207 lines
7.5 KiB
C++
207 lines
7.5 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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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, bck;
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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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VirtualProtect((BYTE*)0x140192d7b, 3, PAGE_EXECUTE_READWRITE, &oldProtect);
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*((BYTE*)0x140192d7b + 0) = 0x90;
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*((BYTE*)0x140192d7b + 1) = 0x90;
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*((BYTE*)0x140192d7b + 2) = 0x90;
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VirtualProtect((BYTE*)0x140192d7b, 3, oldProtect, &bck);
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// fix edit PV AETs (thanks lyb)
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VirtualProtect((BYTE*)0x140192D30, 8, PAGE_EXECUTE_READWRITE, &oldProtect); // MOVSS XMM0, dword ptr [0x140192f94]
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*((BYTE*)0x140192D30 + 0) = 0xF3;
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*((BYTE*)0x140192D30 + 1) = 0x0F;
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*((BYTE*)0x140192D30 + 2) = 0x10;
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*((BYTE*)0x140192D30 + 3) = 0x05;
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*((BYTE*)0x140192D30 + 4) = 0x5C;
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*((BYTE*)0x140192D30 + 5) = 0x02;
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*((BYTE*)0x140192D30 + 6) = 0x00;
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*((BYTE*)0x140192D30 + 7) = 0x00;
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VirtualProtect((BYTE*)0x140192D30, 8, oldProtect, &bck);
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// fix ageage hair effect
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VirtualProtect((BYTE*)0x14054352f, 5, PAGE_EXECUTE_READWRITE, &oldProtect); // CALL 0x140192d50 (getFrameSpeed)
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*((BYTE*)0x14054352f + 0) = 0xE8;
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*((BYTE*)0x14054352f + 1) = 0x1C;
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*((BYTE*)0x14054352f + 2) = 0xF8;
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*((BYTE*)0x14054352f + 3) = 0xC4;
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*((BYTE*)0x14054352f + 4) = 0xFF;
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VirtualProtect((BYTE*)0x14054352f, 5, oldProtect, &bck);
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VirtualProtect((BYTE*)0x140543534, 4, PAGE_EXECUTE_READWRITE, &oldProtect); // MULSS XMM3, XMM0
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*((BYTE*)0x140543534 + 0) = 0xF3;
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*((BYTE*)0x140543534 + 1) = 0x0F;
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*((BYTE*)0x140543534 + 2) = 0x59;
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*((BYTE*)0x140543534 + 3) = 0xD8;
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VirtualProtect((BYTE*)0x140543534, 4, oldProtect, &bck);
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VirtualProtect((BYTE*)0x140543538, 2, PAGE_EXECUTE_READWRITE, &oldProtect); // JMP 0x1405434f0
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*((BYTE*)0x140543538 + 0) = 0xEB;
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*((BYTE*)0x140543538 + 1) = 0xB6;
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VirtualProtect((BYTE*)0x140543538, 2, oldProtect, &bck);
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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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// VirtualProtect((BYTE*)0x140194b2b, 2, PAGE_EXECUTE_READWRITE, &oldProtect); // JMP 0x140194b51
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// *((BYTE*)0x140194b2b + 0) = 0xEB;
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// *((BYTE*)0x140194b2b + 1) = 0x24;
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// VirtualProtect((BYTE*)0x140194b2b, 2, oldProtect, &bck);
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// VirtualProtect((BYTE*)0x140194b2d, 5, PAGE_EXECUTE_READWRITE, &oldProtect); // CALL 0x140192d50
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// *((BYTE*)0x140194b2d + 0) = 0xE8;
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// *((BYTE*)0x140194b2d + 1) = 0x1E;
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// *((BYTE*)0x140194b2d + 2) = 0xE2;
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// *((BYTE*)0x140194b2d + 3) = 0xFF;
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// *((BYTE*)0x140194b2d + 4) = 0xFF;
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// VirtualProtect((BYTE*)0x140194b2d, 5, oldProtect, &bck);
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// VirtualProtect((BYTE*)0x140194b32, 10, PAGE_EXECUTE_READWRITE, &oldProtect); // MOV ECX, &motionSpeedMultiplier
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// *((BYTE*)0x140194b32 + 0) = 0x48;
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// *((BYTE*)0x140194b32 + 1) = 0xB9;
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// *((BYTE*)0x140194b32 + 2) = (uint64_t)&motionSpeedMultiplier & 0xFF;
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// *((BYTE*)0x140194b32 + 3) = ((uint64_t)&motionSpeedMultiplier >> 8) & 0xFF;
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// *((BYTE*)0x140194b32 + 4) = ((uint64_t)&motionSpeedMultiplier >> 16) & 0xFF;
