[quote="bo3b"][quote="eqzitara"]It sucks because this really falls into Nvidia's territory since my main problem is profiles doing jack. I don't think they updated 3d vision post DX11 ever [which is insane] and you literally have nothing working out of the box. If we were able to write "rules" it would just lighten the load an insane amount.[/quote]This is a really interesting thought. I know from looking at the nvapi.h that we can set or unset things like the NvAPI_Stereo_SetSurfaceCreationMode.
I've long wondered just how much value the profiles are adding, or whether they might actually be making things worse that then need to be fixed. What if we were able to drop in a proxy dll that would force the stereo into known modes, and bypass the profiles altogether? We might conceivably be able to make our own profile mechanism that isn't just completely a black box.
So for example, some tool that forces stereo to the default of always on for every surface and shape. Then some way to specify what should not get stereo that does. Not sure, just thinking out loud.[/quote]
Hi Bo3b - you can do this with Helix's DX9 wrapper right now. You can set global creation modes, and then selectively set creation modes for subgroups of surfaces. The debugger spits the surface creation info out to the LOG.txt file. The problem is knowing which surfaces affect what things, so there's some 'informed' guesswork - 'informed' because there are some things to help you guess: shadow maps are always square, certain formats are chosen for different render targets so they have the right precision e.g. depth maps vs reflection maps or something (there is a list of formats on MSDN). The "null" nvidia profile stereoizes all surfaces except square ones. Game profiles then (by some means built into the driver) selectively stereoize other surface types (and of course get it wrong most of the time).
I have had the same thoughts as you - try to fix a game purely through render targets, but I don't think this helps at all with things like deferred rendering, where there is nothing you can do about the incorrect reconstruction of a world coordinate except to fix it in the shader. Where render target correction helps here is in forcing certain effects to be 2d screen depth, then fixing them manually in the pixel shader - so ironically changing the render target can make things look worse sometimes if that is all that is done, but it can be a necessaey step in the overall fix.
It does not always work reliably though - I've just had an issue with RE6 where I was setting rendertarget properties to correct water rendering, and for *some* people this was messing up how some lights rendered... Mind you, that game is the worst game for fixing I have ever worked on, and there are many other problems with it.
eqzitara said:It sucks because this really falls into Nvidia's territory since my main problem is profiles doing jack. I don't think they updated 3d vision post DX11 ever [which is insane] and you literally have nothing working out of the box. If we were able to write "rules" it would just lighten the load an insane amount.
This is a really interesting thought. I know from looking at the nvapi.h that we can set or unset things like the NvAPI_Stereo_SetSurfaceCreationMode.
I've long wondered just how much value the profiles are adding, or whether they might actually be making things worse that then need to be fixed. What if we were able to drop in a proxy dll that would force the stereo into known modes, and bypass the profiles altogether? We might conceivably be able to make our own profile mechanism that isn't just completely a black box.
So for example, some tool that forces stereo to the default of always on for every surface and shape. Then some way to specify what should not get stereo that does. Not sure, just thinking out loud.
Hi Bo3b - you can do this with Helix's DX9 wrapper right now. You can set global creation modes, and then selectively set creation modes for subgroups of surfaces. The debugger spits the surface creation info out to the LOG.txt file. The problem is knowing which surfaces affect what things, so there's some 'informed' guesswork - 'informed' because there are some things to help you guess: shadow maps are always square, certain formats are chosen for different render targets so they have the right precision e.g. depth maps vs reflection maps or something (there is a list of formats on MSDN). The "null" nvidia profile stereoizes all surfaces except square ones. Game profiles then (by some means built into the driver) selectively stereoize other surface types (and of course get it wrong most of the time).
I have had the same thoughts as you - try to fix a game purely through render targets, but I don't think this helps at all with things like deferred rendering, where there is nothing you can do about the incorrect reconstruction of a world coordinate except to fix it in the shader. Where render target correction helps here is in forcing certain effects to be 2d screen depth, then fixing them manually in the pixel shader - so ironically changing the render target can make things look worse sometimes if that is all that is done, but it can be a necessaey step in the overall fix.
It does not always work reliably though - I've just had an issue with RE6 where I was setting rendertarget properties to correct water rendering, and for *some* people this was messing up how some lights rendered... Mind you, that game is the worst game for fixing I have ever worked on, and there are many other problems with it.
