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Author Topic: Image transforming  (Read 7701 times)
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Lord Wolfram
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« on: June 19, 2017, 01:37:43 PM »

So the other day I was talking with my Programming teacher and an idea came in my mind.
"Let's load image in game from the game's code."
So the idea follows - We take the image's data and transform it into HEX code. Then we write an array of each hex value for the image, then we load the image from Array into the game and we have our sprite.
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Salanewt
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« Reply #1 on: June 19, 2017, 02:11:22 PM »

Wait, so we load an image and then save the image to the game again?
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Lord Wolfram
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« Reply #2 on: June 19, 2017, 02:13:01 PM »

Wait, so we load an image and then save the image to the game again?
Idea is that we don't have to have the image, we just have the HEX data of the image in game's code
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« Reply #3 on: June 19, 2017, 02:16:48 PM »

It sounds like a cool idea, though I'm afraid I am still lost on the reason for doing this. Would you mind elaborating a bit?
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Lord Wolfram
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« Reply #4 on: June 19, 2017, 02:25:31 PM »

It sounds like a cool idea, though I'm afraid I am still lost on the reason for doing this. Would you mind elaborating a bit?
I just came up with such idea, well some engines do not compress images etc. and hackers can easier MOD the game. This way they don't, AND if they were to edit your code, they would have to recompile it, and you can add uncompleted code there, which at first does nothing but serves as the defense system of the game, and we can punish the players for hacking
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Fox
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« Reply #5 on: June 19, 2017, 02:43:19 PM »

@ 1st post:  Yep. I do believe that is the way you do it.

@ Last post: I see it more as a way for hiding information / decluttering the user experience rather than anti-hack, but okay. (Maybe anti-hack for the inexperienced, though...) Closest I can think of to anti-hacking is a server+client approach that requires an internet connection. Any sensitive data (e.g. Save data) could stay on the server. (That being the server isn't on the player's machine, but the client connects to it.) But of course... if one is going to build a server+client thing... then there's the possible issue of DDOS and such... so, eh. It's never that simple.

Anyway... the client should only send input data like mouse clicks and keyboard presses... and receive image data/audio data.... in best case circumstances... but that's probably a lot of data, though... (graphics/audio), so probably not recommended. But if it was done... I recommend a small resolution (e.g. 240x160=0x9600 pixels)that could possibly be zoomed in to full screen. (So less data is sent across the internet than otherwise.) As for music... I'd say just send the audio file over to the user... As people will probably document it anyway. And less internet traffic=better.)
@My idea:  I can see its potential for a 4-player game, maybe... but a large MMO, probably not. - In that case, image caching would be the way to go, most likely.
« Last Edit: June 19, 2017, 03:12:58 PM by Fox » Logged

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« Reply #6 on: June 19, 2017, 05:32:23 PM »

@ Last post: I see it more as a way for hiding information / decluttering the user experience rather than anti-hack, but okay. (Maybe anti-hack for the inexperienced, though...)

It's more of like a message, don't mess with this engine, I don't like what you're doing, I.E. Easter egg.
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« Reply #7 on: June 19, 2017, 05:43:43 PM »

Wait, so you want the potential for a hacking community dedicated to hacking the game to make it harder to hack the game? :o

Or do you mean in general, like as a security feature for other games or sites?
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« Reply #8 on: June 19, 2017, 06:50:12 PM »

A message? Might as well spell out to them.... that you are the copyright holder/etc.

But anyway... in the situation where a program is not open-sourced... data/images that are stored outside the program can still be checked against a checksum/signature type thing... if they need not be edited by a user. If editing was the main concern and not necessarily exposure/etc. But that's more me just speaking of an alternative. (That is definitely not foolproof. But then again, neither method is.)

Now I wonder if it is possible to encrypt a file using certain built-in techniques... and make it so one's own program can decrypt it... but only into RAM. (Without actually grabbing any encryption related code yourself.)
« Last Edit: June 19, 2017, 06:58:25 PM by Fox » Logged

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« Reply #9 on: June 20, 2017, 03:32:04 AM »

Okay pretty nice.
But what kind of format are you going to use? I guess that would be the first step in this problem.

