Image 1 — Potentia - Sieve - Library of Babel-esque project I have been working on.
Image 2 — Potentia - Sieve - Library of Babel-esque project I have been working on.
Image 3 — Potentia - Sieve - Library of Babel-esque project I have been working on.
Image 4 — Potentia - Sieve - Library of Babel-esque project I have been working on.
Image 5 — Potentia - Sieve - Library of Babel-esque project I have been working on.
Image 6 — Potentia - Sieve - Library of Babel-esque project I have been working on.
Image 7 — Potentia - Sieve - Library of Babel-esque project I have been working on.
Image 8 — Potentia - Sieve - Library of Babel-esque project I have been working on.
Image 9 — Potentia - Sieve - Library of Babel-esque project I have been working on.
Image 10 — Potentia - Sieve - Library of Babel-esque project I have been working on.
Image 11 — Potentia - Sieve - Library of Babel-esque project I have been working on.
Image 12 — Potentia - Sieve - Library of Babel-esque project I have been working on.
Image 13 — Potentia - Sieve - Library of Babel-esque project I have been working on.
Image 14 — Potentia - Sieve - Library of Babel-esque project I have been working on.
Image 15 — Potentia - Sieve - Library of Babel-esque project I have been working on.
Image 16 — Potentia - Sieve - Library of Babel-esque project I have been working on.
Image 17 — Potentia - Sieve - Library of Babel-esque project I have been working on.
Image 18 — Potentia - Sieve - Library of Babel-esque project I have been working on.
Image 19 — Potentia - Sieve - Library of Babel-esque project I have been working on.
Image 20 — Potentia - Sieve - Library of Babel-esque project I have been working on.
▲ 5 r/Borges

Potentia - Sieve - Library of Babel-esque project I have been working on.

This is a suggested repost, so please forgive the fact that I explain some things such as the Library of Babel and its historical origins in ideas before Borges.

As this is the only other Library of Babel related subreddit, I wanted to post this here though I am aware it doesn't quite fit the description of the subreddit, but it is an exploration into making searching the library not futile.

This is going to take a fair bit of explaining for people to be able to properly understand what I am working on, I have been drafting and theorising this project for years now.

For those unfamiliar with the Library of Babel concept it is a concept that dates back to ancient times to some extent with things like the book of changes and many more.

"The I Ching (Book of Changes) 1000BCE One of the oldest mechanical mapping systems in human history. By combining broken and unbroken lines into 64 hexagrams, ancient scholars attempted to create a universal state space representing every possible configuration of change, circumstance, and reality in the universe. It is essentially a 6-bit combinatorial map of existence."

It is however worth reading up on the original concept by Jorges Luis Borges for reference if you aren't familiar with it.

This is an n-dimensional version of what I call the Gallery of Babel which contains all media content types filtered to remove the vast majority of noise and then cross-filtered against one another to remove each dimension from each other dimension.

The following statistics show how much of the state space has been filtered and how much has been kept or removed.

Binary : 99.9954% ( Kept : 10^-4.34 )
Pages : 99.999999999999...% ( Kept : 10^-18.32 )
Image : 99.5% ( Kept : 10^-2.32 )
Audio : 99.99999999912% ( Kept : 10^-11.06 )
Video : 0.0046% ( Removed : 10^-4.34 )
Books : 99.999999999999...% ( Kept : 10^-95.07 )
Models : 99.3% ( Kept : 10^-2.21 )

I haven't implemented many video filters yet.

For reference 10^-18.32 = 0.0000000000000000004786...

Keep in mind that remainder might be tiny by comparison, but in reality it is still representative of an absurdly large figure.

I posted two walkthrough videos on YouTube of early builds : https://www.youtube.com/watch?v=XF4EW3_pWeQ

Once 99.99% of the state space has been removed, the remainder can be automatically remapped onto a new address system and finding a file larger than the address you are given will finally be possible.

All someone would theoretically need is the state space setup conditions required, along with the filter settings used, coupled with a room and item number.

This was previously considered impossible, most people just look at this problem and see the vast potential for infinite, then call it a day.

For whatever reason I couldn't do that.

I also have a number of other ideas in the works for this that I am looking to implement soon that I don't want to share just yet until they are ready.

This entire system is modular, dynamic and scalable.

Filters run against the generative math itself rather than the generated results.

The program can create its own filters, find files directly, create installation packages for files, create 3D node graph maps and lots more like random music as you walk through the halls of this library.

