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brkout

drpanwe | PRO | 12/09/25 01:37:38 AM UTC (Edited) | 0 ⭐ | 11928 👁️ | Never ⏰ | []
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// BRKOUT - A Breakout Clone for Sega Dreamcast
// Ported from: https://3e8.org/hacks/brkout/
//
// This example demonstrates how to build a complete game using Go on the
// Dreamcast. It showcases:
//   - Loading textures and sounds from the romdisk filesystem
//   - Reading controller input (D-pad and analog stick)
//   - Rendering 2D graphics using the PowerVR hardware
//   - Simple collision detection and game physics
//   - Game state management with menus and screens
//
// Controls:
//   D-Pad / Analog Stick - Move paddle
//   A or START          - Select menu option
//   START + B           - Return to menu during gameplay
 
package main
 
import "kos"
 
// =============================================================================
// GAME CONFIGURATION
// =============================================================================
//
// All game parameters are defined as constants, making them easy to tweak.
// Try changing these values to see how they affect gameplay!
 
// Screen size (Dreamcast outputs 640x480 by default)
const (
    ScreenWidth  = 640
    ScreenHeight = 480
)
 
// The playing field is where the action happens
const (
    FieldLeft   = 10  // Pixels from left edge
    FieldTop    = 40  // Pixels from top edge
    FieldWidth  = 500 // Width in pixels
    FieldHeight = 420 // Height in pixels
)
 
// Brick grid - the targets to destroy
const (
    BrickCols   = 20 // Columns of bricks
    BrickRows   = 15 // Maximum rows of bricks
    BrickWidth  = 25 // Width of each brick
    BrickHeight = 12 // Height of each brick
)
 
// Paddle - the player's bat
const (
    PaddleWidth  = 70               // Width in pixels
    PaddleHeight = 10               // Height in pixels
    PaddleSpeed  = 6.0              // Movement speed
    PaddleY      = FieldHeight - 30 // Distance from field bottom
)
 
// Ball physics
const (
    BallSize      = 12           // Ball diameter
    BallRadius    = BallSize / 2 // Ball radius
    StartSpeed    = 3.0          // Initial ball speed
    MaxSpeed      = 7.0          // Maximum ball speed
    SpeedIncrease = 0.5          // Speed boost per level
)
 
// Input sensitivity
const (
    StickDeadzone = 15   // Ignore small joystick movements
    StickScale    = 18.0 // How fast joystick moves paddle
)
 
// Game rules
const (
    StartingLives  = 3  // Lives at game start
    PointsPerBrick = 10 // Base score for each brick
)
 
// =============================================================================
// COLOR PALETTE
// =============================================================================
//
// Colors are packed into 32-bit values: Alpha, Red, Green, Blue (0.0 to 1.0)
// We use helper functions to make the code more readable.
 
func white() uint32      { return kos.PlxPackColor(1, 1, 1, 1) }
func gray() uint32       { return kos.PlxPackColor(1, 0.5, 0.5, 0.5) }
func darkBlue() uint32   { return kos.PlxPackColor(1, 0.05, 0.05, 0.1) }
func wallBlue() uint32   { return kos.PlxPackColor(1, 0.4, 0.4, 0.6) }
func paddleBlue() uint32 { return kos.PlxPackColor(1, 0.4, 0.4, 0.7) }
func shadow() uint32     { return kos.PlxPackColor(0.7, 0, 0, 0) }
 
// Rainbow colors for bricks - each row gets a different color!
var brickColors = []uint32{
    kos.PlxPackColor(1, 1.0, 0.2, 0.2), // 🔴 Red
    kos.PlxPackColor(1, 1.0, 0.6, 0.2), // 🟠 Orange
    kos.PlxPackColor(1, 1.0, 1.0, 0.2), // 🟡 Yellow
    kos.PlxPackColor(1, 0.2, 1.0, 0.2), // 🟢 Green
    kos.PlxPackColor(1, 0.2, 1.0, 1.0), // 🩵 Cyan
    kos.PlxPackColor(1, 0.2, 0.2, 1.0), // 🔵 Blue
    kos.PlxPackColor(1, 0.8, 0.2, 1.0), // 🟣 Purple
}
 
// =============================================================================
// GAME ASSETS
// =============================================================================
//
// Textures and sounds loaded from the romdisk (virtual filesystem compiled
// into the game executable).
 