Now that I think about it, you might only need to specify a width for the image and then simply just load RGB values, which makes an extremely easy format.
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Cbox
June 17, 2019, 01:49:41 PM
Salanewt: Two weird posts about hacking in a week.
June 17, 2019, 04:34:53 AM
Salanewt: Lol.
June 16, 2019, 06:54:57 AM
Fox: This place is depressingly too quiet.
June 03, 2019, 07:55:18 PM
Fox: I wonder if Atrius would be interested in how my map editor would be shaping up... even if it is a bit.... messy.  - As for Textcomp being compatible with more games.... maybe some day = I would like to do that...., but it isn't on my priority list right now, unfortunately. :(   
May 29, 2019, 10:55:32 PM
KyleRunner: Fox, could you, please, make your Textcomp compatible with more games (Mario Golf and Tennis)? 
May 27, 2019, 10:10:08 PM
Caledor: I released a patch that does just that. It's in the download section
May 26, 2019, 04:47:43 AM
ryancaesar12345: and how to change a elemtal color like steam normal violet change to blue?
May 25, 2019, 02:53:49 PM
ryancaesar12345: i saw in reloaded too many icon replace or changes and shade and flash decrease block damage 60 and 90 to 50 and 60 i think summon % hp damage decrease class separation change the treasure items the effects are change 
May 25, 2019, 02:22:15 PM
Fox: Another thing about the Separation Patch and why we need PC based class type charts = With Atrius's patch = If you set all eLevels to 0, ... then when you get djinn of just one type, and each PC becomes something... well... Jenna/Piers would have the same base classes as Felix/Sheba... ... but this is concept-wise to show that something may be given up.....
May 25, 2019, 02:12:36 PM
Fox: "overwritting it" I mean the data in the buffer... not the originally file you loaded. - That only ever gets overwriting via the Save/Save As buttons.)
May 25, 2019, 02:07:44 PM
Fox: That being said, any newer version made, won't necessarily be compatible to an older version of gsmagic. It all depends on what I do.
May 25, 2019, 02:04:52 PM
Fox: The way I have it now - there's a bit of a space limitation for world map editing... that if the data covers more than what it originally does, it will let you know... (Although, it may only tell you after already overwriting it.) - So I'll need to eventually do fixes for that. But as this is an experiment editor, I'm still willing to release partial completions at times... for sake of concept,
May 25, 2019, 01:59:36 PM
Fox: (The absolute latest version of my editor is WIP/has not been released.... and I was hoping to feature World Map tilemap editing.)
May 25, 2019, 01:55:00 PM
Fox: (Careful with some editors though.... as you'll need to understand GBA is little endian... so some hex editors might show the data as Big Endian.... basically little endian is reverse bytes. (so AA BB CC DD as 8-bit/bytes.... becomes DDCCBBAA as a 32-bit)
May 25, 2019, 01:51:30 PM
Fox: tla editor... bt rather... to google for a hex editor... such as HxD, Windhex, Hex Editor Neo, etc... and use that.... Or you could just do it in VBA's memory viewer for temporary edits. (You can still save the ROM section by saving a dump, and changing from .dmp to .gba, though... but that takes a bit to explain.)
May 25, 2019, 01:49:40 PM
Fox: I thought maybe I would need to clarify.  - gsmagic is my experiment editor.  It can be found on this forum. (e.g. http://forum.goldensunhacking.net/index.php?topic=2805.0 has it, but is not the latest version of my editor.) ; Those patches - applying them is for making them easier to edit via a hex editor.... Since originally it is done in assembly... a bit of a mess for editing.... , so those patches turn that data into table(s).... ; When I say "hex editor" = No, I don't mean to use the 
May 25, 2019, 01:27:51 PM
ryancaesar12345: i dont understand a thing simple success rate and simple summon  .ips files how to understand? by patch in original rom and view in gs tla editor?
May 25, 2019, 01:26:12 PM
ryancaesar12345: gsmagic? what is that and is that a editor where i can download that?
May 25, 2019, 01:03:43 PM
Fox: gsmagic only really supports GS2 (U) as well... While there is minor support for GS1 (Mainly to view maps), can't really say it counts yet.
May 25, 2019, 01:00:10 PM
Foxhttp://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=59 = And the Simple Summons thing... (Hex editor experience expected..) ... For all three of the hex editor experience stuff... I mean just basic knowledge should be enough to get by.

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