Good luck Flugan with this project!
The biggest advantage for a project like this at this moment is that both Helix and Chiri proved that it can be done. For quite some time it was accepted that a DX11 wrapper was impossible until Chiri proved it wrong.
I'll try to send some money since I can't do much more on the programming side.
The biggest advantage for a project like this at this moment is that both Helix and Chiri proved that it can be done. For quite some time it was accepted that a DX11 wrapper was impossible until Chiri proved it wrong.
I'll try to send some money since I can't do much more on the programming side.
All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com
Where do I sign in?
Haven't worked extensevly in DirectX (have an OpenGL background much bigger than DirectX) but the same principles apply, just the API is different.
I really want to help out anyway I can (coding related), if you are really interested. Problem is that I don't have alot of time :( and mostly during the weekend (But in the weekends I can work more than regular full time:)) )
Hope you are also interested in a collaboration for the FUTURE of PROPER Gaming!!! ;))
Best Regards,
Helifax
Where do I sign in?
Haven't worked extensevly in DirectX (have an OpenGL background much bigger than DirectX) but the same principles apply, just the API is different.
I really want to help out anyway I can (coding related), if you are really interested. Problem is that I don't have alot of time :( and mostly during the weekend (But in the weekends I can work more than regular full time:)) )
Hope you are also interested in a collaboration for the FUTURE of PROPER Gaming!!! ;))
Best Regards,
Helifax
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
Feel free to add me on Skype: ulfjalmbrant@hotmail.com
Or on steam: user, ulfjalmbrant@hotmail.com or profile Flugan
As far as I can tell my paypal should be ulfjalmbrant@hotmail.com as well as that is my login name.
Halifax would you be willing and would it even be possible to gain access to the source code of your master thesis project. You probably have other pieces of software as well.
Feel free to add me on Skype: ulfjalmbrant@hotmail.com
Or on steam: user, ulfjalmbrant@hotmail.com or profile Flugan
As far as I can tell my paypal should be ulfjalmbrant@hotmail.com as well as that is my login name.
Halifax would you be willing and would it even be possible to gain access to the source code of your master thesis project. You probably have other pieces of software as well.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
[quote="Flugan"]Feel free to add me on Skype: ulfjalmbrant@hotmail.com
Or on steam: user, ulfjalmbrant@hotmail.com or profile Flugan
As far as I can tell my paypal should be ulfjalmbrant@hotmail.com as well as that is my login name.
Halifax would you be willing and would it even be possible to gain access to the source code of your master thesis project. You probably have other pieces of software as well.[/quote]
Sure I can share the code if you are interested in:)
The trick is that it uses the NCCA Graphical Lib (which each year changes in order to avoid plagiarism and the likes) but I still have a copy of the lib version that I used (if you want to build the source code that is)
Just be prepared for a big download :))
Let me know if you are interested in it and I'll make a package in the weekend;))
Flugan said:Feel free to add me on Skype: ulfjalmbrant@hotmail.com
Or on steam: user, ulfjalmbrant@hotmail.com or profile Flugan
As far as I can tell my paypal should be ulfjalmbrant@hotmail.com as well as that is my login name.
Halifax would you be willing and would it even be possible to gain access to the source code of your master thesis project. You probably have other pieces of software as well.
Sure I can share the code if you are interested in:)
The trick is that it uses the NCCA Graphical Lib (which each year changes in order to avoid plagiarism and the likes) but I still have a copy of the lib version that I used (if you want to build the source code that is)
Just be prepared for a big download :))
Let me know if you are interested in it and I'll make a package in the weekend;))
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
Status update:
I've had a few Days break being otherwise occupied.
There is a serious bottleneck around the corner.
I have been using the demo version of IDA Pro as most of the functioning of the official compiler is hidden in it's assembler code.
Pretty soon the demo version will stop working and the sales price of the required IDA Pro Advanced is 869 EUR.
If I'm lucky I will manage to get some work done with the demo version delaying or completely posponing the need. Pro software is expensive when you don't run a successful business. I failed to get the free but limited version 5.0 to run but it will probably work if I load up windows xp but that causes issues debugging dx11.
