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Overwhelmed by curiosity, I've decided to get the bundle and mess with coop games included for a little. This resulted in Super Crate Box Together and Wasteland Kings Together mods. WKT being well-received and working nicely for vast majority of players, numerous people suggested that Vlambeer should hire me to do online multiplayer for the actual game. In a brief chat following, Vlambeer's Rami Ismail voiced largely-reasonable concerns about whether the approaches used would be viable for NT.Īt the time I didn't feel like arguing about the fact that lack of online multiplayer means that many people won't get to play the game in coop at all, so I did not continue the conversation.


Sometime since the end of 2015, I was also looking at different bytecode implementations with intentions of looking for good tricks to use in my own bytecode interpreter. In part this also involve staring at GameMaker's bytecode format, partially for research, and partially for understanding how things work better. So I made a little tool (shown below) to display tweaked bytecode in the most readable format possible, did some tests, and sometime through this I've thought "well, this doesn't look that terrifying. If I were to tweak some things, could I hack some new code into a game?". The next thing that happens is me staring at a 9.5MB \ 233 000 line long bytecode dump of Nuclear Throne, trying to make any sense of what's going on, questioning my intentions. Should you have an impression that reverse-engineering an existing large game to poke few thousand new lines worth of code into it isn't a bad idea – it very well is. While for my purposes I would rarely need to actually decrypt snippets of bytecode (either adding new code or replacing snippets with something that would work with netplay), looking for anything in such a giant pile is, to say at least, not very fast. #Nuclear throne together mods download#.
