Create your AI Cum Slut -70% for Mother's Day
x
Mar 9, 2023
279
69
Seeing that many players are struggling with the slow skill of improving slaves, there was a recent discovery that reducing the frame rate by means can significantly increase the speed of improving skills. I'm very happy to see that there are still players playing this game, and I hope that all modders can have more positive results.
Where was this discovery shared?
 

YZQA1112

New Member
Feb 12, 2025
3
1
Where was this discovery shared?
There is no video demonstration at the moment, but you can go to experiment, if you have a notebook, you can disconnect the power and turn on the energy-saving mode, so that the frame rate will generally stay at 10~15 frames, then pick up (U) and press and hold to insert the jam at the same time, the improvement of the skill will become faster, I can try to shoot a video to share.
 
Mar 9, 2023
279
69
There is no video demonstration at the moment, but you can go to experiment, if you have a notebook, you can disconnect the power and turn on the energy-saving mode, so that the frame rate will generally stay at 10~15 frames, then pick up (U) and press and hold to insert the jam at the same time, the improvement of the skill will become faster, I can try to shoot a video to share.
Hmm. Since I'm on PC, I'd have to use something else to restrict the frame rate.
 

humanbot0

New Member
Dec 5, 2017
1
0
Has anyone tried to run this game on linux recently?
I once achived running it, horribly but still running, but i don't remember the settings.
 

Incognito Intern

New Member
Jul 18, 2024
2
1
I've seen two devs talk about it as recent as November, but beyond that? Maybe there's a disc server?
Someone mentioned gathering people interested in remaking the game...
(amazing job with decomping the game btw lewd_alt)
 
  • Like
Reactions: Mega Animation

lewd_alt

New Member
Dec 31, 2022
14
35
Is anyone still working on remaking/reverse-engineering SMatrix? I'd love to help ^^ (albeit I lack programming knowledge...)
The most I've done recently is optimize the dependencies in my decomp and some casual profiling.

I'm still not entirely sure where the performance problems are... is writing to 4 or so 1000x700 bitmaps per frame on the CPU really that expensive?

I've looked into some cross platform C# graphics/media libraries, but none of them seem as portable as OpenGL + C, or yknow javascript + html.

JetBrains ReSharper (free trial btw) Can't really do much as a whole source cleanup will break everything. The jank C# reflection based joint type system thwarts my plans once again!

It looks like the previous modder added a really neat JSON library that will automatically turn C# classes into JSON if you annotate them correctly, So I've annotated everything involved in drawing the body parts and I now have a pretty reasonable dump of the body parts.


I've seen two devs talk about it as recent as November, but beyond that? Maybe there's a disc server?
Someone mentioned gathering people interested in remaking the game...
(amazing job with decomping the game btw lewd_alt)
As far as I know there, unfortunately, isn't a discord server. I would be happy to make one though. I can't promise I'll have enough time to work on anything for quite a while however.

I'm personally interested in the idea of a web port. There is the possibility of compiling everything to web assembly and doing something hacky with emscripten, OpenGLES, and C. Rewriting the entire thing would probably make further modifications easier though.
 

Dezreus

New Member
Jan 13, 2024
1
1
Not sure if this was ever mentioned, but I found a quicksave exploit. You train a monster at night. Once time passes to morning you load the save file 0 (Games Autosave). It will send you back to the night before with all of the stats you've upgraded. If the monster's stamina is still depleted, just "Sleep" and reload the save file.

I've Fully trained all of my monsters with only 1 in-game day passing.

It also rerolls market demands & monsters in the shop.
 
  • Like
Reactions: Genuine51

makamaka12

New Member
Apr 18, 2019
11
4
Here is modified .dll and .exe with 225 max slaves instead of original 135, now each floor supports 25 rooms instead of original 15.
And did some messing with the Draw code in Are and AreM classes, should work prob 1~5% faster.
just by curiosity ,how did you manage to expand the slaves capacity on each floor? ,is it possible to add like 500 max slaves?
 

