was bundled with a leaked 2009 prototype of NecroVisioN
PDB loading is not a thing though, indeed
NecroVisioN is the only game made on PainEngine other than Painkiller
I've never specifically asked it no
Yeah it's insanely good. I think they're losing a lot of money
I would've payed like $2000 by this point using Cursor
The loop usually goes by retrofeeding its findings in the kb.h file and use it to further decomp and find more stuff over and over again
just switched it to gpt 5.4 and it stopped freaking out.. yayy
i havent touched an openai model in a long time so hopefully its up to par with sonnet
tbh i just have not had a great experience using the kb.h files for this
5.4 has been extremely useful, although I only used it for fixing bugs in Painkiller and documenting the engine
if often fills up context incredibly quickly and any mistakes that were made by the agent making the file confuse the main model
Never tried remix stuff
A heavy cost
I wouldn't pay it gladly
it does some things better but mostly worse ime. i've used it for all kinds of tasks, even outside of this toolkit. sonnet regularly did better
but it's not bad by any means
huh, interesting. kb.h should fill the context just as much as these .md files it puts together constantly but primarily be used for the decomp script.
You might need to ask it sometimes to review the doc and correct outdated hints/misconceptions.
The primary reason to have this is because the LLM prefers to disassemble and read the assembly code, but often limiting to just a few lines that don't tell the whole story, while the cpp decomp just forces it to read the whole function instead. There's got to be a way to improve this if they're getting confused
I like how the whole #reverse-engineering thread basically moved here
I just planted a little seed. You guys are the miracle workers around here. So nice to see so many projects sprawling out of VRET
i think we need to rework how it accesses this file. we need to explicitly say to only search it for specific lines to find what it needs instead of attempting to read it all lol
I notice GPT 5.4 to always use Python scripts to parse large files instead of reading them straight
Yeah. Not sure it is possible. Unless we break into separate files by "domain". Otherwise it is just how cursor native tools for llms deliver data for them.
claude searches files as well properly, but never kb.h specifically
it should just be a simple prompting change. "only search kb.h for specific lines"
ig i'll test it out
Are you using MAX mode? I find it to be a waste, as too much context starts to confuse and make it spin in circles more often since the llm spends less quality time with each token I guess. Not to mention some models cost like 3x more when you're exceeding the non-max mode limit
i use the claude max subscription, not cursor (cursor is horrible cost-wise). i use it on the recommended settings, and i played around with them a lot too. the current ones i use are the best balance
How's Claude Max? You've been using the 1m context model if I'm not mistaken
it's been very good
as long as i keep getting commissions i will keep this plan instead of copilot
it has enough usage for me to work on 3-4 games at once without running out
Is it the $200 one?
$100
Nice!
Bro started referring to getting in-game in RE4 as "getting into the village" to prove his gamer cred
Lol
Well wasn't there a partial village somewhere?
With a gate
Had a entrance to the lake
Ask it to make the wrapper track all shaders' "GetUniformLocation" calls to create a live map of registers location
Is it That Village? The infamous village where you need to survive everyone hunting you including the guy with a chainsaw for like 5 minutes?
Wouldn't a log be better to see if some are also compatible
I think the issue is that the game rearranges the registers location with every run for some reason, so it must have to know where the registers are at some point, and the most common way to do that in OGL is "GetUniformLocation" afaik, so a DX equivalent might be used
I guess it could also use live tools to grab them all
Also, to rearrange the register, it might be that the game recompiles the shaders from raw source at some point, a source that is loaded procedurally by parsing strings 
Can't think of why, maybe some layers of obfuscation 
Yea, I assume. I mean it doesn't matter I just need to get in-game. I never referred to it as the village though so I found it funny that "getting to the village" became AI canon 
I hate that fight in re4
Lol
Not to mention that giant alligator
Or w/e
Wait that's re6
I don't remember
it did end up doing that
it just... it's too much for it to handle i think
Yeah, the high thinking models do a lot of that "Thinking" internal monologue, which later they summarize with thoughts that actually made more sense and weren't just stupid guesses. At least on Cursor
Lights seem to stick around a while after the mesh has disappeared, anyone else have this issue whos worked on Directx9c/shader based games?
does the light source follow the camera around?
to me it looks like it is
but i'm not sure 🤔
Only after the mesh dissapears, when its there its completely normal and fine
interesting
And the streetlights and stuff are completely fine and normal and never move
is that specific geometry being rendered through shaders?
if you turn off experimental shader support in remix, does it vanish?
