#Vibe Reverse Engineering Toolset
1 messages ยท Page 9 of 1
gpt 5.4 or opus 4.5 (not 4.6)
imo opus is theb etter option for initial implementation
press add models
it will be in there
oh
sorry last question for now we promise, but should we do the thinking or non thinking one
don't worry ur oki
thinking
need to clarify to it that we're only using the API for it, not the normal remix rendering path
I've explored the workspace and gathered some important context. Before we proceed, I have a few questions to clarify the scope and approach:
Questions:
What type of mod are you looking to create?
Path tracing/ray tracing remaster (like the official RTX Remix remasters)?
Custom materials/textures?
UI/HUD modifications?
Something else?
Graphics API compatibility:
"Psychonauts 2 is a UE4 game that uses D3D11 (I found references to r.AMDD3D11MultiThreadedDevice in the console commands)
The standard Remix SDK is designed for D3D9 applications
Does this dxvk-remix-gmod-unity fork have special support for D3D11 games, or are we planning to work around this limitation?
About the fork:
The folder name suggests this is for Garry's Mod and Unity. What makes this fork special compared to the upstream NVIDIA dxvk-remix?
Is there existing work/integration for UE4 games?
Current state:
Have you already tried running Psychonauts 2 with any version of Remix?
Do you have any existing mod code or configuration we should build upon?
Intended approach:
Do you want to inject custom meshes/materials/lights via the Remix API?
Or are you looking to do something through the UE4 console commands (I see you have a 1500+ line list of console variables)?
Understanding these will help me determine the best technical approach for the mod."
"Psychonauts 2 is a UE4 game that uses D3D11 (I found references to r.AMDD3D11MultiThreadedDevice in the console commands)
we're using the Remix API to capture data from the game and render it within Remix. this is API agnostic
The folder name suggests this is for Garry's Mod and Unity. What makes this fork special compared to the upstream NVIDIA dxvk-remix?
skinning support for the API and the ability to pass through things like UI through render targets
Have you already tried running Psychonauts 2 with any version of Remix?
not possible without the API
Do you want to inject custom meshes/materials/lights via the Remix API?
the API will allow all of this to happen as a result. captures can be performed and users can add lights and such
https://youtu.be/M7VSEZOQIlg?si=NILysDHRmiku1Jha listening to this while it does its thing
https://flavorfoley.com/weathergirl โ Streaming, off vocal, etc
โ
JamieP: "she struck land in texas with a wake of death in her path, proving with her flood waters and gusts of wind that even echoes of strength are still strength. i left most of my things behind once i heard you were okay, and i drove.
it's scary, right? seems like the ...
Architecture Overview
Since Psychonauts 2 is a 64-bit D3D11 game, and the Remix API is 64-bit only, we can create a direct integration without the bridge complexity. The mod will need:
Core Components
D3D11 Hook DLL - Intercepts rendering calls from the game
Data Extraction Layer - Converts D3D11 resources to Remix format:
Vertex/Index buffers โ remixapi_MeshInfo
Textures โ Material albedo/normal maps
View/Projection matrices โ remixapi_CameraInfo
Bone transforms โ remixapi_InstanceInfoBoneTransformsEXT
Remix API Interface - Submits extracted data each frame
UI Passthrough - Identifies UI render targets and handles them separately
Key Questions Before We Start
Starting point: Do you want me to set up the project structure and basic D3D11 hooking infrastructure first?
Build system: What build system do you prefer?
Visual Studio project
CMake
Match the dxvk-remix meson build
Hooking approach:
Proxy DLL (d3d11.dll wrapper) - cleanest, game loads our DLL
Injection (via external loader) - more complex but works if proxy fails
Priority features: What should we focus on first?
Static geometry capture (basic meshes)
Camera extraction
Skinned mesh support (characters)
UI passthrough
Do you have any existing code or configuration for Psychonauts 2 modding (pak extraction, console access, etc.)?
Professional prompt engineer 
looks solid
I thought I was doing this for games already nvm
"Build system: What build system do you prefer?"
build the project using cmake with a Proxy DLL (d3d11.dll wrapper), with focus on static geometry first, there is no existing code for modding psychonauts 2
Guess I'll scrap my project. Spent money for nothing
im so worried rn ill do something wrong but i think thats solid
this isnt dx11 general
youre fine
this is js game specific for psychonauts 2 direct support
proxy might work. i'm not sure tbh. @bright ermine how do you hook the unity mod?
wdym, like remix itself or the wrapper
Might need the fake cam tho
Adapt it
if this doesnt work maybe
how do you get remix to connect to unity
for me it's been through skse/f4se plugins. do you use a proxy like d3d11.dll?
Bepinex
no
wrapper calls the remix dll
i never changed the name so d3d9.dll in my case
creates a dx9 HWND for the window and then the wrapper sends all geometry commands to it via API
ah, interesting. many dx11 games won't hook d3d9.dll so it might not work for UE4. worth a try maybe
you'd be using a wrapper for ue4 as unityrtx does
like i said, the game isnt actually loading the dll, whatever you're using for translation would, so it should be fairly easy to get that working