If I'm lucky I will manage to get some work done with the demo version delaying or completely posponing the need. Pro software is expensive when you don't run a successful business. I failed to get the free but limited version 5.0 to run but it will probably work if I load up windows xp but that causes issues debugging dx11.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
Probably not quite as powerful, but I found OllyDbg to be pretty good. Importantly: shareware.
[url]http://www.ollydbg.de/[/url]
That's not going to do the decompiler, but is a binary level debugger. It puts in all the standard system calls, so I found it wasn't all that necessary to get decompilation, if you read a little asm.
That decompiler looks pretty great though, thanks for sharing that tool, I'd never found Ida before.
That's not going to do the decompiler, but is a binary level debugger. It puts in all the standard system calls, so I found it wasn't all that necessary to get decompilation, if you read a little asm.
That decompiler looks pretty great though, thanks for sharing that tool, I'd never found Ida before.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
The best debuggers, compilers and decompilers are:
Windows:
1. Cheat Engine (both 32bit & 64 bit)
2. Olly Debugger (only 32 bit)
Linux:
1. Evan's Debugger (32/64 bit)
2. GDB (CLI -32/64bit)
With this you kinda have whatever you need;))
I did try IDA Pro and found it a bit too weird and not perfectly logical in the UI part.
I did try IDA Pro and found it a bit too weird and not perfectly logical in the UI part.
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
Status update:
I have mostly been busy with personal stuff.
I've just had a manic/hypomanic episode with the result of being locked away against my will.
Having both autism and bipolar is not particularly fun at times.
I wanted to be able to calculate the correct checksums when assembling shaders.
I could have hijacked one of the original D3DCompiler dlls but the checksum being an
internal function which is not exported looked like it could break or add dependencies.
By disassembling the function in IDA Pro and painstakingly reproducing the functionality
in c/c++ I now have both a working checksum function and the knowledge that I am able to
reverse engineer a complete function starting with x86 assembler.
I might not use the solution that solves the problem as fast as possible but as
I'm doing it for the long haul everything that expands my field of expertise is good longterm.
Status update:
I have mostly been busy with personal stuff.
I've just had a manic/hypomanic episode with the result of being locked away against my will.
Having both autism and bipolar is not particularly fun at times.
I wanted to be able to calculate the correct checksums when assembling shaders.
I could have hijacked one of the original D3DCompiler dlls but the checksum being an
internal function which is not exported looked like it could break or add dependencies.
By disassembling the function in IDA Pro and painstakingly reproducing the functionality
in c/c++ I now have both a working checksum function and the knowledge that I am able to
reverse engineer a complete function starting with x86 assembler.
I might not use the solution that solves the problem as fast as possible but as
I'm doing it for the long haul everything that expands my field of expertise is good longterm.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
Sorry to hear about your episode, good luck with that.
Nice to hear about your progress, I really hope we can see your wrapper in action soon!
All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com
The wrapper is pretty much a wrapper.
The problem is that I need to develop a DX11 compatible workflow for fixing games.
As Helix mentioned a major part is being able to assemble and dissassemble shaders.
There is a lot of work involved here.
I also imagine duplication of work done by others.
I would like to aim for making it compatible with Helix wrapper making Bioshock Infinite the first fixed game but that would be pretty far off into the future.
The problem is that I need to develop a DX11 compatible workflow for fixing games.
As Helix mentioned a major part is being able to assemble and dissassemble shaders.
There is a lot of work involved here.
I also imagine duplication of work done by others.
I would like to aim for making it compatible with Helix wrapper making Bioshock Infinite the first fixed game but that would be pretty far off into the future.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
@Flugan
I sincerely wish you the best with your challenges. Keep your post alive with some specific needs, as I'm willing to help with the work here where I'm able. Limited, but able.
I sincerely wish you the best with your challenges. Keep your post alive with some specific needs, as I'm willing to help with the work here where I'm able. Limited, but able.
Hi Bo3b - you can do this with Helix's DX9 wrapper right now. You can set global creation modes, and then selectively set creation modes for subgroups of surfaces. The debugger spits the surface creation info out to the LOG.txt file. The problem is knowing which surfaces affect what things, so there's some 'informed' guesswork - 'informed' because there are some things to help you guess: shadow maps are always square, certain formats are chosen for different render targets so they have the right precision e.g. depth maps vs reflection maps or something (there is a list of formats on MSDN). The "null" nvidia profile stereoizes all surfaces except square ones. Game profiles then (by some means built into the driver) selectively stereoize other surface types (and of course get it wrong most of the time).
