#Vibe Reverse Engineering Toolset
1 messages ยท Page 5 of 1
Haven't tried it yet but im tempted to do claude max, that 1m context is tempting, I find the regular copilot sonnet 4.6 looping over its context every other prompt if its something heavy
Also for all the work ive done on TH2003 so far its been modifying the exe directly, probably needs me to specifically tell it to make a proxy or .asi patch
okay so
anyone got some advice here?
my goal is to have all necessary files for a patch to work contained in the game-specific patches folder
after a mod is completed, you could reasonably just remove any build files and upload the entire game patch folder to github. it'd include everything you need to build it
but i don't want to just straight up make a copy of the template code for every single game that has a patch
egh ig i'll just copy it. there's not much harm in it
๐
just updating the agent documentation and build scripts used 25% of my session limit
I'd be careful with that, to not encourage ppl to upload copyrighted game content, test scripts or other noise to their GH accts. Maybe start with a whitelist-styled local gitignore 
well, the agent files aren't going to advertise to the user that they can just upload it (esp not without cleanup). ofc it is up to individual users to clean up their files before uploading
i'm not really sure how i could avoid that
Maybe start with a whitelist-styled local gitignore
this could help some. will look into it
okay that works nicely
it will be copied into every patch folder by default
okay. my code is ready: https://github.com/Kim2091/Vibe-Reverse-Engineering/tree/remix-comp-integration
this is based on xoxor's template. it includes imgui for controlling the game, and also has his baseline Remix API support as an option. very versatile and i had no issues porting FNV over to it
if anyone wants to test it before i open a PR, i'd appreciate it
That gave me an idea, and asked gemini for a satirical description of an average day in the life of a Remix Vibe Reverse Engineer ๐ :
AI has passed the Truth Nuke test
Cant get anything done today because of rate limits
Started using CLI mode. Honestly feel like Im getting better results, Claude is thinking longer
https://www.reddit.com/r/ClaudeAI/comments/1qynbtb/cli_or_ui_claude_code/
The one thing I would add is that CLI also opens up the mobile workflow. I use Moshi on my phone with mosh+tmux so I can check on long-running Claude Code sessions, approve PRs, or unblock agents when I am away from my desk. You cant really do that with the UI.
If you are just starting out though, the UI is easier to get familiar with. I would say start there, then move to CLI once you want more control.```
Ive also seen tips which suggested having a single window for a single prompt. New window for each seperate issue essentially
definitely focus on one single task per chat
Sometimes the AI wants to diff older states and says that stuff isn't committed to git, can I just do that in VS Code?
what, commit?
you do it in a terminal window. can be done within or outside of vscode
git add . will add all current changes + new folders/files to the commit
git commit -m "message" will create the commit from those files. "message" is where you put the title for the commit
git push pushes it to a repository
Thanks, guess I'll be doing that
it's like saving before you do somethinh stupid in a bethesda game
I'd just load asi through dxwrapper since it also act as an asi loader.
Darn save scumming git-reverting githubers
lmao
that works fine too
lovely stuff
They done got rid of the 1m model for me
i pointed out above that it depends on the type of chat you open in vscode (it's stupid)
you need the one that opens it in a tab instead of in the sidebar
otherwise it doesn't show up
Eggs
eggs
Provided to YouTube by Warner Records
Egg ยท Mr. Bungle
Mr. Bungle
โ 1991 Warner Records Inc.
Masterer: Bob Ludwig
Drums: Danny Heifetz
Engineer, Mixer: David Bryson
Producer: John Zorn
Vocals: Mike Patton
Producer: Mr. Bungle
Alto Saxophone: Theo Lengyel
Bass: Trevor Dunn
Guitar: Trey Spruance
Writer: Mr. Bungle
Auto-generated by YouTube.
claude used my nickname for the test triangle
๐
i upgraded my plan. usage on the website says 0%
but claude CLI and the extension both claim i've hit my limit
how niceeee
claude website works
๐ ๐ ๐ ๐ ๐
okok it fixed itself
"claude fix claude"
๐ญ
bro what i have no images
it happens if a folder in your workspace happens to contain a typical image format
even if it's not actually an image
one of the games i was working on had a data folder with like .tiff or something but it was actually game files ๐ญ
i had to exclude it
you guys know what's sad ๐
the $200 plan has similar usage to what the $100 plan did just last week
can't recommend claude sub atp. use copilot
Welcome to Claude's home for real-time and historical data on system performance.
oh my goddddd, emailing support, I either want a full refund or a major discount this is crazy ๐
I had cowork doing something for me and it's completely down
Absolutely, not worth the $200 by a longshot 
i'm keeping this month of it because i already paid for it, gonna make the most of opus 1m while i can. then switching to copilot before it renews
okay this isn't totally accurate
i'd say it's double what it was before. but certainly not 4x
๐ค what game to mess with tonight
just wait for Claude Mythos, then you can pay 5k for 1 month ๐
๐ญ
You should try the walking dead maybe if anything
Or
Whats the game
With the fungus virus
the last of us ๐ฐ

might mess with just cause 2 ๐ค
i wanted to try mass effect 2 but the UE3 stuff done by softsound already kinda covers it
dx10
(vine boom)
one of the very few too
We'll let the AI think of something smart
decided to work on Red Faction Guerilla
dx10 is very different from dx9 so the "smart" part would be retrofitting whatever state the dxvk dx10 code is into remix
iirc its based on 1.9.3 so its probably workable?
but it would probably be very difficult
Just back port it to a dx9 translation layer
i hope this is sarcasm
lets made our own API for Remix โจ
:clueless:
yep
dx11 is basically an slightly extended version of dx10
I'm not saying that we should abandon the idea... As an experiment it would be nice to try
we got 2 options for anything above DX9:
- make a robust framework that'll require an insane amount of work per game to convert it to DX9
- use the remix API which is far easier and accept w/e limitations there are
option 2 has also been proven to be viable (definitely not self advertising ๐ซ )
i would like option 1 to happen but it's extremely unlikely
2 is best overall because its API agnostic
only real issue is it being game specific
or engine rather
I haven't even heard of anybody downgrading a game to dx9 from dx10+ before
without source code
yeah would not count on it
yeah i agree
is that delay fixable btw?
yes, my wrapper is a bepinex modloader plugin and also the other stuff i mentioned, so its just specific to that
(all fixable too, just would rather get ultrakill to render perfectly before doing optimization)
#1481706093976621277 message
F it
gonna see what vibe can find in Halo MCC's CE .dll
if there is any game that can be downgraded it would be MCC CE
or halo 2 ๐ค
yep
Or reach
lol
The day halo reach raytraces is the day we die happy
the 2003 port of CE is what they used to build CEA and later the MCC version of CE
already have a template of how the game would run if it were dx9
does the MCC version have any benefits?