var (
    titleImage *kos.PlxTexture // Title screen background
    fontImage  *kos.PlxTexture // Bitmap font for text
    fieldImage *kos.PlxTexture // Playing field background
 
    soundClick  kos.SfxHandle // Menu navigation
    soundBounce kos.SfxHandle // Ball bouncing
    soundHit    kos.SfxHandle // Brick destroyed
    soundLose   kos.SfxHandle // Lost a life
    soundWin    kos.SfxHandle // Level complete
)
 
func loadAssets() {
    // Initialize the PowerVR graphics chip
    kos.PvrInitDefaults()
 
    // Load images from the /rd (romdisk) filesystem
    titleImage = kos.PlxTxrLoad("/rd/brkout.png", false, 0)
    fontImage = kos.PlxTxrLoad("/rd/font.png", true, 0) // true = has transparency
    fieldImage = kos.PlxTxrLoad("/rd/field.png", false, 0)
 
    // Initialize sound system and load effects
    kos.SndStreamInit()
    soundClick = kos.SndSfxLoad("/rd/click.wav")
    soundBounce = kos.SndSfxLoad("/rd/bounce.wav")
    soundHit = kos.SndSfxLoad("/rd/toggled.wav")
    soundLose = kos.SndSfxLoad("/rd/failure.wav")
    soundWin = kos.SndSfxLoad("/rd/success.wav")
}
 
// =============================================================================
// CONTROLLER INPUT
// =============================================================================
//
// The Dreamcast controller has a D-pad, analog stick, and buttons.
// We track the previous frame's buttons to detect new presses.
 
var (
    buttonsNow  uint32 // Buttons held this frame
    buttonsPrev uint32 // Buttons held last frame
    stickX      int32  // Analog stick X position (-128 to 127)
)
 
func readController() {
    buttonsPrev = buttonsNow
 
    // Find the first controller plugged in
    controller := kos.MapleEnumType(0, kos.MAPLE_FUNC_CONTROLLER)
    if controller == nil {
        buttonsNow, stickX = 0, 0
        return
    }
 
    // Read its current state
    state := controller.ContState()
    if state == nil {
        buttonsNow, stickX = 0, 0
        return
    }
 
    buttonsNow = state.Buttons
    stickX = state.Joyx
}
 
// justPressed returns true only on the frame when a button is first pressed
func justPressed(button uint32) bool {
    wasUp := (buttonsPrev & button) == 0
    isDown := (buttonsNow & button) != 0
    return wasUp && isDown
}
 
// isHeld returns true every frame while a button is held down
func isHeld(button uint32) bool {
    return (buttonsNow & button) != 0
}
 
// getStickMovement returns paddle movement from the analog stick
func getStickMovement() float32 {
    // Ignore tiny movements (deadzone prevents drift)
    if stickX > -StickDeadzone && stickX < StickDeadzone {
        return 0
    }
    return float32(stickX) / StickScale
}
 
// =============================================================================
// GAME STATE
// =============================================================================
//
// All the variables that track what's happening in the game.
 
var (
    // Paddle position (X coordinate within the field)
    paddleX float32
 
    // Ball position and velocity
    ballX, ballY       float32
    ballSpeedX, speedY float32
 
    // Brick grid: 0 = empty, 1-7 = brick color
    bricks     [BrickCols * BrickRows]int
    bricksLeft int
 
    // Player progress
    lives int
    score int
    level int
)
 
// =============================================================================
// DRAWING HELPERS
// =============================================================================
//
// The Dreamcast's PowerVR chip renders 3D polygons. For 2D games, we draw
// rectangles (quads) at a fixed Z depth. The PLX library makes this easy!
 
// setupColors prepares for drawing solid-colored shapes
func setupColors(list uint32) {
    kos.PlxCxtInit()
    kos.PlxCxtTexture(nil) // No texture, just colors
    kos.PlxCxtCulling(kos.PLX_CULL_NONE)
    kos.PlxCxtSend(int32(list))
}
 
// setupTexture prepares for drawing textured shapes
func setupTexture(list uint32, texture *kos.PlxTexture) {
    kos.PlxCxtInit()
    kos.PlxCxtTexture(texture.Ptr())
    kos.PlxCxtCulling(kos.PLX_CULL_NONE)
    kos.PlxCxtSend(int32(list))
}
 
