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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.