atom0s
atom0s
The saved games use the same XTEA encryption setup. The key for this game is: ```cpp uint8_t saveKey[16] = {0x93, 0x9D, 0xAB, 0x7A, 0x2A, 0x56, 0xF8, 0xAF, 0xB4, 0xDB, 0xA9,...
Had some extra time tonight to take another look. The above info I gave was everything needed. The XOR decryption used on the other game works for this one as...
That appears to be a custom means of a scripting language. At least not something I've seen/heard of and don't see on any Google searches. Internally there are some types...
The .dinky files appear to be potentially bytecode compiled scripts with partial string tables remaining. Similar to how Lua and Squirrel scripting can be compiled.
They appear to be FMOD raw data files. (Music/audio related.) They get loaded from the .ggpack then are processed via: - FMOD_Studio_System_LoadBankMemory
I personally don't have time to reverse a custom script engine, sorry.
Lacks the C++ source currently, but based on their blog post, it seems like he plans to release that eventually too. Dinky script, as mentioned on the repo, is a...
From how it's worded, sounds like he may eventually release parts of it. You could reach out and request things like the Dinky scripting stuff specifically and see if he'd...
This happens with the scaling mode set to `Unspecified` already.
> Then the resolution must be forced (or integer scaling other than 1, or sg like that). Unless dgVoodoo is doing this itself, it shouldn't be. The game runs fullscreen...