I did, I got the same error, I get a black window the size of which cultris would normally load, then it closes and generates a crash log. https://pastebin.com/As7MBdkn is one of those logs if it's of any use (I doubt it).
I tried Zulu JRE 8, despite everything on that site saying that windows 2008r2 or higher is required. When that didn't work I tried JRE FX 8 and got a similar error (I even modified the .bat file to point to its java.exe to be sure). Then I tried JRE FX 11, but its Java.exe, similar to JRE9 reports not being a win32 application.
I really don't see any other solution than sending an older version that was compiled for JRE8, or making such a version (144 Hz 144 fps sounds very sexy). Not sure if you are willing or able to do those things though. If not it's cool, I get it, old OS is old.
Just to make sure... you do run the game on a 144 hz monitor?
The only thing that’s left are several OpenJdk variants of which one could maybe work.
Cultris II originally runs on Java7SE, you may have to find something like this.
Yep 144 Hz display. Out of curiosity, how were the unofficial patches made? Is there a github?
Nah - since there is no code, there is no github.
Some strings I was able to decrypt, but everything else are just some adjustments via java bytecode.
Thing is, the game has no anti cheat system, so you probably could do anything given you are good enough.
There is not much I can change. Have to be creative. Cultris II obfuscation is much worse than Triple A games.
Hearing that from someone else who did rescue a lot of older games, I had hired him for another game.
But with Cultris II? He didn't want to mess with.
Do you guys have your own internal notes somewhere you could send me as to what was modified? How exactly does it work, the binary is untouched and the files in /rt look generic, so was it reverse engineered into a .jar or ?
Sorry to keep botheriing but this is very very interesting to me.
you could delete rt when you just link the java runtime. It's nothing else than a runtime needed in combination with the .exe which has an embedded .jar.
We have not converted binaries. In fact, after you start the .exe file, the jar is being deployed into the %temp% folder (speaking of Windows)
I'd like to ask you something - are you aware of how eclipse builds the java classes?
Because it's exactly how it is. Changes were done modifying compiled java classes, using different bytecode editors.
Many changes weren't possible, because the game is obfuscated.
For anti-cheat reasons, many of the changes are just in my head.
[...] things began before I even started my work on it.
As a linux version, where someone took the verification away, so it could run on Linux.
As for me, I wasn't even aware of it, but someday I got a 240Hz monitor, and I was annoyed that the game only ran at 60hz.
That's when I messed with it.
In the end, most of the modifications were done by me, at the same time, I had help when deploying mac os packages.
I still have my own share of ressources, but there is not much todo anymore.
Once even had the game running in 64 bit mode (it's possible). But didn't release it as it was less fast.
If you want to learn how todo the same thing, obfuscate a jar, and mod the classes inside with an bytecode editor..
Cultris II is obfuscated with a very old version ALLATORI which I may would be able to deobfuscate completely if it wasn't that old.
There is just no binary of it...
Actually the display/fps changes are done within the LWJGL framework...
>the .exe which has an embedded .jar
I knew it!
>after you start the .exe file, the jar is being deployed into the %temp% folder (speaking of Windows)
I couldn't find this anywhere though. In fact I looked at every single file created on the system and what time while cultris was running and didn't find it. There were some JF .tmp files with a long string of numbers, but these were ~300 kb. The .jar that you guys have is like 8 MB.
My delusional idea was to find the .jar, and compare it to your .jar and hopefully manage to make some changes that would work despite the difference in java version on the system.
I noticed the game is locked at 60 fps in the menu, but it goes up to 120 in an actual game. Well, the frame counter says 121, so that could either indicate a hard limit with a precision error, or it could be that that's all the fps I'm getting with my hardware. Hard to believe, but frametimes could be long if it was unoptimized or w/e. Still I'd love to try the 144 Hz version..
>My delusional idea was to find the .jar, and compare it to your .jar and hopefully manage to make some changes that would work despite the difference in java version on the system.
Well, to make things simple you could extract the jar from the mac os package. It's the same one.
> I noticed the game is locked at 60 fps in the menu, but it goes up to 120 in an actual game. Well, the frame counter says 121, so that could either indicate a hard limit with a precision error, or it could be that that's all the fps I'm getting with my hardware. Hard to believe, but frametimes could be long if it was unoptimized or w/e. Still I'd love to try the 144 Hz version..
The 60fps is the actual FPS counter, while outside of a game. Inside of a game, it shows the Input rate. Input is scanned twice the amount of FPS. So if you are on 144FPS, your input rate would be 288(+1) due to the precision error.
Yea, there is no problem in comparing the jars. But I'd wonder if it would help you.
Out of convenience, I post the original.
So I compared them in Winmerge, the only things different are:
There is only a difference of 16336 bytes (weird how close to 16384 that is, but probably just coincidence), with the original being smaller.
So I would have to find the differences more precisely, and see what I can get away with mixing and matching without requiring JRE-9. Might be impossible, donno.
How do I run the regular game through the original .jar though? As is I just get a 'could not find or load main class'.
Thanks a bunch for posting the link, and also thanks for all the info so far.
The main class is net\gewaltig\cultris\cultris.class
I don't know what you did, but if you think you can extract an Archive like this under Windows, you are at fault.
aA and AA, Aa is simply the same file for windows.
Wdym with running the regular game through jar?
There is a bat file in my patches, with which you start it.
The regular 'regular' game is an .exe file, you don't load it through java -jar ...
What do you even plan todo?
Wouldn't it be more convenient ask in the cultris discord about it?