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// *((BYTE*)0x140194b32 + 5) = ((uint64_t)&motionSpeedMultiplier >> 24) & 0xFF;
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// *((BYTE*)0x140194b32 + 6) = ((uint64_t)&motionSpeedMultiplier >> 32) & 0xFF;
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// *((BYTE*)0x140194b32 + 7) = ((uint64_t)&motionSpeedMultiplier >> 40) & 0xFF;
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// *((BYTE*)0x140194b32 + 8) = ((uint64_t)&motionSpeedMultiplier >> 48) & 0xFF;
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// *((BYTE*)0x140194b32 + 9) = ((uint64_t)&motionSpeedMultiplier >> 56) & 0xFF;
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// VirtualProtect((BYTE*)0x140194b32, 10, oldProtect, &bck);
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// VirtualProtect((BYTE*)0x140194b3c, 5, PAGE_EXECUTE_READWRITE, &oldProtect); // MOVD XMM1, dword ptr [ECX]
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// *((BYTE*)0x140194b3c + 0) = 0x66;
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// *((BYTE*)0x140194b3c + 1) = 0x67;
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// *((BYTE*)0x140194b3c + 2) = 0x0F;
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// *((BYTE*)0x140194b3c + 3) = 0x6E;
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// *((BYTE*)0x140194b3c + 4) = 0x09;
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// VirtualProtect((BYTE*)0x140194b3c, 5, oldProtect, &bck);
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// VirtualProtect((BYTE*)0x140194b41, 4, PAGE_EXECUTE_READWRITE, &oldProtect); // MULSS XMM0, XMM1
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// *((BYTE*)0x140194b41 + 0) = 0xF3;
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// *((BYTE*)0x140194b41 + 1) = 0x0F;
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// *((BYTE*)0x140194b41 + 2) = 0x59;
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// *((BYTE*)0x140194b41 + 3) = 0xC1;
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// VirtualProtect((BYTE*)0x140194b41, 4, oldProtect, &bck);
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// VirtualProtect((BYTE*)0x140194b45, 2, PAGE_EXECUTE_READWRITE, &oldProtect); // JMP 0x140194ae8
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// *((BYTE*)0x140194b45 + 0) = 0xEB;
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// *((BYTE*)0x140194b45 + 1) = 0xA1;
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// VirtualProtect((BYTE*)0x140194b45, 2, oldProtect, &bck);
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// // jump to new code
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// VirtualProtect((BYTE*)0x140194ae3, 2, PAGE_EXECUTE_READWRITE, &oldProtect); // JMP 0x140194b2d
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// *((BYTE*)0x140194ae3 + 0) = 0xEB;
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// *((BYTE*)0x140194ae3 + 1) = 0x48;
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// VirtualProtect((BYTE*)0x140194ae3, 2, oldProtect, &bck);
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//// // trying to fix physics (fail)
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//// VirtualProtect((BYTE*)0x14011d537, 9, PAGE_EXECUTE_READWRITE, &oldProtect); // change source to dword ptr [0x140b0d4f0]
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//// *((BYTE*)0x14011d537 + 0) = 0xF3;
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//// *((BYTE*)0x14011d537 + 1) = 0x0F;
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//// *((BYTE*)0x14011d537 + 2) = 0x10;
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//// *((BYTE*)0x14011d537 + 3) = 0x05;
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//// *((BYTE*)0x14011d537 + 4) = 0xB1;
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//// *((BYTE*)0x14011d537 + 5) = 0xFF;
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//// *((BYTE*)0x14011d537 + 6) = 0x9E;
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//// *((BYTE*)0x14011d537 + 7) = 0x00;
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//// *((BYTE*)0x14011d537 + 8) = 0x90;
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//// VirtualProtect((BYTE*)0x14011d537, 9, oldProtect, &bck);
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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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*pvFrameRate = 60.0f * motionSpeedMultiplier;
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// target framerate
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*(float*)0x140eda6cc = *pvFrameRate;
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*aetFrameDuration = 1.0f / GetGameFrameRate();
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bool inGame = *(SubGameState*)CURRENT_GAME_SUB_STATE_ADDRESS == SUB_GAME_MAIN || *(SubGameState*)CURRENT_GAME_SUB_STATE_ADDRESS == SUB_DEMO;
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if (inGame)
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{
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// enable dynamic framerate
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*(bool*)0x140eda79c = true;
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}
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else
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{
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// disable dynamic framerate
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*(bool*)0x140eda79c = false;
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}
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}
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}
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