silentk has contributed to 8 posts out of 465278 total posts
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Quote: --- Original message by: ethreepoh
Dennis, please delete this thread. It is 12 pages of criticizing and trolling.
We will make a new thread when we have something to release. Edited by ethreepoh on Nov 21, 2011 at 04:37 PM This->
You guys got it all wrong! You should be trolling me because I haven't hit the deadlines :P
hai :D
OpenSauce and/or BlamLib is not being used or referenced in the hekaio project.
I have a limited amount of sprinkles on my cupcake!!!! NOM NOM NOM
Quote: --- Original message by: Sprinkle So you're basically reverse engineering the entire game just to use the code... Doesn't that defeat the purpose, take twice as long to do and you learn nothing along the way.
I said-nothing-about reverse engineering the entire game, so I am not sure where you pulled that idea from, guy.
The entire Halo modding scene(including this website) would not exist if it weren't for reverse engineering; Did this scene learn nothing along the way?
If you would like to talk off topic and question my credibility further, feel free to PM me, jerk.
Quote: --- Original message by: SprinkleYou shouldn't be using an assembly instruction like RDTSC since it's implementation changes from processor to processor. You should be using something like QueryPerformanceCounter on windows and the equivalent on linux.Edited by Sprinkle on Sep 18, 2011 at 12:07 PM
RDTSC does not need to be redefined for most processors, but you're right in it being different on some. As of now, the code I am writing is not yet cross-platform because I have reversed how Halo does it for Windows and later I will add support for other OS. Early in development, it is important to get started on setting code up to work on other platforms, but I don't have a Linux or Mac environment to test on yet. Until then, I need to start pumping out code for Windows at least.
This is how Halo gets the clock speed:
// Set thread & process priority to HIGH
LARGE_INTEGER frequency, counter, cycle; QueryPerformanceFrequency(&frequency); QueryPerformanceCounter(&counter);
counter.QuadPart += frequency.QuadPart; cycle.QuadPart = __rdtsc();
do { QueryPerformanceCounter(&counter); } while(frequency.QuadPart >= counter.QuadPart);
cycle.QuadPart -= __rdtsc(); cycle.QuadPart /= 1000000; // Convert to MHz, 10^6
// Reset process & thread priority
Reversing has been going smoothly for the rendering code. Any questions code wise let me know. Edited by silentk on Sep 20, 2011 at 02:48 AM Edited by silentk on Sep 20, 2011 at 02:53 AM
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