w^x (@winapi_) profile picture

https://teapaw.org/t.co/BAut66pNrd

Joined August 2026
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Replying to @k0mkc
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We're giving away a Hogwarts Legacy custom wrapped NVIDIA GeForce RTX 5090 to celebrate its official release with DLSS 5 🪄 To enter: 🟢 Share this post 🟢 Comment #RTXON Terms and Conditions: nvidia.com/en-us/geforce/con…
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Is my project infringing on anything you guys plan on doing? @asha_shar @ballmatthew @scottvanvliet
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Linus Torvalds says, rules prohibiting AI usage are “UTTERLY STUPID” and “idiotic”. For the Linux kernel, Torvalds says, “we’re not going to make stupid rules that say ‘you can’t use tools for X’”.
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Army of Two: The 40th Day is now running at nearly stable 30 FPS with native D3D12 rendering Xbox 360 PowerPC -> native x64 via RAX Native D3D12 graphics No GPU emulation and 0 runtime shader translation Real gameplay/game beaten on co-op Still plenty to improve for rax360!
Also a friend asked how the entry point replacement works. So here is the part I think is genuinely new.
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Xbox 360 recompilation will be effortless sooner than we can imagine
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Today we’re soft launching BitBender, a SaaS for automated binary deobfuscation: unpacking, import fixing, OEP restore, and related prep. IDA and Binja MCP are powerful, but packed or obfuscated samples still bog down LLM analysis. BitBender is meant to clear that layer first. Early beta. If you want access, get in touch: bitbender.io
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Also a friend asked how the entry point replacement works. So here is the part I think is genuinely new.
The Xbox 360 D3D9 lib builds PM4 packets. rax360 replaces the lib entry points with native thunks. The library still computes draw state but PM4 never gets built, and never gets decoded. Native D3D12. No command processor, or runtime shader translation! (rebranded xex2exe)
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We can only see the whole picture because we see the whole binary before it runs. Ahead of Time, static analysis, signatures, call graph. Then we rewrite the image so D3D9 doesnt build packets anymore. PM4 never exists, and now there is nothing to decode. (thank you recomp)
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On that note to end things off this is not "better emulation." I would rather wager a different point of interception, and only available if you own the compilation. (rax -> rax360)
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The Xbox 360 D3D9 lib builds PM4 packets. rax360 replaces the lib entry points with native thunks. The library still computes draw state but PM4 never gets built, and never gets decoded. Native D3D12. No command processor, or runtime shader translation! (rebranded xex2exe)
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The game here is Army Of Two (The 40th Day)
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"Unit tests are worse than useless" I added 5 instructions to my 360 recompiler. The validator had a bound naming whatever enum value was last when that line was written. So every new kind got rejected, with an error pointing nowhere near the cause
Reminder: unit tests are worse than useless. They actively degrade your codebase into slop.
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The negative fixture had the same rot, and it was asserting that a valid kind must be rejected. Both happened to be caught by tests. A wrong answer in a compiler doesnt crash. It produces plausible garbage three hours later. Different domains, different practices lol
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Much work needed before The Darkness is anywhere near done Infact xex2exe has ran out of issues and now its ReXGlue I need to fork From there I can just build on the runtime layer, which is what I have been using and make it alot easier to work with my specific needs! #xex2exe
Replying to @winapi_
I am currently working on the "The Darkness" as the next title benchmark for xex2exe, which imo is gonna be alot more fun/tedious than N+. I will also be open sourcing xex2exe sometime down the road when it is less experimental, and has a more seamless/steamlined usage
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I dont even do webapp stuff anymore, but @charlesproxy 3.12.3 will always hold a special place in my heart 🥹
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I officially fixed all gameplay bugs, and have completed the recomp for N+ demo via xex2exe (technically audio is still broken but that is a different issue entirely) Many refinements can be made (mainly optimization), but I am very excited for the direction xex2exe is heading!
This bug was haunting me. N+ freezes mid level. Simulation stops dead. Renderer, menus, input, GPU all keep running. Looked like a state machine stuck, or a deadlock, or a corrupted flag. I have spent the last couple of days confused but it has finally showed itself
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I am currently working on the "The Darkness" as the next title benchmark for xex2exe, which imo is gonna be alot more fun/tedious than N+. I will also be open sourcing xex2exe sometime down the road when it is less experimental, and has a more seamless/steamlined usage
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