#include "Daodan.h" #include "Daodan_Patch.h" #include "Daodan_Utility.h" #include "Daodan_Win32.h" #include "Oni.h" #include "BFW_Utility.h" #include "oni_gl.h" #include "daodan_gl.h" HMODULE DDrDLLModule; HMODULE DDrONiModule; bool DDrPatch_Init() { // Font texture cache doubled DDrPatch_Byte (OniExe + 0x00020ea7, 0x20); DDrPatch_Byte (OniExe + 0x00020f4a, 0x40); // Now supports textures up to 512x512 DDrPatch_Byte (OniExe + 0x00005251, 0x10); // Non-"_Final" levels are now valid DDrPatch_Byte (OniExe + 0x000206a8, 0x01); // Pathfinding grid cache size x8 DDrPatch_Byte (OniExe + 0x0010b03b, 0x20); DDrPatch_Byte (OniExe + 0x0010b04c, 0x20); // Projectile awareness fixed DDrPatch_Byte (OniExe + 0x0009c07c, 0x6c); DDrPatch_Byte (OniExe + 0x0009c080, 0x70); DDrPatch_Byte (OniExe + 0x0009c084, 0x74); DDrPatch_Byte (OniExe + 0x0009c110, 0x6c); // Forced DirectInput (for Windows NT) DDrPatch_Byte (OniExe + 0x00002e6d, 0xeb); // Makes wp_fadetime actually have a function const char fadetime_patch[] = { 0x66, 0x8B, 0x1D, 0xC4, 0x7D, 0x62, 0x00, 0x66, 0x89, 0x5E, 0x46, 0x5B, 0x5E, 0x83, 0xC4, 0x14, 0xC3 }; DDrPatch_Const (OniExe + 0x0011a889, fadetime_patch); DDrPatch_Byte (OniExe + 0x0011a560, 0x31); // Sets the fadetime to 4800 by default DDrPatch_Int16 (OniExe + 0x0011ab0e, 0x12c0); // Hackish fix for Konoko not kicking guns // const char kickgun_patch[] = { 0x00, 0x05, 0x00, 0x00, 0x00, 0xC7, 0x05, 0x1C, 0xC9, 0x5E, 0x00, 0x70, 0xB8, 0x43, 0x00, 0xC7, 0x05, 0x20, 0xC9, 0x5E, 0x00, 0x20, 0xBE, 0x43 }; // DDrPatch_Const (OniExe + 0x000dc420, kickgun_patch); // Cooldown timer exploit fix ^_^ const char cooldown_patch[] = { 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90 }; DDrPatch_Const (OniExe + 0x0011a825, cooldown_patch); // const char throwtest_patch[] = { 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90 }; // DDrPatch_Const(OniExe + 0x000dc190, throwtest_patch); // Disable UUrPlatform_Initalize/Terminate, this enables the Alt-Tab and the Windows key but has the possible side effect of allowing the screensaver to enable itself in-game. DDrPatch_Byte ((void*)UUrPlatform_Initialize, 0xC3); DDrPatch_Byte ((void*)UUrPlatform_Terminate, 0xC3); // Unlocks particle action disabling/enabling bits for all events. (Will be controlled by a command line switch when I figure out how to do that without Win32 hacks.) //DDrPatch_Int16 (OniExe + 0x001b184, 0x9090); return true; } void __cdecl DDrMain(int argc, char* argv[]) { DDrPatch_Init(); // Safe startup message printer DDrPatch_MakeJump(UUrStartupMessage, DDrStartupMessage); // Daodan device mode enumeration function DDrPatch_MakeJump(gl_enumerate_valid_display_modes, daodan_enumerate_valid_display_modes); // Performance patch DDrPatch_MakeJump(UUrMachineTime_High, DDrMachineTime_High); DDrPatch_MakeJump(UUrMachineTime_High_Frequency, DDrMachineTime_High_Frequency); DDrPatch_MakeJump(UUrMachineTime_Sixtieths, DDrMachineTime_Sixtieths); // Windowed mode DDrPatch_MakeJump(ONrPlatform_Initialize, DDrPlatform_Initialize); DDrPatch_MakeJump(gl_platform_initialize, daodangl_platform_initialize); init_daodan_gl(); ONiMain(argc, argv); } BOOL WINAPI DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpReserved) { switch (fdwReason) { case DLL_PROCESS_ATTACH: DDrDLLModule = hinstDLL; DDrONiModule = GetModuleHandle(NULL); DDrPatch_MakeCall(OniExe + 0x0010fb49, DDrMain); break; } return TRUE; }