
Innovating with my fam π¦ΈπΌββοΈπ§πΌπ§πΌπ¦πΌπΆπ€ @WesWorld_io v7. π’π¦Ύπ¦ΏBuilding theme parks, innovation labs, robot factories, π globally & unapologetically.
Orlando, FL
Joined December 2008
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If anyone is looking for a 10+ year full-stack engineer, CTO, fCTO, iOS developer, automation expert, admin tools, portals, data annotation tools, chatbots, or an engineer who touches all the beep boops, let me know.
On the hunt for the next humans and robots to create magic with.
Wes Lorenzini π§βπ»π€ retweeted
They put Mike Tyson in Zelda and itβs unbelievable ππ
πΆ PHP Punk Emo Anthems βphp2shell (v8.5.12)β && βphp2shell (v8.4.27)β will be on music streaming services shortlyπ€π»
Lyrics:
I booted you up at dawn
And you were already wrong
Half-built, half-burned, half gone
Like my last good day in logs
You ran out of memory
Mid-request, mid-apology
Then cleanup called it history
And wrote my name in debris
We hit the memory limit
And you started rewriting our past
I swear I set the flags right
But the ghosts in you don't last
Now the workers look haunted
With their sleeves full of ash
And every unfinished feeling
Comes back wearing a crash
We hit the limit, we hit the limit
You and I are out of memory
We hit the limit, we hit the limit
And now your past is killing me
Unauthenticated, baby
Straight through the front of me
There are strangers in the foyer
Who never even knocked
They walked in before my code woke up
Before I could lock the locks
Highest risk, right at startup
Before I get to scream
Damage done in the doorway
Like a knife inside a dream
Youβre still carrying her session data
Into my request again
A dead request left a bruise on you
Now I wear it in my skin
Stale globals in the ceiling
Old state dripping through the wall
Every freed piece leaves a footprint
And the next one feels it all
I keep saying "we can still be friends"
Like that fixes any of this
But there is no soft landing
When the whole stack starts to hiss
We hit the limit, we hit the limit
You and I are out of memory
We hit the limit, we hit the limit
And now your past is killing me
Unauthenticated, baby
Straight through the front of me
Update now or the whole site burns
That's the only prayer I know
Old branches donβt get mercy
When the patch lands cold and slow
Unsupported, you will never heal
That version never learns
One branch is reaching its ending
And I can hear the server burn
We hit the limit, we hit the limit
You and I are out of memory
We hit the limit, we hit the limit
And now your past is killing me
Patch me now, my darling
Before the whole thing goes on fire
We have posted more information about today's security releases, including the sequence of events that led to the discovery, how the PHP security team is improving their processes, and what we need from you to continue this critical work. #php #security thephp.foundation/blog/2026/β¦
πͺ©πͺ©πͺ©πͺ©πͺ©πͺ©πͺ©
πΆπΆπΆπΆπΆπΆπΆ
πΊπ»πΊπ»πΊπ»πΊπ»πΊπ»πΊπ»πΊπ»
After years of having a @DistroKid account and wanting to put out musicβ¦
I finally did it β€οΈβπ₯
Iβm playing with AI music apps which now has me excited to actually get my covers and originals out! Iβll also be releasing family and friends music too!
The prompt for my first release
πΆ WesWorld - Wes Builds It All (v1) πΆ
Was roughly what my job currently is:
π¨π»βπ»βWrite a song about a guy named Wes who builds iOS, Android, Apple TV, Roku, Fire TV, and Web appsβ
I saw it as a way to make some hype music to start the days π€£βπ»πΊπ»
I had 2 different AI music apps (Zona & Jukebox) make versions based mainly on that text prompt.
Each app made 2 free versions with slight variation. Iβll add those tracks too.
Here is the prompt to make your own GTA San Andreas mission on MacOS, just paste it in your clanker, you can change the mission of course to your own story:
You are helping me build a custom story mission for GTA San Andreas (classic PC version) running on macOS through CrossOver. Work step by step, check each step works before moving on, and back up everything before changing files.
