Scott Purcvial

Game Programmer Extraordinaire

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HowTo: Change Region Code on Samsung Gear S3

By on 29 December, 2017


Hey All,

I’m happy to say that I have successfully converted my cheaper UAE import Gear S3 Frontier to an AUD model, and now Samsung pay works flawlessly, and I have received the Tizen 3.0 update! 😀 😀
If you want to do this to your own Gear S3, follow the steps below, but BEWARE: This can BRICK your device! There is a very real inherent RISK in flashing firmware, especially non-standard firmware. If you brick your device, I will not be held accountable, however, I will try to help where I can. Just be prepared for a bricked device – and know your contingency.

Big shout out to the following members on the xda-developers forums for their info and guides;
adfree – for providing the firmwares
namrepus2010 – for making the main guide I followed
Honestly Annoying

(I have been lead to believe that you can do this to a Classic, but it will believe it is a Frontier now. Classic firmware may be available at the firmware link below.)


1) Download:
netOdin (this is the program that will flash your watch – it requires a WiFi card to work)
Combination Firmware FTMA_R760XXU2BQC2 (aka Service Firmware – this is special technician only firmware that will let you change the country code)
Stock Firmware R760OXA2BQC5 (this is the standard firmware that comes with your device – we will reflash this after we make our changes)

Before you flash anything, you must make sure that the firmwares you have are compatible with your device!
The links above are to suit model SM-R760 ONLY!!!
More firmwares can be found HERE.

To check your device/model/firmware;
On your watch, go Settings->About Gear
Model Number must be SM-R760
go to Settings->About Gear->Software Information
Software Version should be R760xxx2BQC5 (where xxx can be any number combination)
if your software version does NOT match this, all is not lost. This method should work with any firmware starting with R760xxx2 – but I have not tested on any other firmware. The important part is the number in the spot where the ‘2’ is, matches in all the firmwares. Going back from a ‘2’ to a ‘1’ (or a ‘3’ to a ‘2’) will brick your device.

More info:
If you care – the model number break down is as such
R760 = model number
xxx = country code
Yzzzz = firmware version – Y = major revision, xxxx = minor revision (NEVER  roll back a major revision!!! minor is ok.)

Now that you have the software and firmware files to match your watch, follow this excerpt from the post at xda-developers (original post – do not download any files from the original xda post – unless you have a Classic, and you seriously check your version numbers – I have not verified them)


1. Check reactivation lock is off
– On your phone, go to Samsung Gear App
– Go to Setttings Tab, choose “Find my Gear”
– Make sure Reactivation Lock is off

2. Connect your watch to your PC
– Hold down the home/power button until you see the “rebooting” screen
– Release the home/power button then quickly press it three times to bring up the boot menu
– Quick press the home/power button to cycle through the menu to “Download (wireless)”
– Long press the home/button to confirm the menu selection
– The phone will then go into WPS mode
– Double press the home/power button to change to AP mode
– On your PC, enable WiFi and connect to the access point on you watch.
NOTE: Until you successfully connect to NetOdin, your watch may display red text stating “Connection Timeout” – this is OK
– Open up NetOdin. You should now be connected to your watch (you should see the IP in the NetOdin window and “Connected to xx.xx.xx.xx” on your watch face.
NOTE: I had to disable Windows Defender public firewall temporarily for NetOdin to work properly

3. Flash combination (service) firmware
– Load the unzipped .tar.md5 file into the “AP” box of NetOdin, wait for it to finish checking then click “Start”. This should take about 10 minutes to complete after clicking “Start”.
NOTE: I recommend unchecking auto-reboot in the NetOdin3 program so it doesn’t restart after flashing. (I forgot to do this and it wasn’t a big issue – SP)

4. Flash CSC file from stock firmware
– Load the unzipped CSC_xxx.tar.md5 file into the “CSC” box of NetOdin, wait for it to finish checking then click “Start”. This should take about 1-2 minutes to complete after clicking “Start”.

5. Factory reset
– In your Gear, go to Settings > Gear Info > Reset Gear > Confirm
NOTE: BiggPharma got a warning at this stage that Reactivation Lock was on. Don’t know why they got this message as they had definitely turned it off in step 1. They ignored it (no guts, no glory!) and was fine. Your mileage may vary. I however did not have this happen (I also got this warning – hit ok, no problems – SP)

6. Set CSC code
– In the Gear, go to the Tizen Keystring app
NOTE: screenshots of what your interface will look like:

– Type in the following code exactly: *#272*719434266344#
– You will be taken to a list of CSC codes that you can scroll through. Find the code you want to change to and select it. I used “XAR” for US so that i could use samsung pay.
LIST OF COUNTRY CODES HERE (I used XSA for Australia – SP)

7. Reflash complete current stock ROM
– Load the unzipped CSC_xxx.tar.md5 file into the “CSC” box of NetOdin, wait for it to finish checking.
– Load the unzipped AP_xxx.tar.md5 file into the “AP” box of NetOdin, wait for it to finish checking.
– Load the unzipped BL_xxx.tar.md5 file into the “BL” box of NetOdin, wait for it to finish checking.
– Click “Start”. This should take about 15 minutes to complete after clicking “OK”.

