Files
PDModdingCommunity_PD-Loader/source-code/source/plugins/TLAC/Components/FrameRateManager.cpp
T

207 lines
7.5 KiB
C++

#include "FrameRateManager.h"
#include "../Constants.h"
#include "GameState.h"
#include <stdio.h>
#include <windows.h>
#include "../framework.h"
namespace TLAC::Components
{
FrameRateManager::FrameRateManager()
{
}
FrameRateManager::~FrameRateManager()
{
}
const char* FrameRateManager::GetDisplayName()
{
return "frame_rate_manager";
}
void FrameRateManager::Initialize(ComponentsManager*)
{
pvFrameRate = (float*)PV_FRAME_RATE_ADDRESS;
frameSpeed = (float*)FRAME_SPEED_ADDRESS;
aetFrameDuration = (float*)AET_FRAME_DURATION_ADDRESS;
// The default is expected to be 1.0 / 60.0
defaultAetFrameDuration = *aetFrameDuration;
// This const variable is stored inside a data segment so we don't want to throw any access violations
DWORD oldProtect, bck;
VirtualProtect((void*)AET_FRAME_DURATION_ADDRESS, sizeof(float), PAGE_EXECUTE_READWRITE, &oldProtect);
// fix auto speed for high fps
VirtualProtect((BYTE*)0x140192d7b, 3, PAGE_EXECUTE_READWRITE, &oldProtect);
*((BYTE*)0x140192d7b + 0) = 0x90;
*((BYTE*)0x140192d7b + 1) = 0x90;
*((BYTE*)0x140192d7b + 2) = 0x90;
VirtualProtect((BYTE*)0x140192d7b, 3, oldProtect, &bck);
// fix edit PV AETs (thanks lyb)
VirtualProtect((BYTE*)0x140192D30, 8, PAGE_EXECUTE_READWRITE, &oldProtect); // MOVSS XMM0, dword ptr [0x140192f94]
*((BYTE*)0x140192D30 + 0) = 0xF3;
*((BYTE*)0x140192D30 + 1) = 0x0F;
*((BYTE*)0x140192D30 + 2) = 0x10;
*((BYTE*)0x140192D30 + 3) = 0x05;
*((BYTE*)0x140192D30 + 4) = 0x5C;
*((BYTE*)0x140192D30 + 5) = 0x02;
*((BYTE*)0x140192D30 + 6) = 0x00;
*((BYTE*)0x140192D30 + 7) = 0x00;
VirtualProtect((BYTE*)0x140192D30, 8, oldProtect, &bck);
// fix ageage hair effect
VirtualProtect((BYTE*)0x14054352f, 5, PAGE_EXECUTE_READWRITE, &oldProtect); // CALL 0x140192d50 (getFrameSpeed)
*((BYTE*)0x14054352f + 0) = 0xE8;
*((BYTE*)0x14054352f + 1) = 0x1C;
*((BYTE*)0x14054352f + 2) = 0xF8;
*((BYTE*)0x14054352f + 3) = 0xC4;
*((BYTE*)0x14054352f + 4) = 0xFF;
VirtualProtect((BYTE*)0x14054352f, 5, oldProtect, &bck);
VirtualProtect((BYTE*)0x140543534, 4, PAGE_EXECUTE_READWRITE, &oldProtect); // MULSS XMM3, XMM0
*((BYTE*)0x140543534 + 0) = 0xF3;
*((BYTE*)0x140543534 + 1) = 0x0F;
*((BYTE*)0x140543534 + 2) = 0x59;
*((BYTE*)0x140543534 + 3) = 0xD8;
VirtualProtect((BYTE*)0x140543534, 4, oldProtect, &bck);
VirtualProtect((BYTE*)0x140543538, 2, PAGE_EXECUTE_READWRITE, &oldProtect); // JMP 0x1405434f0
*((BYTE*)0x140543538 + 0) = 0xEB;
*((BYTE*)0x140543538 + 1) = 0xB6;
VirtualProtect((BYTE*)0x140543538, 2, oldProtect, &bck);
// below are patches for the alternate method (breaks physics)
//// run motions at motionSpeedMultiplier x rate
// // skip unncessary code to free code space
// VirtualProtect((BYTE*)0x140194b2b, 2, PAGE_EXECUTE_READWRITE, &oldProtect); // JMP 0x140194b51
// *((BYTE*)0x140194b2b + 0) = 0xEB;
// *((BYTE*)0x140194b2b + 1) = 0x24;
// VirtualProtect((BYTE*)0x140194b2b, 2, oldProtect, &bck);
// VirtualProtect((BYTE*)0x140194b2d, 5, PAGE_EXECUTE_READWRITE, &oldProtect); // CALL 0x140192d50
// *((BYTE*)0x140194b2d + 0) = 0xE8;
// *((BYTE*)0x140194b2d + 1) = 0x1E;
// *((BYTE*)0x140194b2d + 2) = 0xE2;
// *((BYTE*)0x140194b2d + 3) = 0xFF;
// *((BYTE*)0x140194b2d + 4) = 0xFF;
// VirtualProtect((BYTE*)0x140194b2d, 5, oldProtect, &bck);
// VirtualProtect((BYTE*)0x140194b32, 10, PAGE_EXECUTE_READWRITE, &oldProtect); // MOV ECX, &motionSpeedMultiplier
// *((BYTE*)0x140194b32 + 0) = 0x48;
// *((BYTE*)0x140194b32 + 1) = 0xB9;
// *((BYTE*)0x140194b32 + 2) = (uint64_t)&motionSpeedMultiplier & 0xFF;
// *((BYTE*)0x140194b32 + 3) = ((uint64_t)&motionSpeedMultiplier >> 8) & 0xFF;