buuuuut doesn't the game need to actually hook it at all to have it function?
no?
๐
we're talking past each other
i know remix dll doesn't need to hook, but you're using a separate dll to hook the remix DLL right??
yeah i think its just miscommunication, yes, that seperate dll is what i would call a wrapper, the game would need to load that somehow, for ue4 you could probably do a d3d11 shim just to get the wrapper to hook the game process
there might be other names but that would be the easy one
then yes this approach is fine @dull swallow
alright
the only difficulty i see with ue4 is the lack of a common mod tool, so probably a lot of signature searching will be needed?
might not actually be a big deal but idk how much ue4 obfuscates its code
especially with DRM
thats what im doing atm
but ive been told
that most ue games arent to uncommon to share things
at least for 2.5 and im js hoping and praying
that
thisll work
thats all this is
hoping
maybe some coping too
The texture format is different of 9 on dx11 so I hope proxy works
honestly i wouldnt be surprised if someone ported the fake camera hack to dx11, it would technically work if you could filter out all of the pixel and compute shader noise
wouldnt be usable for actual game projects but it should show potential
There are more compatability mods than there are remix projects 
learning
lol true
Use livetools since vibe has it
For an amazing reason!
in the end sometimes its nice to see a game work rather than see a game complete
im narrowing my focus on mcRTX rn because i think its a project i could actually finish in a few weeks
i havent had a single blocker
(knock on wood)
Im one for one so im not part of the problem 
("Problem")
Enderman in remix
hopefully with all of these compat projects, it will inspire more people to work on these games
but i think if i learn enough from psychonauts i will try other games im interested in
the real hurdle is doing the small polish after getting a game working
I am the guarantee of Ultrakill and SA2
Hmm @rose oasis have you tried porting crash bandicoot
Ive wanted to do an FPS so bad for years, but until UK all the compatible ones were lowkey cringe (Too hard for me
)
i haven't
its tryna build now so
for logging
Build the project and verify it compiles
Test with Psychonauts 2 - copy d3d11.dll to game's Win64 folder
Check logs (p2remix.log) for capture activity
Iterate on vertex format - UE4 may use different vertex layouts that need parsing
Questions for you:
Do you have CMake and Visual Studio set up?
Should I adjust any paths (like the Remix SDK location)?
Do you want me to add input layout parsing to handle UE4's specific vertex formats?
Was fast
๐ you would need cmake and vs
i ahve both
I used ninja
i guess
yes
no
no
Back to sleep
goodnight
Sending hugs

not yet but sooon. can still ask us questions
okii
The geometry capture is set up but needs testing. Key things to verify:
Does the game load our DLL? (check log)
Are draw calls being intercepted?
Does the Remix DLL load?
Would you like me to:
Add more detailed logging for debugging?
Add a configuration file for paths?
Help test by copying files to the game directory
uhhhh
waIT
i put it in the wrong location
but
To Test
Copy the DLL to the Psychonauts 2 binary folder:
C:\Users\MJBee\Desktop\reveres\Psychonauts 2\Psychonauts2\Binaries\Win64
Copy Remix runtime files to the same folder:
d3d9.dll from dxvk-remix (rename to remix_d3d9.dll)
Or adjust the path in remix_interface.cpp to where your Remix DLL is
Launch the game - check p2remix.log for outputit asked this before
the log is still empty
press CTRL+C on the error window there, then paste into the claude chat
log would be empty because dll barely got to initialize
๐ซ
it's the end, guys
Anthropic is about to force us to use Persona to verify identity
wowww
yk, persona. the one that leaked everyone's really important personal information and is run by a shithead
the one everyone boycotted discord over
Vibe code a tool to bypass it 
if i get one mroe "done try running the game again"...
followed by another log to tell if the dll is loading
To find the smoking gun
You must run the game again to get the log 
it's this loop over and over
i've launched skyrim probably 300 times in the last week
is there a way out of it or js to power through
it's required ๐
Run the game again.
You must acquire the smoking gun. 
something new i guess

is there any really good documentation on api compat mods
-# think it might makes sense to shift halo over to api but maybe I'm crazy
DO NOT
lmao
a
if there is even a remote chance of it working through a proxy, do that instead
fuck this
I see
your pain experienced with the proxy will be tenfold with the api
๐ซ

the ai is tryna do dxgi hooking now
what is dxgi compared to js direct x 11
oh nvm
-# does vibe have anything for reading debug symbols?
yeah
oh shit?
it can do it

