The source code to all my programs.
- This topic has 57 replies, 34 voices, and was last updated 1 year, 11 months ago by TrojanNemo.
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March 24, 2017 at 12:33 am #483124
Unfortunately, you will find that MagmaCompiler is not something we have the source code for. It’s compiled in C++ I believe, and we couldn’t reverse it like Magma itself. The few changes we made to MagmaCompiler were very dirty assembly hacks.
As far as adding new languages and sub genres, remember that you can’t add to the game by modifying Magma…so that’s pretty useless. Neither the language nor the subgenre end up in the RBA file. The only thing that changing the language did was change the encoding that MagmaCompiler would use, to allow special characters. If you add new subgenres, you’d have to modify C3 CON Tools as well to get Visualizer to show them.
March 24, 2017 at 1:52 am #483128Thank you for all of the hard work and time put into these programs!
March 24, 2017 at 1:57 am #483129Unfortunately, you will find that MagmaCompiler is not something we have the source code for. It’s compiled in C++ I believe, and we couldn’t reverse it like Magma itself. The few changes we made to MagmaCompiler were very dirty assembly hacks.
As far as adding new languages and sub genres, remember that you can’t add to the game by modifying Magma…so that’s pretty useless. Neither the language nor the subgenre end up in the RBA file. The only thing that changing the language did was change the encoding that MagmaCompiler would use, to allow special characters. If you add new subgenres, you’d have to modify C3 CON Tools as well to get Visualizer to show them.
I’m familiar with C++, but that’s a shame that you couldn’t get it to work. Thanks for letting me know. I was looking more so for changes to the visualizer.
March 24, 2017 at 2:02 am #483132Well, the problem isn’t with understanding C++, it’s that once C++ is compiled, you can’t decompile it like we did with Magma itself as that was in C#. If you know assembly and know how to dirty hack executables, you might be able to accomplish something. But I have no idea. I had a law school friend who happened to have been a crack programmer for IBM before help me with that particular task.
Magma and C3 CON Tools are designed to work together. If you add custom stuff in Magma, you have to add it to C3 CON Tools as well so it can show it. That includes Visualizer stuff. It’s easy, relatively speaking. But you gotta do it.
March 24, 2017 at 2:12 am #483133Assembly is hard on the surface, just need to know the default processor architecture for the program order to interpret it. Assuming the program is for Windows (which I don’t know if it is or not), likely the i386 and/or amd64 architecture. I don’t know how to dirty hack executable files, but I can interpret assembly by looking at the language specs. It’ll be a ton of work though, I know of no way to easily work through thousands of lines of assembly code without doing it by hand.
Thanks for all the info. I’ll be sure the Visualizer additions are put across both tools.
March 24, 2017 at 2:14 am #483134Also find myself drifting away from the customs scene these days. Can’t remember the last time I played.
Thanks for all the tools (and site). And thanks for helping me out with my own utility, also!
March 24, 2017 at 5:52 am #483139Q. OMG, does that mean we can figure out how C3 encrypts its files? Are you crazy?
A. No, and maybe. The source code for all of these has been redacted where necessary to protect C3. There is nothing left in there regarding encryption or decryption of files, C3 passwords, etc. Sorry.
Does this mean that if we make changes to a program (say cPlayer or CON tools, just midi read/display changes) and recompile, does that mean the new version will not be able to read a previously C3 encrypted CON’s audio for playback? and making it behave like it does on official DLC.
March 24, 2017 at 10:51 am #483141Exactly.
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March 24, 2017 at 11:22 am #483142Does this mean that if we make changes to a program (say cPlayer or CON tools, just midi read/display changes) and recompile, does that mean the new version will not be able to read a previously C3 encrypted CON’s audio for playback? and making it behave like it does on official DLC.
Exactly.
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Well, here’s hoping the torch can be passed to a trusted person/team and include the encryption code with new updates. “C3 – The Next Generation”
There is still a hell of a lot of functionality that doesn’t involve the encryption, that I’ll probably tinker with when I get time.
Thanks again.
March 24, 2017 at 12:29 pm #483144Well, unfortunately there was no way to remove the source code for it and keep the functionality in at the same time. If/when C3 gets a designated person to get the unredacted source code, that person will have the keys to the kingdom, so to speak. But I don’t see that happening anytime soon.
March 24, 2017 at 1:48 pm #483145Yeah, that was my concern. Now that we’re not getting any more official updates from Nemo, any future updates would be lacking the encryption features and would always be a side-grade. I guess I’ll hold on to my old copy, bugs and all.
March 24, 2017 at 3:45 pm #483155Well, I’m hoping to see other things happen beyond bug fixes to the existing tools. I’m really hoping to see people take the existing code and do other things with it. I mean, there’s enough there to make a cheap Phase Shift knockoff, for example, if someone wanted to. And this one could play CON files without needing to be converted at all.
March 24, 2017 at 5:37 pm #483162Any chance you could isolate the encryption stuff into a separate closed-source library/exe that can be invoked by a custom build of these apps? That would keep the encryption secret and still allow people to make changes.
March 24, 2017 at 6:52 pm #483164Is it possible? Probably. But I don’t know that I know enough to do it well, or that I will have the time to do it anytime soon.
March 25, 2017 at 3:54 pm #483196Is it sad that I just now noticed the default button colors in C3 Con Tools line up with the guitar fret colors?
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