document updated 15 years ago, on Jan 30, 2009
Basic method:
- We know how to start a game in debug mode now without the Debug Mode Enabler. So do that to start
the game.
see "1980009" at http://paperlined.org/games/pc/Spelunky/cheating/GameMaker.html
- we also know how to activate pause/play/step remotely
http://paperlined.org/games/pc/Spelunky/cheating/debugger_shortcuts.ahk
- to sync, we figure out a way to sniff the messages going to the debug window... as long as
there's SOME watch-variable set (e.g. "mouse_x" or "mouse_y"), it gets sent a WM_PAINT after every
step is finished
http://www.autohotkey.com/forum/topic35659.html
Crap. That doesn't capture many events. The sourcecode for WinSpy++ is available, you have to
do DLL injection to get that to work. So is there an easier way? If not, we might have to
write a C script or something.
- Fine! It's not possible to create a general-purpose capturer. So... we'll just use
GMCap instead.
- and then use this code to capture the individual frames as .png
http://www.autohotkey.com/forum/topic29811.html
see especially the utility functions CaptureScreen() and Convert()
- and then use GIMP (or any other standard animated GIF tool) to put individual frames into a single animated image
http://paperlined.org/apps/seo_spammed/animated_GIF_creators.html
So, basically, our program just steps as fast as it can... the game may very well run slow, but the human is
able to accomodate this somewhat.