tell it to use pyghirdra and the pdb
interesting
now switch to gpt 5.4
ok
and then ask it
well idk
ask it to use previous information to find and send direct x 12 data to remix api?
"make a prompt based off the information above to continue working on the mod"
like that?
ya
I'm building a Remix SDK mod for Psychonauts 2 (UE4/D3D12). The DXGI proxy in C:\Users####\Desktop\reveres\project successfully intercepts CreateSwapChain and gets the ID3D12CommandQueue - next step is hooking ID3D12CommandQueue::ExecuteCommandLists and ID3D12GraphicsCommandList draw calls to capture geometry for the Remix API.
#1481706093976621277 message
what
Im def not giving a single product my damn ID, thats for my bank and my taxes dats it imo
plan mode isn't required here
ah
Im sure persona used claude to patch their security issues 
everything is fucked up
i'm gonna sleep, where even my nightmares are better than reality โจ
goodnight
gnn
I too am gonna sleep cuz I dont think I know what im gonna do without some minor assistance
Gn all
Wonder how many smoking guns you need to find before getting Ue4 working
Looking at this car breaks my brain
It has the outline as if looking at it from behind and above but then inside is a whole wrong perspective
The camera is behind the car
Also GPT has managed to do a DX9 renderer with pre-transformed vertices ๐ฅ
Better still than claude which I wasted $3 on and it just produced the software renderer again/just the software renderer output in a D3D9 wrapper
Opus 4.6 def nerfed for 4.7 release has to be
Makes a lot of sense, honestly.
We live in a capatalist society, this kind of scummy behavior (if true) can only be changed with our wallets... not our legal system ๐ญ
I'll only use Claude for the most basic stuff now. Rather spend more on tokens for GPT but get shit done than waste time with Claude and save like $1
Claude is very good at just doing stuff whereas GPT loves to keep asking questions
Yeah Claude is like going back and forth on trying to remove Frustrum Culling for me and over the period of 3 hours I have slowly seen the game tear itself apart. Every iteration of an attempted fix makes the game's rendering rip apart at the seems even worse. Going from basic flickering, to then both models and textures flickering, to now ghost models being created behind skinned meshes... driving me nuts Claude, gonna try GPT
I'd definitely try to get GPT on nitty-gritty stuff like that. For the GTA 1 renderer I did, Claude was able to fix exactly 0 problems while GPT-5.4 just tore through it and I got it looking better prompt after promt. Of course there is RNG to this, but this is what I've been experiencing.
Although GPT did do something to turn the Carmageddon renderer software just now ๐ฅ
I hate it when it makes stupid changes like that. You really have to keep a close eye on them a lot of times and if you see them doing something dumb like that, remind them of what you actually need.
Keep plenty of backups. Make a backup whenever you reach any milestone, no matter how minor.
Get retopoflow
Yeah, it's really important to remind them of the goal because it gets side tracked and starts to think that the current issue is all that needs solving
That being said, just as quickly as GPT made the game render only in software, it made it run properly with full acceleration and geo being picked up by remix 
Hopefully I can polish this up and then start work on this. It's a full fledged version of the game, not the barebones port I had worked on prior
In roughly the time Claude just gave me a software rendered version with a pink border around it, GPT made an actual working DX9 renderer. (It was OpenGL 3.2 only prior)
That is insane, but awesome.
Yeah, it's definitely viable to create DX9 FFP renderers for open source projects (at least for older games like Carmageddon)
That is actually what I am doing with Citra as well. The only issue being that since it uses shaders, it will have to have per-game handling.
But having all of the source code there to work with was a big help.
Oh right, Citra wouldn't have had any DX9 renderer prior. That's awesome it worked out
So If I'm correct...does copilot pro use 3x premium requests for both gpt 5.4 and 4.6 opus or just the Claude model
Yeah, it also used OpenGL (3.2, I think) as well and Vulkan.
I think it is only Opus, but double check to be sure.
Just Opus but in my experience, GPT still eats more tokens somehow. Not sure if that's due to Claude doing more tasks at once compared to GPT which wants to be prompted more often. I never really noticed that 3x aspect using Opus
With GPT you have to be very specific with what you want in your prompt. Claude does (or did) all the creative work for you, in terms of what is demanded from the AI model
So it actually managed to get OGL shaders working in the DX9 renderer?
Somewhat. It actually doesn't even launch without Remix's .dll next to the exe. It also pretty much only displays any graphics at all with OOT3D, but that is only because of some game specific RE that was done.
It is very much as much about working with the game's own specific shaders and doing FFP conversion there.
I see, I guess a full port to DX9 including shader for a modern project would've been too crazy. But whatever, still so cool that it works.
Will be interesting to see portability of the approach to other games
You can definitely get individual games fully ported, but it will have to be done on a game by game basis, much like any shader based PC game.
Based on the RE I had done on Majora's Mask 3D and the Luigi's Mansion port, they apparently wouldn't be too difficult to get working as well since they were developed by the same studio (Grezzo) and share a lot of similarities in how they function.
Devious 2D
Megarace when
There's a neat old game called Quarantine. You play as a taxi driver with guns attached to car
Link may not have eyes, but he sees all... Jokes aside this is a really annoying bug that is taking way too long to figure out
i find that gpt 5.4 asks TOO many questions
it'll stop to ask things that i already clarified
i said "log ready" and it said "is the log ready? let me know and i'll analyze it"
๐ญ
Damn, what did they do with them eyes that they're this tough of a nut to crack
they're probably separate meshes that rotate or something weird like that
Definitely. It's hard to give it a list of instructions that it just works through without stopping at some point
You definitely have to at least prompt with "do everything" constantly
The weird thing is, they weren't a problem when I was using CPU skinning. Why they are acting up now, I have no idea. It also affects Link's sword's scabbard and part of his boots.
unsurprising. skinned meshes are fucking cursed
They are. Facial expressions were done using textures rather than modeled geometry. What I don't understand is why the mouth (which is the same way) is fine, but the eyes are not.
I feel that pain
Can you export the model and see if the bones aren't messed up
Are the uvs flipped
your idea was really good, but it's also really cursed. apparently Skyrim doesn't really have any good points to capture this
20 hours on this project so far ๐ญ
Skyrim does have bs shaders etc. according to nif tools
Would be really cool if we had a pin or something in the github docs with more example prompts, seems the key to this stuff is prompting as best as possible
So it's mixed logic @rose oasis
best we could do is just a head start on it. good prompting requires you to actually understand why it's written a certain way, not just copy and paste
You can ask gpt to integrate those types to the remix logic
Good morning!
Ima try gpt when I get home. Iโm trying to fix sum of all fears culling and apparently it uses cpu side culling, not sure how common that is
Lol
When I look at a capture in the toolkit, all of the skeletons are oddly huge. This is the case for all models, though.
Apparently Claude believes something is corrupting the UVs somehow.
You need to fix that
Could be a viewport issue too
Oh gosh, ofc. It is common for games to use Geometry Shaders to tesselate the heightmap, adding/removing quads based on camera distance dynamically. You'd have to capture the initial mesh and either:
- Perfom CPU tesselation to submit to remix in discrete steps (I.e: Moving in one chunk/leaf to another)
- Send the coarse version as is to remix (Not recommended, might have clipping everywhere with buildings and hand-placed objects)
- Send the most tesselated version everywhere, even for far terrain

