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  • Various behavior of scanf/atoi/strtol,
  • The tale of Syndicate Wars Port,
  • Syndicate Wars Port - a reverse-engineering tale,
  • After the march 3h GDPL compo...,
  • Automagical function list in C++,

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    2010-11-24:

    Various behavior of scanf/atoi/strtol

    c++:c:windows:linux
    While discussing a few days ago a piece of code with aps, we've encountered some interesting (imho) differences in the implementation of atoi and [sf]scanf between different versions of msvcrt (Microsoft C-Runtime Library), glibc (GNU C Library) and the libc used on OSX. The said differences are observed when a number in the provided string cannot be represented as an integer, i.e. it's larger than INT_MAX (which is 0x7fffffff, or 2147483647 decimal) or smaller than INT_MIN (0x80000000, -2147483648 decimal).


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    2010-01-27:

    The tale of Syndicate Wars Port

    hard:reverse engineering:re:assembler:games:gamedev:x86:asm:windows:linux:macosx:c:syndicate wars
    As promised, It's time to reveal the technical story behind the Syndicate Wars Port. The story is divided into two parts - the first, and the second attempt to port this game. Comments are welcomed!


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    2010-01-25:

    Syndicate Wars Port - a reverse-engineering tale

    reverse engineering:re:assembler:games:gamedev:x86:asm:windows:linux:macosx:c:syndicate wars
    Syndicate Wars is a game published in 1996, created by Bullfrog. The game was written in C (Watcom) for the DOS4GW DOS extender. And of course it has stopped working natively (i.e. without emulators like DOSBox) when the modern operating systems, like GNU/Linux or Windows NT series, emerged. A few years ago my friend, Unavowed, told me about proposition of a project to create a port of Sydicate Word for modern OS'es like the two previous one I've mentioned. The port was to be done by decompiling the original executable file, locating all the functions from the standard C library, locating the DOS4GW and I/O (sound, keyboard, gfx, mouse, etc) dependencies, replacing them with modern native libc function call and libSDL/OpenAL libraries (sometimes using simple wrappers, other times by creating converters), and finally, recompiling it all to form native executables for the modern systems. Yesterday, we've (it was Unavowed who was the clear leader of this project) finished this project, and we've published executables, not only for GNU/Linux and Windows, but also for Mac OSX :)


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    2009-03-17:

    After the march 3h GDPL compo...

    gamedev:c++:opengl:windows:linux:easy:game
    Sunday, from 5pm till 8pm, another gamedev.pl compo took place. This time, it was a 3 hour compo during which one had to create a 'game that has both a cow and a pig' (a strange topic I must say). I don't have to much time recently, but I've figured that 3 hours is a period I can manage to find, especially Sunday. So, after I got a 'go' from my beloved wife, I took part in the March GDPL 3h Compo.


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    2009-03-10:

    Automagical function list in C++

    c++:medium:assembler:windows:linux:macosx
    The story starts as usual. I've been writing a certain application, that generates some test files. The files were very similar in structure, so I took the common factor out, and created a function that creates the common base of the file, and then, made a few functions that make modification to this base, and then the file is written (file shared, only in GF 15200 GTX! ;>). Of course, every modification function that I made, I had to add to a list of function in another part of the source file. And I've added each 'shader' function I created to that list. After 38th function I've grew tired of this...


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