SpaceGraph Emulator v.1.0.0.0
Hi RageZone,
People who have visited my site already will have seen that I have a project called SpaceGraph.
Well, it is finally done...
SpaceGraph is based on Scratch, and the first version uses basic features of Butterstorm... (Next version will not...)
Features:
Groups
Baby Pets
CLOSING TIME -- 90% to Leenster, me for making it working.
AUTO EMU RESTARTER -- 90% to Leenster, me for making it better, and restarting it without crashing after 1 minute.
SPAMBAN -- Will ban users after flooding 10 times in 5 minutes (You can change the limit in config)
Much more...
Snippets:
Recoded texthandling.cs:
PHP Code:
namespace Butterfly{ using System; using System.Runtime.InteropServices;
internal class TextHandling { internal static int BooleanToInt(bool k) { return (k ? 1 : 0); }
internal static double Combine(int a, int b) { return (double) (a + (((float) b) / 100f)); }
internal static int GetFirstSiffer(double k) { return (int) Math.Round((double) ((k % 1.0) * 100.0)); }
internal static string GetString(double k) { return k.ToString(ButterflyEnvironment.cultureInfo); }
internal static int Parse(string a) { int num = 0; int num2 = 0; int length = a.Length; if (length == 0) { return 0; } do { num2++; int num4 = a[num2]; if ((num4 < 0x30) || (num4 > 0x3b)) { return 0; } num = ((10 * num) + num4) - 0x30; } while (num2 < length); return num; }
internal static int Parse2(string a) // Come from R63A BF { int w = 0, i = 0, length = a.Length, k;
if (length == 0) return 0;
do { k = a[i++]; if (k < 48 || k > 59) return 0; w = 10 * w + k - 48; } while (i < length);
return w; }
internal static void Split(double k, out int a, out int b) { b = (int) Math.Round((double) ((k % 1.0) * 100.0)); a = (((int) Math.Round((double) (k * 100.0))) - b) / 100; } }}
When will version 2 come out?
Well, i dont have some ideas for a new version... So you guys can send ideas via PM, or via skype (you can add my skype via the button in my signature).
Games will work in version 2!
Version 2 will not be an edit anymore, it will be totally re-coded (from Scratch).
Downloads:
SpaceGraph (V1)DUTCH
SpaceGraph (V1) ENGLISH
SpaceGraph Database
All R63B SWFs are compitable with this Emulator!
Mirrors are welcome!
Problems? Bugs? Questions? Others? --> Livechat on VariousCoderz Website
Greetz,
VariousCoderz aka Various
Re: SpaceGraph Emulator v.1.0.0.0
Any snippets? I'd like to see what your coding style is. Is it coded safe and without any deadlocks and other shit?
--- Edit:
All R63B SWFs are compitable with this Emulator! is impossible. Headers change every goddamn SWF. Or you've implemented an auto header updater, or algorithm? Or did you just made lists of all SWF and made it choose the list from the first packet?
Re: SpaceGraph Emulator v.1.0.0.0
It is stronger than all other r63b emulators, so... And yes it is coded safe without deadlocks.
I will ad snippets in a sec...
Re: SpaceGraph Emulator v.1.0.0.0
just a couple off :
- Demo ?
- What version SWF
- How much users can this handle
- a restarter ? is this stable
Re: SpaceGraph Emulator v.1.0.0.0
Quote:
Originally Posted by
duckietm
just a couple off :
- Demo ?
- What version SWF
- How much users can this handle
- a restarter ? is this stable
If you read carefully, he said :
'All R63B SWFs are compitable with this Emulator!'
... It can handle a stable 600+ without lag I was told
Re: SpaceGraph Emulator v.1.0.0.0
Ha-Ha.
Hey, everybody.
I've just looked at the emu and its just a normal rename edit.
Re: SpaceGraph Emulator v.1.0.0.0
Seems like another butterstorm rename to me. Also baby pets has nothing to do with the Emulator itself unless you coded all the interaction stuff between two parents and a box and such which I doubt.
If it can handle over 600 online, I wonder where you tested that and why there is no live demo then...
:sleep:
Re: SpaceGraph Emulator v.1.0.0.0
Quote:
Originally Posted by
HillBilly
Seems like another butterstorm rename to me. Also baby pets has nothing to do with the Emulator itself unless you coded all the interaction stuff between two parents and a box and such which I doubt.
If it can handle over 600 online, I wonder where you tested that and why there is no live demo then...
:sleep:
I think you didn't read properly... Like you don't frequently lol
'I was told'
Re: SpaceGraph Emulator v.1.0.0.0
Quote:
Originally Posted by
Zayn17
I think you didn't read properly... Like you don't frequently lol
'I was told'
He most have some source for those stats. If he makes all these numbers up I think I can do the same...
Re: SpaceGraph Emulator v.1.0.0.0
One thing is for sure: this does NOT work with every R63 'B' SWF..
Re: SpaceGraph Emulator v.1.0.0.0
Your V2 will never be released with working games like : snowstorm
And this: "All R63B SWFs are compitable with this Emulator! i"
is impossible.
Re: SpaceGraph Emulator v.1.0.0.0
Quote:
Originally Posted by
jordynegen11
Your V2 will never be released with working games like : snowstorm
And this: "All R63B SWFs are compitable with this Emulator! i"
is impossible.
It's possible. I'll explain it for those who want to know:
1. Make an interface holding properties.
2. Make for every release a class inheriting the interface.
3. Override every property and change the headers.
4. On the first packet (4000), select the class by the release.
5. Add packet events/composers by the properties.
6. You have made it working on all R63B swf. However, for every new release, you need to add more classes. You could also make an auto header updater.
Gimme a like if you like my idea.
Re: SpaceGraph Emulator v.1.0.0.0
Okay it is possible but it's not in this emulator
Re: SpaceGraph Emulator v.1.0.0.0
Quote:
Originally Posted by
jordynegen11
Okay it is possible but it's not in this emulator
Its even possible in this emulator, just make it =]
Re: SpaceGraph Emulator v.1.0.0.0
Quote:
Originally Posted by
Ryan
Its even possible in this emulator, just make it =]
It's possible as long as you edit most of the source.
Meh, was never a fan of bfly, nor a R63 post-shuffle edit. If I didn't hate it that much, I would've made the system.