Breva hitting me with that sarcasm
Its still there when I turn off shader support, the only thing that still renders with shaders is the UI (Going to try to have proper UI working eventually)
thanks for your input though, im sure ill figure it out eventually
in my draft pull on the repo it includes pyghidra baked in
and knows how to take in bianry with pdb
I think I'm in denial that I can't turn off culling in tomb raider legend, and get stage lights to stay anchored on meshes

Anyone got any pointers what I could tell the AI to fix this. The objects in the wrong place/orbiting are ones that previously wouldn't render with RTX Remix at all. I got them in there now but they are clearly being transformed wrong. I keep telling the AI what I'm seeing but it just makes adjustements that don't change or only slightly change stuff.
try telling it to use the dx api tracer tool with game live and maybe since it put them in if you caught what the objects are (called in the backend) tell it to look for those and audit the positioning / orbiting / transforms
Thank you will do!
GPT 5.4 made Blender addon for importing Painkiller models + animations
It's honestly impressive how it drilled into the engine to learn what exactly the game does with animations and replicated it in Blender
Getting impressed with this stuff every day
@violet flume could you pretty please add a license to this repo: https://github.com/xoxor4d/remix-comp-base 🥺
if it ends up being a compatible license and you're okay with it (my code is MIT, and this toolkit is also MIT), i want to fork it and modify it to work with these tools. i'd ofc explicitly credit you in the imgui still and in the repository
my curreny DX9 template code is good for AI to work with, but too complex for people and lacks information. i'm hoping that doing ^ will improve both
-# how would that work for my fork of the template? (the Halo CE compat mod)
-# since mine is gplv3 licensed lol
A short and simple permissive license with conditions only requiring preservation of copyright and license notices. Licensed works, modifications, and larger works may be distributed under different terms and without source code.
for MIT
https://choosealicense.com/licenses/mit/
it's very very permissive
oh yeah
but I wouldn't have to change anything in my fork since I forked it before it had a license and got explicit permission to distribute it under gplv3, right? I would only have to change stuff if I were to pull stuff from xoxor's repo after a license change, correct?
if you got permission then you wouldn't need to do anything
and yeah only after pulling new stuff would you have to do anything
if he does make it MIT then afaik you would only need to give attribution, and you can distribute it as any license you want afterward. so it wouldn't be a problem anyway
you also have to redistribute the copyright notice with mit
open source licenses are fun
Got LGBT smoke in Carmageddon 🏳️🌈 🫶
also if you do manage to port over your fixed function and skinning to xoxor's template please ping me. still haven't gotten that fully working in Halo
this is like the exact same sound the cars make in Driver
Driver is a good shout how do we get that one path traced
I depise how gemini thinks. Every other line is "Ive made a breakthrough" or "I've made a crucial discovery" and "Im zeroing in on the solution" Like it thinks its an absolute genius thinking of these incredible things and then proceeds to get it wrong every single time.
I've come to the conclusion that sadly I do have to use my own brain a bit when the AI is lost and wandering around. Like for the smoke in Carmageddon the AI insisted it has to undergo FFP conversion which went nowhere and took hours, even going so far as inventing reasons for why the engine OpenC1 uses is special and it'll never get picked up by RTX Remix properly ever and then I pointed it to the shader files and told it "fix it" and it was like "one line fix coming right up, here you go"
need to give the llms more imposter syndrome fr fr
You always have to be somewhat aware of what you are trying to do/fix. Sometimes fixing bugs in the game I did have to point it to the bytes that I knew affected the issue in some way, just couldn't see the full picture myself
You need to be able to provide that extra little bit of context when necessary
Yeah, all current LLMs yap in their own way. GPT 5.4 for example has this distinct culprit: it always says "this is genuinely the first meaningful/crucial discovery" and it just keeps making this very first W discovery 😄
i opened a PR this morning @crystal kiln
it enhances the ASI patcher. i needed to do this to make a valid 64 bit patch for #1123484399246245888
Ty vm 
I still need to take some time to review and merge both your and Night's PRs
imo that's just a way to hook users into continuing to pay for them. The slot machine "one more pull" hope of getting what you want next prompt.
done
🙏 thank you
@atomic steppe @rose oasis merged both of your PRs. Thank you for the awesome work you guys have been pulling off
This toolset has enabled a lot of users to manage large scale compatiblity improvments by letting AI do all the hard work. Literal Black Magic and nothing short of a miracle for remix users
A minhook integration would be nice 😅
@crystal kiln would you be against having c++ code in the toolkit? i'm working on integrating my FFP code into xor's base comp repo and then replacing my template code entirely, but it is a different language
Opinions on claude max vs claude pro? Does claude pro include the 1m context models or is that just max?