You are done!

And that’s it!
At this point I reconnected to my phone, and my watch started two urgent updates, one to Samsung Pay, and the other update was the new Tizen 3 update.
did have issues with some widgets not working after the Tizen 3 update, but one more final watch factory reset resolved those issues.


The Ballmer Peak

By on 19 December, 2017

Game Screenshot

The Ballmer Peak

At the start of this year, I promised myself that I would release a game to the app store by the end of the year.

I started out working on ‘Tower’ – which was progressing really quite well, however, I hit a roadblock with art. I progressed as far as the free assets would allow me while retaining my creative vision for the game aesthetically. I did not have the spare money to spend on assets which I really only partially liked anyway, and with work and studies I found myself too time poor to learn 3D modelling, and so the game was shelved.

I then saw a new possibility in ‘Jeeves’ – the team project we are still currently working on for our Major Production, however the planned completion date is not until mid 2018, and I wanted the game that I put out there to be and example of my own work and so I decided that it would not fit the bill.

In a flash of inspiration an idea for a top down zombie survival RTS game struck me. It has unique game mechanics which bend the definition of the RTS genre, and I was receiving overwhelmingly positive feedback on the idea, but at this point, I would think it would have taken too long to make – and therefore was not an ideal candidate for publishing by the end of the year.

It was in a team meeting for ‘Jeeves’ that I was making a joke about how I avoid burnout through a finely balanced mix of energy drinks and bourbon, that the possibility of making a game mechanic from this struck me.
A quick brainstorm later, and I had a solid idea for a novel game using a traditional game mechanic, interwoven with a modern control scheme and a somewhat complex, but intuitive scoring and power-up system. The goal of which is to embody the essence of long coding sessions into the wee hours of the morning, and the hunt for the elusive Ballmer Peak.

At this point I am ~3 days into development. The art is all my own bar from the pixel font and falling pizza and V can assets (the both of which I will be replacing in short time). The font is free for commercial use and the author will be credited in the credits (when I make them).
I am really enjoying honing my pixel art skills, and quite enjoyed making the sound effects with wet sponges and real falling pizza.
As of writing this I am actually watching a video on Facebook integration. At this point the plan is to store and share high scores.

I personally think the game is at a fun to play state. I got this impression as I found myself cringing and yelling “OH NO!” at about the 1 day, 10 hour mark in a particularly good play session. XD

Anyway, let me know what you think about it below!
Play it HERE! (WebGL) or HERE (Android)


2nd Place at NASA Space Apps! :O

By on 24 May, 2017

Kickin it for NASA


So a very late update for this one – mind you that depends on how you look at things, for me the NASA Space Apps experience is still far from over.
We still have 12 weeks of MoonshotX to go, a day of Academy Xi and a weekend of Coder Factory Academy to work our way through, and Global Judging is only 6 days away :O

To say this has been an experience and a thrill ride is an understatement. It’s all thanks to AIE (The Academy of Interactive Entertainment), where i study, for sending me down to Sydney to compete, and my great team Craig Bentick and Ryan Whitmore for knuckling down with me when knuckling down was needed, and shenanigans and laughs when S&L was needed. Also my amazing wife for playing team support and pep talk queen. She called us the winners before we even arrived in Sydney and would not let up the whole weekend. XD

The video above is our global submission for our project that we made in 48hours (24hours of actual hard coding). It is a Google Daydream VR data visualisation tool, but it goes much further than that.

Our ultimate goal is to develop this into a great learning and curiosity tool, one where you can put it on, and bring up an area of interest such as, say, dinosaurs. Then you can choose Triceratops for example and lights will appear on earth, showing locations that Triceratops have been discovered. You could hover over a point to see a photo of the fossil find, and some associated data. Click the archaeologists name in that box, and bam! more data points appear showing points of interest surrounding that person, such as other finds, their university, birthplace and so on.

In this way, learning and curiosity could become all absorbing, natural and intuitive. It would create a learning space that kids would not want to leave. This is where we hope this project can go 🙂

At present, it is as it was when we left the hackathon. You can display data, play with time, and overlay information to observe correlations. Feel free to try it out on any Google Daydream compatible device. Let me know what you think in the comments!

