![3d pinball online game 3d pinball online game](https://1.bp.blogspot.com/-iTngOAwFQd4/Vwqjtsuj__I/AAAAAAAAAIs/fvo4A-xZ7bEJHPQbOdYSolqkfEKosAOgA/s1600/pinball.png)
This PC preforms fine otherwise so I don't know what the issue could be. I'm pretty sure it's not the GPU having issues because the issue exists on both the old and new SiS driver, as well as the GeForce MX440 I put in temporarily(mentioned in the previous thread about this PC). Les meilleurs Jeux dAgilité en rapport avec Pinball 3D Space Cadet. I already checked and it's not maxing out the CPU or RAM(a 2ghz P4 and 512mb RAM should be plenty for this game). Tu aimes le jeu Pinball 3D Space Cadet, tu aimeras aussi les jeux gratuits suivants. It also lags the Windows cursor really badly half the time.
![3d pinball online game 3d pinball online game](https://images.sftcdn.net/images/t_app-cover-l,f_auto/p/80ee24a0-96d4-11e6-9445-00163ed833e7/2307936316/pinball-arcade-screenshot.jpg)
You'd have to see the video to understand what I mean. Another issue is that the paddles have massive input lag when the ball is heading toward them. One example would be holding down space to launch the ball, but it doesn't release for many seconds after releasing the space key. The issue I'm having is very inconsistent input lag. Specifically the pre-installed Windows XP pinball. I asked about a different issue with it in this thread, but we're hear to discuss Pinball issues. and the decompiler has misinterpreted it as a longlong because of the access patterns (64bit pointers).So I had fully restored an old Sony VAIO PCV-RX755 desktop tower to factory condition, both hardware and software wise. So I think this might be part of an initialization function for some property on top of a object that exists at *param_1. The 0x2b part I'm not sure about myself but it looks like some other kind of similar checks.Īnd actually then thinking about the way it's calling it, i'm wondering if this is actually from some C++ standard library code for doing stuff with a vtable, looking up the vtable entry and checking it's validity before calling it (in this case, location 0x18, and checking some kind of RTTI at 0x28 and 0x2b) and storing that it's been initialized in 0x21.
![3d pinball online game 3d pinball online game](https://i.imgur.com/0IryZxB.png)
From my memory, the windows ABI uses the first two bytes of functions for installing hooks/debugging by patching the first two bytes into some kind of jump (while originally being nops). This particular one looks like it's taking a function pointer in and checking if it's a valid function (not null) and then checking the first two bytes of the function.
![3d pinball online game 3d pinball online game](https://elamigosedition.com/uploads/posts/2019-05/1558781880_img-01-the-pinball-arcade.jpg)
The sibling comment covers it a bit more in detail, but it's largely just some guessing and as much an art to figuring out what the types are or could be. (disclosure: per the child post, my original assumption that OpenRCT2 was copied out of Hex-Rays was inaccurate, since it was originally written in assembler it didn't follow a standard C ABI and the decompiler wouldn't work properly anyway). For example, OpenRCT2 started as a repository full of manually created source with Hex-Rays names and slowly evolved module-by-module into readable source code. Highly manual process, for some files it's just pattern matching / renaming and goes really quickly, for others it's full reimplementation and a bit harder.Īnd, if you look at most "decompiled game" projects, I think this is the industry standard way to do this. When I've done this in the past, it basically consists of:ġ) Decompile project using Ghidra/IDA, first pass.Ģ) Load symbols if present (sounds like there was a PDB for this one, which makes things a lot easier).ģ) Read decompilation/asm for unnamed subs and try to name them based on what they do.Ĥ) Export all decompiled source into an editor and start copy/paste/editing into readable source. I'm not aware of any good general-case automation for this.