Skip to content

Instantly share code, notes, and snippets.

View lostkagamine's full-sized avatar
🔥
rawr

Sylvie Nightshade lostkagamine

🔥
rawr
View GitHub Profile
@lostkagamine
lostkagamine / blade_fix.cpp
Last active August 16, 2024 01:04
F/SN Remastered Parallels crash fix PoC; not final
#define WIN32_LEAN_AND_MEAN
#include<Windows.h>
#include<stdlib.h>
#include<stdio.h>
#include<stdint.h>
// Fate/stay night REMASTERED Parallels crash bug fix
// 2024 Nightshade System (lostkagamine)
char* Address_Array(uint64_t addr)
@lostkagamine
lostkagamine / Program.cs
Last active November 30, 2023 03:36
320ifier
using System.Diagnostics;
// 320ifier - parallel automatic bulk transcoding toolkit
// 2023 nightshades-madoka
// warning: this program will use as many cores as it can, be careful
// MIT license or whatever idgaf what you do with this
namespace ThreeHundredTwentyfier;
public class Program
using System;
using System.Runtime.InteropServices;
using Dalamud.Hooking;
using FFXIVClientStructs.FFXIV.Client.Game.Character;
using Lumina.Excel;
using Stellaron.Impl;
using Stellaron.Util;
using Stellaron.Util.Audio;
using Action = Lumina.Excel.GeneratedSheets.Action;
using System;
using System.Runtime.InteropServices;
using Dalamud.Game;
using Dalamud.Logging;
using FFXIVClientStructs.FFXIV.Component.GUI;
using ImGuiNET;
using Stellaron.Impl;
using Stellaron.Util;
using Stellaron.Util.Audio;
@lostkagamine
lostkagamine / gshade_to_reshade_guide.md
Last active June 30, 2024 00:56
GShade -> ReShade migration guide for FFXIV

How To Move To ReShade From GShade

(a guide by sylvie (@lostkagamine). tested, should work fine.)

(Korean version / 한국어 버전 / Chinese version / 中文版)

New: FAQ has been updated for ReShade 5.7.0 features.

If you are having issues like the screen turning black, read the mini-FAQ at the bottom of this document!

0. Don't uninstall GShade yet!

@lostkagamine
lostkagamine / very_naughty.rs
Created June 7, 2022 14:38
(Rust) An extremely naughty implementation of transmute as an extension method. Never do this, literally ever.
// foof: toolchain nightly
#![feature(downcast_unchecked)]
use std::any::Any;
trait GoTo {
fn to<T>(&self) -> T;
}
@# This shader renders 2D sprites.
@NAME "2D Sprite Render Shader"
@GLSL 420
@VERTEX
uniform vec2 r_ScreenSize;
layout(location=0) in vec2 r_Position;
layout(location=1) in vec2 r_UV;
@lostkagamine
lostkagamine / main.rs
Created February 8, 2022 20:38
An example of how concurrency can fail gracefully in Rust
use std::sync::{Arc, Mutex, PoisonError};
use std::thread;
fn main() {
let the_lock = Arc::new(Mutex::<i32>::new(0));
{
let lock = the_lock.clone();
thread::spawn(move || {
let mut value = lock.lock().expect("failed to acquire lock on thread 1");
--[[
classes.lua
version 1.1.1
changelog:
+ 1.1.0: getters and setters
+ 1.1.1: made errors bubble up properly because yeah
"Rin, what the actual fuck"
@lostkagamine
lostkagamine / GLClasses.cs
Last active November 3, 2021 12:26
Port of imgui_impl_opengl3.cpp to C# (.NET 5, OpenTK 4). Compatible as far back as OpenGL 3.0.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using OpenTK.Graphics.OpenGL;
namespace GLExperiments
{
public class GLVertexArrayObject