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Mission Loading Screen

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7 months 1 week ago - 7 months 1 week ago #2603 by Slippery Jim
Replied by Slippery Jim on topic Mission Loading Screen
Copy-Cat and I seem to have located the X and Y coordinates in the game executable.

decimal offset 299457
32 00 00 00 B9 17 02

Little-endian to decimal translations required

32 00 translates as 50
17 02 translates as 535

In other words, the mission loading text is printed at the coordinates 50, 535

What is odd though is those coordinates should be for the top left of the second line...not the first.   The missions look like they can have two lines of text.   The first line should have been 50, 516.   One hack seems to control both lines of text.

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7 months 1 week ago #2605 by DarkSynopsis
Replied by DarkSynopsis on topic Mission Loading Screen

What is odd though is those coordinates should be for the top left of the second line...not the first.   The missions look like they can have two lines of text.   The first line should have been 50, 516.   One hack seems to control both lines of text.
 
Huh, no wonder I had no luck finding that, only ever looked for the first line, nice find though.

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7 months 1 week ago - 7 months 1 week ago #2606 by Slippery Jim
Replied by Slippery Jim on topic Mission Loading Screen
It is a weird one but it works.

Copy-cat was looking in the code in the cheat engine and noticed a reference for 50 quickly followed by 535. We were also looking for the top line at the time but that set off alarm bells in my head when he mentioned the numbers since I had written down those numbers as possibilities.

I searched for 32 00 00 in the game executable and came across the location that had 17 02 right beside it (it was the only one). Took a wild shot at hacking the .exe there and it worked.

Sometimes working together helps :)

UPDATE:   Copy-cat's "cave" hack unfortunately has one negative side effect that prevents us from using it.   If you choose 1920x1080 in 3D, as an example, but choose a lower resolution for 2D when you run the game in 3D you get a glitch if you hit the escape key.  The 2D menu opens up in a smaller window over the top of the larger 3D window.

The conclusion is that the area that is hacked does too much.  That area controls almost every image that loads in the game.   If Copy-cat can narrow down a better location for the first jump that leads to the cave code the hack would probably still work.

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7 months 1 week ago - 7 months 1 week ago #2607 by Copy-Cat
Replied by Copy-Cat on topic Mission Loading Screen
I went ahead and created patches for all changes affecting the loading screen
so now i can just turn them off and on and change values on the fly.

For some reason the calculations in the exe is creating negative numbers, studying code to be sure.

the code cave doesn't produce the negative numbers its the exe after the code cave that creates them,

gonna break for a bit and get back into it in a few hours

UPDATE: while in fullscreen mode when the loading screen is launched your desktop gets set to 800 x 600, doesn't matter what your settings are in LRM
while in windowed mode when the loading screen is launched your desktop get set to what ever you have your 2d settings to in LRM

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7 months 1 week ago #2608 by Slippery Jim
Replied by Slippery Jim on topic Mission Loading Screen
Sorry didn't show up to visit. Today turned out to be a gaming day for me.

I will try to get on after supper to see if you are about.

Unfortunately my wife is back to working from home after the holidays and right now her computer is dead from a power surge. Until hers gets fixed she will need to use my computer during the day.

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7 months 1 week ago #2609 by Slippery Jim
Replied by Slippery Jim on topic Mission Loading Screen
The wife goes into work on Wednesdays so I almost certainly will join Copy-cat on Teamspeak during the day (if he will be around).

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6 months 2 weeks ago - 6 months 2 weeks ago #2661 by Copy-Cat
Replied by Copy-Cat on topic Mission Loading Screen
Need to finish this up, before it gets lost with all other projects.
The quickest fix I can think of that will work right off the bat is offset the bitmap size by one pixel, either the height and/or the width, so that the game only affects those sizes.

On the other hand if the game has built in resizing, we need to tap into that.

UPDATE: The game's built in resizin will only work if the default bible hack is set to 800 x 600, obviously we want it larger than 800 x 600, setting the bible hack any larger will lock the window to that size and the image will display small in a 1920 x 1080 resolution.

A compromise can be made here with the following observations.
  • people like to play with large menus, (don't know why if their 3d game resolution is set to 1920 x 1080)
  • the ideal LRM resolution for the loading bitmaps is 1920 x 1080 but there are issues with this size
  • the use of bible hack for 1920 x 1080 will break the game's resizing of 800 x 600 bitmap to larger resolutions
  • compressing a bitmap from 1920 x 1080 to 800 x 600 is such a big difference and would be noticeably bad
  • Stretching up gets worse, Stretching from 800 x 600 to 1920 x 1080 looks real bad
  • The loading text gets smaller and smaller the larger you go, need to have it fixed and somewhat consistent
  • we need a more elegant solution than adding 1 pixel to a 1920 x 1080 bitmap
  • im tired of looking at code for 3 hours straight, with no luck
  • also that I am the only one working on this
If you take the lowest and highest bitmap resolutions and find a middle ground (Low_Res + HghRes  Divided by 2), the middle ground is the resolution 1360 x 840. Set the LRM loading bitmaps to this resolution, and check for it and resize (stretch or compress) bitmap image to what ever bible hack resolution we use. This by no means is the final patch, just a completed patch that needs more attention.
 

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6 months 2 weeks ago - 6 months 2 weeks ago #2663 by Slippery Jim
Replied by Slippery Jim on topic Mission Loading Screen
I hear you. The other project that you are speaking about (ie dealing with colour banding) is just at the thinking out loud stage.   We have a severe lack of knowledge about tackling that issue.   It may just be a pipe dream that leads to a dead end.

Truthfully I thought we were giving up on the improved load screen idea because we couldn't find an elegant solution.

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