only max does
complete
let's gooo
i'm going to integrate the tracer module into this too. you'll plop it in the game and you can capture the trace yourself in the imgui menu instead of telling claude to do it (or running the command manually)
that way you don't need to swap DLLs and inis constantly
niiiice
-# I haven't messed with the imgui stuff in the template lol
-# not sure if it even works in halo lol
most of it is the deps from his code lol
but a lot of it was changed
my FFP code has been fully integrated
i'm gonna work on refining the codebase even more, remove unnecessary things, etc.
😠 anthrophic must have changed claude max's cost/usage limits. i'm maxing out within 2 hours now when normally i struggled max out the 5 hours of usage
you've tried it in a game, right?
😔
Anthropic confirmed it has been quietly “adjusting” five-hour session limits for Free, Pro, and Max users during peak weekday hours (5–11am PT), while leaving overall weekly limits unchanged. 
The announcement was notably low-key — buried in a social media post by one of Anthropic’s engineers rather than coming from any official co...
genuinely angry
not yet. just doing this maxed out my fucking usage
rip
They're burning through water fast lol
All this remix compatibility is coming at a big big cost from AI data centers and how they work
think I'll give copilot my fork, your fork, and my stripped down version of the proxy to see if copilot can port everything
do one step at a time
first do the base proxy code + my fork, then give it the relevant code from your fork in a new chat and have it finish
otherwise context will run out too quick
oh yeah duh
lol this is NOT their main cost
😔
i'm upset
if they keep this usage rate, i'll max out the weekly usage in like 3-4 days
sleep!
I did, then my alarm woke me up again
didn't realize you were not from the us
Is this normal? Seems like the subagent is delegating to other subagents, which then delegate to another subagent?
You guys on Pro even able to select 1m context anymore? It hasnt appeared in my model selection for over a week
you have to open the chat in a different way
use this instead
then it shows up
really stupid
if you don't see that button, open a new window
lol
had to go to terminal mode run /model opus[1m] to get it to force it on
Also had to reeneable extra usage, which was probably the main issue
And now I remember why, its because everytime Id use 1m context Id instantly get hit with a Rate Limit -_-
😔
Lol anyone know what the grass/waterfall/hair textures would be called? Alpha textures? Been trying to explain to claude but he's lost 😅
Yeah they're alpha textures, or more literally "textures with alpha"
If it's still not getting it you probably just need to start a new chat, because beyond one or two prompts the quality gets much worse
it looks like those are probably rendered through shaders to achieve additional effects? in some cases you might want to intentionally leave things in shader form as it will look better
if the grass is animated (like moves with wind), that will break if converted to FFP
(it isn't good that they're showing up as UI-like elements though)
Yeh I saw that 5hr announcement awhile back it was nice but was probs scummy to bring people in
😭
if this keeps up i might cancel and go back to copilot
sitting around waiting for 3+ hours for the usage to reset isn't really efficient
Won't be renewing claude, just wayyyyy to many outages int he span of a week. Idk I miss cursor, for what I was doing it was pretty efficient and organized
copilot is cursor but not a ripoff
Yeah I think that's what I'll try next, copilot looking reallll good rn 
$10 copilot plan has more usage than cursor's $20 plan which is kinda funny and sad at the same time
next month i'll try the $40 plan (rn i have claude's $100 plan)
This, I did 5 messages and hit my limit. Swear the timeout used to be an hour and a half not 3 😭
it has a 5 hour usage period
mine was maxed out in just an hour and a half
working on 2 separate projects, and not even that complex
last week i worked on 4 games at once and made FFP mods for all of them. and only ever maxed out my 5 hour session limit ONE time
Only took me like 25 mins, it reviewed the source for like 7 shaders, came up with a plan then said peace, Im out
😔
what does "300 premium requests" amount to relative to the normal 5 hour window pro gives?
well
you get 300 credits per month. one prompt = 1 credit. doesn't matter how long or short the message is, it uses the same credit cost
sonnet 4.6 costs 1 credit. so 300 sonnet 4.6 messages a month
opus is 3 credits. only 100 messages per month if you use it
it's better than cursor and tbh at this point maybe even claude's sub imo
this thing ran until yesterday
probably helped a lot with usage
😔 no more
No problem at all. There is already some code such as the wrapper templates or the ghidra stuff I pre-compiled.