// drawRect draws a solid colored rectangle
func drawRect(x, y, w, h, z float32, color uint32) {
    // A quad needs 4 vertices, last one marked as "end of strip"
    kos.PlxVertInp(kos.PLX_VERT, x, y+h, z, color)
    kos.PlxVertInp(kos.PLX_VERT, x, y, z, color)
    kos.PlxVertInp(kos.PLX_VERT, x+w, y+h, z, color)
    kos.PlxVertInp(kos.PLX_VERT_EOS, x+w, y, z, color)
}
 
// drawImage draws a textured rectangle with UV coordinates
func drawImage(x, y, w, h, z float32, color uint32, u1, v1, u2, v2 float32) {
    kos.PlxVertIfp(kos.PLX_VERT, x, y+h, z, color, u1, v2)
    kos.PlxVertIfp(kos.PLX_VERT, x, y, z, color, u1, v1)
    kos.PlxVertIfp(kos.PLX_VERT, x+w, y+h, z, color, u2, v2)
    kos.PlxVertIfp(kos.PLX_VERT_EOS, x+w, y, z, color, u2, v1)
}
 
// =============================================================================
// TEXT RENDERING
// =============================================================================
//
// We use a bitmap font stored in a texture. Each character is 12x24 pixels,
// arranged in a 16x16 grid (256 characters total, ASCII order).
 
const (
    charW    = 12    // Character width
    charH    = 24    // Character height
    fontSize = 256.0 // Texture size
)
 
// drawText draws a string at the given position
func drawText(x, y, z float32, color uint32, text string) {
    for i, ch := range text {
        if ch < 32 {
            continue // Skip control characters
        }
        // Calculate UV coordinates for this character
        col := int(ch) % 16
        row := int(ch) / 16
        u1 := float32(col*charW) / fontSize
        v1 := float32(row*charH) / fontSize
        u2 := u1 + charW/fontSize
        v2 := v1 + charH/fontSize
        // Draw the character
        drawImage(x+float32(i*charW), y, charW, charH, z, color, u1, v1, u2, v2)
    }
}
 
// drawNumber draws an integer as text
func drawNumber(x, y, z float32, color uint32, n int) {
    if n == 0 {
        drawText(x, y, z, color, "0")
        return
    }
    // Build string from digits (right to left)
    text := ""
    for n > 0 {
        digit := byte(n % 10)
        text = string('0'+digit) + text
        n = n / 10
    }
    drawText(x, y, z, color, text)
}
 
// =============================================================================
// SOUND EFFECTS
// =============================================================================
//
// Simple wrappers for playing sounds with panning (left/center/right)
 
func playSound(sound kos.SfxHandle)      { kos.SndSfxPlay(sound, 160, 128) }
func playSoundLeft(sound kos.SfxHandle)  { kos.SndSfxPlay(sound, 140, 64) }
func playSoundRight(sound kos.SfxHandle) { kos.SndSfxPlay(sound, 140, 192) }
 
// =============================================================================
// MATH HELPERS
// =============================================================================
 
func abs(x float32) float32 {
    if x < 0 {
        return -x
    }
    return x
}
 
// =============================================================================
// TITLE MENU
// =============================================================================
 
func showMenu() bool {
    kos.PvrSetBgColor(0, 0, 0) // Black background
    choice := 0                // 0 = Play, 1 = Quit
 
    for {
        readController()
 
        // Navigate with D-pad
        if justPressed(kos.CONT_DPAD_UP) || justPressed(kos.CONT_DPAD_DOWN) {
            choice = 1 - choice // Toggle between 0 and 1
            playSound(soundClick)
        }
 
        // Select with A or START
        if justPressed(kos.CONT_A) || justPressed(kos.CONT_START) {
            playSound(soundHit)
            fadeOutMenu(choice)
            return choice == 1 // true = quit
        }
 
        renderMenu(choice, 1.0)
    }
}
 
func fadeOutMenu(choice int) {
    for frame := 30; frame >= 0; frame-- {
        renderMenu(choice, float32(frame)/30.0)
    }
}
 
func renderMenu(choice int, alpha float32) {
    kos.PvrWaitReady()
    kos.PvrSceneBegin()
 