I think that covers most things people need to know about the project, but feel free to ask.

Something else worth mentioning is that the entire system is built as two different programs, there is the backend which is purely CLI and then there is the frontend 3D world which utilises the CLI to generate the data for the worldspace.

This is for a variety of reasons, first off to keep it lightweight and not reliant on powerful hardware as well as to ensure that if it ever becomes a useful utility, it doesn't rely on the 3D world side of things.

I have also implemented numerous optimisations such as the ability to view the 3D world in purely wireframe mode to reduce resource usage.

Potentia - Is a separate project of mine that requires this world space and is based upon my AI alignment thesis which can be found in the repository readme.

Sieve - Is this CLI interface and world space.

https://github.com/Thor110/Potentia

u/Thor110 — 10 days ago
▲ 4 r/aiwars

Love it or hate it, this is actually hilarious.

Had to share this in a few places.

Nearly spat my drink out when I read the title and I thought it was real until I read the channel name and description.

Absolutely hilarious and quite catchy.

youtube.com
u/Thor110 — 3 months ago
▲ 33 r/LV426

Alien Trilogy PC Source Port - Work in Progress (WIP) Preview - No Gameplay

Alien Trilogy Resurrection

Started work on a source port of Alien Trilogy a couple of nights ago, this is a preview of what has been built so far.

Current Implementation Milestones:

  • Original CD detection and selective asset extraction
  • Automated Redbook CD-DA audio ripping and pre-bundled playlist generation
  • Native image and video override architecture
  • Upgraded cutscene video playback pipeline (BSRGAN upscaled via local NCNN, batch-processed through FFmpeg)
  • Integrated main menu audio, functional layout drafts, resolution selection, and options configs

Next up: 3D model parsing, mission briefings, and core gameplay mechanics.

Note: Current upscales are just a rough quick test that I automated to test the override functionality.

youtube.com
u/Thor110 — 3 months ago
▲ 31 r/disabledgamers+1 crossposts

Universal system for enhancing quick time event accessibility

I am not disabled however my father is, he has ~15% of his vision or less and thus lacks his peripheral vision entirely.

A while back I came up with a concept for a system that I felt was worth sharing, perhaps even making into an industry standard.

Essentially the idea is to add a diamond grid overlay that displays the quick time event button prompt at each node, along with a density slider to decrease or increase the density of the array.

Even though I can see perfectly, I feel like this is a system I might use because all it takes is a split seconds worth of distraction paying attention to the background to miss a quick time event!

Couple that with the obligatory autocomplete quick time events option and that should cover all the bases.

So I decided to drop in here and see what people think of the idea as a whole? Worthwhile? Or not?

u/Thor110 — 3 months ago

WoWRevived - The Definitive Preservation Project For Jeff Waynes 'The War of the Worlds' 1998 RTS PC Game

Over the past year or so I have been slowly reverse engineering this game, building tools to fix broken assets, digging through assembly in order to fix bugs and fixing assets to enable modern widescreen resolutions to function.

Unit selection now stretches 2048x2048 rather than 640x640 meaning you can select a lot more units at once.

The project includes an almost full suite of modding tools capable of extracting the games files as well as replacing them. Very nearly and may eventually become a full blown SDK.

This includes fixing things like missing pixels in assets and making widescreen specific backgrounds as well as little things like adding the coast of Europe to the Martian war map.

All five original language releases are supported by the project and the game can now be played at 1920x1080, alt-tabbing no longer crashes the game when in fullscreen, fullscreen users can scale the game to any resolution supported by the monitor, entirely future proofed.

Custom Smackw32.dll that allows for upscaled cutscenes, no longer do you have to watch the crunchy interlaced 640x180 videos sat in the top left corner of the screen!

Dynamic scaling to any resolution, including letterboxing to ensure the aspect ratio remains correct.

Custom WINMM.dll so that music now plays from local files rather than from the disc!

Custom launcher which has the same aesthetic as the original games launcher and provides access to lots of new settings and the toolkit, as well as a higher resolution version of the image used in the original launcher sourced from the games installer.

Optional enhanced assets which can be enabled through the launcher.

Multiplayer support is now being implemented through a custom build of the executable supplied to me by someone who used to be in contact with the developers.

Fixes for crashes in the base game, such as when lights are disabled and the player uses the 'infiltration' skill which used to lead to a hard crash to desktop.

