Interesting way of compression: * No executable compression. * Assets instead are all compressed with ZX0 * No CRT usage
Had to manually debug to the point HeapAlloc() was called, and from there trace where the protracker file was in memory, and then dump the memory region of it all. Then scan inside that memory dump for the actual file.
Excellent demo tho, all OGL1.1 and C I can see, nice particle system and what seems to be a visualizer for the actual MOD being played.
3 comments
I really loved this!
veri gud
https://mudlord.neocities.org/garbage/zoopertracker_intro.mod
Interesting way of compression:
* No executable compression.
* Assets instead are all compressed with ZX0
* No CRT usage
Had to manually debug to the point HeapAlloc() was called, and from there trace where the protracker file was in memory, and then dump the memory region of it all. Then scan inside that memory dump for the actual file.
Excellent demo tho, all OGL1.1 and C I can see, nice particle system and what seems to be a visualizer for the actual MOD being played.