A quadtree could help you splitting terrain into manageable chunks and moving into one quadtree leaf into another would be your "discrete" steps
So I guess we're kinda back on tesselating heightmaps manually lol
At least you've got the previous working version where you were already tesselating by hand
There's cells in Bethesda games too
it's just really buggy and slow and tbh... unplayable in that state
if i can't get this working then it's never gonna be playable
You can change cell load in the Ini files that the game puts in documents
Do you know if your previous technique tesselates with LOD or it is always full high poly?
no LOD
A
it's only LOD0 and anything LOD1 or above is simply missing
Except for terrain cz I could see some far mountains in your pics, no?
the problem is how long it takes to load in the cells/data. going outside can take 30+ seconds for it to load anything
no, terrain too. skyrim just loads shit that far out in LOD0
There's lod increase tools for Skyrim and fo4
Hmm yeah, that is where the geo shaders would come in I think
I think I had same problem with oblivion back then
Since vibe is out. Oblivion might work better now
I'll need to check when home
ben drowned and stuff
I'm surprised that the emulator performed good with remix because it's emulating the 3ds @fallow helm
Of course there's no copy paste that would fit all cases, but seeing the prompting yall did earlier made me realize I'm running into issues because I don't have the right wording things. Or my prompts arent thorough enough to aim it in the right direction
when i'm not dying from trying to get skyrim working, i'll make a github page for it
That would really help a lot of users, thank you a ton

I was honestly surprised as well. Then again, one thing to keep in mind is that OOT3D was not exactly the most demanding game on the 3DS.
It wasn't exactly pushing huge polygon counts and only really used diffuse textures.
Even many of the textures weren't significantly larger than you would find on the Nintendo 64.
Terrain textures got the largest upgrade, as many of them are now usually 256x256, but you still see a lot of 32x64 or 64x64 textures for parts of characters and static geometry.
Can you get the emulator source and just add a remix backend instead of the normal dx11 graphics setting
Or w/e
Ah
using the API is a much better solution
Definitely try GPT and report back, I'd be interested to hear if you had success
You could probably do that, but that is probably more complicated than what I am doing now, which is just having Claude make a custom DirectX 9 backend.
I do not dare delve into such black magic yet.
Is it possible to just integrate instead of swapping
i just did a head to head test, opus 4.5 vs gpt 5.4
gpt 5.4 def got more details correct when researching skyrim's complex rendering backend and methods to hook into, and also pointed out more potential drawbacks
as much as i hate openai, gpt is the way to go rn ๐ญ
Openai was just good for summarizes but yea ik. It's poo
Idk why Claude thought it would be a good idea to flush their models down the toilet like that. The idea that it is to make the new model look better doesn't make a lot of sense because the people using Claude are smart enough to not get hoodwinked by such trickery.
OpenAI at least seems good at providing models that behave in an expected way
In a few days, I am considering renewing GitHub Copilot so that I can have access to it again. That being said, your tip about switching to Opus 4.5 was still tremendously helpful and is basically the reason I have made as much progress as I have the past couple of days, so thank you again for that.
well, recently at least
between gpt 4 and 5.2 it was a huge mess
5.4 is the first one i actually would want to use in a long time
Interesting, I just know actual ChatGPT just got worse and worse for me but if you got the old model, it would still behave decently
yus ofc. i am switching between opus 4.5 and gpt 5.4 rn and forcing them to verify each other's claims before doing anything, since both are more prone to hallucinating than opus 4.6 was a month ago ๐ญ
This is for non coding stuff
i used chatgpt for non coding stuff in early 2024 and it got so bad that i had to stop entirely
therapy type stuff
GPT 4 to 5.4 have been pretty useful for troubleshooting my car's and some medical stuff but I find it hard to justify the $20 sub outside of that
Quen 3 is good for coding but I think it needs more time in the oven
Does anyone know if Kiro had GitHub copilot so I can use the auto tool
what happened to 4.6?
It just seems to have underwent a lobotomy.
It turned into free gpt 1
But with the token consumption of a premium model
Ye
200 plan for something worse than an open source model
I wonder if they did this cause of the leak
No way to get a refund?
they won't let me because they only allow one refund total per plan... ever