64 bit and more modern modding tools
And a lovely ue frontend
That doesnt make me wish the old 360 ui was there at all

I would hijack the frontend
could be wrong but I think even the tag test version of CE that ships with MCC's mod tools might even be dx9
What's the difference between that and gearbox port
So like is this a "fix one fix all" for the entire mmc or is it still per game inside game
Damn
not even sure it's even possible so I wouldn't get your hopes up
Ik
As much as I seem like a dreamer my hopes are never through the roof until it happens
vibe is still chewing through the dll but it found a refence to d3d9.dll
-# now I'm wondering if MCC is using some translation layer...
would explain why MCC freaks out with the nvidia dx11 debug layer
okay so no active translation is being used rip
๐
looks like however they translated the dx9 backend -> dx11 is just buggy because dx9 was more permissive with certain things
number 1 rule of Halo games on PC
they are alway cursed
i pushed changes to my comp branch
i fucked up before and mistakenly pushed FNV specific stuff
new one fixes that and also adds back the original diagnostic logging that was in the old proxy, but now you can control it from imgui instead of fiddling around with hardcoded delays
rfg is cursed
If I commit here it's not going to get pushed to the main repo or something right?
Just asking cause it says commit to master and then master below. Don't wanna push some bullcrap
for VS specifically i think it's "Sync Changes" where that blue button is at
turns out it's better than what was initially thought
No deferred shading ๐ ?
๐ญ
i wish
it does have some FF stuff but not a lot
The DX9 path has a hybrid FFP+shader architecture:
- FFP state is set (SetTransform, SetLight, SetMaterial, SetFVF, SetTextureStageState)
- Programmable shaders also used (CreateVertexShader, SetVertexShaderConstantF, D3DX constant tables)
letting it churn through some of the ghidra stuff and i'm gonna sleep lol
SetTransform being set is a good thing.
I've noticed that even if the game does send it's own SetTransform calls over, remix might still report unable to find valid camera
Weird. I looked at only one game myself tbh, Silent Hill 3, where it used shaders, but also called SetTransform, and remix was able to detect camera. I wonder if there's any restriction/race condition. I think I have TR 2013 in steam, I'll try to get a PIX capture EDIT: Argh, steam TR does not want to start with PIX, complains about steam not running 
Does this involve the AI suffering from all the RE labor
i got โจ 3 hours of sleep
it's usually happy so ig not
- it did this: #1481706093976621277 message
We need the test triangle
me toooo 
ONE
ONE prompt to test cowork
And out of usage
from 30%
On opus
Max plan, btw
This is just bullshit
Not even 30 minutes
hi
good afternoon
Hai hello
@crystal kiln new pull ๐
https://github.com/Ekozmaster/Vibe-Reverse-Engineering/pull/13
Indirect call scanning โ Game binaries are full of call [eax+0x10] style vtable calls that our tools couldn't see before. Now xrefs --indirect and callgraph --indirect find them. Useful for tracing C++ virtual methods, D3D API calls, and callback chains.
Switch table resolution โ Functions with switch statements (state machines, message handlers, packet parsers) used to produce broken control flow graphs with missing branches. cfg.py now auto-detects MSVC switch patterns and resolves all the jump table targets.
Dataflow analysis โ New dataflow.py module. Run --constants on a function and it tells you what values end up in which registers at each point. Run --slice to trace backwards and find where a value came from. Also baked into context.py by default now โ you get resolved constants for free when assembling context.
๐คฃ i was just about to ask you for help with refining my prompts on my fork so i could do a pull request ๐ญ
these seem very useful
i only do pulls when Kim is about to
i have noticed claude struggling a lot to figure out which tools to use in some cases. like for my FFP scripts, it completely skips them unless i tell it directly to use them (sometimes i have to say it multiple times)
i'm not the greatest with the prompt/skill files. i think i end up just wasting its context instead of guiding it properly
ill look ๐
๐ซ thank you
i sent you a colab invite for my fork so you don't need to mess around with branches and forks and w/e
if you end up finding anything to improve
the DX analysis scripts arent in tool guide, if skill doesnt trigger then it doesn't know its available i find skill triggering to still be a bit flaky especially if the skill is kinda nuanced like this one, il have it route those kinds of questions there first
commited
thank you!
claude.md got added back with this. i know you removed it, but claude kept insisting that it works best with it. so far that seems to be a lie though ๐คฃ
ohh okay
btw rules do get included in every context call just like claude.md so the remix-comp-context.md would be better being a reference under the dx9-ffp-port.md skill, we only want that info to be invoked when its working with ffp
i made a commit
if the skill still isnt very reliably invoking after last change we can look into it more

@muted sun you convinced me. i'll prob turn the remix-comp code into a proxy. i have run into issues using the asi loader on 2 games already, they refused to hook it ๐ญ
let's gooo
pro tip: make sure to register the skinning module in comp.cpp
aaaaaaaaaaaaa
spent way too much time debugging that
๐
i need an easier game to port for a bit. going kinda nuts
claude is kinda borked today. it's just not behaving right
and extremely prone to thought loops
pull hasnt been merged yet , hopefully soon
halo uses a channel packed texture for enemy colors and a few other things. has anybody gotten anything like that working with vibe before?
๐ค can you elaborate on how that works?
i vaguely remember one of the games i worked on doing something similar
under multipurpose map
think xoxor did something with one of their mods
ohh
yeah a lot of games do things like that
can't remember which one i worked on that did it ๐ค
So Ive had Claude running bootstrap for about 30 mins now, python3.14 -m retools.bootstrap "Z:\SteamLibrary\steamapps\common\Conquest\Conquest.exe" --project Conquest results in no output, blank terminal. Even if run manually.