Fixes for crashes that occur when viewing the Credits from the menu or finishing the game when at resolutions above 640x480, this used to crash before the end movie even had a chance to play! But now my code intercepts the broken subroutine, prevents it from executing and replaces it with a functioning credits scroll.

Persistence added to the "In-Game Music Enabled/Disabled" and sound options through the WINMM shim, previously these settings didn't get saved to the registry by the executable and so they had to be set every time you launched the game.

Added functionality to allow or disable music playback to continue when the window loses focus or is minimised, available in the launcher.

That I know of I have patched every problem with the game that exists, from broken models and terrain to misaligned or missing text.

And a lot more! Check out the repository readme for full details.

https://github.com/Thor110/WoWRevived

As of yesterday v1.1.0 is live on GitHub, this will likely be the final revision for this project as there is nothing left for me to fix!

u/Thor110 — 3 months ago
▲ 86 r/retrogamedev+1 crossposts

WoWRevived - The Definitive Preservation Project For Jeff Waynes 'The War of the Worlds' 1998 RTS PC Game

Over the past year or so I have been slowly reverse engineering this game, building tools to fix broken assets, digging through assembly in order to fix bugs and fixing assets to enable modern widescreen resolutions to function.

Unit selection now stretches 2048x2048 rather than 640x640 meaning you can select a lot more units at once.

The project includes an almost full suite of modding tools capable of extracting the games files as well as replacing them. Very nearly and may eventually become a full blown SDK.

This includes fixing things like missing pixels in assets and making widescreen specific backgrounds as well as little things like adding the coast of Europe to the Martian war map.

All five original language releases are supported by the project and the game can now be played at 1920x1080, alt-tabbing no longer crashes the game when in fullscreen, fullscreen users can scale the game to any resolution supported by the monitor, entirely future proofed.

Custom Smackw32.dll that allows for upscaled cutscenes, no longer do you have to watch the crunchy 640x480 videos sat in the top left corner of the screen!

Dynamic scaling to any resolution, including letterboxing to ensure the aspect ratio remains correct.

Custom WINMM.dll so that music now plays from local files rather than from the disc!

Custom launcher which has the same aesthetic as the original games launcher and provides access to lots of new settings and the toolkit, as well as a higher resolution version of the image used in the original launcher sourced from the games installer.

Optional enhanced assets which can be enabled through the launcher.

Multiplayer support is now being implemented through a custom build of the executable supplied to me by someone who used to be in contact with the developers.

Fixes for crashes in the base game, such as when lights are disabled and the player uses the 'infiltration' skill which used to lead to a hard crash to desktop.

Fixes for crashes that occur when viewing the Credits from the menu or finishing the game when at resolutions above 640x480, this used to crash before the end movie even had a chance to play! But now my code intercepts the broken subroutine, prevents it from executing and replaces it with a functioning credits scroll.

Persistence added to the "In-Game Music Enabled/Disabled" and sound options through the WINMM shim, previously these settings didn't get saved to the registry by the executable and so they had to be set every time you launched the game.

Added functionality to allow or disable music playback to continue when the window loses focus or is minimised, available in the launcher.

And a lot more! But check it out for yourself and see.

https://github.com/Thor110/WoWRevived

Slowly but surely the final version of the preservation portion of the project is nearly done.

With just three things left on the main to-do list, it won't be long now!

u/Thor110 — 3 months ago

WoWRevived - The Definitive Preservation Project For Jeff Waynes 'The War of the Worlds' 1998 RTS PC Game

Over the past year or so I have been slowly reverse engineering this game, building tools to fix broken assets, digging through assembly in order to fix bugs and fixing assets to enable modern widescreen resolutions to function.

Unit selection now stretches 2048x2048 rather than 640x640 meaning you can select a lot more units at once.

The project includes an almost full suite of modding tools capable of extracting the games files as well as replacing them. Very nearly and may eventually become a full blown SDK.

This includes fixing things like missing pixels in assets and making widescreen specific backgrounds as well as little things like adding the coast of Europe to the Martian war map.

All five original language releases are supported by the project and the game can now be played at 1920x1080, alt-tabbing no longer crashes the game when in fullscreen, fullscreen users can scale the game to any resolution supported by the monitor, entirely future proofed.

Custom Smackw32.dll that allows for upscaled cutscenes, no longer do you have to watch the crunchy 640x480 videos sat in the top left corner of the screen!

