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PostPosted: 01 Nov 2015, 21:34 
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Joined: 12 Mar 2015, 22:24
Posts: 26
chris686 wrote:
Mayh3M wrote:
New addresses for latest patch + values as of 30/10 (values are for 21:9)

Marker Fix
Address: 14307F1A2 (Array of byte)
Change value to: F3 0F 59 0D EE 31 FD FE

Marker Size + UI
Address: 06308730 (Float)
Change value to: Value varies, see previous posts.

Sonar effect
Address: 1435B5916 (Array of byte)
Change value to: F3 44 0F 59 81 0C 01 00 00

Wind effect
Address: 1434F491E (Array of byte)
Change value to: F3 0F 59 AA 0C 01 00 00

FOV
Address: 1420B8AFC (Float)
Change value to: Value varies, see previous posts.


Let me know. If it's not possible, let me know how you calculate these offsets either here or through a PM and I'll have the patcher automatically generate the cheat engine tables.


I believe it's not possible through the exe.

You can find the addresses by searching the memory section for the original values, which seem to be consistent across the most recent patches.

Original values seem to be:

Marker value: F3 0F 59 0D EA 31 FD FE
Marker size & UI elements: 64
Sonar effect: F3 44 0F 5E 81 0C 01 00 00
Wind effect: F3 0F 5E AA 0C 01 00 00
FOV: 0.08333333582 (AB AA AA 3D in hex)

The marker size address hasn't changed for the last couple of patches, so I didn't need to do anything with this. To work out the correct value I'll quote jackfuste:

Second value - 64, is size for marker and some ui elements.
Proper value should be calculated by formula:
64 * ((width/height)/1.77777)
For example, 64 * ((6000/1080)/1.77777) = 200.00087
So, 64 should be changed to 200.00087

The original FOV values corresponding hexadecimal number in reverse is AB AA AA 3D, so if you search for that in the memory you should be able to find the FOV address. Sometimes though there are multiple addresses which include these values, in which case what I do is simply right click on the old working address and click on 'browse this memory region' to locate the value manually which should be close to the old address.

For what you actually need to change in those values, I simply followed the pattern of the fixes that jackfuste has written which remain consistent. For the marker fix for example, you simply need to increase the fifth value by 4. In the latest patch the original value is EA which = 234 in decimal, so then you need 238 which is EE in hex.

My knowledge of this stuff is really limited and I've just been following patterns and learning on the fly really, so hopefully someone with more knowledge can tell you how to calculate this stuff more easily. Although that said it took me about 10 minutes to find the correct addresses and values for the latest patch since I've gotten used to the above method.


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PostPosted: 02 Nov 2015, 03:56 
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Joined: 31 Oct 2015, 21:34
Posts: 38
Well, I ran out of time today, but the patcher is pretty close to working. Again, if you have 48:9 aspect ratio, it should work as is. Juggling a few things today, so didn't have as much time as I'd have liked to complete it.
Honestly, I could have been lazy and just written several programs for the most common aspect ratios, but I'd rather have a single one that does it dynamically.

Mayh3M, thanks for that info. What I'll probably do is write two executables. One will patch the exe, the other will launch the game and determine the other values dynamically. I'm not sure how VAC would feel about that, but I don't think the game is VAC secured. The patcher for Marker, Sonar, etc. will only be needed to run once, but that one will take quite a bit more time to write since I'm not really sure how to read a running processes memory. If it's easy to scan it, it should be a fairly trivial application.

The work week is coming up :-( Check back in a few days if you're wanting the patching program for aspect ratios other than 48:9. Or, if you're a programmer that knows C, all the source is posted but it's currently broken. Ran out of time an I'm also not a C dev by trade, so my C code might not be up to snuff. Commit 28aa3f59df352af9a0bfa6250fc65841f82832ad has hard-coded values that you can change. Just change :
unsigned char replaceWithVal[] = {0xAB, 0xAA, 0xAA, 0x40}
with the appropriate hex values for your aspect ratio and re-compile.


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PostPosted: 02 Nov 2015, 05:19 
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Joined: 02 Nov 2015, 05:18
Posts: 1
Mayh3M wrote:
chris686 wrote:
Mayh3M wrote:
New addresses for latest patch + values as of 30/10 (values are for 21:9)

Marker Fix
Address: 14307F1A2 (Array of byte)
Change value to: F3 0F 59 0D EE 31 FD FE

Marker Size + UI
Address: 06308730 (Float)
Change value to: Value varies, see previous posts.

Sonar effect
Address: 1435B5916 (Array of byte)
Change value to: F3 44 0F 59 81 0C 01 00 00

Wind effect
Address: 1434F491E (Array of byte)
Change value to: F3 0F 59 AA 0C 01 00 00

FOV
Address: 1420B8AFC (Float)
Change value to: Value varies, see previous posts.


Let me know. If it's not possible, let me know how you calculate these offsets either here or through a PM and I'll have the patcher automatically generate the cheat engine tables.


I believe it's not possible through the exe.