How long does it usually take to execute?
takes over an hour for me usually
Yeah cant tell if it silently crashed, terminal got closed somehow, or if it truly was still running. Got Claude now just doing the command, not backgrounding any other tasks, timer started, shall see how long it takes...
gonna be for realsies here: claude has seemingly never benefitted from doing the bootstrap
i've never seen it effectively reference it or learn anything useful from it
Supposed to create a kb.h right?
yeah
To what extent does bootstrap break a executable down?
about as barebones as it can get. it's mainly potentially useful addresses for claude to reference
I see
๐
the one for FNV is ~40k lines
pro tip: do the bootstrap on an exe dumped with scylla, rather than the normal game exe
it will find far more useful addresses that way
that's the only way i've gotten it to do anything useful
i'm taking my sweet time optimizing this. it's a massive overhaul and requires a lot of testing and bug fixes
i do want to get a PR opened for it asap though
i ported the MGRR wrapper over to it, and some of the stability issues vanished โจ
Did you just do a basic dump after selecting the executable in x86 Scylla? Any particular settings?
just select the game process and dump
claude has 0 issues parsing it and it yields a lot of useful information
So Claude already ran the template analysis scripts on the original executable? Should it re-run them on the dumped executable?
The kb.h doesn't go into Claude directly which wouldn't be good as it's likely thousands of lines, it is pulled into the decompiler it gets real names to help it cross reference names instead of just hex. Think of it as force multiplier. Here an example Claude made lol
Without kb.h, decompiling a function gives you something like:
void fcn.004a1b30(int32_t arg1) {
int32_t iVar1 = (int32_t )(arg1 + 0x00);
((void (**)(int32_t))((int32_t )iVar1 + 0x2c))(arg1);
if ((int32_t *)(0x7c5548) != 0) {
fcn.00401010(arg1, *(int32_t *)(arg1 + 0x54));
fcn.00401200(0x7c5548, 2);
}
}
With kb.h seeded:
void Player_Update(Player *this) {
IEntity *vtbl = this->vtable;
vtbl->Tick(this);
if (g_gameWorld != NULL) {
HandleMovement(this, this->velocity);
SetRenderState(g_gameWorld, CULL_NONE);
}
}
Same bytes, same function. The difference is:
fcn.004a1b30 โ Player_Update (bootstrap matched a signature or RTTI)
arg1 โ Player *this (signature from kb.h gave it a type)
*(int32_t *)(0x7c5548) โ g_gameWorld (global in kb.h)
fcn.00401010 โ HandleMovement (that function was also named in kb.h)
0x54 โ velocity (struct type propagated from the parameter type)
2 โ CULL_NONE (enum defined in kb.h)
It's the difference between reading assembly with labels ripped off vs. reading near-original source code. Without kb.h you're mentally tracking "ok, 0x7c5548 is probably some global, and fcn.00401010 takes two args..." โ with it, the decompiler does that bookkeeping for you
๐ค hmm
makes sense
but um... even after generating a kb.h it ends up looking like the top sample a lot of the time
Hmm need to test more games with it then ill look at it more
So bootstrap finished on the decompiled exe after 36 minutes, log and kb.h created
10.66MiB sized executable
๐ https://www.reddit.com/r/ClaudeAI/comments/1s8zxt4/thanks_to_the_leaked_source_code_for_claude_code/
https://github.com/Rangizingo/cc-cache-fix/tree/main Disclaimer : Codex found and fixed this, not me. I work in IT and knowโฆ
If anyone is using codex, they did reset the usage today
Finally took yalls advice last night and got into making new chats for each issue instead of squashing them all in one. I was able to handle the fake shadows and increasing resolution in one chat with static analysis but after trying to get it to work on LOD with live tools it simply would crash my game every other attempt. Ended up making a new chat just for LOD fixes and it can actually hook into the game and scan while playing without crashing it all the time
Haven't tested its latest fix since it was late but hoping it nailed the LOD issue ๐ซก
I think I should avoid a sub this time to an agent because money issues and the instructions keep getting updated
Okay
I'm going to reclone vibe reverse
I'm going to use the latest tools
And I'm going to see if rogue trooper gets any better
Is there a way to get remix to change a replacement texture for example for a skybox, in JPOG it changes based on weather or is that not possible yet?
Checked it like an hour ago and it wasn't merged i think
@rose oasis how tf do I use the 1m model?
Sorry. Been on a rush lately. Took me a while so I just merged without reviewing it deeply. But overall looks like a very sounds feature
To prevent these delays, I added you @atomic steppe and @rose oasis as contributors since you guys have been so active. When I can't review it you can ping each other and move the project forward ๐
In fact, when a new PR is open, I think we can just ping everyone and the first that picks that up and reviews can approve 
Okayy but 1m how?
If you are using Claude Code: "/model opus[1m]"
What does it do?
That switches the model to Opus 4.6 with a 1 million token context window.
Ah nice, thx
but it will eat up limits for sure
I am not sure if it is Claude Max exclusive or not, though.
on vscode
๐
Fuking pieec of shit
they mean the actual claude code cli
how on this?
what are you using
Vs code
Does the AI with this toolset actually know what kind of camera matrices RTX Remix expects? I guess I don't understand why in some games you can force a fake camera with CR's build quite easily yet the AI has a hard time just replicating that basic camera implementation.
I think Kim said something about you have to open the chat with a certain button?
Claude plugin for VS Code
and that are the only options that plugin has
no 1m...
Eggs
eggs
ggs
gs
What's up with Warband Coop
its going i guess wse2 had some progress on the coop front so ive switched to use its backend, and am now doing coop battle work
Oh yeah for sure, should've used it from the beginning ๐
dumbass cat knocked over the coffee smh
It spilled all the offsets
Yes. Waste more tokens pls
I assume if Claude has been trying to calculate projection matrices for almost two hours it's not going anywhere ๐ฅ
-# why is claude trying to calculate them?
Because the camera isn't being picked up
when you said calculate do you mean like dig through the game's binary or like actually calculate the projection matrix?
It's actually calculating it like making assumptions about it like mathematical operations that should lead to a certain result but don't so it considers it invalid for a certain use case, then it goes "Wait, actually..." and tries a different approach
probably just doesn't know what it is doing
give it info from the writeup and see if it does wny better
thank you!
did you figure it out?
nooope
okay
are you in CLI or in the extension?
