Once again, thank you Racer_S.
PS. Why do you always make these "Daemon" kind of programs instead of permanent patches/mods? It'd be more convient just do it once per game. ;)
I'm
not speaking for Racer here, but in my experience I've found some reasons for this method. For example, runtime memory editing can actually be an easier solution than file patching. Sometimes FOV or AR values are scattered all over multiple game files in a great mess ( :nudgenudge UE3). On occasion the data is just impossible to find in the files but accessible in memory, or making file changes just doesn't effect the game at all. Also, if the game enforces file consistency, memory editing may be the only viable option. There's also the issue of ease-of-use for the end user. The sizable mods I had to create for BFMEII required downloading and installing a good chunk of data, and the modded game is incompatible with non-modded versions. If all the changes could have been accomplished in a tiny trainer/hack, I'm sure many would prefer such a solution (it might have even maintained MP compatibility). FWIW.