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ROM hacking (short for Read-only memory hacking) is the process of modifying a ROM image or ROM file to alter the contents contained within, usually of a video game to alter the game's graphics, dialogue, levels, gameplay, and/or other elements.
The Canon Hack Development Kit (CHDK), an open source firmware for Canon cameras, uses Lua as one of two scripting languages. Celestia, the astronomy educational program, uses Lua as its scripting language. Cheat Engine, a memory editor/debugger, enables Lua scripts to be embedded in its "cheat table" files, and even includes a GUI designer.
Rather than modifying the game code (which the game itself or a 3rd-party protection system may detect), some cheats modify underlying system components. An example of this is graphics driver modifications that ignore depth checking and draw all objects on the screen—a primitive wallhack.
Hack is designed to interoperate seamlessly with PHP, which is a widely used open-source scripting language that has a focus on web development and can be embedded into HTML. A majority of valid PHP scripts are also valid in Hack; however, many less-often used PHP features and language constructs are unsupported in Hack.
Paint.NET (sometimes stylized as paint.net) is a freeware general-purpose raster graphics editor program for Microsoft Windows, developed with the .NET platform.Paint.NET was originally created by Rick Brewster as a Washington State University student project, [3] and has evolved from a simple replacement for the Microsoft Paint program into a program for editing mainly graphics, with support ...
Simula is considered the first object-oriented programming language. As its name suggests, the first Simula version by 1962 was designed for doing simulations; Simula 67 though was designed to be a general-purpose programming language [3] and provided the framework for many of the features of object-oriented languages today.
Self-modifying code is quite straightforward to implement when using assembly language.Instructions can be dynamically created in memory (or else overlaid over existing code in non-protected program storage), [1] in a sequence equivalent to the ones that a standard compiler may generate as the object code.
A wide variety of import/export scripts that extend Blender capabilities (accessing the object data via an internal API) make it possible to interoperate with other 3D tools. Blender organizes data as various kinds of "data blocks" (akin to glTF), such as Objects, Meshes, Lamps, Scenes, Materials, Images, and so on. An object in Blender ...