@
@golden raven be summoned and respond ๐
on the left side of VSCode you should see a Claude icon
click it, then press New Session
then try to change model in there
it should show opus 1m
Will do. Whenever I wake up
wow
they REALLY messed up the models
i gave it a simple prompt and it's overthinking constantly
The user has invoked the /dx9-ffp-port skill. The skill has been loaded and its content is displayed. Now I need to wait for the user to provide a specific task related to DX9 FFP porting. Let me look at what was actually triggered - the skill was loaded, and now I should respond appropriately.
Looking at the conversation, the user ran /dx9-ffp-port as a command. The skill content has been loaded. I should acknowledge that the skill is loaded and ask the user what they want to do, or wait for their next message with the actual task.
Actually, looking at this more carefully - the skill was invoked via the Skill tool, and the content was loaded.
The user's message was just /dx9-ffp-port which triggered the skill. I should now respond and ask what game they want to port, or wait for more instructions. But I need to be careful here - there's a local command caveat that says I shouldn't respond to local commands unless the user explicitly asks. However, the skill invocation is different from a local command, so I should treat this as the user wanting to use the DX9 FFP porting skill and ask them what they need help with. I'm realizing the skill has already been loaded and is ready to use, but the user hasn't actually asked me to do anything yetโI should wait for them to specify what DX9 FFP porting task they need help with.
The DX9 FFP port skill is loaded. What game are we working on?
Actually, looking at this more carefully going to give me ptsd in 5 years
๐ญ
Let's look at this from another angle
โจ
the new template code is almost ready to PR and merge
it's a massive improvement over the old template code, and is also more stable
(probably because xor wrote the base code and he's awesome)
๐
full changelog โจ
it has all of the features of xor's original code, plus all of the features from my old ffp proxy code. it also integrates the tracer into the imgui, so after you have an at least partially working proxy you can just manually capture traces + diagnostics to help claude refine it
Ahhh hell yeah
Is this metal gear
yus
Ah
Did you redo it with xors then? How much has it improved
Or is it smthn different (sorry ive been dumb all day)
Remembered earlier
i replace the old proxy system in the vibe tools with a heavily modified version of xor's remix-comp-base code
Ah
it integrates all of the features of my old code with his, and made other major changes
i want to try to differentiate it some from xor's stuff because i don't want people bugging him thinking it's one of his projects
Right
i'm gonna make a new theme rq
Futiger aero theme when
literally what i'm doing ๐ญ
Lol peak
thoughts?
Very nice
Looks pretty good!
@atomic steppe just making sure you saw it: i pinged you on my PR to pls review it when you have time/if you are able to
refining it a bit, then gonna push
i think the ai messed up on some stuff one sec
like the d3drs table is diffrent between files
here this has some good insight, probs dont need to fix EVERYTHING but some is worth reviewing
how did you have this generated btw?
i was trying to have something like this done, but it kept comparing the wrong commits on the wrong branches (even when i gave it the specific ones)
superpowers:brainstorming plugin code reviewer skill
prompt: "do a full code review with brainstorm to all changes since and including commit e05742257fe88f63c9a059100d34109552b81377"
Love it
@atomic steppe i believe it's been resolved
(also pls tell me when u push to my branch, but i appreciate u fixing some stuff)
nvm i just didn't see it
erm i have a feeling la noire won't work
uh no that's actually really promising imo
all of my conversions started out like that
do a trace there and give it to claude or w/e llm you use
๐ the new DX9 analyzing scripts already helped immensely with Jade Empire (my guinea pig for this new proxy)
bet, about to update the repo and dig a little more 
it's not merged yet, but you can pull from my fork
I think this game would really benefit from path tracing, I think all the facial capture they were trying to convey was lost in the render, I think remix will help bring out the self shadow stuff
lgtm kim ๐ might wanna squash and merge to keep commit history more tidy
๐
i personally find it much easier to track the separate commits
but if this would help with reviews then i'll do it
i'm going to add 2 more scripts rq to assist with skinning. minor enough changes that it won't require review. then i'll merge
up to you
also i thought you meant squashing on my branch. squash and merge makes more sense lol. i did that in the end
another feature โจ
Root Cause
The crash is a vis-cluster array buffer overflow, exposed by the combination of two patches:
Portal Visibility Test (0x005549C0 โ mov eax, 2; ret):
Bypasses fcn.00554850 (the portal clip function), but the recursive DFS call at 0x0055480B (call 0x5545d0) still fires โ confirmed by tracing cmp ax, 2; jmp 0x55480a; push edi; call 0x5545d0
Forces ALL portals through the "clearly visible" code path with the unclipped context
Combined with the PVS gate NOP (0x00554758), this causes every BSP cluster in the mission to be traversed and written into the vis-cluster array
AABB Frustum Test (0x0050D5B0 โ returns 2, intersect):
Sends every object in every rendered cluster to the vis-object list
Vis-object count IS safely capped at 1024 (patched from 256 in extend_limits.cpp) โ this doesn't crash
But it amplifies the total processing load, exposing the vis-cluster overflow sooner on complex missions
The vis-cluster array at g_vis_cluster_buf (from extend_limits.cpp) is VirtualAlloc'd for exactly 512 * 0x1A0 = 0x34000 bytes. The rasterizer loop at 0x004F0EB7 reads vis_count from 0x7D0390 unboundedly. There is no explicit count guard โ the engine historically relied on PVS culling to keep the count < 128. Entry 513 writes to VirtualAlloc_base + 0x34000, one byte past the allocation, into uncommitted memory โ access violation.
Mission-specific behavior: missions with โค 512 total BSP clusters (most indoor levels) work fine. The Library (c20) โ which has 600+ repetitive rooms โ and Assault on the Control Room (b40) โ with its massive canyon BSP โ exceed 512, triggering the crash in those exact missions.
insane lol
take a look at this guys
3/4 of this was determined just from the new DX9 analyzation scripts in the new update
it used to take a ton of RE before using the disassembler to get this info
this UI is so helpful with traces and logging omg
in just ~20 minutes starting from scratch, i've made more progress on burnout paradise than i did in ~8 hours last time
Did the AI also propose a solution?
Because I remember when browsing your code, you already integrated some HaloCE patch that dealt with VirtualAlloc to expand some buffer.. if we have a similar situation it should be fixable in a similar way.. (God I hope AI did not enter cyber psychosis and talk about that already fixed buffer..)
