167 lines
6.0 KiB
C++
167 lines
6.0 KiB
C++
#include "FrameRateManager.h"
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#include "../Constants.h"
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#include "GameState.h"
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#include <stdio.h>
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#include <windows.h>
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#include "../framework.h"
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#include <vector>
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namespace TLAC::Components
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{
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FrameRateManager::FrameRateManager()
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{
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}
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FrameRateManager::~FrameRateManager()
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{
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}
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const char* FrameRateManager::GetDisplayName()
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{
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return "frame_rate_manager";
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}
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void FrameRateManager::Initialize(ComponentsManager*)
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{
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pvFrameRate = (float*)PV_FRAME_RATE_ADDRESS;
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frameSpeed = (float*)FRAME_SPEED_ADDRESS;
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aetFrameDuration = (float*)AET_FRAME_DURATION_ADDRESS;
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// The default is expected to be 1.0 / 60.0
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defaultAetFrameDuration = *aetFrameDuration;
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// This const variable is stored inside a data segment so we don't want to throw any access violations
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DWORD oldProtect;
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VirtualProtect((void*)AET_FRAME_DURATION_ADDRESS, sizeof(float), PAGE_EXECUTE_READWRITE, &oldProtect);
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// fix auto speed for high fps
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InjectCode((void*)0x140192d7b, { 0x90, 0x90, 0x90 });
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// fix AETs
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InjectCode((void*)0x140170394, { 0xF3, 0x0F, 0x5E, 0x05, 0x34, 0xA3, 0xD6, 0x00 }); // DIVSS XMM0, dword ptr [0x140eda6d0] (framerate)
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// fix edit PV AETs (thanks lyb)
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InjectCode((void*)0x140192d30, { 0xF3, 0x0F, 0x10, 0x05, 0x5C, 0x02, 0x00, 0x00 }); // MOVSS XMM0, dword ptr [0x140192f94]
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// fix ageage hair effect
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InjectCode((void*)0x14054352f, { 0xE8, 0x1C, 0xF8, 0xC4, 0xFF }); // CALL 0x140192d50 (getFrameSpeed)
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InjectCode((void*)0x140543534, { 0xF3, 0x0F, 0x59, 0xD8 }); // MULSS XMM3, XMM0
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InjectCode((void*)0x140543538, { 0xEB, 0xB6 }); // JMP 0x1405434f0
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// fix wind effect
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InjectCode((void*)0x14053ca71, { 0xEB, 0x3F }); // JMP 0x14053cab2
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InjectCode((void*)0x14053cab2, { 0xF3, 0x0F, 0x10, 0x05, 0xFA, 0x53, 0x46, 0x00 }); // MOVSS XMM0, dword ptr [0x1409a1eb4] (60.0f)
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InjectCode((void*)0x14053caba, { 0xE9, 0x42, 0xFE, 0xFF, 0xFF }); // JMP 0x14053c901
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InjectCode((void*)0x14053c901, { 0xF3, 0x0F, 0x5E, 0x05, 0xC7, 0xDD, 0x99, 0x00 }); // DIVSS XMM0, dword ptr [0x140eda6d0] (framerate)
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InjectCode((void*)0x14053c909, { 0xE9, 0x68, 0x01, 0x00, 0x00 }); // JMP 0x14053ca76
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// below are patches for the alternate method (breaks physics)
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//// run motions at motionSpeedMultiplier x rate
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// // skip unncessary code to free code space
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// InjectCode((void*)0x140194b2b, { 0xEB, 0x24 }); // JMP 0x140194b51
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// InjectCode((void*)0x140194b2d, { 0xE8, 0x1E, 0xE2, 0xFF, 0xFF }); // CALL 0x140192d50
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// InjectCode((void*)0x140194b32, { // MOV ECX, &motionSpeedMultiplier
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// 0x48,
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// 0xB9,
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// (uint8_t)((uint64_t)&motionSpeedMultiplier & 0xFF),
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// (uint8_t)(((uint64_t)&motionSpeedMultiplier >> 8) & 0xFF),
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// (uint8_t)(((uint64_t)&motionSpeedMultiplier >> 16) & 0xFF),
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// (uint8_t)(((uint64_t)&motionSpeedMultiplier >> 24) & 0xFF),
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// (uint8_t)(((uint64_t)&motionSpeedMultiplier >> 32) & 0xFF),
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// (uint8_t)(((uint64_t)&motionSpeedMultiplier >> 40) & 0xFF),
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// (uint8_t)(((uint64_t)&motionSpeedMultiplier >> 48) & 0xFF),
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// (uint8_t)(((uint64_t)&motionSpeedMultiplier >> 56) & 0xFF),
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// });