My only point is: The repo should target LLM-friendlyness primarily, and require no technical knowledge, so non-technical individuals can also vibe with it 🙂
the goal of integrating this is to make a codebase that's easy for LLMs to work with and for normal coders to work with
the current template code has usability issues according to saintMath. he was working with my Wolfenstein patch to try to fix it, and it was so complex that he ended up porting it over to xoxor's codebase
i'm hoping that after this is cleaned up and optimized, it'll be easier for both to use
Sounds good. I was going to say, primarily for llms and non-technical users, but I wouldn't oppose having some tools to speed up technical ppl's work if these tools necessary or just the better approach
Going to try disabling frustum culling, that's easier to do in an ASI rather than in the proxy dll right?
shouldn't matter I believe
would recommend using a faster model
because you probably won't get the culling disabled on the first try
you would def want to do the ASI
why is that?
frustum culling requires directly patching the game. it can be done from a proxy, but you end up with a bunch of extra wrapper code that you don't really need + the complexity of having another layer between the game and remix
doing an ASI patch is usually a lot easier
for xoxor's code it makes sense because it's intended to be an all in one patch, and a lot of the games he worked on required control over specific variables in imgui. in that case yeah you'd def want to do it in the wrapper
yeah
oh btw I took some of the files from your fork of the template
seem to working a little bit better
not nearly as crash prone
this is the full feature set
because it's a good test, i might try porting the FNV code over to it. would give some nice control over things like the passed through DX9 light sources and such
had to yoink a few files instead of rebasing because my fork is pretty different than xoxor's template at this point
mine uses a different build system lol
-# I just asked copilot to make it build with a build.bat instead of having to setup the build and use visual studio
i'll prob do that to bring it back in line with the old system
can you think of any other improvements i should make?
🤔
for what
ohhh i see
yes i agree
i like this system in concept, but in practice it ends up causing a lot of issues
I like how it's all layed out and the namespace stuff
unfortunately, this kinda reduces what exactly it can do in terms of the culling stuff i think
this is what I'm doing for culling
https://github.com/TheGreatHMMMM/halo-rtx-compat/blob/87007df0315304dd64c8ac8b36943528667e4201/src/comp/game/game.cpp#L123
that's some clean code
nice
thx
🤔 i don't think i can do this sadly
it'd require massive reworks
i personally prefer the proxy solution, but it'd require reworking a significant portion of xor's code. and considering he did actually know what he was doing & is very good at it, i'd rather trust his work lol
with that, i believe my implementation is complete
a lot of code was simplified and removed to reduce chances of wasting context for LLMs
-# I just asked copilot to do it lol
pro tip: having copilot bisect your code with a smaller model is very very helpful if you run into issues
@
@muted sun
i mistakenly ported an old version with a bunch of issues 😭
but it was relatively painless to port
😭 wat
two seperate thoughts lol
i mistakenly ported an old version with a bunch of issue
oh no
.
gonna be sick (as in the compat mod is going to be sick)
-# little scatter brained rn
🤣
wonder how difficult it would be to add a fov slider to the imgui
relatively simple
this was one of the main reasons i wanted to port xor's code
it's an amazing template to add all sorts of controls and functions that we couldn't have before
awesome
just find the address that LODs are controlled at, then add the slider to the imgui
having an fov slider for Halo would nice
it wouldn't be a generic slider
and it's a simple enough task that you can just ask copilot to do it
it should get it pretty quickly
i updated the code a lot btw and it knows his codebase pretty well now
okay
wow
so porting FNV was pretty painfless
well. managed to stretch usage for 3 1/2 hours
i wouldn't recommend anyone use the new code yet. it has some issues i'm working on fixing. mainly structure. each mod that it makes should be entirely self contained. just take the folder from patches and upload it to github and it's a complete repo
right now it's not doing that
And i wonder why i hit limit so early when trying to fix geometry hashes and LOD pop-ins in Underground 2
My conversations last no longer than 30 mins honestly, reverse engineering is apparently very tasking
It is yes.
Just wanted to add that when using an .asi, PIX can be usd to inspect the modified drawcalls and Vertex declarations (I turned your wolf2009 proxy mod into an .asi and just did that 🥳 )
Premium requests ran out 😭 I guess getting Copilot Plus at some point is inevitable
Shouldn't have wasted any trying to force RT in Nioh 3
The $39 plan really is worth it IMO
Have been using GPT 5.4 for more than a week like crazy
2 weeks, actually
where are yall finding this $39 plan, i only get access to the $10 one