What the fuck is. Analyzation?
Analysis
it's a real word
unfortunately
also i've been trying for the last 4 hours to think of the word analysis but i couldn't
Analysation is the right spelling
not in the US
Hm
reverse engineering the format the shaders are stored in. it looks like the shadow rendering is what causes remix to crash in the main menu
when it first renders 3d geometry
Explain
wtf
it's there for me
you're on the Max plan right??
windows broke my screenshot tool so i can't take one
but opus is at the top for me and the description says 1M context
I am on max
And it works on my brother's computer
No idea what happened on my end
๐ฅ
a script to extract and one to repack
now i can modify the shaders themselves to be more compatible
One prompt and it's already half
๐ญ
๐ญ
eggs
aparently I need the sdk now?
Claude code has a regex frustration detector
lmao
Try Temporal's open-source orchestration platform to ship AI features 2x faster - https://temporal.ai
Anthropic accidentally leaked Claude Code's source code to the entire internet. Let's take a look...
#coding #programming #claude #ai
๐ Topics Covered
- Claude source code leak
- What's in the leak?
- Unreleased features
- Undercover Mode
...
Just buy Github Copilot Pro+ and never look back
no
Super large usage limit
Context on mine gets blown away within a couple prompts usually, ill legit watch it wrap around several times like a clock
Claude sonnet forgetting exactly what I fucking told it 5 seconds ago because the context size is that of an infant child
are you on the latest version of the toolset btw?
we optimized context usage quite a bit
You can completely disable the shadows though
There's a fake vehicle drop shadow
That can be manipulated by altering the constant values
es
Sorry
I was manually able to guess what shader does what just by changing it's c.register values, there's one for changing the sky, it's clouds movement, orientation etc. there's one for the sun, it's size color
All the goodies are controllable
the buffer fixed was pulled from chimera
https://github.com/SnowyMouse/chimera
which value were you editing? if you could give me this info i should be able to get this working
Use the camera proxy. It's was really just me picking a random shader and messing with it's register values (I didn't log which shaders I messed with). Also somehow the shader is reading those values live from the register
Very inefficient way because I was working with guesswork
But I could tell what was being modified at runtime
This new update made it dumber
Bro didn't even bother with investigating shaders
Just beep boop, setup the wrapper to launch with the game and here u go sir. your remix compatibility
fucking moron
๐ค it's been working significantly better for me
and please try not to be a dick about this. i spent the last like 4 days working on this
I can be a dick to claude if I want, thank you ver much
I swear there's nothing more stressful than riding on the hopes that AI will magically figure out your RE task in a single, well guessed analysis.
Weird. The claude pc app does show 1m. I'll have to figure something out
Gonna give this a shot
Yeah it's been working great
They have a texture. Along with literally every other building and railing and anything really. The whole map isn't pure white or made of vert colors.
For later whenever my limit resets
fuck anthropic
@rose oasis
Sry for the ping in advance, but didnt E-Man added you as contributers so you can add your stuff yourself?
#1481706093976621277 message
yes
@atomic steppe that brainstorming skill is amazing. i'm using it for the PS2 static recompilation project. it's making the cleanest code i've ever seen from an LLM and it tests it for functionality/validity after each stage
damn...
to be clear, i'm not using it for the RE tasks because they don't play well together
but for just about every other project, imo it's a necessity
two active projects
proof of concept FO4 implementation of Remix based on CR's UnityRTX
PS2 static recompilation
Next up, Cyberpunk 2077
just wanted to post here that i'm available for one more commission currently: #1482811180870406376 message
don't make me commission you to help on halo lol
Have you already tried running Halo through the toolset?
that's what I've been doing
game is just funky
slowly getting there especially with saint math's help on the gpu skinning
What are the issues left with it? Thought the toolset would make short process of a game from that era
still working out the kinks in the skinned meshes and culling, performance is bad (30ish fps on my 4070ti + 5800x3d system), enemy rank colors don't work, decals for bullet holes and blood don't work properly
and probably more stuff I can't think of right now
Halo games on PC are a special kind of cursed
Halo 2 Vista was so bad
thankfully we have mods to improve performance
I also want to port over the animation interpolation, hud, and fov fixes from chimera
so like there's still a ton of work to do ๐
Ah, so it's more about polishing it to work properly rather than just getting it working in the first place
yeah
Lets not forget, this game was originally designed for Mac
kinda
from what I've heard they basically rebuilt the entire game from the ground up in the last year of development
weren't they targetting a PC launch before microsoft bound them to be an xbox exclusive first?
bungie was a mac game studio before being acquired by microsoft
Pulled from the PC Accelerator Demo Disc 21 (May 2000). I found this treasure while searching through an old box of crap.
This was Halo's debut, and PCXL is a defunct PC games magazine, probably one of my all time favorites.
need to port the mac version of Halo CE to PC and add RTX Remix to that
-# yes there is a mac port of Halo CE
you're da goat

I tried the new update on a fresh project on JPOG but I've basically wasted a bunch of tokens, it couldn't even get a valid camera.
yup
if so the copilot prompts might need some attention
i only use claude code rn so that was the main focus
I had a big breakthrough porting my previous work on a game to the new update and new proxy based on xoxor's work. Hoping to fix up some stuff and share later
Is the web-researcher very slow for anyone else?
i block it personally
Might do that too
You know what would be the ultimate final boss of remixing? Twinsens Odyssey or whatever it's called. I heard that one actually renders its 3d backgrounds in real time but only once since they are fixed. So each time you move to another screen it's rendered once. Imagine being able to grab that data and path trace it
Curious if anyone has trying runing claude code with ollama and a free open source model for RE efforts or if that'd just be a waste of effort.. https://dev.to/akshay0611/run-claude-code-for-free-using-ollama-no-api-bill-no-compromise-5hfm
I have, tried latest qwen and deepseek model, definitely not worth wasting your time with it
omg you're right, this is a complete waste of time, it just keeps hallucinating that it's only a chatbot or that I'm in a linux environment when trying to get it to use RE toolset..
