Author Topic: A theory about menus I'd like some help with  (Read 26421 times)

Wutai Clan

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Re: A theory about menus I'd like some help with
« Reply #50 on: 2010-08-29 09:32:27 »
I've made some progress on this.

I have created a .dll hook, and injected it using Aali's driver.

I use multiple methods inside my .dll, for one, I'm using actual function hooks to grab a GameLoop function(ie, some game function that get's called constantly.), which means, I effectively have my own extension to the GameLoop where I can add any code I please. (And I can hook any existing function from the .exe, or any of it's libraries, user32.dll, etc,.)

The other method, is similar to that of a trainer, using Read\Write ProcessMemory, so I can manipulate values however I want..

So basically, I have full control over the .exe, and can do anything I want from here. :)

I have a number of goals.

1. Implement a toggle-able speedhack, basically like a fast forward button.. (ala, emu's, Chrono Cross, FFXII International, etc,.)

2. MP Regeneration. (Stat\Time based)

3. Load Menu In-Game.

4. Save anywhere.

5. Anything else I might think of.

If you can contribute the locations of values, or functions, that are relevant, that would be helpful, otherwise it's going to be awhile b4 I actually make it do this stuff. (PM me, or make a topic with values, or a wiki, etc,.. I'll find what I can on my own obviously.)

Here's what I'm thinking for the wiki format.

P1 MP Current (Non-Battle)
0x00DBA4AC | short 0-255
0x00DBFDBC | short 0-255
« Last Edit: 2010-08-29 10:10:24 by Wutai Clan »

battlemage210

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Re: A theory about menus I'd like some help with
« Reply #51 on: 2010-09-01 13:34:28 »
hey guys, new (aka please forgive) as per the discussion about the EULA i think this would fall more under the catagory of proprietary code?  and about the very idea this post started out as (creating a "reload" function) what about trying to tie the new feature into the actual saved games location rather than the very first screen (new game, continue). from what i read it seemed that you were trying to put the continue button on the menu, when i would think that you only want the list of saved games there.

anyway i think im going around in circles.

Bosola

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Re: A theory about menus I'd like some help with
« Reply #52 on: 2010-09-02 23:23:50 »
  and about the very idea this post started out as (creating a "reload" function) what about trying to tie the new feature into the actual saved games location rather than the very first screen (new game, continue). from what i read it seemed that you were trying to put the continue button on the menu, when i would think that you only want the list of saved games there.

anyway i think im going around in circles.

NFITC1 wanted to create another menu entry (comparatively easy) that linked to the load game module. That module would be responsible for reading the save headers and starting the load process etc.

The problem was that the menu could be called, but cursors and rendering didn't work. There is probably more than just the 'open a menu, taking the menu no. as an argument' operation, spotted earlier. The question is, what?

I'm wondering if the PSOne version might shed some light. Only a fragment of the menu executable is 'loaded' at any particular time. Watching what gets banked in when the load menu is called might help.

Or, of course, might not.