I have had the same thoughts as you - try to fix a game purely through render targets, but I don't think this helps at all with things like deferred rendering, where there is nothing you can do about the incorrect reconstruction of a world coordinate except to fix it in the shader. Where render target correction helps here is in forcing certain effects to be 2d screen depth, then fixing them manually in the pixel shader - so ironically changing the render target can make things look worse sometimes if that is all that is done, but it can be a necessaey step in the overall fix.
It does not always work reliably though - I've just had an issue with RE6 where I was setting rendertarget properties to correct water rendering, and for *some* people this was messing up how some lights rendered... Mind you, that game is the worst game for fixing I have ever worked on, and there are many other problems with it.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
The biggest advantage for a project like this at this moment is that both Helix and Chiri proved that it can be done. For quite some time it was accepted that a DX11 wrapper was impossible until Chiri proved it wrong.
I'll try to send some money since I can't do much more on the programming side.
All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com
Haven't worked extensevly in DirectX (have an OpenGL background much bigger than DirectX) but the same principles apply, just the API is different.
I really want to help out anyway I can (coding related), if you are really interested. Problem is that I don't have alot of time :( and mostly during the weekend (But in the weekends I can work more than regular full time:)) )
Hope you are also interested in a collaboration for the FUTURE of PROPER Gaming!!! ;))
Best Regards,
Helifax
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE
Or on steam: user, ulfjalmbrant@hotmail.com or profile Flugan
As far as I can tell my paypal should be ulfjalmbrant@hotmail.com as well as that is my login name.
Halifax would you be willing and would it even be possible to gain access to the source code of your master thesis project. You probably have other pieces of software as well.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
Sure I can share the code if you are interested in:)
The trick is that it uses the NCCA Graphical Lib (which each year changes in order to avoid plagiarism and the likes) but I still have a copy of the lib version that I used (if you want to build the source code that is)
Just be prepared for a big download :))
Let me know if you are interested in it and I'll make a package in the weekend;))
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
I've had a few Days break being otherwise occupied.
There is a serious bottleneck around the corner.
I have been using the demo version of IDA Pro as most of the functioning of the official compiler is hidden in it's assembler code.
Pretty soon the demo version will stop working and the sales price of the required IDA Pro Advanced is 869 EUR.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
http://www.ollydbg.de/
That's not going to do the decompiler, but is a binary level debugger. It puts in all the standard system calls, so I found it wasn't all that necessary to get decompilation, if you read a little asm.
That decompiler looks pretty great though, thanks for sharing that tool, I'd never found Ida before.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
Windows:
1. Cheat Engine (both 32bit & 64 bit)
2. Olly Debugger (only 32 bit)
Linux:
1. Evan's Debugger (32/64 bit)
2. GDB (CLI -32/64bit)
With this you kinda have whatever you need;))
I did try IDA Pro and found it a bit too weird and not perfectly logical in the UI part.
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
I have mostly been busy with personal stuff.
I've just had a manic/hypomanic episode with the result of being locked away against my will.
Having both autism and bipolar is not particularly fun at times.
I wanted to be able to calculate the correct checksums when assembling shaders.
I could have hijacked one of the original D3DCompiler dlls but the checksum being an
internal function which is not exported looked like it could break or add dependencies.
By disassembling the function in IDA Pro and painstakingly reproducing the functionality
in c/c++ I now have both a working checksum function and the knowledge that I am able to
reverse engineer a complete function starting with x86 assembler.
I might not use the solution that solves the problem as fast as possible but as
I'm doing it for the long haul everything that expands my field of expertise is good longterm.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
Nice to hear about your progress, I really hope we can see your wrapper in action soon!
All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com
The problem is that I need to develop a DX11 compatible workflow for fixing games.
As Helix mentioned a major part is being able to assemble and dissassemble shaders.
There is a lot of work involved here.
I also imagine duplication of work done by others.
I would like to aim for making it compatible with Helix wrapper making Bioshock Infinite the first fixed game but that would be pretty far off into the future.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
I sincerely wish you the best with your challenges. Keep your post alive with some specific needs, as I'm willing to help with the work here where I'm able. Limited, but able.