Hi!
Folgendes ist in langwiriger Arbeit entstanden. Man kann damit Blitz3D z.B. in Pixelsachen um bis zu 3000% schneller machen.
Code
Autor: Vertex
Credits:
- Xenon
- Vertex
- halo
- Shagwana
- TheShadow
- Panno
- Fredborg
TCP
HostIP: Offset 16, Integer
Bank
Address: Offset 4, Integer
Size: Offset 8, Integer
Image
Frames: Offset 0, Byte
ImageBuffer
Locked: Offset 60, Integer; Value=1 is locked, Value=0 is unlocked
Videoaddress: Offset 72, Integer
Width: Offset 92, Integer
Height: Offset 96, Integer
Bits per Pixel: Offset 100, Integer
Format: Offset 104, Integer
X-Handle: Offset 300, Integer
Y-handle: Offset 304, Integer
MaskColorBlue: Offset 308, Byte
MaskColorGreen: Offset 309, Byte
MaskColorRed: Offset 310, Byte
Brush
Dummy: Offset 0, Integer
Brush Shininess: Offset 28, Float
Brush Alpha: Offset 32, Float
Brush FX: Offset 40, Integer
Texture
Texture Flags: Offset 32, Integer
Texture Blend: Offset 48, Integer
Texture Coords: Offset 52, Integer
Texture Scale U: Offset 60, Float; Value = 1.0 / Value
Texture Scale V: Offset 64, Float; Value = 1.0 / Value
Texture Position U: Offset 68, Float; Value = -Value
Texture Position V: Offset 72, Float; Value = -Value
Texture Angle: Offset 76, Float; Value = (-360.0*Value)/2.0/Pi
Entity
Entity Refresh: Offset 44, Integer; Value=3 to refresh
Entity Order: Offset 228, Integer
Entity Radius X: Offset 232, Float
Entity Radius Y: Offset 236, Float
Entity Box X: Offset 264, Float
Entity Box Y: Offset 268, Float
Entity Box Z: Offset 272, Float
Entity Box Width: Offset 276, Float
Entity Box Height: Offset 280, Float
Entity Box Depth: Offset 284, Float
Entity PickMode: Offset 288, Integer
Entity Pick-Geometry: Offset 292, Integer
Entity FX: Offset 724, Integer
Camera
Camera Zoom: Offset 576, Float
Camera Viewport X: Offset 580, Integer
Camera Viewport Y: Offset 584, Integer
Camera Viewport Width: Offset 588, Integer
Camera Viewport Height: Offset 592, Integer
Camera CLS-ZBuffer: Offset 608, Integer
Camera ProjMode: Offset 612, Integer
Camera Fog-RangeStart: Offset 628, Float
Camera Fog-RangeEnd: Offset 632, Float
Camera RangeStart: Offset 640, Float
Camera RangeEnd: Offset 644, Float
Mesh
Surfaceheader: Offset 644, Integer
Surface Count: Offset 0, Integer
Surfacelist: Offset 56, Integer
Surfacehandle: Offset 0, Integer
Vertex: Offset 28, Integer
Vertex X: Offset 0, Float
Vertex Y: Offset 4, Float
Vertex Z: Offset 8, Float
Vertex NX: Offset 12, Float
Vertex NY: Offset 16, Float
Vertex NZ: Offset 20, Float
Vertex Blue: Offset 24, Byte
Vertex Green: Offset 25, Byte
Vertex Red: Offset 26, Byte
Vertex Alpha: Offset 27, Byte; Value = Value/255.0
Vertex U1: Offset 28, Float
Vertex U1: Offset 32, Float
Vertex V2: Offset 36, Float
Vertex U2: Offset 40, Float
Vertex Boneindex: Offset 44, Integer
Vertex X: Offset 48, Float
Vertex Y: Offset 52, Float
Vertex Z: Offset 56, Float
Vertex NX: Offset 60, Float
...
Until Vertex N
Trianglelist: Offset 44, Integer
Vertex 0: Offset 0, Short
Vertex 1: Offset 2, Short
Vertex 2: Offset 4, Short
...
Until Triangle N
Surface Refresh: Offset 64, Integer; Value=0 to refresh
Vertexcount: Offset 100, Integer
Until Surfacehandle N
Local Array
Local a[10]
Address = Int(a)
Type
Type test_t
Field aa%
Field bb#
Field cc$
Field dd[2]
End Type
a.test_t = New test_t
b.test_t = New test_t
c.test_t = New test_t
Int(b)
Int(c): Offset 4, Integer
Int(a): Offset 8, Integer
aa%: Offset 20, Integer
bb#: Offset 24, Integer
cc$: Offset 28, Integer
dd[]: Offset 32, Integer
dd[0]: Offset 0, Integer
dd[1]: Offset 4, Integer
dd[2]: Offset 8, Integer
Alles anzeigen
Alle Offsets können sich nach jedem neuen Update ändern.
mfg olli