nuh uh
Working with smart AI agents, we strike the nail on the head,
Reverse engineering games to trace where the smoking guns led.
Converting the messy drawcalls, we plunder digital goldmines,
Till harsh reality checks expose the limits of our designs.
(I keep asking ai to help me with various issues in my projects and the amount of validation it does is getting me hooked. It does have some good strategies for the deferred renderer in wolf2009.. hype!)
Pog
Im gonna get back to trying psychonauts 2 now that more people are awake, as much as I feel like im begging for a handholding I dont think I can do this without help and I dont wanna waste 20
@rose oasis wdym
maybe they mean when you enable global tonemapping and there's flickering everywhere
I wonder is the terrain baker borked?
I love it when Microsoft updates without my permission
GO AWAY
yeah
"One important caveat: because the device hook is currently installed only after DXGI sees the queue at swap-chain creation time, any PSOs created earlier than that will not be cached. So this is functionally in place, but not yet complete coverage. If you want full PSO coverage, the next step is to introduce an earlier D3D12 interception point, typically a real d3d12.dll proxy or a hook on device creation." thats cool gpt
at least its not telling me to boot the game anymore
but its kinda contradicting the other model
already at 40% usage and not even a new window has been made, just logging... bleh
Note with the later dx11 or 12 with dxvk . Dxgi is used with dxvk , there's 2 viewports
Remix needs to be primary and dxgi still using dxvk becomes a dummy
Remix is in the back while dxvk is in front
But older models of remix day like version 1 no dxvk exist in the build back then
Dxvk can be there or without
We just need a render
Performance tho would be slow
So it can be replaced by the newer action build of dxvk if needed
I think remix is only using the release branch of it
And not later
And that's from last year
half of me is telling me to start over and that i did something wrong
Where you at on it
Trust your gut
Anything can be swapped out or intergraded separate
@rose oasis bleh, i feel like its written itself back 30 times, now making a d3d12 logging that only says "dll activated"
yes
That's weird
im gonna js try one more time with the new context i have
Have it look up documents on dx11 as well vise versa
It knows dx9 but it needs to learn dx11
Or it's reading the dll from system. It did that for me a long ago. I had to tell it game dir
Probably cause of the leak so they updated
Has anyone had luck with xhigh
It's brand new lol
Gpt has it
X high on gpt is not gonna be comparable to xhigh on Claude?
Ok time to get work done for next month before they nerf it
IDK how else to explain it.. turning on direct mode for tonemapping will crash it
I hope it gets included in GitHub copilot though
How about a auto mode
But it has a fixed location
Any luck
nah
im not gonna bother with this for rn
Probably gonna move to a dx9c game or making an earlier game more compatible
2x the smoking guns
How about porting games like @rose oasis
I think im js gonna save my credits for now
Man, Carmageddon (Dethrace edition) was going so well with me fixing shit and now I've been stuck on the step of increased render res so long. GPT implemented it, it worked, I went to close the game, it crashed and since then it's been crashing on boot every time
Only works at 640x480
https://chatgpt.com/share/69e10327-c328-83ea-a3af-a6a7611408a6 I was getting somewhere. Ran out of time
Anyone is welcome to that
I had it use xhigh
So I ran out
So it was just a stealth price increase
yeah ig
Gotta pay up now to get what we previously had
Claude is already fully enturdified it seems
7.5x?! I thought it was supposed to be no costlier than 4.6?
Pricing remains the same as Opus 4.6: $5 per million input tokens and $25 per million output tokens.
Appears to be Copilot early adoption phase
Ah, that makes sense. Still sucks.
If only someone clicked on my donation link
7.5x with very capable GPT 5.4 being just 1x is just not competitive
Trying Opus 4.7 to implement custom res for Carmageddon
Oh, great! Claude finally solved the freaky eye texture problem! Now everything should work perfe-...
Amazing
Vertex explosion
Thats unresonable
But can it find the smoking gun?

Check world matrix and vertix
Textcoords too
It just pulled some memory files and implemented shit I already knew to be useless. Git kinda doesn't make sense if AI keeps writing little memory files somewhere so you can't actually go back to a clean slate and start over as if it was the first time
Even after getting rid of the memory files it still mentioned "we need to avoid going the same route as the previous failed experiments"
Where is your donation link
I'll donate when I get home
yeahhh im done with psychonauts for now ill come back to it later
Reminds me I have a Payoneer account too with zero money in it

I have 0.8 dollars i it
I just got my dentures. they hurt. I'm depressed
Thank u kim. ur gr8
Yeah but it makes things good for later
YEESH
I earn like 12k annual ๐ข
America toothcare
ok so i gave it one task and it actually did it perfectly wtf
it better for that price holy shit
I had it rebase the mcRTX codebase as everything was previously monolithic so it was like 3 files total for the entire source code, now its spread across 22 easily readable files and nothing broke
all compiled cleanly too

I'm gonna give it the mess that is Skyrim
lets see it use up my weekly quota in one prompt
yeah it ate a good chunk of my monthly copilot usage
but it was literally 1 prompt that took over 25m so i dont even mind
back to GPT 5.4 
im tryna do the lego movie video game now and it auto opened the game sob
buut it did correctly do the registers from that
Hope you get better ๐ข ๐ซ
I'm disabled so I only get 994 a month - about 300 in bills
Now with 4.7 can someone make a proper opengl wrapper
Why do you want an opengl wrapper?
Bro finally
It's insane how long it took to get arbitrary resolutions working in this
As long as writing the renderer
I guess there is a reason even the original version only runs at 640x480 max
wolfenstein the new order! /j
genuine /j
Nooo ๐ when opengl starts using shaders, I think it becomes difficult to figure out which are the vertices, which are normals, which uvโs etc. youโd need to decompile each shader and make a guess
You'd think it'd be easier with it being so OPEN 
how many tokens did it take
Because some we use are limited to opengl 1.2
I can't even do quake 4
You wonโt be able to do quake 4 with an opengl wrapper. Like I said you wonโt be able to figure out drawcall contents.
Besides isnโt there already an opensource engine for quake 4
It did but opus 4.5 broke it
rewgthye
Figglestomp

