xan1242

joined 8 months ago
[–] xan1242@lemmy.dbzer0.com 2 points 1 month ago

The way I did it is by trying to solve more and more advanced problems with simpler tools/features, then looking at more advanced features and seeing where they could be applied to make the problem solving simpler. Rinse and repeat.

An easy example that I can remember is making arrays that dynamically expand. I started with the barebones malloc and worked out how to use std::vector (and other list types) in its place.

Understanding that concept is, what I believe, to be the foundation of learning programming.

I'm no pro whatsoever, but using this method really helps me pick up and learn new languages.

[–] xan1242@lemmy.dbzer0.com 24 points 1 month ago

Oh you mean Android Studio automagically "updating" your versions so that your build breaks and you spent 3 hours figuring out what just happened without you even touching anything?

[–] xan1242@lemmy.dbzer0.com 1 points 1 month ago

Oh cool, I didn't know!

I'll go check it out, thanks!

I want to try to use Rust myself as well to build a library and I wonder how it'll turn out (especially since I do Win32 hacks mostly lol).

[–] xan1242@lemmy.dbzer0.com 2 points 1 month ago

No problem. Please do report back!

We really do not have many (if any) Rust alternatives for code hooking and injection and doing stuff with rendering like we do with C++.

Maybe you could finally figure something out we can use for other games as well!

[–] xan1242@lemmy.dbzer0.com 4 points 1 month ago* (last edited 1 month ago) (4 children)

I'll preface this by saying that I'm not familiar with Rust nor Hearthstone at all, but I do deal with D3D9 and D3D11 on Windows to do similar things. Hopefully this will give you insights how you could approach this. (Closest I've done was code injection on Android)

The most common and robust approach to this is to hook/detour the API functions that the game imports from the renderer backend.

One way you usually do this is by creating a dummy library which overrides/intercepts the system library and passes through every function call to the API, except for the ones you need, you'd put your code before/after the passthrough. This usually requires you to gather all exported symbols and re-create them, which is a very tedious but rewarding task, as it usually is very stable and can work around things such as DRM.

Usually, since that sits quite low on the application's code stack, it is most efficient for it to be a more general-purpose hook which can load other libraries. Examples would be things like the ASI loader or Reshade on Windows.

Another way would be to do code injection via library side-loading. Essentially, you can simply load a library that performs the code hooks and does necessary renderer API hooking. This is usually done in combination with the previous method (it being a "plugin" loader), however, it is also possible to modify game binaries to call dlopen to load your library and its exported function as an entrypoint (in which case you need to do platform's CPU assembly code for a bit).

Those are the entrypoints for your code. After that, it is all about necessary render backend code that you need to do in order to draw graphics/text/etc.

In C/C++ land I'd just tell you to use Dear ImGui, but seeing as that doesn't exist for Rust, you're kinda on your own.

Same with the API detouring. Ideally, you'd make a plugin loader that does the job for you. Not sure if that exists in Rust yet.

For references, Vulkan overlays such as MangoHUD or ReShade could be useful to help you figure out how to draw stuff on screen.

As for the rest of your code - it can run in a separate thread that does the job for you as the game runs. Or, make a client-server relationship and make the game hook be the server for your info that you need.

[–] xan1242@lemmy.dbzer0.com 2 points 1 month ago

Yeah I meant don't use joycons lol

Pro Controller at the very least. CTR is a game that should be played with a dpad for steering. You can use the analog inputs but some more advanced tricks (such as tight steering) will require a solid dpad.

[–] xan1242@lemmy.dbzer0.com 11 points 1 month ago* (last edited 1 month ago) (1 children)

And that't the crux of the issue. Stenzek doesn't actually understand the reality of licensing.

The reality is this - you can't do anything without a lawyer. Laweyrs cost money (pro bono isn't a thing in the copyright world AFAIK, but IANAL).

If he wanted to avoid this, then maybe he should've kept it closed source from the beginning. Chinese sellers on AliExpress couldn't care less about licensing anyway, so that way he'd have at least some protection.

IMO his course of action so far has been wrong.

What he should've done is this:

  1. Cause a stir
  2. Get support from the community
  3. Open up donations for the project (or just himself, since you don't want a repeat of Yuzu)

He could even go after Arcade1up legally if he raised funds, but that's not even worth the time if you ask me.

[–] xan1242@lemmy.dbzer0.com 1 points 2 months ago (2 children)

I'd recommend getting a proper controller for it. CTR is a dpad and shoulder button masher.

[–] xan1242@lemmy.dbzer0.com 0 points 2 months ago

Any Black Box made Need for Speed.

(Currently busy fixing Pro Street, so many bugs...)

[–] xan1242@lemmy.dbzer0.com 4 points 2 months ago (1 children)

This is the real issue. This is one area that Windows, despite its historical hardships, handles much better.

(Mac OS too but they killed kexts for the public anyway)

I'd love to see a more dynamic approach (that doesn't rely on DKMS) someday.

[–] xan1242@lemmy.dbzer0.com 6 points 2 months ago* (last edited 2 months ago)

C++ is at least backwards compatible (for 99% of code anyway, yes I know about some features being removed, but that's an exception and not the rule).

[–] xan1242@lemmy.dbzer0.com 4 points 2 months ago

A friend of mine uses Tablacus Explorer (with a Webview2 extension)

https://tablacus.github.io/explorer_en.html

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