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Earlier it was version not compatible, now you can see at least the offset is correct. I can see some symbols. Not that it is going to help with this game. Whether some other field you can get better result I don't know.
Those words are not random. At least not totally off. Later I release this version you can try with other fields. My hopes are not high.
View attachment 587645
Earlier it was version not compatible, now you can see at least the offset is correct. I can see some symbols. Not that it is going to help with this game. Whether some other field you can get better result I don't know.
View attachment 587647
Those words are not random. At least not totally off. Later I release this version you can try with other fields. My hopes are not high.
ue support for this game has been fixed, the normal capabilities all working now. I am fairly convinced that hp is plain c++. No label available. There are now a fair amount of labels. Later you can try the new release. Doing some finishing touches.
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Fixes Assemble All wasting code cave space on the off cheat and
silently breaking GameMaker variable cheats when caves move.
Scripts and hook records are now updated after a pack, and
scriptless variable cheats are carried with their cave.
Using float do have a hazard, some number just have too many decimal points to display it fully to you. What you don't see may not be 0. But float would give a sense of what it is much better to most people except those who have developed the ability to feel hex digits. If it is integer represented in float format it is fairly safe. 32-bit float has 24 bits of precision. Once you reach 2²⁴ = 16,777,216, not every integer can be represented. That is plenty and games normally don't go that far.
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BIG update
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Actually I have been making many big updates lately but this one I want to highlight since most games are Unity. This one is on making what was already nice even nicer. Now you can do more faster than ever.
PS: If any one who can make a difference is reading. This auto merge is super annoying. Give people who has earned high level some credit to post without getting automerged?
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Now it is clear without further work which entry is the right one.
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Since Unity like to cross link from Ammo you get to see other interesting Klass by using JumpBack menu to scan for link.
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asked AI
The Rule: If you post multiple times consecutively in a thread without another user replying in between, your new message will always automatically merge into your previous post. [1, 2]
No Expiration: This mechanic triggers regardless of how much time has passed. Your posts will still merge even if the previous one is days, weeks, or months old
asked AI
The Rule: If you post multiple times consecutively in a thread without another user replying in between, your new message will always automatically merge into your previous post. [1, 2]
No Expiration: This mechanic triggers regardless of how much time has passed. Your posts will still merge even if the previous one is days, weeks, or months old
yeah, sometimes it's annoying
how do you enable the new features? I am getting the same results outcome as previois versions on search, setbreakpoint or watch instruction
couldn't find this: Add Field Label (candidate and jump back lists) cycles off → on → filtered
yeah, sometimes it's annoying
how do you enable the new features? I am getting the same results outcome as previois versions on search, setbreakpoint or watch instruction
Does not affect what your search find but it helps you decide which one is the one. Today you can hack the list you have or you can go memory explorer and class field to see. You can only do so for a few, unless you are superman. Now with this button you immediately can see it, you can now process thousands without sweating too much.
You can do this on Gen2 menu and you can do this on jumpback menu.
Take a look at those screen shorts on that super merged message. I did not take a picture that is set to impress. Now not on unity, later if I go back to unity and will take some to impress people.
View attachment 587968
Does not affect what your search find but it helps you decide which one is the one. Today you can hack the list you have or you can go memory explorer and class field to see. You can only do so for a few, unless you are superman. Now with this button you immediately can see it, you can now process thousands without sweating too much.
You can do this on Gen2 menu and you can do this on jumpback menu.
When you jump back you get to see different Klass. Normally it is a tedious process so out of the now 194 how many would you look? Would you even look at four?
Now it is easier. To look at 50 it only takes some seconds.
Just move down a bit you can see some interesting Klass. Start from hp you get movement just like that.
seems like if there are too many targets, using Trim will likely crash 01000000000000001000 after 1 min to 3 mins, for example Target 1207 BM 11 no crash, Target 3262 BM 9 crash, Target 3208 BM 1 crash
if the labels doesn't appear after 1 min then it will definitely going to crash (already crashed 7 times)
seems like if there are too many targets, using Trim will likely crash 01000000000000001000 after 1 min to 3 mins, for example Target 1207 BM 11 no crash, Target 3262 BM 9 crash, Target 3208 BM 1 crash
if the labels doesn't appear after 1 min then it will definitely going to crash (already crashed 7 times)
I shall investigate. BM count should not matter. It's written and forgotten. Will look into memory consumption for the trim process. The memory left is shown on the status line. If it is already low it would explain a lot. It's the last number on the status line. When there is a lot of nodes the process will take proportionately longer. The memory consume is affected by the unique label found.
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Here is with some safe guards added and one memory reduction change. Please help to test. I am not working on a Unity game at the moment so I don't have a ready test bed. Also the crash could have high game dependency
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I pick a random game and wack some crazy setting. Old version crash quickly.
New version completed. The status line show clearly that it surely wound crash with the old version cause it wasn't paged. Now it is. Left panel can't hold too many rows.
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I shall investigate. BM count should not matter. It's written and forgotten. Will look into memory consumption for the trim process. The memory left is shown on the status line. If it is already low it would explain a lot. It's the last number on the status line. When there is a lot of nodes the process will take proportionately longer. The memory consume is affected by the unique label found. View attachment 588042
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Here is with some safe guards added and one memory reduction change. Please help to test. I am not working on a Unity game at the moment so I don't have a ready test bed. Also the crash could have high game dependency
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View attachment 588043
I pick a random game and wack some crazy setting. Old version crash quickly. View attachment 588044
New version completed. The status line show clearly that it surely wound crash with the old version cause it wasn't paged. Now it is. Left panel can't hold too many rows.
The Trim screen from beta117.00 gets a major overhaul. The label scan is now something you can watch, pause, and resume instead of a frozen menu. It’s dramatically faster and should now stop gracefully instead of crashing when memory is exhausted.
The past does not predict the future. The estimate is just base on what time it already took and make a linear projection.
The Trim screen from beta117.00 gets a major overhaul. The label scan is now something you can watch, pause, and resume instead of a frozen menu. It’s dramatically faster and should now stop gracefully instead of crashing when memory is exhausted.
View attachment 588076
The past does not predict the future. The estimate is just base on what time it already took and make a linear projection.
22.5 is strange. I updated to 22.5, and this time it seems OK. No beyond a shadow of a doubt slowdown. Whether there is slowdown vs 22.1 falls in the perception uncertainty. I think there are some complex interaction taking place. I am staying for the time being and see what happens over time.
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I am working on a ASM version of master code for Lau. The currently one is too much compromise.
22.5 is strange. I updated to 22.5, and this time it seems OK. No beyond a shadow of a doubt slowdown. Whether there is slowdown vs 22.1 falls in the perception uncertainty. I think there are some complex interaction taking place. I am staying for the time being and see what happens over time.
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I am working on a ASM version of master code for Lau. The currently one is too much compromise.
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