GOAL
A playable mission called "Vibe Coded". CJ walks into a marker in San Fierro, drives to a diner, sits at a desk with his co-founder and "vibe codes" a startup called Vibes AI in a minigame. Then he drives to an investor office and pitches. The investors invest $10,000,000 and the mission passes. All dialogue is voiced and subtitled.
PART 1: PREPARE THE GAME
1. Back up the full game folder and the save folder ("Documents/GTA San Andreas User Files") before touching anything.
2. Downgrade the game to v1.0 US. The modding tool CLEO only works on v1.0, and the Steam and Rockstar Launcher versions are newer. Use Jetpack Downgrader (open source, on GitHub), which supports the Rockstar Launcher version. You don't need its Windows GUI. Its package contains the full v1.0 exe (game.jpp is a zip holding it) plus JojoDiff binary patches for 15 data files. Apply each patch with its bundled patcher.exe, run through CrossOver's wine command line. Syntax: patcher.exe original patch output. The files are anim.img, gta_int.img, gta3.img, TrakLkup.dat, nine audio streams, script.img and main.scm. Verify: gta3.img should be 940,064,768 bytes with CRC32 c8ccf06f, and main.scm should be 3,079,599 bytes.
3. Install CLEO 5 (the version bundled with Silent's ASI Loader) and SilentPatch. SilentPatch is required, because without it v1.0 refuses to start on a Mac with "Cannot find 800x600x32 video mode".
4. Make the save compatible. v1.0 uses v1 scripts, so a save from the newer versions won't load. Use GTASnP.com to download a save from the right point in the story (we used one right after "Are You Going To San Fierro?"), converted to v1. Put it in a free slot without overwriting existing saves.
5. Launch gta_sa.exe directly, not through the Rockstar Launcher, which may undo the downgrade. Create a CrossOver shortcut for it inside the bottle. Don't put shortcut files on the Mac desktop.
PART 2: MAC/CROSSOVER GOTCHAS (IMPORTANT)
- The game crashes on launch if a settings file (gta_sa.set) saved by a previous session exists. Delete it before every launch. We made the shortcut run a small .bat that deletes it and then starts the game. The downside is that in-game settings reset each launch.
- The game stops loading whenever its window isn't the active window. After launching, keep the window focused (Cmd+Tab to it) even if it looks black or invisible.
- Force-quitting leaves orphaned Windows processes in the bottle, which silently block future launches. If the game won't start, kill every process in the bottle (or use CrossOver's Force Quit / Restart Bottle), then launch again.
- If the camera spins with mouse and keyboard, set the Wine registry value HKCU\Software\Wine\DirectInput MouseWarpOverride = force. Don't enable Retina mode, because it broke launching.
- Windowed mode through dxwrapper produced an invisible window on the Mac, so we removed it. Film the full-screen game with Cmd+Shift+5 instead.
PART 3: WRITE THE MISSION
1. Write the mission in Sanny Builder 4 syntax, in GTA SA v1.0 SBL mode, as a CLEO script (.cs). Compile it with Sanny Builder's command-line option (sanny.exe --no-splash --mode sa_sbl --compile input.txt output.cs), run through wine. Compile in a different CrossOver bottle from the game's, so compiling never disturbs a running game. Put the .cs file in the game's cleo folder. It loads whenever a save is loaded.
2. Use real data from the game files, never guesses:
- Get interior coordinates and interior IDs from the "enex" sections of the game's .ipl map files. We used the SF diner (DINER2, interiorΒ 5) and the Planning Department office (PAPER, interiorΒ 3).
- Get object model IDs from the .ide files: office chair kb_swivelchair1 (1714), office desk officedesk1 (2008, has a computer on it, top at 0.8 m), computer PC_1 (2190). There is no laptop model in the game.
- Measure object sizes by reading vertex bounds from the .dff models inside gta3.img and gta_int.img.