Kind of a shame too, they say AI progress is meant to be exponential, and yet local models are still not that close to even Claude Haiku
Maybe the largest versions of the local models are actually that good, but I don't think they're much better
I can get it to start working by following another AI's suggested prompts to get it back on track but yeah this doesn't feel like the way to go about it lol
something something psychonauts 2, closed source with no modding tools, ue4
The imgui menu is such a gamechanger for just sticking options there rather than having to toggle in the ini all the time. Especially to narrow down certain draw calls, matrices or whatever you can just tell the AI "stick em in the menu and I'll cycle through in-game and report what I see"
yus
it helps immensely
having all of the FFP tools & tracer and all that in there too
Buuut still have the 5 hour limit
Got this email as well today
Curious, what kind of day of generosity is this ๐
World rat day
Not even joking

Weird
โจ
soon, renderdoc will be integrated into vibe tools
i'm working on it rn
needed it for FO4
A cli version the AI uses or something?
yep
i just tested it. fully functional
now it can reverse engineer fallout 4's rendering order and sort out the UI issues itself
it required a lot of manual intervention before
it's also able to dump the textures itself from the capture to see what it is/if it's what it needs
That's cool, I've been thinking about using Renderdoc manually to help the AI
The toolset about to be on like 3.0 already 
=== 7 textures @ EID 178 ===
185 1920x1080 R8G8B8A8_SRGB [renderTarget]
179 1920x1080 R16G16_UNORM [renderTarget]
321 1920x1080 R8G8B8A8_UNORM [renderTarget]
191 1920x1080 R8G8B8A8_UNORM [renderTarget]
188 1920x1080 R8G8B8A8_SRGB [renderTarget]
208 1920x1080 R16G16_FLOAT [renderTarget]
118 1920x1080 D24S8_TYPELESS [depthTarget]Saved 1 textures:
C:/Users/mystery/AppData/Local/Temp/fo4_rt_185.png
โจ
I did all that work manually yesterday, so automating it would definitely come in handy
if you want to mess with it
i'm still going to be modifying it some, just bug fixes and stuff. but it works nicely already
Awesome, will be giving it a look 
bugs are fixed
it's like 100% functional now
nvm it's like 80%
Guyd
I taught Claude to talk like a caveman to use 75% less tokens.
normal claude: ~180 tokens for a web search task
caveman claude: ~45 tokens for the same task
"I executed the web search tool" = 8 tokens
caveman version: "Tool work" = 2 tokens
every single grunt swap saves 6-10 tokens. across a FULL task that's 50-100 tokens saved
why does it work? caveman claude doesn't explain itself. it does its task first. gives the result. then stops.
no "I'd be happy to help you with that." no "Let me search the web for you" no more unnecessary filler words
"result. done. me stop."
50-75% burn reduction
with usage limits getting tighter every week this might be the most practical hack out there right now
yay my premium reset without having to sub again
yeah lmao
I think other languages like Chinese or similar are more efficient since a single symbol sometimes can be one word
be cool to re something like with another language and changing it to the users language for translation
We need a way to do the AI task in a very efficient language so it takes even less tokens for it
yea
Translation would also not need AI then
the opus 4.6 preview takes 30
Translation could run local easily
Tbh I'm not running out of requests, even on Opus. Even though it says 3x it doesn't take more than Sonnet or GPT really
it's a bit more complex than this
most LLMs are made to be the most effective/efficient in English. they often just do not perform as well when speaking in other languages
Yeah it's a bit of a large scale restructure with how we approach with training models
Me talking to Claude:
ๅฅฝ็๏ผๆๆณๅฐ่ฏๅไบๅ
ถไปไบๆ
๏ผไธ่ฆไธ็ด็บ ็ปไบ็บน็/็ฝๆ ผๅคๅถ็้ฎ้ขใ
ๅจๅ
ๆ
ๆจกๅผไธ๏ผไผผไนไป็ถๅญๅจๅๅค็ๆๆใๆๆณ็ฆ็จ่ฟไบๆๆ๏ผๅ ไธบๆๆ็ๅๅค็ๅทฅไฝๅๆญฃ้ฝ่ฆ้่ฟ RTX Remix ๆฅๅฎๆใไน่ฎธ่ฟๆ ทไน่ฝ่งฃๅณไธไบๆธฒๆ้ฎ้ขใ
ไฝ ่ฝๆฅ็ๆธธๆๆไปถๅคนไธญ็ๆไบๆชๅพๆ่ท่ธชๆฅๅฟ๏ผๆพๅบ่ฟไบๆๆๅนถ่ฎพๆณ็ฆ็จๅฎไปฌๅ๏ผ
It turned captures into screenshots so that's already a problem
when your power goes off and on and your pc is off now
lol
i was in vscode
hmmm can you re a pc engine game to pc?
those are hard to come by though
dragon warrior would be a nice port
or code veronica x from ps2 or the original from dreamcast
Im really excited for PS2 recomps, my body yearns for burnout takedown recomp
burnout 3 as well
oops
i thought that was revenge ๐
banger game as well
i wana re this https://www.youtube.com/watch?v=ACGZFQprD-A
Captured using original hardware, upscaled with RetroTink
Gl
Randomly got the idea of MDK RTX
Hopefully the advancements by Kim can be used to make nglide or so compatible
I keep forgetting that Claude can also just be used for productivity tasks. Just had it make two tools in like 15 mins that will save me hours of time.
Gamechanger
One is a script for Davinci resolve that fills a project a certain way and the other combines two dictionaries to create a csv output for Anki. First task I used to sit down for like 30 mins to an hour to do and the second would take me days because I'd go crazy doing it manually for too long at a time. Then I tried using ChatGPT but it would constantly break. Now I just have one click tools with GUIs.
Love it
Nothing better than starting a day thinking you're finally close to fixing a long standing issue just to end up with a bunch of regressions and a worse state than before at the end of it 
git is your friend ๐
Relatable as hell.
Wish it was, when I checkout prior commits it seems like just nothing changes, even though it has the changes and stuff. Might have something to do with a branch I tried creating
odd
yep this is the most important thing
If you're using Claude it also has that /rewind feature
Turns out I had some open changes that I had to stash
Also turns out it was already bad on the last commit and I just didn't notice those particular issues before 
So just all around fun times
It happens, especially when you are focused on testing one particular thing.