You can find the addresses by searching the memory section for the original values, which seem to be consistent across the most recent patches.

Original values seem to be:

Marker value: F3 0F 59 0D EA 31 FD FE
Marker size & UI elements: 64
Sonar effect: F3 44 0F 5E 81 0C 01 00 00
Wind effect: F3 0F 5E AA 0C 01 00 00
FOV: 0.08333333582 (AB AA AA 3D in hex)

The marker size address hasn't changed for the last couple of patches, so I didn't need to do anything with this. To work out the correct value I'll quote jackfuste:

Second value - 64, is size for marker and some ui elements.
Proper value should be calculated by formula:
64 * ((width/height)/1.77777)
For example, 64 * ((6000/1080)/1.77777) = 200.00087
So, 64 should be changed to 200.00087

The original FOV values corresponding hexadecimal number in reverse is AB AA AA 3D, so if you search for that in the memory you should be able to find the FOV address. Sometimes though there are multiple addresses which include these values, in which case what I do is simply right click on the old working address and click on 'browse this memory region' to locate the value manually which should be close to the old address.

For what you actually need to change in those values, I simply followed the pattern of the fixes that jackfuste has written which remain consistent. For the marker fix for example, you simply need to increase the fifth value by 4. In the latest patch the original value is EA which = 234 in decimal, so then you need 238 which is EE in hex.

My knowledge of this stuff is really limited and I've just been following patterns and learning on the fly really, so hopefully someone with more knowledge can tell you how to calculate this stuff more easily. Although that said it took me about 10 minutes to find the correct addresses and values for the latest patch since I've gotten used to the above method.



How do you find these addresses? I searched for a value of 64 and it gave me 100,000 points.


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PostPosted: 02 Nov 2015, 10:55 
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Joined: 18 Oct 2012, 09:33
Posts: 25
I need the fix for 1280x1024 5:4, but all the files are not available! WHY?!

Can someone reup?


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PostPosted: 02 Nov 2015, 13:25 
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Joined: 08 Sep 2015, 00:47
Posts: 37
chris686 wrote:
I'll probably write two executables. One will patch the exe, the other will launch the game and determine the other values dynamically. The patcher for Marker, Sonar, etc. will only be needed to run once, but that one will take quite a bit more time to write since I'm not really sure how to read a running processes memory. If it's easy to scan it, it should be a fairly trivial application.

That would be ideal. :onethumb:


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PostPosted: 03 Nov 2015, 08:19 
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Joined: 31 Oct 2015, 21:34
Posts: 38
I've finished writing my patcher. It should work with any resolution. Check out this thread for information:
http://www.wsgf.org/forums/viewtopic.php?f=63&t=30413


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PostPosted: 03 Nov 2015, 10:59 
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Joined: 18 Oct 2012, 09:33
Posts: 25
chris686 wrote:
I've finished writing my patcher. It should work with any resolution. Check out this thread for information:
http://www.wsgf.org/forums/viewtopic.php?f=63&t=30413


I still have the black bars in 1280x1024, nothing happens.


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PostPosted: 03 Nov 2015, 13:47 
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Joined: 27 Oct 2015, 15:16
Posts: 2
Do you game at that resolution? That isn't even a wide screen format, it's 4:3. Im guessing the patcher that Chris made isn't made with that resolution in mind?


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PostPosted: 03 Nov 2015, 14:37 
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Joined: 31 Oct 2015, 21:34
Posts: 38
Padellus wrote:
chris686 wrote:
I've finished writing my patcher. It should work with any resolution. Check out this thread for information:
http://www.wsgf.org/forums/viewtopic.php?f=63&t=30413


I still have the black bars in 1280x1024, nothing happens.


It should work with 4:3, but I can't help you if all you tell me is "nothing happens." I put lots of logging output in there for a reason.

Please post any problems with the tool in the other thread with complete log output. Refer to the other thread for reasons it may not work.


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PostPosted: 03 Nov 2015, 16:11 
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Joined: 01 Nov 2015, 10:13
Posts: 5
Hello, Chris686 . As you wrote before

chris686 wrote:
The patcher will work by scanning the entire binary file and identifying 39 8E E3 EF and changing it automatically.


Well, it seems to be good plan (and it's working, thanks!), but for some reason it's not a solution for ratio 5:4 (or 4:3).
If I understand it well enough, value "39 8E E3 3F" in exe just means "my native ratio is 16:9". So, placing values exceeding ratio 16:9, we are making sure that exe supports it (that is in ordinary way - not so).
But, for example, 5:4 ratio (1280x1024) is already supported and not exceeding "native" 16:9. It means, that replacing sequence "39 8E E3 EF" with the value regarding 5:4 ("00 00 A0 3F") doesn't make big deal for exe because, well, its already included (with letterboxing, of course).
I think Jackfuste did changes not only in "39 8E E3 EF", but in something else. Or, maybe, Jackfuste did his magic with some tricky values, because when I replaced my exe with his - well - it's just works. Thank you.


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