Zayackanibal

Newbie
Oct 30, 2020
19
14
just by curiosity ,how did you manage to expand the slaves capacity on each floor? ,is it possible to add like 500 max slaves?
By changing max slaves value using DNSPY and adjusting buttons and scrollwheel actions using same dnspy, had to search for jap words like basement (地下) google translate. It is possible to get 500 max slaves or more, but idk about game performance or can game savefile even manage this much.
The value for slaves can be anything, but need to adjust interface for it, i didnt get how to modify floors, i only managed to edit rooms.
 
Last edited:

Zayackanibal

Newbie
Oct 30, 2020
19
14
Alright, I've made a ...

Zayackanibal R3DC0D3


I've been using Visual Studio 2022, and I imagine you will need to install some nuget packages...
If you really would like to "recreate" the game, i wish you luck, but after looking at 10,000 lines classes in the game, and some weird decompilated (by previous modder idk?) names for classes or button creating logic i think this amount of work would require true professional. Not amateur like me :). I have some suggestions for moving rendering to skiasharp or sharpdx if you suceed in understanding all classes that use System.drawing.
 
Last edited:

lewd_alt

New Member
Dec 31, 2022
14
35
If you really would like to "recreate" the game, i wish you luck, but after looking at 10,000 lines classes in the game, and some weird decompilated (by previous modder idk?) names for classes or button creating logic i think this amount of work would require true professional. Not amateur like me :).
Yeah, It's definitely going to be messy and require a lot of work :/ which is why its probably best to just mess around with what I have at the moment until I can understand enough about the game to rewrite it.

My current plan is to remove as much dead code as possible and then work towards making stuff less "fragile".

For example if you change any of the serialized members in Difss, Difs, Dif, Pars, Par, or Out classes the game will crash on load. Why? Because currently most of the game data is saved in serialized C# classes; They were originally encrypted and gzipped but I've since stripped that out. Ideally that should be fixed so I can modify those classes.

Similar story for most of the body part classes; They use C# reflection somewhere that looks for members named in a certain way to determine joint types. Another feature I would like to remove.


A quick performance fix would be to replace System.Drawing with something gpu accelerated if that sounds interesting...

I've cleaned up most of the classes that directly call System.Drawing so it shouldn't be too bad to slap sharpdx or skiasharp in...
 
Last edited:

Zayackanibal

Newbie
Oct 30, 2020
19
14
Yeah, It's definitely going to be messy and require a lot of work :/ which is why its probably best to just mess around with what I have at the moment until I can understand enough about the game to rewrite it.

My current plan is to remove as much dead code as possible and then work towards making stuff less "fragile".

For example if you change any of the serialized members in Difss, Difs, Dif, Pars, Par, or Out classes the game will crash on load. Why? Because currently most of the game data is saved in serialized C# classes; They were originally encrypted and gzipped but I've since stripped that out. Ideally that should be fixed so I can modify those classes.

Similar story for most of the body part classes; They use C# reflection somewhere that looks for members named in a certain way to determine joint types. Another feature I would like to remove.


A quick performance fix would be to replace System.Drawing with something gpu accelerated if that sounds interesting...

I've cleaned up most of the classes that directly call System.Drawing so it shouldn't be too bad to slap sharpdx or skiasharp in...
I dont quite get it, can you compile it now? or there is still tons of work? Because if you can, there is a lot that can be improved even in (internally)untranslated version. I was trying to get it to work with skiasharp and sharpdx by intercepting system.drawing and redirecting to gpu, but my attempts failed prob skill issue.
 

lewd_alt

New Member
Dec 31, 2022
14
35
I dont quite get it, can you compile it now? or there is still tons of work? Because if you can, there is a lot that can be improved even in (internally)untranslated version. I was trying to get it to work with skiasharp and sharpdx by intercepting system.drawing and redirecting to gpu, but my attempts failed prob skill issue.
Yup, I've had it in a compiling state for quite a while.

Really the only few files you would need to change to get a performance benefit with skiasharp or sharpdx are
WPFImage.cs, Par.cs, and Are.cs

I'm tempted to remove all of the windows specific stuff so I can work on it outside of a VM.
 
  • Like
Reactions: ya-yas
4.30 star(s) 22 Votes