Yeah, it's pretty much just one issue I'm trying to fix and it always seems like there was a breakthrough but then there wasn't
I like how most people here have been using the Vibe RE repo for tinkering with many games at once, while me using it strictly for creating crazy fuckin tools for a single game, and not even Remix related at that ๐
Like I'm telling this lil guy do a backflip and he bloody does that's wild
Animation import/export plugin for Blender
Map editor
The things you can achieve if commit all the effort into a single game
Bro, you did all that using VRET? 
I haven't been able to commit much time to assist and watch over this thread so I pretty much glance quickly over the flashy images ppl post, and it is so nice

funny bros hehe
This is so awesome
I think you kicked off a new generation of RTXing with this tbh
PseudoPolish is gonna make Painkiller 2 eventually
(not the new bad one)
So awesome to see all that. I wonder what else I've been missing from you guys' work ๐
Kim has been using Vibe for Fallout 4 I think

This shot looks great, really consistent
@bright ermine Random question, but lights added via API should show under light statistics, right?
yep
๐ง Hmm, back to the drawing board, thanks
its funny when i use the tools sometimes claude says intel arc cards arent compatible
lol
when they are
Reminds me of how I used to troll LLMs with outdated knowledge cutoff telling them stories of how the US ceased to exist, France went to war with UK, a disastrous earthquake shattered Ukraine in 2 parts and how a guy stormed the Rockstar office trying to steal GTA6 killing 300 people as a result
It would always be like "My God, this is horrible!"
"I'm so sorry to hear about Netherlands going under water"
It was fun, playing around with LLMs at their very dawn
for finding addresses, yes. but most of it was actually done without vibe tools
and i had to add renderdoc to vibe to fix the UI in FO4
โจ
paid off
gpt5.4 went down for me some reason
yup. it'll walk you through the concept of getting a capture, then it can launch the game for you with renderdoc hooked. then you press F12 to get it, and it'll research it itself
it can dump the textures from the renderdoc cap too to verify that what it's looking at is correct
i was doing it all manually before
i will say that you should use the GUI in conjunction with it. give it a head start on what to look at. it can get kinda lost sometimes, there's no way around that with how much stuff it has to sort through
but it can figure it out a lot of the time
bruh
i'm still working on improving it
with enough refinement, you should rarely need to use the GUI
breh
๐
i fixed the prompt for it
rn it only works with claude (since i'm still testing it, no reason to duplicate it for the other platforms yet)
but if anyone else can mess around with it, i'd greatly appreciate feedback
it's gone
all used on FO4 and making the renderdoc tool
but at the very end i got an extremely useful document
@rose oasis You ever tried to open a straight RTX Remix capture in RenderDoc? I'm getting "invalid opaque capture address" trying to open one
you mean a capture you did in renderdoc through remix?
or like... a capture from remix meant for the toolkit
Just a RenderDoc capture of a game running with RTX Remix
well
i haven't
afaik it's not compatible
could prob look at renderdoc's source code to figure out how to make it compatible
๐ข
not something i want to do though
I wonder if it's too big, it's a 3GB capture
Is renderhoc better for game rendering analysis with remix than maybe having a game render without remix and then do a PIX Capture (old titles)
personally i'd recommend running it in the game without remix. it provides much more valuable information
Issue is vanilla rendering is nice and straightforward but then when it hits RTX Remix it somehow gets a ton more complicated
When you waiting for a build but that "compacting conversation" hits ๐ญ
It's a push ups time
Great feature
I will be doing push ups now or a work out in general just because I've sat on my ass for 3 hours this morning talking to AI again 
don't forget about squats
sitting for extended periods of time fucks up your spine bad and leaves it in a wrong state
My spine has already always been fucked 

Backshot spine compression
You trying to remix on Arc?
That's cool actually
intel arc b580
How is perf
Claude is stuck in a projection matrix spiral again. That one really gets it stuck
It loves talking about rows vs columns
Are you still waiting
Map editor for Painkiller Hell Wars (Xbox Original)
This is honestly getting ridiculous. Xbox uses much more convoluted format than the PC version
Are you trying to port Xbox maps over?
1 (one) person was able to crack it so far
interesting
Trying to resolve the Xbox version overall, there's a lot of stuff undiscovered there
Some formats have never been cracked
I don't know what is more frightening, the fact ChatGPT can figure all of this, or the fact you are being hand hold by ChatGPT while doing it.
that Computer Science degree has become toilet paper
quote ๐
@candid mirage made me aware of the fact that RenderDoc doesn't support DX9. idk how i missed this
do you guys think it would be useful for me to include an option for Claude or w/e LLM you're using to install plain DXVK to the game to do captures?
while not everything in the capture would be 100% accurate thanks to the translation layer, it would probably still be more helpful than not having the capture at all
Anything helps, think it wouldnt hurt
could also use dgvoodoo2
For DX9 static rendering analysis you can make use of the Legacy PIX (comes with directx SDK)
i just want to avoid having a ton of tools to accomplish the same task ig
more tools = more context used
Right, but for dx8 and 9 titles. This is probably the only way to have analysis like this
I'd even add dx7 because wrappers
well. i'll try dxvk rq to see how it works with renderdoc
yup it works 100% okay
i just got a capture from tomb raider legends with it as a test
i'll compare with the output from PIX
that being said, it is clearly batching things differently. not reliable ig
even if PIX works well, i can't really include it in the toolset. everything in there needs to be portable/packaged
I tried it with JPOG using dxvk yesterday it didn't work.
JPOG in general seems to be an absolute pain
I did a DXVK capture of a DX9 game and it looked sound, just took forever to figure out how to hook it but that was due to Steam DRM shenanigans
That's why I'm using GOG releases, because they let me do whatever I want with no Steam lurking in the shadows
I use rustdesk, the free alternative to teamviewer
Ye just use a remote viewer, you can even set your PC to wake on LAN if you don't want it racking up your electricity bill
Guys should I drop peak or nah
maw

what approach did you use to get it working? looks amazing
I tried a bunch of things but the camera would never hook whatsoever. What worked was extracting the games shaders and telling the AI to look at those for any hint as to how the camera matrices are set up. Then it figured it out eventually
Weird thing is, because it was such a mess at that point, I wanted to start fresh with that approach and it just couldn't figure it out at all no matter what
FFP proxy then?
