; ------------------------------------------------------ ; 1kPack v0.6 - Framework ; Written by Franck "hitchhikr" Charlet / Neural ; ------------------------------------------------------ ; Thanks to rbraz for the trianglelist trick. ; ------------------------------------------------------ ; buildblock RELEASE ; CAPT "[SOURCEDIR]nasmw.exe" -f bin "%2" -o "%1.bin" -s -O9 ; CAPT "[SOURCEDIR]1kpack.exe" "%1.bin" ; buildblockend ; ------------------------------------------------------ ; Header bits 32 ; ------------------------------------------------------ ; Includes %include "Dx9_nasm.inc" ; ------------------------------------------------------ ; Constants ;%define GRAB_SCREENSHOT ;%define DEBUG WS_EX_TOPMOST equ 0x8 VK_ESCAPE equ 0x1b SCREENX equ 1024 SCREENY equ 768 SCREENDEPTH equ D3DFMT_A8R8G8B8 ; 32 bits D3DFVF_XYZRHW_SIZE equ (4 * 4) BASE equ 0x420000 ; Those are located inside the depacker POS_fnc_exit equ 0x410090 POS_fnc_D3DXCompileShader equ 0x410094 POS_fnc_LoadLibrary equ 0x4100b4 POS_fnc_GetProcAddress equ 0x4100b8 POS_fnc_QueryPerformanceCounter equ 0x4100bc ; !!! Only valid for d3dx9_30.dll !!! D3DX_D3DXCompileShader equ 0xda6de D3DX_D3DXCreateTextureFromFileInMemoryEx equ (D3DX_D3DXCompileShader - 0xc1341) D3DX_D3DXCreateTexture equ (D3DX_D3DXCompileShader - 0xbe4a2) ; ------------------------------------------------------ ; Structures ; ------------------------------------------------------ ; Vars datas Device equ 0 OldTime equ Device + 4 CurrTime equ OldTime + 8 Delta equ CurrTime + 8 HTimerFreq equ Delta + 4 PixelShader equ HTimerFreq + 8 .code ; --------------------------------------------------------- ; Program entry point ; base address = 0x420000 ; edi contains D3DXCompileShader EntryPoint: ;sub edi, D3DX_D3DXCreateTextureFromFileInMemoryEx ;; stack contains D3DXCreateTextureFromFileInMemoryEx ;push edi ; Import the functions we need mov edi, table_dlls + BASE push 3 ; Amount of functions in the 1st DLL pop ebx load_dlls: push edi call dword [POS_fnc_LoadLibrary] repne scasb ; go to end of string push ebx load_functions: push eax push edi push eax call dword [POS_fnc_GetProcAddress] stosd pop eax repne scasb ; go to end of string dec ebx jnz load_functions pop ebx dec ebx jnz load_dlls ; ---------------------------------------------------- mov esi, API_CreateWindowEx + BASE mov edi, POS_fnc_QueryPerformanceCounter mov ebp, Vars + 128 + BASE ; MUST BE ALIGNED !! lea eax, [ebp + PixelShader] push ebp ; CreateDevice push Present_Buffer + BASE push D3DCREATE_SOFTWARE_VERTEXPROCESSING push D3D_SDK_VERSION ; Direct3DCreate9 push 0 ; D3DXCompileShader push 0 push eax push 0 push PShaderProfileName + BASE push ProcedureName + BASE push 0 push 0 push (fPShader - PShader) push PShader + BASE push 0 ; SetCursor push 0 ; CreateWindowEx push 0 push 0 push 0 push 0 push 0 push 0 push 0 push 0 push 0 push ClassName + BASE push WS_EX_TOPMOST call dword [esi] ; + (API_CreateWindowEx - API_CreateWindowEx)] mov ebx, eax call dword [esi + (API_SetCursor - API_CreateWindowEx)] call dword [edi + (POS_fnc_D3DXCompileShader - POS_fnc_QueryPerformanceCounter)] ; ------------------------------------------------------ call dword [esi + (API_Direct3DCreate9 - API_CreateWindowEx)] push ebx push D3DDEVTYPE_HAL push D3DADAPTER_DEFAULT ; (0) push eax mov ebx, [eax] call [ebx + IDirect3D9.CreateDevice] lea eax, [ebp + PixelShader] push eax