Brute Force Game Remake

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Taj Barnett

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Aug 5, 2024, 2:51:04 PM8/5/24
to facnemerne
Thisis my first post, outside of my introduction post. I've tried to include as much information as I could to demonstrate the issue I am having (or user-error!). Please let me know if you feel adding any additional information might be helpful to resolve the issue.

I've been using Iceman's fork and absolutely loving all of the great features it introduces compared to the stock PM3 firmware. I am struggling a bit though on one particular feature...and that's the LF HID Brute function. I can't seem to get it working properly.


From what I can tell, the terminal output appears accurate when using the verbose flag, but when I validate this with an exterior reader (separate from the Proxmark, MaxiProx 5375), the exterior reader continually displays only 00:00:00:00:00, over and over again.


For additional reference, when I'm using the 'lf hid sim' command set... I am able to properly simulate any tag I wish with ease, which can be confirmed by my exterior reader as being read properly.

pm3 --> lf hid sim 2a0315c6df

Emulating tag with ID 2a0315c6df


In the meantime, I've written a very sloppy script that essentially runs the 'lf hid sim' command for one second, halts it, then runs the 'lf hid sim' command again with the next card number in the series as a quick and dirty workaround since I am having issues with the brute force functionality.


First of all, I'm glad you enjoy it. Secondly, no you didn't miss something. It's just iceman fork is having a remake when it comes to LF and its a work-in-progress. Meanwhile this remake is making LF support unstable.


- If the ETA is unknown (or too far out), would you have a recommendation on the latest firmware you released that included stable LF support? If I don't lose too much in the way of other features/card types or stability, I might just downgrade to last stable version. Any idea what that version might be?


While I believe I was able to successfully flash the latest stable release (3.1.0 - minor Sweet Lemon), it appears that I still receive the same results as my original post in regards to the external MaxiProx reader only reading 00:00:00:00:00.


I believe I read that the FPGA is included with FullImage now. Forgive my ultra-noobness here if I am mistaken, but do you think I might still be encountering difficulties due to the FPGA version? If your latest stable Iceman fork is from September 2017, I'm not sure how my FPGA version could show October 2017 if it is included with FullImage. Is that something that I need to/should be flashing separately in this case?


Short of jumping back even further to some 2.x firmware, I'm curious if you have any other recommendations to get an iceman flash on my board with the LF HID BRUTE functionality operational? Or if you have an ETA on when the LF Remake in the newest versions will be completed. I don't mind waiting around for it if it is going to drop sometime this year.


The remaster's newly updated combat AI is admittedly dampened by the game's opening, tutorial-filled 90 minutes. You'll still start this adventure sneaking up on dopey villains who stand still and stare in only one direction, all while nobody is nearby to check that they're OK.


I will admit, the holy-whoa scripted moments in the E3 2012 trailer are not easy to replicate, but TLOU Pt 1 gets a lot closer. Naughty Dog appears to have a brute-force answer to the old game's AI problems: simply pour more if-then conditions into these enemies' brains, then let the increased power of PS5 juggle all of the possibilities. If you kill a human, other baddies are now more likely to call out, wonder why their ally doesn't reply, and move toward his/her last known position with their guard up. When enemies know something is awry, they'll gesture to each other to flank, forcing players to react or scramble more quickly. And when Joel and Ellie truly get the slip on their foes by using a sneaky path, the bad guys realistically miss the memo and intelligently scatter to cover as much ground as possible.


Infected/zombie AI is understandably dumber; that fits the game's tone, and this game's infected-filled sequences were built for simpler enemies and creepier conditions. Yet even here, TLOU Pt 1 does a better job using sound cues and clearly visible enemy reactions to teach players how to move and when they're pushing the limits of, say, being spotted from afar. (Those kinds of signals look and feel better in battles against humans, as well.)


What's more, both modes offer seemingly identical graphic settings for elements like shadow resolution and level-of-detail pop-in, and Naughty Dog's own upscaling method makes 1440p look crisp enough. We wholeheartedly recommend that option, which can even run at an unlocked rate above 60 fps if your set supports higher frame rates and the HDMI 2.1 version of VRR.