Dynamic scaling to any resolution, including letterboxing to ensure the aspect ratio remains correct.

Custom WINMM.dll so that music now plays from local files rather than from the disc!

Custom launcher which has the same aesthetic as the original games launcher and provides access to lots of new settings and the toolkit, as well as a higher resolution version of the image used in the original launcher sourced from the games installer.

Optional enhanced assets which can be enabled through the launcher.

Multiplayer support is now being implemented through a custom build of the executable supplied to me by someone who used to be in contact with the developers.

Fixes for crashes in the base game, such as when lights are disabled and the player uses the 'infiltration' skill which used to lead to a hard crash to desktop.

Fixes for crashes that occur when viewing the Credits from the menu or finishing the game when at resolutions above 640x480, this used to crash before the end movie even had a chance to play! But now my code intercepts the broken subroutine, prevents it from executing and replaces it with a functioning credits scroll.

Persistence added to the "In-Game Music Enabled/Disabled" and sound options through the WINMM shim, previously these settings didn't get saved to the registry by the executable and so they had to be set every time you launched the game.

Added functionality to allow or disable music playback to continue when the window loses focus or is minimised, available in the launcher.

And a lot more! But check it out for yourself and see.

https://github.com/Thor110/WoWRevived

Slowly but surely the final version of the preservation portion of the project is nearly done.

With just three things left on the main to-do list, it won't be long now!

u/Thor110 — 4 months ago

WoWRevived - The Definitive Preservation Project For Jeff Waynes 'The War of the Worlds' 1998 RTS PC Game

Over the past year or so I have been slowly reverse engineering this game, building tools to fix broken assets, digging through assembly in order to fix bugs and fixing assets to enable modern widescreen resolutions to function.

Unit selection now stretches 2048x2048 rather than 640x640 meaning you can select a lot more units at once.

The project includes an almost full suite of modding tools capable of extracting the games files as well as replacing them. Very nearly and may eventually become a full blown SDK.

This includes fixing things like missing pixels in assets and making widescreen specific backgrounds as well as little things like adding the coast of Europe to the Martian war map.

All five original language releases are supported by the project and the game can now be played at 1920x1080, alt-tabbing no longer crashes the game when in fullscreen, fullscreen users can scale the game to any resolution supported by the monitor, entirely future proofed.

Custom Smackw32.dll that allows for upscaled cutscenes, no longer do you have to watch the crunchy 640x480 videos sat in the top left corner of the screen!

Dynamic scaling to any resolution, including letterboxing to ensure the aspect ratio remains correct.

Custom WINMM.dll so that music now plays from local files rather than from the disc!

Custom launcher which has the same aesthetic as the original games launcher and provides access to lots of new settings and the toolkit, as well as a higher resolution version of the image used in the original launcher sourced from the games installer.

Optional enhanced assets which can be enabled through the launcher.

Multiplayer support is now being implemented through a custom build of the executable supplied to me by someone who used to be in contact with the developers.

Fixes for crashes in the base game, such as when lights are disabled and the player uses the 'infiltration' skill which used to lead to a hard crash to desktop.

Fixes for crashes that occur when viewing the Credits from the menu or finishing the game when at resolutions above 640x480, this used to crash before the end movie even had a chance to play! But now my code intercepts the broken subroutine, prevents it from executing and replaces it with a functioning credits scroll.

Persistence added to the "In-Game Music Enabled/Disabled" and sound options through the WINMM shim, previously these settings didn't get saved to the registry by the executable and so they had to be set every time you launched the game.

Added functionality to allow or disable music playback to continue when the window loses focus or is minimised, available in the launcher.

And a lot more! But check it out for yourself and see.

https://github.com/Thor110/WoWRevived

Slowly but surely the final version of the preservation portion of the project is nearly done.

With just three things left on the main to-do list, it won't be long now!

u/Thor110 — 4 months ago

WoWRevived - The Definitive Preservation Project For Jeff Waynes 'The War of the Worlds' 1998 RTS PC Game

Over the past year or so I have been slowly reverse engineering this game, building tools to fix broken assets, digging through assembly in order to fix bugs and fixing assets to enable modern widescreen resolutions to function.

Unit selection now stretches 2048x2048 rather than 640x640 meaning you can select a lot more units at once.

The project includes an almost full suite of modding tools capable of extracting the games files as well as replacing them. Very nearly and may eventually become a full blown SDK.