mov eax, [eax] push eax mov ebx, [eax] call [ebx + ID3DXConstantTable.GetBufferPointer] push eax mov eax, [ebp] push eax mov ebx, [eax] call [ebx + IDirect3DDevice9.CreatePixelShader] ; pop ebx ; ebx = D3DXCreateTextureFromFileInMemoryEx lea eax, [ebp + OldTime] push eax call dword [edi + (POS_fnc_QueryPerformanceCounter - POS_fnc_QueryPerformanceCounter)] ; ------------------------------------------------------ ; Program loop MainLoop: ; ------------------------------------------------------ ; Obtain the frames timer fild qword [ebp + OldTime] lea eax, [ebp + CurrTime] push eax call dword [edi + (POS_fnc_QueryPerformanceCounter - POS_fnc_QueryPerformanceCounter)] fild qword [ebp + CurrTime] fsubp st1, st0 lea eax, [ebp + HTimerFreq] push eax call dword [esi + (API_QueryPerformanceFrequency - API_CreateWindowEx)] fild qword [ebp + HTimerFreq] fdivp st1, st0 push VK_ESCAPE ; GetAsyncKeyState ; ------------------------------------------------------ ; Animate fstp dword [ebp + Delta] ; SetPixelShaderConstantF push dword 1 lea ebx,[ebp + Delta] push ebx push dword 0 ; ------------------------------------------------------ ; Display a rectangle mov eax, [ebp] push eax mov ebx, [eax] push 0 ; Present push 0 push 0 push 0 push eax push eax ; EndScene push D3DFVF_XYZRHW_SIZE ; DrawPrimitiveUP push BigTriangle + BASE push 1 push D3DPT_TRIANGLELIST push eax push D3DFVF_XYZRHW ; SetFVF push eax push dword [ebp + PixelShader] ; SetPixelShader push eax push eax call [ebx + IDirect3DDevice9.BeginScene] call [ebx + IDirect3DDevice9.SetPixelShader] call [ebx + IDirect3DDevice9.SetFVF] call [ebx + IDirect3DDevice9.DrawPrimitiveUP] call [ebx + IDirect3DDevice9.EndScene] call [ebx + IDirect3DDevice9.Present] call [ebx + IDirect3DDevice9.SetPixelShaderConstantF] call dword [esi + (API_GetAsyncKeyState - API_CreateWindowEx)] sahf jns MainLoop call dword [edi + (POS_fnc_exit - POS_fnc_QueryPerformanceCounter)] ; ------------------------------------------------------ ; Datas ClassName: db "edi" ProcedureName: db "t", 0 PShaderProfileName: db "ps_3_0", 0 PShader: db "float a : register(c0);" db "float4 t(float2 x:vpos):color" db "{" ;db "x.x/=1024;" ; convert to 0.0..1.0 ;db "x.y/=768;" db "return 1;" db "}" fPShader: ; ------------------------------- table_dlls: ; 3 functions db "user32", 0 API_CreateWindowEx: db "CreateWindowExA", 0 API_SetCursor: db "SetCursor", 0 API_GetAsyncKeyState: db "GetAsyncKeyState", 0 ; 2 functions db "d3d9", 0 API_Direct3DCreate9: db "Direct3DCreate9", 0 dd 0 db 0 ; 1 function db "kernel32", 0 API_QueryPerformanceFrequency: db "QueryPerformanceFrequency", 0 Present_Buffer: dd SCREENX ; dpBackBufferWidth dd SCREENY ; dpBackBufferHeight dd SCREENDEPTH ; dpBackBufferFormat dd 0 ; dpBackBufferCount dd 0 ; dpMultiSampleType dd 0 ; dpMultiSampleQuality BigTriangle: dd D3DSWAPEFFECT_DISCARD ; dpSwapEffect dd 0 ; dphDeviceWindow %ifdef DEBUG dd 1 ; dpWindowed / Windowed = 1 / Fullscreen = 0 %else dd 0 ; dpWindowed / Windowed = 1 / Fullscreen = 0 %endif dd 0 ; dpEnableAutoDepthStencil dd 2048.0 ; dpAutoDepthStencilFormat (D3DFMT_D16) dd 0 ; dpFlags dd 0 ; dpFullScreen_RefreshRateInHz dd 0 ; dpFullScreen_PresentationInterval dd 0 dd 2048.0 ; Note: the packer strips any 0 located ; at the end of the file (including the flt above) ; this can eventually be used as a bss section Vars: ; ------------------------------------------------------