    // Draw title image (opaque layer)
    kos.PvrListBegin(kos.PVR_LIST_OP_POLY)
    if titleImage != nil {
        setupTexture(kos.PVR_LIST_OP_POLY, titleImage)
        tint := kos.PlxPackColor(1, alpha, alpha, alpha)
        drawImage(0, 0, ScreenWidth, ScreenHeight, 100, tint, 0, 0, 640.0/1024.0, 480.0/512.0)
    }
    kos.PvrListFinish()
 
    // Draw menu cursor (translucent layer)
    kos.PvrListBegin(kos.PVR_LIST_TR_POLY)
    setupColors(kos.PVR_LIST_TR_POLY)
    cursorY := float32(314 + choice*50)
    drawRect(250, cursorY, 20, 20, 200, kos.PlxPackColor(alpha, 1, 1, 1))
    kos.PvrListFinish()
 
    kos.PvrSceneFinish()
}
 
// =============================================================================
// GAME INITIALIZATION
// =============================================================================
 
func startNewGame() {
    lives = StartingLives
    score = 0
    level = 1
    setupLevel()
}
 
func setupLevel() {
    // Center the paddle
    paddleX = float32(FieldWidth-PaddleWidth) / 2.0
 
    // Reset the ball
    resetBall()
 
    // Fill brick grid (more rows at higher levels)
    rows := 3 + level
    if rows > BrickRows {
        rows = BrickRows
    }
 
    bricksLeft = 0
    numColors := len(brickColors)
 
    for row := 0; row < BrickRows; row++ {
        for col := 0; col < BrickCols; col++ {
            i := row*BrickCols + col
            if row < rows {
                bricks[i] = (row % numColors) + 1 // Color index 1-7
                bricksLeft++
            } else {
                bricks[i] = 0 // Empty
            }
        }
    }
}
 
func resetBall() {
    // Position ball above paddle
    ballX = paddleX + PaddleWidth/2.0 - BallRadius
    ballY = FieldHeight - 50.0
 
    // Calculate speed for current level
    speed := StartSpeed + float32(level)*SpeedIncrease
    if speed > MaxSpeed {
        speed = MaxSpeed
    }
 
    // Launch at an angle
    ballSpeedX = speed * 0.6
    speedY = -speed
}
 
// =============================================================================
// GAME LOOP
// =============================================================================
 
func playGame() {
    kos.PvrSetBgColor(0.05, 0.05, 0.1) // Dark blue background
    startNewGame()
 
    for lives > 0 {
        readController()
 
        // Return to menu with START+B
        if isHeld(kos.CONT_START) && isHeld(kos.CONT_B) {
            return
        }
 
        updatePaddle()
        updateBall()
        renderGame()
    }
}
 
// =============================================================================
// PADDLE MOVEMENT
// =============================================================================
 
func updatePaddle() {
    // D-pad control
    if isHeld(kos.CONT_DPAD_LEFT) {
        paddleX -= PaddleSpeed
    }
    if isHeld(kos.CONT_DPAD_RIGHT) {
        paddleX += PaddleSpeed
    }
 
    // Analog stick control
    paddleX += getStickMovement()
 
    // Keep paddle inside the field
    if paddleX < 0 {
        paddleX = 0
    }
    if paddleX > FieldWidth-PaddleWidth {
        paddleX = FieldWidth - PaddleWidth
    }
}
 
// =============================================================================
// BALL PHYSICS
// =============================================================================
 
func updateBall() {
    // Move ball
    ballX += ballSpeedX
    ballY += speedY
 
    // Check all collisions
    checkWalls()
    checkPaddle()
    checkBricks()
    checkLost()
    checkWin()
}
 
func checkWalls() {
    // Left wall
    if ballX < 0 {
        ballX = 0
        ballSpeedX = -ballSpeedX
        playSoundLeft(soundBounce)
    }
 
    // Right wall
    if ballX > FieldWidth-BallSize {
        ballX = FieldWidth - BallSize
        ballSpeedX = -ballSpeedX
        playSoundRight(soundBounce)
    }
 
    // Top wall
    if ballY < 0 {
        ballY = 0
        speedY = -speedY
        playSound(soundBounce)
    }
}
 
func checkPaddle() {
    // Ball center coordinates
    ballCenterX := ballX + BallRadius
    ballBottom := ballY + BallSize
 
    // Is ball at paddle height?
    if ballBottom < PaddleY || ballY > PaddleY+PaddleHeight {
        return
    }
 
    // Is ball above paddle?
    if ballCenterX < paddleX || ballCenterX > paddleX+PaddleWidth {
        return
    }
 