This includes fixing things like missing pixels in assets and making widescreen specific backgrounds as well as little things like adding the coast of Europe to the Martian war map.

All five original language releases are supported by the project and the game can now be played at 1920x1080, alt-tabbing no longer crashes the game when in fullscreen, fullscreen users can scale the game to any resolution supported by the monitor, entirely future proofed.

Custom Smackw32.dll that allows for upscaled cutscenes, no longer do you have to watch the crunchy 640x480 videos sat in the top left corner of the screen!

Dynamic scaling to any resolution, including letterboxing to ensure the aspect ratio remains correct.

Custom WINMM.dll so that music now plays from local files rather than from the disc!

Custom launcher which has the same aesthetic as the original games launcher and provides access to lots of new settings and the toolkit, as well as a higher resolution version of the image used in the original launcher sourced from the games installer.

Optional enhanced assets which can be enabled through the launcher.

Multiplayer support is now being implemented through a custom build of the executable supplied to me by someone who used to be in contact with the developers.

Fixes for crashes in the base game, such as when lights are disabled and the player uses the 'infiltration' skill which used to lead to a hard crash to desktop.

Fixes for crashes that occur when viewing the Credits from the menu or finishing the game when at resolutions above 640x480, this used to crash before the end movie even had a chance to play! But now my code intercepts the broken subroutine, prevents it from executing and replaces it with a functioning credits scroll.

Persistence added to the "In-Game Music Enabled/Disabled" and sound options through the WINMM shim, previously these settings didn't get saved to the registry by the executable and so they had to be set every time you launched the game.

Added functionality to allow or disable music playback to continue when the window loses focus or is minimised, available in the launcher.

And a lot more! But check it out for yourself and see.

https://github.com/Thor110/WoWRevived

Slowly but surely the final version of the preservation portion of the project is nearly done.

With just three things left on the main to-do list, it won't be long now!

u/Thor110 — 4 months ago

WoWRevived - The Definitive Preservation Project For Jeff Waynes 'The War of the Worlds' 1998 RTS PC Game

Over the past year or so I have been slowly reverse engineering this game, building tools to fix broken assets, digging through assembly in order to fix bugs and fixing assets to enable modern widescreen resolutions to function.

Unit selection now stretches 2048x2048 rather than 640x640 meaning you can select a lot more units at once.

The project includes an almost full suite of modding tools capable of extracting the games files as well as replacing them. Very nearly and may eventually become a full blown SDK.

This includes fixing things like missing pixels in assets and making widescreen specific backgrounds as well as little things like adding the coast of Europe to the Martian war map.

All five original language releases are supported by the project and the game can now be played at 1920x1080, alt-tabbing no longer crashes the game when in fullscreen, fullscreen users can scale the game to any resolution supported by the monitor, entirely future proofed.

Custom Smackw32.dll that allows for upscaled cutscenes, no longer do you have to watch the crunchy 640x480 videos sat in the top left corner of the screen!

Dynamic scaling to any resolution, including letterboxing to ensure the aspect ratio remains correct.

Custom WINMM.dll so that music now plays from local files rather than from the disc!

Custom launcher which has the same aesthetic as the original games launcher and provides access to lots of new settings and the toolkit, as well as a higher resolution version of the image used in the original launcher sourced from the games installer.

Optional enhanced assets which can be enabled through the launcher.

Multiplayer support is now being implemented through a custom build of the executable supplied to me by someone who used to be in contact with the developers.

Fixes for crashes in the base game, such as when lights are disabled and the player uses the 'infiltration' skill which used to lead to a hard crash to desktop.

Fixes for crashes that occur when viewing the Credits from the menu or finishing the game when at resolutions above 640x480, this used to crash before the end movie even had a chance to play! But now my code intercepts the broken subroutine, prevents it from executing and replaces it with a functioning credits scroll.

Persistence added to the "In-Game Music Enabled/Disabled" and sound options through the WINMM shim, previously these settings didn't get saved to the registry by the executable and so they had to be set every time you launched the game.

Added functionality to allow or disable music playback to continue when the window loses focus or is minimised, available in the launcher.

And a lot more! But check it out for yourself and see.

https://github.com/Thor110/WoWRevived

Slowly but surely the final version of the preservation portion of the project is nearly done.

With just three things left on the main to-do list, it won't be long now!

u/Thor110 — 4 months ago