// *((BYTE*)0x140194b32 + 4) = ((uint64_t)&motionSpeedMultiplier >> 16) & 0xFF;
// *((BYTE*)0x140194b32 + 5) = ((uint64_t)&motionSpeedMultiplier >> 24) & 0xFF;
// *((BYTE*)0x140194b32 + 6) = ((uint64_t)&motionSpeedMultiplier >> 32) & 0xFF;
// *((BYTE*)0x140194b32 + 7) = ((uint64_t)&motionSpeedMultiplier >> 40) & 0xFF;
// *((BYTE*)0x140194b32 + 8) = ((uint64_t)&motionSpeedMultiplier >> 48) & 0xFF;
// *((BYTE*)0x140194b32 + 9) = ((uint64_t)&motionSpeedMultiplier >> 56) & 0xFF;
// VirtualProtect((BYTE*)0x140194b32, 10, oldProtect, &bck);
// VirtualProtect((BYTE*)0x140194b3c, 5, PAGE_EXECUTE_READWRITE, &oldProtect); // MOVD XMM1, dword ptr [ECX]
// *((BYTE*)0x140194b3c + 0) = 0x66;
// *((BYTE*)0x140194b3c + 1) = 0x67;
// *((BYTE*)0x140194b3c + 2) = 0x0F;
// *((BYTE*)0x140194b3c + 3) = 0x6E;
// *((BYTE*)0x140194b3c + 4) = 0x09;
// VirtualProtect((BYTE*)0x140194b3c, 5, oldProtect, &bck);
// VirtualProtect((BYTE*)0x140194b41, 4, PAGE_EXECUTE_READWRITE, &oldProtect); // MULSS XMM0, XMM1
// *((BYTE*)0x140194b41 + 0) = 0xF3;
// *((BYTE*)0x140194b41 + 1) = 0x0F;
// *((BYTE*)0x140194b41 + 2) = 0x59;
// *((BYTE*)0x140194b41 + 3) = 0xC1;
// VirtualProtect((BYTE*)0x140194b41, 4, oldProtect, &bck);
// VirtualProtect((BYTE*)0x140194b45, 2, PAGE_EXECUTE_READWRITE, &oldProtect); // JMP 0x140194ae8
// *((BYTE*)0x140194b45 + 0) = 0xEB;
// *((BYTE*)0x140194b45 + 1) = 0xA1;
// VirtualProtect((BYTE*)0x140194b45, 2, oldProtect, &bck);
// // jump to new code
// VirtualProtect((BYTE*)0x140194ae3, 2, PAGE_EXECUTE_READWRITE, &oldProtect); // JMP 0x140194b2d
// *((BYTE*)0x140194ae3 + 0) = 0xEB;
// *((BYTE*)0x140194ae3 + 1) = 0x48;
// VirtualProtect((BYTE*)0x140194ae3, 2, oldProtect, &bck);
//// // trying to fix physics (fail)
//// VirtualProtect((BYTE*)0x14011d537, 9, PAGE_EXECUTE_READWRITE, &oldProtect); // change source to dword ptr [0x140b0d4f0]
//// *((BYTE*)0x14011d537 + 0) = 0xF3;
//// *((BYTE*)0x14011d537 + 1) = 0x0F;
//// *((BYTE*)0x14011d537 + 2) = 0x10;
//// *((BYTE*)0x14011d537 + 3) = 0x05;
//// *((BYTE*)0x14011d537 + 4) = 0xB1;
//// *((BYTE*)0x14011d537 + 5) = 0xFF;
//// *((BYTE*)0x14011d537 + 6) = 0x9E;
//// *((BYTE*)0x14011d537 + 7) = 0x00;
//// *((BYTE*)0x14011d537 + 8) = 0x90;
//// VirtualProtect((BYTE*)0x14011d537, 9, oldProtect, &bck);
}
void FrameRateManager::Update()
{
// this alterante way makes physics slowmo, but overall may be better if that's fixed
//// target framerate
//*(float*)0x140eda6cc = 60.0f;
//// enable dynamic framerate
//*(bool*)0x140eda79c = true;
//*pvFrameRate = 60.0f;
//*aetFrameDuration = 1.0f / GetGameFrameRate();
//bool inGame = *(GameState*)CURRENT_GAME_STATE_ADDRESS == GS_GAME;
//if (inGame)
//{
// // This PV struct creates a copy of the PvFrameRate & PvFrameSpeed during the loading screen
// // so we'll make sure to keep updating it as well.
// // Each new motion also creates its own copy of these values but keeping track of the active motions is annoying
// // and they usually change multiple times per PV anyway so this should suffice for now
// float* pvStructPvFrameRate = (float*)(0x0000000140CDD978 + 0x2BF98);
// float* pvStructPvFrameSpeed = (float*)(0x0000000140CDD978 + 0x2BF9C);
// *pvStructPvFrameRate = 60.0; // ?
// *pvStructPvFrameSpeed = 1.0 / motionSpeedMultiplier;
//}
// this way breaks some anim speeds, but they're fixable
*pvFrameRate = 60.0f * motionSpeedMultiplier;
// target framerate
*(float*)0x140eda6cc = *pvFrameRate;
*aetFrameDuration = 1.0f / GetGameFrameRate();
bool inGame = *(SubGameState*)CURRENT_GAME_SUB_STATE_ADDRESS == SUB_GAME_MAIN || *(SubGameState*)CURRENT_GAME_SUB_STATE_ADDRESS == SUB_DEMO;
if (inGame)
{
// enable dynamic framerate
*(bool*)0x140eda79c = true;
}
else
{
// disable dynamic framerate
*(bool*)0x140eda79c = false;
}
}
}