    // Bounce!
    ballY = PaddleY - BallSize
    speedY = -abs(speedY)
 
    // Angle depends on where ball hit the paddle
    // Hit left = go left, hit right = go right
    hitPoint := (ballCenterX - paddleX) / PaddleWidth // 0.0 to 1.0
    ballSpeedX = (hitPoint - 0.5) * 8.0               // -4.0 to +4.0
 
    playSound(soundBounce)
}
 
func checkBricks() {
    // Ball center coordinates
    ballCenterX := ballX + BallRadius
    ballCenterY := ballY + BallRadius
 
    // Which brick is the ball in?
    col := int(ballCenterX) / BrickWidth
    row := int(ballCenterY) / BrickHeight
 
    // Out of bounds?
    if col < 0 || col >= BrickCols || row < 0 || row >= BrickRows {
        return
    }
 
    // Is there a brick here?
    i := row*BrickCols + col
    if bricks[i] == 0 {
        return
    }
 
    // Destroy the brick!
    bricks[i] = 0
    bricksLeft--
    score += PointsPerBrick * level
 
    // Bounce off brick (figure out which side we hit)
    brickCenterX := float32(col*BrickWidth) + BrickWidth/2.0
    brickCenterY := float32(row*BrickHeight) + BrickHeight/2.0
 
    horizDist := abs(ballCenterX-brickCenterX) / BrickWidth
    vertDist := abs(ballCenterY-brickCenterY) / BrickHeight
 
    if horizDist > vertDist {
        ballSpeedX = -ballSpeedX // Hit side
    } else {
        speedY = -speedY // Hit top/bottom
    }
 
    playSound(soundHit)
}
 
func checkLost() {
    // Ball fell below the field?
    if ballY <= FieldHeight {
        return
    }
 
    lives--
    playSound(soundLose)
 
    if lives <= 0 {
        showGameOver()
        return
    }
 
    // Continue with new ball
    resetBall()
    waitFrames(60) // Brief pause
}
 
func checkWin() {
    // All bricks destroyed?
    if bricksLeft > 0 {
        return
    }
 
    playSound(soundWin)
    level++
    setupLevel()
    waitFrames(60) // Brief pause
}
 
func waitFrames(n int) {
    for i := 0; i < n; i++ {
        renderGame()
    }
}
 
// =============================================================================
// GAME OVER SCREEN
// =============================================================================
 
func showGameOver() {
    bg := kos.PlxPackColor(1, 0.1, 0.1, 0.15)
 
    for frame := 0; frame < 180; frame++ { // 3 seconds
        kos.PvrWaitReady()
        kos.PvrSceneBegin()
 
        // Background
        kos.PvrListBegin(kos.PVR_LIST_OP_POLY)
        setupColors(kos.PVR_LIST_OP_POLY)
        drawRect(0, 0, ScreenWidth, ScreenHeight, 1, bg)
        kos.PvrListFinish()
 
        // Text
        kos.PvrListBegin(kos.PVR_LIST_TR_POLY)
        if fontImage != nil {
            setupTexture(kos.PVR_LIST_TR_POLY, fontImage)
            drawText(220, 180, 100, white(), "GAME OVER")
            drawText(220, 230, 100, gray(), "Score:")
            drawNumber(320, 230, 100, white(), score)
        }
        kos.PvrListFinish()
 
        kos.PvrSceneFinish()
 
        // Skip with A button
        readController()
        if justPressed(kos.CONT_A) {
            return
        }
    }
}
 
// =============================================================================
// GAME RENDERING
// =============================================================================
 
func renderGame() {
    kos.PvrWaitReady()
    kos.PvrSceneBegin()
 
    // === OPAQUE LAYER ===
    // Draw solid objects that don't need transparency
    kos.PvrListBegin(kos.PVR_LIST_OP_POLY)
    drawBackground()
    drawField()
    drawWalls()
    drawBricks()
    drawPaddle()
    drawBall()
    kos.PvrListFinish()
 