Download Here! (Android .apk)

The Tower – update #3

By on 17 April, 2017

The Tower! update #3


To be honest, I usually post these updates so late at night, I have trouble remembering what I have and have not released. It’s only when I get feedback about issues that I fixed 3 builds ago that I realise the releases are lagging behind :O

Anyway, here are the latest changes;

  • Much testing with many people and myself and I was still not happy with the controls, so completely rewrote the control sript from scratch, to now have twin virtuSticks, and a constant on screen indicator, as people were finding it unintuitive, and trying to look under their finger to see the dPad… :/ (people are strange) – SO! we now have twin sticks for touch, and lock on targeting for keyboard to make your life easier!
  • MobAI – changes to the mob AI have given them a blind spot directly behind them, you can now perform a sneak attack for double damage! Just sneak up and dont let the slime see you…
  • MiniMap! – so many people asked for it so here it is, minimap! Its a work in progress. I have not decided on the final location of the map on screen yet, and it also needs indicators around the ring to let the player know the direction to the next objective. So, work in progress
  • Main Menu – another WIP – this is currently only for quitting the game, but it was time consuming art wise – so please appreciate. 😀
  • Other Fixes – collider fixes on broken floor lava holes, Crystals now have health bars!
  • Removed Herobrine

v0.15 – Enjoy!

Download Here! (Android .apk)
Download Here! (Windows .exe)

The Tower! Update #2

By on 15 April, 2017

The Tower! update #2


Many hours of work and many major changes to the game.
It is now actually what one could classify as a *game* – with level progression, win conditions and the like.
We now have game levels which increase in difficulty the higher you go, a persistent player character throughout the levels, and some fancy schmancy level up effects, win effects and such – oh and a UI!!

Still to do is work on the character levelling – stats, damage and the like. More classes/weapons (im anti classist – more inclined to allow the player to express their class through items and such)

But yes. getting to the point where i can start to implement a game save mechanic and work on player progression and enemy progression to more devious foes!

Enjoy the latest build below, or watch the video above!

EDIT: v0.13 HOTFIX – Fixed all issues noted in Video above.
Download Here! (Android .apk)
Download Here! (Windows .exe)

The Tower!

By on 4 April, 2017

The Tower… post 1.


Currently a work in progress for my Cross Platform Development subject, the game is set to be a diablo-esque dungeon crawler for mobile.

Take on The Tower and prove yourself to be the greatest hero of all time!

Download Here! (Android .apk)
Download Here! (Windows .exe)

GoFarts Kart Fartin!

By on 24 October, 2016


Old Pharts in Karts

A week of hard sprint down and our game is finally looking and playing like a game! With only one week left to polish (and I may have accepted the challenge to create online multiplayer…) this is our latest critically acclaimed build! Consider it as GoFarts alpha.

This is a lot of blood, sweat and frustration (tears are for pussies) so please try it out! 😀

Download Here!


By on 4 September, 2016



So we had to make a game/demo graphical application for Maths for Games to show off our matrix library.
I figured something simple would do, something like Pong, Pac-Man… Asteroids! But I didn’t wan’t it to be just an Asteroids clone bit for bit… so I got thinking… Asteroids… ASSteroids… ASS Steroids? and yeah… ASSteroids was born!

It’s better if you just play it…

Download ASSteroids! – NEW for-everyone version!!

If it will not run, get the Visual C++ installer from Microsoft here. (you should already have this)

Practice Production – Update #5 – Final Submission

By on 8 August, 2016


Ave Maria

Final submission / presentation today!
The team worked really hard for the last week push, and we got a great deal of features into the final submission. Not everything we wanted to, but the game shows great promise.

We learned a great deal about Perforce and working as a team. The instructors seemed very receptive of the game and were keen to play a final version if we were to keep working on it, which I think I intend to. I just have to convince the team.

We once again had a last minute game breaking bug, as usual. I was able to leave work early and repair the player controller class fortunately.

Massive credits to the art side of the team. The game would be much less without their amazing work.


Practice Production – Update #4 – Presentation!

By on 1 August, 2016



So we get into class. The guys have done heaps of amazing work to the game during the day, while I was at work, but I sat in discord most of the day, chatting away about the changes.
The game looks great, and it plays great! But it has this nagging bug where it refuses to save the Character Blueprint and level.


Oh, Crap.
The teachers are wanting a playable build, now. And our game refuses to compile.

We, as a team, run about in a frantic rush.
Kyle uploads the latest build and multiple team members, myself included, download and rush about trying to fix the bugs. But its unsquashable.

Somewhere in the backend, Unreal got it in it’s head that these files were not checked out, and therefore, not allowed to be changed. Even though source control was disabled.

Long story short, we struggled as a team for over an hour. The teachers struggled with us, and noone could repair the broken project.
I finally got my last version from last night to compile, and we decided it was best to work from that, and bring it back to where Kyle got us to.

At spot on 10pm the first successful build of the game finished uploading onto perforce. The project is uploading as I write this.

Perforce is the devil.