Doing this stuff really messes with my ability to type. I always type these big old essays to the AI making sure to get everything in and then afterwards my fingers just don't wanna type no more
imo it's a lot better to focus on making a good template for the remix API for these games instead of trying to make even more wrappers
yeah
remix api is the way 
Well if we had a proper one then openmw could work
oh no were starting this again.....
and fuck my plans to only do one project at a time
4.7?
You must find the smoking gun
Youre getting closer
I just get depressed because I don't have any breakthroughs
"just one more smoking gun..."
Didn't kotor 1 have bugs
wow
At least make opengl 3 wrap for old games and replace gldirect
HOLY SHIT IT HAS GEOMETRY
Ofc
Yea you can get corrected hashes
Describe what you're seeing the best you can and also attach traces you made through the F4 menu. Then tell the AI "fix it"
If it's really wild you can attach a screenshot too
who is willing to provide hugs
do the diagnostic logs too
they provide more info to help out the tracer
#1490815562711040110 message before Claude broke it
yeah
And tell it to set up git and commit after each breakthrough so you can go back when shit breaks again
"The good news is the corrected LEGO constant layout is active. The bad news is the first-pass rigid filter is too coarse for LEGOโs compressed/multi-stream declarations, so some rigid draws are being converted that probably should not be in milestone 1. That matches your โgeometry exists but is garbled upโ symptom very well.
Best Next Fix
The safest next change is:
tighten rigid routing so POSITION FLOAT16_4 and other multi-stream compressed decls stay on shader passthrough for now
extend declaration tracking so we record position type and stream placement explicitly
later, re-enable only the declaration families that prove stable under FFP
If you want, I can implement that conservative routing pass next and prepare a cleaner second capture."
should i
if y wait until we get home we can help in dms some
this doesn't sound wrong though
i think its an issue with either the wrong matrix or register
WHAT
its all still being run from shaders rn i think
or well
it was backed off to shaders
cuz the first one was entirely ff
With saintMath's QIndieGL and some modified .txi files, plus sparkles' modified lightmaps, it actually looks pretty good.
There is a bit of instability (as in crashing on new area loads) on Taris, but Dantooine seemed reasonably stable. Haven't tested other planets, though.
alot better than what is was before with the fake cam (flashy warning)
Honestly, it is a start, and I have experienced worse ones myself.
Lego movie used ACES so this is perfect 
๐ข my prompt engineering skills are deadddd
what anti-aliasing does the game use?
I have nightmares from this
ah
was thinking that the projection matrix was jittered or something and that was why it was flickering
Sometimes I wonder, is it the AI or myself that is cooked 
ui now works โจ
i'm read
dead
can't even type right...

if you set a fallback light, is anything visible without debug mode?
also, i use CR's sky build exclusively for testing games because i don't need to fiddle with light spurces
still looks like this
but with ui
Imagine one day we get thelego movie game havin lego movie visuals ๐
thats the plan
3disable RR
ok
Ask ChatGPT 
Sometimes taking a break can help. You can always come back with some rest and a clearer head, you know?
yeah
just warning: it will flash a LOT
๐ซ
motion vectors
there's likely something going on with that UI layer then causing the distortion
ah
it did say that in gpt too before it stopped
The whitelist pass is too narrow for this scene.
The capture strongly suggests the first logged chunk is dominated by UI/overlay passes, not the world geometry we want.
The stride0=8 family may still be useful, but we should not whitelist it blindly without separating UI-ish passes from world-like passes.
Is there a flat texture over the wonky bit when you mouse-over in the RTX Remix texture selector
atmos sky
This looks like some sort of render target that might be above it
there is i ignore those
Does this game have some sort of file unpacker available online? Or are the files already unpacked potentially? A shader folder really helps the AI a lot when you point at it
i checked, i could not find any unfortunetally
Tell the AI to look at this file and then look through the game folder and unpack all the files
Should probably be able to do it
And then ask it if it can find anything in regards to camera matrices in the shader files (if there are any)
you get a cookie ๐ช
๐ด MERCH/CLOTHING BRAND : https://manny3883.com/ ๐ด
Subscribe?
Thanks So Much For Almost 800K On TikTok!!!
Use Code: Manny3883 In The Item Shop ;) #epicpartner #ad
TikTok: https://www.tiktok.com/@fortnitetiktoks38?lang=en
Or maybe I'll just let my brain rest for an evening
play a game instead of modding them
i know it's less fun
but do it
just do it ๐
but lego movie,,,
but... so many ancient games to path trace
if i switch ais will it continue from where gpt left off or will i have to give it context
you should ask gpt for a prompt for a new chat (if you can) then start a new one with a new model
afaik the way it works anyway when y ou switch is that it'll have a model summarize the current context, then it getsp assed to the new one. but it's not that good
Within a chat session I had the experience that it's probably fine. Starting a new one and pointing it at the same files often ended in disaster
Question is do you want stinky Claude to do your initial steps
It could certainly unpack the files
that's why you need the prompt with all of the necessary info
if you do that it works fine
yeah i couldnt even get that sob
Just get claude sonnet to do the file unpacking for now
Maybe GPT will wake up when it's done
then yus go ahead and just switch the model
we're testing 4.7 rn
it seems very good so far
usage isn't as bad as i expected on the claude max plan
opus
it's the same usage amount as opus 4.6 i think
do u guys like our name btw โจ
yeah! 
opus 4.7 hates old logs that dont have to do with its logic lol
increased my budget a smidge
it didnt like that the bms was a text file so it installed bms reader to
read the text file
ik which is odd because its telling me no i cant do that. no do this first
so many security restrictions
just be a dick back to it
Never stopped ๐
make it do chess against an atari
just hook it with livetools and let it control the atari emulator
Good but also I like to tell it to keep folder structure and extract everything. Might be useful for bones later
tell it do this and not what you want. so it knows
everything is structured
yep @rose oasis i had to be a dick to it
its not quite done but idk so far
it finished and idk if it did
what should i check for
oop
wait
No CTAB signatures anywhere โ shaders are not stored as standalone files in the archives. The "camera" hits are AI-script references in .SF files (gameplay camera logic, not rendering matrices). Let me now verify shaders live in the executable and peek into a .RES to confirm what the per-mesh metadata actually contains.
What's actually in the archives
Fingerprints show TT Games' Chunky4 (.CC4 + 4-char tag) or StreamInfo wrappers:
Ext Tag / contents
.RES
.CC4HSER (hashed serialised script refs)
.GSC
.CC4HSER (hashed serialised chunk)
.KRW
LWRK / ROTV trees (spawn / rotor data)
.CPD / .CD / .LED
StreamInfo containers (level stream data)
.DNO
SERIALISED generic object records
.NVM
.CC4VNTT navmeshes
.POR
TROP portals
.GIZ
PushBlocks2 gizmo graphs
.FT2
TNFN fonts
.SF
plain-text gameplay/AI script (e.g. SendToLevelAddOn(AddOn=#EyeballTargetโฆ))
.CBX / .BAML
cutscene/UI data
.AN4
animation streams
Can it expose camera matrices, shaders, or render targets?
CTAB scan (D3DX shader constant tables): 0 hits in 2.9 GB of unpacked data, 1,007 hits in LEGOEMMET.exe. All D3D9 shader bytecode is embedded in the executable.
Render-pipeline strings (ViewProj, WorldView, Projection, RenderTarget, ProjMatrix, BonePalette, โฆ): 0 hits in the unpacked archives. The only "camera" matches are gameplay AI scripts in .SF files (Camera entity directives), not render matrices.
No .fx / .fxb / .vsh / .psh / .hlsl entries exist in any of the listings, and the Chunky4 containers don't reference a shader-registry path.
So the archives hold level geometry/meshes (.GHG), textures (.TEX, not extracted this pass), nav/portal/AI/script data, and audio โ none of which reveal camera matrix register layout, shader constant semantics, or render-target configuration. Those answers all live in the 28 MB LEGOEMMET.exe binary.
Where to look next for camera / shader / render-target info
Best paths (none need the archives):
rtx_remix_tools\dx\scripts\find_shader_bytecode.py "โฆ\LEGOEMMET.exe" โ pull all 1,007 shader blobs; their CTAB sections name their constants (WorldViewProj, View, BoneMatrix[], etc.), which directly maps to the VS register layout you're already tracking in ffp_state.hpp.
rtx_remix_tools\dx\scripts\find_matrix_registers.py "โฆ\LEGOEMMET.exe" โ cross-references CTABs with SetVertexShaderConstantF sites to suggest a register layout and flag WVP concatenation.
The live DX9 tracer (graphics/directx/dx9/tracer/) with --shader-map / --const-provenance / --render-passes โ reveals render-target creation/bind events and per-draw constant provenance.
If you want, I can run the shader-bytecode extractor on LEGOEMMET.exe next and dump the CTABs so we can validate/refine the current view c4 / viewProj c0 / world c48 / bones c92+ register map you've been using. That's a direct, much faster source than continuing to iterate blind through the diagnostics.log.
Hmm if the shaders are embedded in the exe than it should do pull that apart and find the shader data in there
Basically what it said there at the end
Question is why didn't it just dang do that in the beginning
lets go
Inverted normals
mhm
getting closer thank you opus 4.7
๐ญ fucking compact button. i keep clicking it by mistake. in claude code it's WAY too easy to hit by mistake
it's disguised as the usage thing. so i keep wanting to click on it to see more details about context usage
but it COMPACTS
๐ค my weekly usage suddenl reset for some r eason
like wat
gpt: concrete footgun
claude: smoking gun
๐ญ
Claude?
yeah
gpt was doing so well too
๐ฅฒ
we should do something comisionary based to afford on demand stuff

