LRR was, as far as I remember, my first video game. I used to go to some child care thing where they had a single crappy PC with like 4 games on it. LRR was one of them and I played for hours.
It's been at least 14 years since then, and about 10 years since I last posted here at age 12. At that time, I had only started to develop my interest in programming and electronics.
And the website is still here! That's nuts. I remember back when there was a live chat at the top of the forum.
Anyway the main reason I wanted to say hello is that I started doing some of that exe magic that you guys talk of sometimes. In LRR, that is. The radar's zoom level is completely insufficient by default, IMO, so I started with doubling the maximum zoom out possible. That only requires modifying 4 bytes.
Next challenge is to make keyboard shortcuts because the game is very mouse-heavy and it's tiring. I've already got the main right-side menu mapped out to the 1-4 keys, and tab to press the back button. Unfortunately, the sub-menus for building selection, raider management, etc. are handled differently internally so they don't work yet.
What's the situation with exe hacking in LRR at the moment? I understand Community Edition has some changes to the exe. Is Cyrem our only magician?
Assembly hacking and reverse engineering is fun for me. It's a great distraction from my university work and always feels like there's mysteries to uncover. Recently I dumped the memory of a microcontroller in a product about the same age as LRR. It had some factory test code in that was super weird and probably nobody had seen that code in over a decade. Back to LRR, it's fun seeing its awfully-optimised code. It almost exclusively uses _cdecl which creates unnecessary memory activity. There are several functions that are a single instruction long, which the compiler should have inlined. Those are just a couple of things I've seen so far.
Here's a screenshot from playing with the debug keys. I modified the sonic blaster code so that it triggered not only when the keys were pressed, but also while they were held. Turns out the game doesn't handle multiple of these blasters going off at the same time very well. It also hopelessly broke the AI, as you can see by the 3 support stations that the raiders were completely ignoring. The debug key itself was also broken: it's supposed to send the rock raider to your mouse pointer, but at this point they would return to previous blaster locations as well as the intended one.
That was a fun journey in single-digit FPS.
So anyways I hope to be posting here a bit and contributing some exe mods.