This is most evident whenever anyone takes their sweet time to complete a task, which was originally used to mask a PS3-era load of textures and assets. Hold on, slow down, now. Ellie needs to be boosted to a high platform, or Joel needs to exert for 10 seconds to open a gate, or the adventuring party needs to crawl through a tight corridor. Similarly, a ton of the game's progress occurs in painfully tight indoor spaces, while outdoor regions are inevitably closed off with fences, locked doors, and massive tangles of trees and foliage. As a result, the game constantly slams its foot on the brakes every time its graphics begin to charm with upgraded environs and incredibly realistic lighting effects.


I'm positive that the PS5 could lean on its blistering PCI-e 4.0 storage protocol to render wide-open environments on a more regular basis, but Naughty Dog elected to port the original locked-down regions from PS3, then fill them to the brim with handsome effects. The game would have benefited from some creative revisions on that front, even if the resulting game still looks and feels like an across-the-board upgrade. Similarly, I would have liked for some of the battlegrounds to lean less on the "Oh, hey, look at all this chest-high debris" cliche of the Xbox 360 and PS3 generation. TLOU Pt 2 did well to move past that sort of thing; I wish TLOU Pt 1 would have gotten the same love.


There's also the matter of the uncanny valley effect feeling more intense when the game looks this good. Certain PS3-era issues have made their way to PS5, from glitching character collisions (which occasionally means Joel gets stuck in corners, blocked by an absent-minded companion) to the weird way that the game's heroes walk on stairs (their feet don't actually touch the stairs but rather glide over them, as if they're running up and over invisible gelatin). These moments yank me out of the belief that I'm in the middle of a movie-like experience, which stinks.


One other nitpick: I would have liked for Naughty Dog to let players transfer existing save files, even if only from the PS4 version, as a token of gratitude to anyone who has already collected the original game's hidden trinkets. Again, these have been placed identically, so their discovery won't require new sleuthing for series vets, yet they count as currency to unlock cool bonuses in the game's "extras" menu. Most of this menu's concept art, 3D character models, and other neat behind-the-scenes content must be purchased with points, which are accrued by finding stuff lying around in the game (Firefly Pendants, letters, documents).


The best exception is a series of DVD-styled commentary tracks that play over the non-interactive cinema scenes and are hosted by original game director Neil Druckman and voice actors Troy Baker and Ashley Johnson. These are simply unlocked by reaching their respective moments in the campaign, then replaying them in a menu, and they're surprisingly illuminating. If you can't watch them on PS5, cross your fingers that they find their way to YouTube one way or another.


I'm looking for a way to find quadrangle with largest area. I have already computed points of convex hull and got them sorted clockwise. I tried brute force but of course it's too slow. So I've found here this algorithm for largest triangle:


It looks really nice, so I tried to remake it. I've got function that computes area of any quadrangle by dividing it to two triangles (in this function I'm sorting input points to be sure I'm calculating right triangles). Here it is:


It looks fine and gives good results for my simple tests, but I'm afraid something is not right. Going further with this reasoning, I could make algorithm for every polygon with n vertices - but by intuition I think it's impossible. Am I right?


I'm trying to solve "SHAMAN" problem on spoj, and I've got wrong answer. I'm 99% sure rest of my program is OK, so something is wrong with code above. Could you help me to improve it? Maybe you've got some tricky tests that could prove this algorithm doesn't work properly? I'll be grateful for any tips!


If you're playing Final Fantasy VII with any degree of efficiency, you've probably fallen into a frustrating cycle that looks something like this: start the battle, use Assess, learn the monster's weakness, restart, equip the correct spells and abilities, start the battle again. If you aren't doing this for most of the major fights in the game, then you're almost certainly wasting tons of time and items as your brute force your way through each encounter.


Exploiting enemy weaknesses is key to winning battles in Final Fantasy VII, and the only way to know those weaknesses is to use Assess on the enemy. The problem is that after learning the enemy's weakness, the only way to equip the right Materia is to restart the game before the battle. Once you start a battle, your menu is completely locked out and you can only use the spells and abilities you came in with. How is this best way to handle battle preparation?


Don't get me wrong, I want to use Assess, learn about the enemy's weaknesses, and apply that knowledge in battle. I appreciate that level of prep and I find fights more rewarding when I use the right tool for the job. I just don't want to have to abandon the fight and restart to switch my spells around every single time.

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