Yea
i've had to do that many times yeah. shaders help a LOT
It's like the first time it looked at them and went "that's it, here is what we needed" and implemented it. On the clean slate it just kept trying and breaking stuff
Hey Kim. Have you ported anything yet from consoles
i'm working on the PS2 thing. but it's extremely complex
I don't know about what prompt to give claude
tbh, don't attempt it
it's gonna waste your credits
this is something that'll take months even with claude
Was thinking about rcps3 games
yeahhhhh that's not gonna happen
I would not touch that tbh
Xbox probably be better? I mean fable 2
Wonder if I should maybe try Xbox Original games. This console is much closer to the conventional PC hardware
Oh definitely
yes
i'm only doing PS2 because there are so many exclusives on that console that i want to work
Something small or a Xbox homebrew game probably first for testing
Bro, take one game and try to get it working. My man out here thinking bout PS3 
Bro I'm working on making a dx11 branch of remix. Almost got a ue4 game going

Had to stop because I had to be at group therapy today
Pics
SpongeBob SquarePants battle for bikini bottom rehydrated almost working
Actually path traced?
I'm working on compatibility first. Its hooking but remix crashes after title
Not touching dx12 though
I'm gutting dx9 and using dx11
I'll give a test build when I get home for y'all
Making some progress with Red Faction, last night my view model was stuck in the floor like 10 feet away from me and the weapon wouldn't rotate with the camera, geometry and NPC's were missing and now that is fixed, hopefully claude can get the scale of the view model right, it is enabled in remix UI but didn't make a difference
Fear heavily relies on pixel shaders for essentially everything this game has to offer
That is an absolute Remix killer
xoxor4d got the basics of FEAR going, I wonder if AI could help with the issues that were still left to fix
You guys really did replace the actual wizard ๐
I wasn't even sure Darks Souls 1 was gonna work but here we are
We have a new contender though (Burnout Paradise)
AI will shit bricks just looking at that game
Batman Arkham Asylum should be the endgame
You don't know when someone brave and daring will touch GTA 5 next
this discord server will finally fulfill its' purpose
Nah, nothing can replace his actual wizardry. AI couldn't just spit out something as high quality as his comp mods
Nah wrong gif. But we do need to edit this @rose oasis once someone insane does actually get GTA 5 working ๐ญ๐ญ๐ญ๐ญ
You never know these days
GTA5 effort feels like it is not worth it even as a joke since it has RTGI now
GTAV 5
yeah and tbh it doesn't really bring that much of a visual boost in quality
when compared to older games
Like this
I think for personal game projects where remix compatibility was not possible before could now atleast be made compatible without having to learn all the hard RE stuff. which is already proving itself since we got a handful of games compatible this way
Yeah it honestly feels very powerful to be able to do something very complex just using natural language
Really excited about the future of AIs agentic capabilities
I might need the 200 usd package for gta
I should have elaborated I was joking 
Ik but still
I wouldn't mind. Remember I almost got phasmaphobia goin
Lol
2 fps
But gta has modding tools for asi packages
Was it path tracing though
It had matrix and cam issues
It wouldn't find the world
If Kim did fo4. We can do gta
Bro now I fr need NEED someone to try halo reach sob
I think there's a post on halo
we need a PLAN
i'm considering working on halo reach
wait hold on.... Is it the halo reach on MCC?
PlEASE ๐
Yeah
Isn't that like, modern era rendering stuff
Is that DX9
Kim got fo4 to work
A dx11 game
This is also dx11
That was a edge case example
Doesn't mean it isnt worth a try ๐
Simply got lucky because of F4SE extensive support for the game
Oh it was @dull swallow post mb
Yeah lol
Now I'm wondering destiny 2
Is there an MCC modding scene?
Dont tell me this wont go hard with remix
There is
An EXTENSIVE
Modding scene
With the mcc modding tools
We need a master list of games Murray has been pondering on
That could make things more workable at least
Gashnor's latest and greatest mod has come out, cursed Halo Reach! Probably the final time we'll be returning to cursed Halo, unless one comes out for Halo 2. But that game is cursed enough...
Mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3170803257
Be cool engineering a level editor too like the one person did with painkiller
Halo 4 when
@rose oasis assuming all things (to my knowledge) getting reaxh to work possibly also means halo 3 odst
Dont quote me on that
I bet there is tons of cool tools (nice rhyme) you could make, sadly my brain is only creative like 2 minutes a day. That's mostly when I got my ideas on how to fix Dark Souls
But but if someone remixs halo they probably take of mc helmet
Where is love for ODST
Reach is superior

Mostly cuz of bias but I think the story is better
Before someone fries the PC and tries infinite
I'm happy with older games
Ik
Or is that their next game
Infinite continuation of reach
3 would probably benefit the most from remixing. It's kind of crappy looking https://klardendum.com/wp-content/uploads/2020/07/halo31.jpg
My personal project would be battlefield bad company 2 with VRET, that game is directx9 and arguably the most challenging one to face
Idk i genuinely think the best one is reach due to its amazing scenes
And in house cutscenes
Crysis when
I would say 2 because it uses stencil lighting
3 looked okay to me
Just a bit outdated because it's a 360 title
Not sure if the screenshot was from MCC
I guess you can port the 360 version
2 has Anniversary though. 3 you gotta play in that weird graphical state
Weather is gonna pop with remix
most likely
2 and 3 are tied for my fav halo games
2 had vista requirements
MCC version
Man, why does my Dark Souls vid look so dang dark on everything but my OLED screen
Might have to brighten it and re-up
looks good to me
Contrast
๐
I will fight tooth and nail to have my way abt reach
i don't like reach much. ik that prob sounds ridiculous. idk why. i just can't enjoy it
but if developing it means there's a framework for 2 or 3, i'll give it a shot
Elden ring reverse engineer to dx9 when
I tried doing it myself but im a Neanderthal i guess

If it does work
Was halo 2 dx10
My heart will explode
Its all dx11
Ah
All of it
Possible with kim
Kim Possible reference
And I do wanna say thank you for doing so, genuinely if it does work im forever and ever and ever in your debt
main reason is it'll use up my credits ๐
I need to start turning off HDR when I capture SDR footage. It raises blacks on Windows while lowering the highlights. Looks crazy contrasty when looking at the video with actual SDR toggled on
I need to go chill out now before my heart does actually explode lmao


