Pingy – A Network Troubleshooting Utility p2

Update May 6th: Right after I posted this, I got into doing a deep-probe of sorts into the source of some OSS that has vulnerabilities. I’ll be back to working on this within the next day.

The program is coming along quite well. For those who are interested in joining to help make this program more, the repository is here:
For those who are interested in watching the progress, I’ve been using Trello:

This is the current build, it’s well on its way to something nice.


Pingy – A Network Troubleshooting Utility

Pingy – A Network Troubleshooting Utility

Pingy’s source has been released at this link:

I’m going to continue working on it. You can follow along or do whatever you want. It is not even close to what you might call an alpha, beta, or whatever. It’s still much like a prototype that will turn into a protoduction in time.

Anyways, I could use anyone who is skilled with both C# (+.NET) and networking. Cause, if I’m being honest, networking is actually my weakest skill set, but it’s come to my attention recently that I’m not as bad at it as I thought. I guess I’m higher than average, but not network admin good.



Note: In my program’s repository if you stumble upon the license and are concerned, just know that the NRGsoft PL v1.0 was made so that no one could steal my program and profit off it. It wasn’t for me to profit off of, it was to stop others from profiting off of it. Like usual, I will be releasing this program for free. That’s just my style.


New graphics card

In preparation for GTA V, I’ve upgraded my graphics card to the AMD Radeon R9 290X. Only a few days away and I should be able to play it on its highest settings. It sits wonderfully in the system.

Edit: Upped the memory clock from 1300 to 1500 (same as my last card) and stress tested with furmark. It’s beautiful. Only reached 82C max after 10 minutes and was running furmark at 125 FPS consistently. Very nice.






Note: The real reason I upgraded my card was because of a fault in the old one that caused it to freeze up. I just used GTA V as an excuse for spending $350 on a graphics card.


Archer uses real, botched, XML file

On a recent episode of the show Archer, I noticed while they were talking about shrink rays, that in the background, a botched XML file can be seen.


To anyone familiar with how XML files are formatted, you should notice a few key things about it.

1) The characters \r (for carriage return or 0x0D) and \t (for tab or 0x09) can be seen instead of what they do, which is a new line and tab.
2) Quotes, ASCII characters below 0x20, and backslashes, were escaped (meaning to those who don’t know, more backslashes were added).
3) This came from a Microsoft-formatted XML file, as “msObject” can be seen. The “ms” stands for “Microsoft.”
4) They inserted the, incorrectly closed, tag, “ParamTargetShrinkRate.”

Why I brought this up? No reason really; I was just amused by the fact that they tried something different than what a lot of TV shows do. Although I do know of one show that had real, from the standard lib, C++ code and another had, properly formatted, XHTML.


Window Renamer v1.3 (2/22/2015) Released

Update: If you downloaded the program before I wrote this update, don’t worry. I made a small tweak and added an official icon for Window Renamer. Now if you download the file it has the icon.


The new version can now change windows names by their process ID. This is useful if you have a window of the same name up. Now you can use their process ID to specify the exact one you want to rename.

Download: v1.3 (2/22/2015)
Source Code:

Changelog v1.3

  • ReturnWindow can now return Process ID with the command line argument “returnpid”
  • Added Find Window by PID option
  • Updated ReturnWindow hash

Changelog v1.3+

  • Added icon

Retro Game Image Tools

I noticed that since I have a strong interest in older games, that is to say games I grew up with, I make a lot of useful tools for editing images of things for retro games or for remaking/fan making retro games. What I’m interested in now if for anyone using Duplicate Tile Finder (DTF), Batch Trim Tool (BTT), or Palette Extractor (PE) to tell me if you have any ideas for a fairly simple tool that would make your life just that much easier when dealing with retro images. Some ideas I had in mind will be listed below…

– Tile Splitter : A tool for splitting up tiles. Would include support for offsets and borders.
– Tile Merger : A tool that does the complete opposite as Tile Splitter. It merges a folder of images order by ASCII character chart.
– Tile Identifier : A Windows-only GUI tool for identifying the index of a tile as well as some various information; like it’s palette, it’s real size, it’s grid x and y, and it’s real x and y.