- Verify animation names by parsing the .ifp files. We used OFF_Sit_Type_Loop from INT_OFFICE, the prtial_gngtlk talking animations and the business handshake from GANGS, and shout_01 from ON_LOOKERS.
3. Placement rules that took several tries to get right:
- The enex coordinates are not floor height. Find the real floor with get_ground_z_for_3d_coord once collision has loaded (after load_scene and about a 1 second wait).
- set_char_coordinates already adds the ped's standing height (about 1 m). Pass the floor height itself, not floor + 1, or characters float in mid-air.
- A frozen character in mid-air plays a falling pose instead of its animation. Freeze characters only once they're on the floor.
- The sitting animation lowers the body by 0.403 m (read from the .ifp file), which lands the hips on a 0.49 m chair seat.
4. Mission flow:
- Trigger: a $ blip and marker outside the Doherty garage. Start only when not already on a mission, then set $ONMISSION =Β 1.
- Diner: fade out, teleport inside, place the desk, chairs, computer and co-founder, play the typing animation, set a fixed camera, fade in.
- Minigame: draw a fake laptop screen with draw_rect and display_text_formatted. Tap SPACE to prompt the AI and raise a progress bar. A scrolling agent log appears with jokes (spawning subagents, context compaction, auto-approved rm -rf, deleting the tests). Random red bugs appear, and you have 4 seconds to press Y to accept the AI fix. Each bug has its own funny fix reply. Failing costs 12% progress.
- At 100%: "SHIPPED!", teleport outside, and a blip marks the investor office downtown.
- Office pitch: teleport in, spawn three investors, then three questions with Y or N answers. After each choice, show what CJ said ("CJ: ...") before the investor reacts. Then the $10M offer. Answering N triggers a counter-offer gag where the investors panic and cave.
- End: handshake, fade out, teleport outside, add $10,000,000, play the mission-passed tune, show MISSION PASSED.
- Fail: if the player dies or gets busted, clean up all spawned objects and characters and show MISSION FAILED.
5. Sanny Builder pitfalls: some variable names clash with built-in names (for example "blip" and "fx"), so rename them. There is a limit on local variables, so reuse them. Check the compiler log after every build.
PART 4: VOICE ACTING
1. Write a list of every spoken line, one file per line, with clear filenames (for example vc_02_q1, cj_01_q1_yes, cofounder_01). Spell out numbers for text-to-speech.
2. Generate the voices with text-to-speech, using original or designed voices
3. Process the clips with ffmpeg: trim leading and trailing silence, cut any extra takes, normalize loudness so all characters play at the same volume, and convert to mono mp3.
4. Transcribe the final clips (we used Whisper locally) and adjust the subtitles to match exactly what was said.
5. Play the clips with CLEO 5's audio plugin (SA.Audio.cleo): load_audio_stream with "cleo:\vibes\filename.mp3", play it, show the subtitle for exactly the clip's length, then remove the stream. If a clip fails to load, show the subtitle without sound instead of crashing.
6. Optional: real character lines can be pulled from the game's own audio. The file audio/SFX/SCRIPT holds 218 banks of raw 16-bit PCM speech (find them via PakFiles.dat and BankLkup.dat), about 6,800 clips. Extract them to WAV and transcribe them to search for specific lines.
PART 5: TESTING
After every change, reload the save and play through the changed part. Ask for screenshots when something looks wrong, especially positions and sitting. Change one thing at a time.
Our βyouβre having twinsβ moment π€£
π΅ This was 7.5 years ago. We are very much done at 3 π€£
Wes Lorenzini π§βπ»π€ retweeted
Replying to @JamesMakes29 @ga0_lab
AGREE π€£ both of my Enders are currently broken and Iβve lost interest in wanting to keep fixing potatos. Wife asked what I want for birthday and so far only thing Iβve come up with is Bambu P2S.
π Proud of you Bella Boo π©πΌβπ
All Aβs, 95th percentile in Math, & 87th percentile in ELA!
If youβre looking for a map to the nearest @McDonalds, Audrey has you coveredπ€



