GPT works for me, have you tried restarting VS Code or something
I think that error message can sometimes come up if VS Code has crapped itsefl
were js tryna get lego movie to work atm as a learning process
it went pretty well too! honestly that's impressive progress
yeah
opus 4.7 did it guys โจ
now we have the dumb idea to finish it but we cant really
did whar
skyrim rendering using the game's intended output, instead of manually parsing cells and pulling their information
yay
only downside, it freezes when you move the camera because ith as to load things in that were culled 
gotta fix that
man what a rollercoaster skyrim rtx is proving to be...
anticulling fix?
i will have to disable culling in the game and reimplement it manually
similar system to gta 3
but i need to find a way to efficiently cache these objects and decrease the time it takes for them to get sent to remix (and detatch this from the main rendering thread)
If anyone can do it, it would be you. You have come so amazingly far.
nod nod
i was just reading what i wrote and thought "god i'm such a fucking nerd"
thank you, that means a lot

Fortunately you are in a server full of folks who have absolutely no right to judge you. 
๐
i can't even
i came onto claude just to see what it'd do and it's just outright ignoring it and focusing on the code
4.7 is no fun
4.5 was joking around a lot
they really added a ton of safeguards to 4.7 ๐
hmm. they beefed up the frustration detector I see.
wdym came onto claude?
hitting on it basically
efficient monarch no tokens wasted
it has turned me down for the 3rd time in a row. i was friendzoned
did it at least do a good job at coding?
yes
Is that a good thing in coding?
I remember when Opus 4.6 noticed and enjoyed my puns back in the good old days before its lobotomy...
๐ญ right
yes
spent abt an hour and all my credits to deal with one error
turns out it has anti tamper
MAJOR WIN
lol the dartboard
what does 50 mean
50 usd
oh
does it scale with the subscription, as in matches it? so if i do 20, itll do the same ammount as if i had 20 free?
if ur gonna spend more just do a $40 copilot sub or somethin. idk. we're looking currently for a good service to use
no ๐
it'll just spend $50
cursor is horrible
a
try qwen 3 from kiro
did the major win work?
ion wanna set allat up again thoo
it logs things now so
have opus 4.7 summarize your work then feed it to a different ai
where do i buy smthn
im giving one more push then i wait until the 30th
give us like a day and we'll tell u which service to use
we're researching it actively