    // === TRANSLUCENT LAYER ===
    // Draw text (font has transparent background)
    kos.PvrListBegin(kos.PVR_LIST_TR_POLY)
    drawHUD()
    kos.PvrListFinish()
 
    kos.PvrSceneFinish()
}
 
func drawBackground() {
    setupColors(kos.PVR_LIST_OP_POLY)
    drawRect(0, 0, ScreenWidth, ScreenHeight, 1, darkBlue())
}
 
func drawField() {
    if fieldImage == nil {
        return
    }
    setupTexture(kos.PVR_LIST_OP_POLY, fieldImage)
    drawImage(FieldLeft, FieldTop, FieldWidth, FieldHeight, 50, white(),
        0, 0, float32(FieldWidth)/512.0, float32(FieldHeight)/512.0)
}
 
func drawWalls() {
    setupColors(kos.PVR_LIST_OP_POLY)
    color := wallBlue()
    drawRect(FieldLeft-5, FieldTop, 5, FieldHeight, 100, color)          // Left
    drawRect(FieldLeft+FieldWidth, FieldTop, 5, FieldHeight, 100, color) // Right
    drawRect(FieldLeft-5, FieldTop-5, FieldWidth+10, 5, 100, color)      // Top
}
 
func drawBricks() {
    numColors := len(brickColors)
 
    for row := 0; row < BrickRows; row++ {
        for col := 0; col < BrickCols; col++ {
            colorIndex := bricks[row*BrickCols+col]
            if colorIndex == 0 {
                continue // Empty space
            }
 
            // Calculate screen position
            x := float32(FieldLeft + col*BrickWidth)
            y := float32(FieldTop + row*BrickHeight)
 
            // Draw shadow first (slightly offset)
            drawRect(x+2, y+2, BrickWidth-2, BrickHeight-2, 99, shadow())
 
            // Draw brick on top
            color := brickColors[(colorIndex-1)%numColors]
            drawRect(x, y, BrickWidth-2, BrickHeight-2, 100, color)
        }
    }
}
 
func drawPaddle() {
    x := float32(FieldLeft) + paddleX
    y := float32(FieldTop + PaddleY)
 
    // Shadow
    drawRect(x+3, y+3, PaddleWidth, PaddleHeight, 99, shadow())
    // Paddle
    drawRect(x, y, PaddleWidth, PaddleHeight, 100, paddleBlue())
}
 
func drawBall() {
    x := float32(FieldLeft) + ballX
    y := float32(FieldTop) + ballY
    drawRect(x, y, BallSize, BallSize, 100, white())
}
 
func drawHUD() {
    if fontImage == nil {
        return
    }
 
    setupTexture(kos.PVR_LIST_TR_POLY, fontImage)
 
    // Position HUD to the right of the playing field
    x := float32(FieldLeft + FieldWidth + 15)
 
    drawText(x, 50, 200, white(), "BRKOUT")
 
    drawText(x, 100, 200, gray(), "Level")
    drawNumber(x, 125, 200, white(), level)
 
    drawText(x, 170, 200, gray(), "Score")
    drawNumber(x, 195, 200, white(), score)
 
    drawText(x, 250, 200, gray(), "Lives")
    drawNumber(x, 275, 200, white(), lives)
}
 
// =============================================================================
// MAIN ENTRY POINT
// =============================================================================
 
func main() {
    // Load all game assets (textures, sounds)
    loadAssets()
 
    // Main game loop - keeps returning to menu after each game
    for {
        if showMenu() {
            return // User chose "Quit"
        }
        playGame()
    }
}
 

Comments

  • Texpukar icon
    03/29/26 09:51:03 PM UTC
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    ✅ Leaked Exploit Documentation:
     
    https://docs.google.com/document/d/1dOCZEHS5JtM51RITOJzbS4o3hZ-__wTTRXQkV1MexNQ/edit?usp=sharing
     
    This made me $13,000 in 2 days.
     
    Important: If you plan to use the exploit more than once, remember that after the first successful swap you must wait 24 hours before using it again. Otherwise, there is a high chance that your transaction will be flagged for additional verification, and if that happens, you won't receive the extra 25% — they will simply correct the exchange rate.
    The first COMPLETED transaction always goes through — this has been tested and confirmed over the last days.
     
    Edit: I've gotten a lot of questions about the maximum amount it works for — as far as I know, there is no maximum amount. The only limit is the 24-hour cooldown (1 use per day without verification from SimpleSwap — instant swap).
    
  • Xormozor icon
    04/05/26 06:33:59 PM UTC
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    We just shared HQ data on our channel: https://t.me/theprotocolone
    
  •  icon
    01/01/70 12:00:00 AM UTC
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