Post subject: Re: Porting LH 5048 Aero Windows animation effect on Windows Posted: Mon Feb 13, 2017 9:55 am
Joined Thu Oct 25, 2012 8:19 pm
Favourite OS Gentoo, FreeBSD
Yes, because that sounds like a simple thing to do and totally not a waste of time. You can't just expect that it will in reality be as simple as you make it sound.
_________________ Windows Defender for great justice! Bugs are an international trading company. I need to defeat the anti-debugging and obfuscation methods. It wasn't for Intel's absurd ability to load in ie6. Why even waste time with people in an envelope?
Post subject: Re: Porting LH 5048 Aero Windows animation effect on Windows Posted: Mon Feb 13, 2017 9:33 pm
Joined Sat Nov 27, 2010 10:57 pm
Favourite OS Amiga OS3, LH 4074 DWM
It mean that is ..impossible? I dont remember about 55XX animation, for me was the same as Vista or 7 ^-^ We have no information about this? I mean where this animation is located, or witch file is used for that?
I remember for exemple a modification for windows 7 who change the text animation on explorer (fading down when appears) with GDI+ .
Post subject: Re: Porting LH 5048 Aero Windows animation effect on Windows Posted: Tue Feb 14, 2017 12:22 am
Joined Tue Apr 26, 2011 1:36 pm
Favourite OS Longhorn
I definitely think a big majority of Windows code is obfuscated, so decompilers are out of the game (and it's totally not a good thing).
That's not really how that works.. this is not about obfuscating. Windows is written in C and C++. These languages compile to machine code (i.e. assembly for the CPU you're compiling for). Once compiled, you cannot simply go back to the C or C++ that once was: only the assembly 'remains'. To make matters 'worse', compilers do all sort of smart things, that are really good in practice, but make the assembly you get out of disassembling harder to read. Moreover, all variable and function names (symbols) are gone after compiling since they do not affect how the program runs anyway. HexRays IDA has a plugin that does actually do a really good job at interpreting the disassembled code and generating pseudo C from it, but then again you'd be lacking all symbols making it extremely hard to find what you're looking for.
This is all in contrast to what happens when compiling a high-level language like Java or C#. These languages are compiled to an intermediate format (in an intermediate language). It's fairly simple to decompile the intermediate language to the original code.
Just wondering, would it be easier to find where the animations reside in a pre-reset Longhorn version? Where would be a good place to start looking in, to name a build.. 4074? I would guess the Aero animations would be stored in some DirectX format somewhere...