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Reverse engineering course

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Re: Reverse engineering course

#4
This is good, keep up the good work. Also, from the creator:

>I'm working on adding more content, more detail, more examples, and really just more everything. Please give me any and all feedback, I've already followed some advice given in the comments on this post. It's really appreciated

Re: Reverse engineering course

#6
Hmm, I've been itching to dive into some security thing again (I'm getting into the habit to dedicate 1 to 2 months per year for it, this would be year 4). This person's effort seems so awesome and genuine that I'm up for helping out.

Though, I don't want to study it completely by myself, it gets a bit lonely and there's no accountability. Does anyone want to set up a study group with me?

My background: I know how to reverse Linux binaries, albeit I'm a bit rusty. I followed a course called binary and malware analysis at the Vrije Universiteit Amsterdam, and two other related security courses (shout out to Herbert Bos and his team for giving such an awesome course).

My email is in my profile.

Re: Reverse engineering course

#7
post #3
post #2

This is excellent. Does anyone know a similar resource for Mac or Linux?

I haven't compared them, but another reverse engineering resource: https://beginners.re/

Wow, I was just about to go looking for something like this. Much more comprehensive than the OP. Really excellent, thanks!

Re: Reverse engineering course

#8
I'll admit I haven't had the chance to look through it at all yet.. in fact, I'm typing this comment just I took a glance at the table of contents. It's a small thing, but it kind of irks me that "Final Notes" following "0x509 ImplementingPlayer" is indexed as 0x510 rather than 0x50a

Anyway, I'm going to save this for later viewing.. very interesting post.

Re: Reverse engineering course

#9
Will Wright defined the "Simulator Effect" as how game players imagine a simulation is vastly more detailed, deep, rich, and complex than it actually is: a magical misunderstanding that you shouldn’t talk them out of. He designs games to run on two computers at once: the electronic one on the player’s desk, running his shallow tame simulation, and the biological one in the player’s head, running their deep wild imagination.

"Reverse Over-Engineering" is a desirable outcome of the Simulator Effect: what game players (and game developers trying to clone the game) do when they use their imagination to extrapolate how a game works, and totally overestimate how much work and modeling the simulator is actually doing, because they filled in the gaps with their imagination and preconceptions and assumptions, instead of realizing how many simplifications and shortcuts and illusions it actually used.

https://www.masterclass.com/classes/will-wright-teaches-game...

>There's a name for what Wright calls "the simulator effect" in the video: apophenia. There's a good GDC video on YouTube where Tynan Sylvester (the creator of RimWorld) talks about using this effect in game design.

https://en.wikipedia.org/wiki/Apophenia

>Apophenia (/æpoʊˈfiːniə/) is the tendency to mistakenly perceive connections and meaning between unrelated things. The term (German: Apophänie) was coined by psychiatrist Klaus Conrad in his 1958 publication on the beginning stages of schizophrenia. He defined it as "unmotivated seeing of connections [accompanied by] a specific feeling of abnormal meaningfulness". He described the early stages of delusional thought as self-referential, over-interpretations of actual sensory perceptions, as opposed to hallucinations.

RimWorld: Contrarian, Ridiculous, and Impossible Game Design Methods

https://www.youtube.com/watch?v=VdqhHKjepiE

5 game design tips from Sims creator Will Wright

https://www.youtube.com/watch?v=scS3f_YSYO0

>Tip 5: On world building. As you know by now, Will's approach to creating games is all about building a coherent and compelling player experience. His games are comprised of layered systems that engage players creatively, and lead to personalized, some times unexpected outcomes. In these types of games, players will often assume that the underlying system is smarter than it actually is. This happens because there's a strong mental model in place, guiding the game design, and enhancing the player's ability to imagine a coherent context that explains all the myriad details and dynamics happening within that game experience.

>Now let's apply this to your project: What mental model are you building, and what story are you causing to unfold between your player's ears? And how does the feature set in your game or product support that story? Once you start approaching your product design that way, you'll be set up to get your customers to buy into the microworld that you're building, and start to imagine that it's richer and more detailed than it actually is.

Re: Reverse engineering course

#10

Hmm, I've been itching to dive into some security thing again (I'm getting into the habit to dedicate 1 to 2 months per year for it, this would be year 4). This person's effort seems so awesome and genuine that I'm up for helping out. Though, I don't want to study it completely by myself, it gets a bit lonely and there's no accountability. Does anyone want to set up a study group with me? My background: I know how to…

Would love to have someone to study with - I'm currently going through Reverse Engineering 4 Beginners by Dennis Yurichev but will happily try this one out too.

Will email you later.

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