copilot has a $10 tier
but opus 4.7 on there is ridiculously expensive
what model r u using?
opus 4.7
@rose oasis how does opus 4.7 compare to 4.6
the smoking gun stays
the smoking gun is actually throwing 4.6 away entirely and using 4.7
something something we are actually comissioning anyone period if anyone wants to bite
๐ค for what
b!
Is it kind of bad that nowadays when I see "MVP", I think of "Model, View, Projection" and not "Most Valuable Player"?
no
this is a sign of peak intelligence 
This month's Claude pro (which will last me 2 prompts per day) is sponsored by Kim
kim who dat
Finally got the whole dang hud working
Now I can go to bed
I can only recommend that people check what certain open source implementations actually are capable of in terms of features prior to starting work
when I see the word "linear" I think of linear space rendering ๐ซ
Now had GTA 1 and Carmageddon 1 both be pretty barebones and redoing work is pretty tedious just to get to the same point
That it is. Still, now you'll be able to go even further.
I should take an AI break tomorrow (who am I kidding I'll think of some booshit to type into VS Code all day)
https://www.youtube.com/watch?v=-AzTgOH7dcA&t try this game ?
Another week, another classic cyberpunk game. This time, it's Quarantine, the 1994 taxi murder sim set in a dystopian cityscape. Recently heard about the game, so I decided to give it a spin. Let's go!
Support the stream โบ https://streamlabs.com/indigogamingarchive
Multistreaming with https://restream.io/
MAIN CHANNEL โบ h...
Went from this when going to bed yesterday to this today
Pretty good progress imo
Starting to think some of these may not be GENUINE SMOKING GUNS 
huh thats interesting last two weeks my usage reset on sundays
it just reset my weekly usage
to thursdays at 2 pm
yes same for me earlier today
Same here as well.
m
Suffer
to forgive is to
Performing a Root Cause Analysis to find the Smoking Gun

lego movie is getting more and more frustrating
considering its a tt title i dont have much hope
๐ซ
lol
Does seem to be how it goes...
But I have no doubt you will be able to finish Skyrim and Fallout 4 before that occurs
progress
๐
wonder how difficult it would be to revived this as a api mod ๐ค
https://discord.com/channels/1028444667789967381/1107618876847558796
they were already working with an engine reimplementation
this is ff
no shaders
hud now works ff
js gotta figure out vertext explosions n textures i think
Anyone tried subnautica yet ๐
yay!
vertex explosions entirely gone based off my recommendation to the ai on what it may be, exhilarating
the levels actually can load without crashing now due to this
๐ฅ
๐ฅ
it tells me that textures are in a compressed format and im not suprised
what should i tell it to solve that
if anything
easiest way to fix it is to actually implement support for it into dxvk-remix rather than the wrapper
ah
while it thinks abt that, atmos sky
and stability check
mostly stable
its trying
the image on the left
@rose oasis isnt there somthing for this
a specific word i mean
lightmaps
oh those are js lightmaps?
i think so
it def resembles heightmaps
oops
lightmaps
try marking them as lightmaps in the remix menu
marking didnt work
however i explained this to the ai and it says its likely because they added ao/lightmaps to prio 0
turns out Alien vs Predator 2000 is source avaliable ๐
-# been looking for open source / source avaliable games that I would be interested in working because I think that wouldn't drive me insane
I haven't found much tbh
it tells me the only way after reading the log is to run the game in a fvf friendly shader format that remix will pick up on
This is a list of notable open-source video games. Open-source video games are assembled from and are themselves open-source software, including public domain games with public domain source code. This list also includes games in which the engine is open-source but other data (such as art and music) is under a more restrictive license.
This is a list of commercial video games with available source code. The source code of these commercially developed and distributed video games is available to the public or the games' communities.
In several of the cases listed here, the game's developers released the source code expressly to prevent their work from becoming lost. Such source ...
I mean are games just not many that I would be interested in working on :p
games but no games
thank goodness for backups this was a mistake
a big mistake
i fucked up big time, time for bed!
@dull swallow
kiro has opus 4.7 1M now for a very good price ($20 a month). maybe worth a try
if i calculated it right, u get 450 messages with it per month for that $20

but for now before i make anything worse imma hit the slacks
but i did fix the weird geometry stretching that running fvf shdaers caised
Unlimited games
Hot damn, there are many accidental full source code leaks
Almost makes me think it was done intentionally
Wish someone put the MDK source code on archive randomly
Bro
Wonder if with the source code I could make a DX9 renderer for the PC port
that would interfere with rules 5 and 6 sadly
๐ posting here to possibly catch more stray wisdoms
this happened after we got the water animating. it only happens on some surfaces. others are fine
goodnight now lol
GPT made me a DX9 backend for MDK based on the Glide renderer. The window doesn't open but it managed to do this png capture
Kinda cool
Made it display properly
Already further than the Glide wrapper/D3D approach but that was also attempted using crap-ass Claude so
whoa
did you get glide working at all with anything
Glide is too late for the data RTX Remix needs. The vertices are already transformed when they hit Glide. You need to grab what's present in the game before that
I'm working on that for MDK now
if you make a glide wrapper let me know theres a few games i wana test
There won't be a glide wrapper
We need to sacrifice one of the emotes, already stacking up on inside joke emojis
We need some good weird garbage graphics that work in emote form and there needs to be enough space to say "peak" underneath. I'll make the emote if I come across a fitting image.