I was also thinking of a tweak to make to DTF. I want to add an offset and border option so that odd-ball tile sets can be correctly identified.


Batch Trim Tool v1.0 Released (win/osx)

Batch Trim Tool is a tool I developed for cropping out whitespace in an image. This is intended for usage with 2D sprites. Other uses are not tested nor are they likely to work.

A key feature of the program is that it supports not just dragging-and-dropping one file in and having it output the trimmed version, but it also supports cropping entire folders and their subdirectories if you tell it to.

Download: Windows v1.0 | Mac OS X v1.0

Usage on Windows
1. Set any settings in btt_settings.ini
2. Drag-and-drop any file or folder into btt.exe and wait
3. The file or folder should be in the same folder with the appended name to it, default is “trimmed”

Usage on Mac OS X
1. Set any settings in btt_settings.ini
2. Open up console and go to directory.
3. Type in “./btt [file name or folder path goes here]”, click enter and wait
4. The file or folder should be in the same folder with the appended name to it, default is “trimmed”

Example of what it does (this is real output from the program). The box around the image shows the size of the image.

Not trimmed (47×47): slime_TreeSlime slime_Slime slime_BoxSlime slime_WingSlime slime_Babble slime_GoldSlime slime_DrakSlime
Trimmed (Various): slime_TreeSlime.trimmed slime_Slime slime_BoxSlime slime_WingSlime slime_Babble slime_GoldSlime slime_DrakSlime

If it has any errors, as usual, please report them on my forum and I’ll attempt to get to them ASAP. Make sure to provide failed files as well. Or if that is not possible, at least make it possible for me to replicate the problem.



Bug in polls…

I couldn’t figure out why the poll said 0 for all these months. Then I tried to vote. It blocked me! I looked in the logs and a ton of people were trying to vote and got the same message. I apologize to anyone who tried to enter an answer. That was my bad. Something went wrong with the polls.

Update: It’s fixed. You should be able to vote again. I deleted all of the logs that were in reference to the poll and it seems to be working…
Note: The “fix” involved, forced me to remove any check of your online ID of sorts. That is to say, a cookie and IP. So now you can limitlessly vote technically. However, when I close the poll all duplicates will be removed. So don’t bother, it will literally be a waste of both of our times.


ACC v2.0 dropped for cross-platform v3.0

Just after 2.0 had made its way, I decided a month or so ago that I wanted to have Anime Character Creator be cross-platform as to appease all people (and to prevent, “is it for mac” type questions). What I will be doing is porting as much code as possible from v2.0. Then using GTK# via Mono to remake the program. It won’t look nearly as aesthetically pleasing as I want it to be, however it will be better in the end because I have some better design choices in mind, which will allow all of the features I didn’t add to 2.0.

I am not likely to engage in this project actively again until next year. Winter seems to hurt my work ethic (if I even had any), so don’t expect it soon. Plus, there will probably be a lot of speed bumps I will encounter since I’m not overly familiar with GTK#. However, one thing I’ll do different from my norm, is that I will be open sourcing the code right from the get go. That way you can compile it at your own discretion and I won’t release until official v3.0 status.

In unrelated, I don’t feel like making another post for this, news, the next project likely to see the light of day after 3 years (holy crap), is my Kanji-Kana Tool (web edition). The original was literally made just for me to be run on my local computer Apache server. It was written in vanilla JavaScript therefore requiring no extra libraries (and it used “AJAX”, which was a complete mess without abstraction libraries). It was really quite something. Obviously now I’ve gotten spoiled since being introduced to jQuery 6 years late (I was developing back during IE 5 and 6, so I really dropped the ball on that one). Got off on a tangent there, whatever the case, it’s coming in a different form. Made for the purpose of multiple users and flexibility. If this project gets bigger than I expect it to become, I may move it to another site as a heads up.


Palette Extractor v1.0b (4/10/2014) Re-Released (Win and Mac)

I’m re-releasing Palette Extractor v1.0b with the correct readme.txt information and a Mac build.

Download Windows: Palette Extractor v1.0b (4/10/2014)
Download Mac OS X: Palette Extractor v1.0b (4/10/2014)

© 2015 NRGsoft