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// InjectCode((void*)0x140194b3c, { 0x66, 0x67, 0x0F, 0x6E, 0x09 }); // MOVD XMM1, dword ptr [ECX]
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// InjectCode((void*)0x140194b41, { 0xF3, 0x0F, 0x59, 0xC1 }); // MULSS XMM0, XMM1
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// InjectCode((void*)0x140194b45, { 0xEB, 0xA1 }); // JMP 0x140194ae8
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// // jump to new code
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// InjectCode((void*)0x140194ae3, { 0xEB, 0x48 }); // JMP 0x140194b2d
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//// // trying to fix physics (fail)
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//// InjectCode((void*)0x14011d537, { 0xF3, 0x0F, 0x10, 0x05, 0xB1, 0xFF, 0x9E, 0x00, 0x90 }); // change source to dword ptr [0x140b0d4f0]
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}
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void FrameRateManager::Update()
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{
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// this alterante way makes physics slowmo, but overall may be better if that's fixed
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//// target framerate
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//*(float*)0x140eda6cc = 60.0f;
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//// enable dynamic framerate
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//*(bool*)0x140eda79c = true;
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//*pvFrameRate = 60.0f;
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//*aetFrameDuration = 1.0f / GetGameFrameRate();
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//bool inGame = *(GameState*)CURRENT_GAME_STATE_ADDRESS == GS_GAME;
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//if (inGame)
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//{
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// // This PV struct creates a copy of the PvFrameRate & PvFrameSpeed during the loading screen
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// // so we'll make sure to keep updating it as well.
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// // Each new motion also creates its own copy of these values but keeping track of the active motions is annoying
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// // and they usually change multiple times per PV anyway so this should suffice for now
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// float* pvStructPvFrameRate = (float*)(0x0000000140CDD978 + 0x2BF98);
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// float* pvStructPvFrameSpeed = (float*)(0x0000000140CDD978 + 0x2BF9C);
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// *pvStructPvFrameRate = 60.0; // ?
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// *pvStructPvFrameSpeed = 1.0 / motionSpeedMultiplier;
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//}
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// this way breaks some anim speeds, but they're fixable
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// *aetFrameDuration = 1.0f / GetGameFrameRate();
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if (*(GameState*)CURRENT_GAME_STATE_ADDRESS == GS_GAME)
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{
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*pvFrameRate = 60.0f * motionSpeedMultiplier;
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}
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else
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{
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*pvFrameRate = 60.0f;
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}
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if (*(SubGameState*)CURRENT_GAME_SUB_STATE_ADDRESS == SUB_GAME_MAIN || *(SubGameState*)CURRENT_GAME_SUB_STATE_ADDRESS == SUB_DEMO)
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{
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// enable dynamic framerate
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*(bool*)0x140eda79c = true;
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// target framerate
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*(float*)0x140eda6cc = *pvFrameRate;
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// trying to fix meltdown's water
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//if ((uint64_t*)0x1411943f8 != nullptr)
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//*(float*)(*(uint64_t*)0x1411943f8 + 0x1c) = (60.0f / GetGameFrameRate()) / 15.0f;
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//*(float*)(*(uint64_t*)0x1411943f8 + 0x10) = *(float*)(*(uint64_t*)0x1411943f8);
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}
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else
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{
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// enable dynamic framerate
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*(bool*)0x140eda79c = true;
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// target framerate
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*(float*)0x140eda6cc = 60.0f;
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}
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}
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void FrameRateManager::InjectCode(void* address, const std::vector<uint8_t> data)
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{
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const size_t byteCount = data.size() * sizeof(uint8_t);
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DWORD oldProtect;
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VirtualProtect(address, byteCount, PAGE_EXECUTE_READWRITE, &oldProtect);
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memcpy(address, data.data(), byteCount);
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VirtualProtect(address, byteCount, oldProtect, nullptr);
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}
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}
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