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Misc.cpp
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Misc.cpp
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#include <iostream>
#include <optional>
#include "dllmain.h"
#include "ConsoleWnd.h"
#include "Game.h"
#include "Settings.h"
#include "input.hpp"
// Trainer.cpp externs
extern std::optional<uint32_t> FlagsExtraValue;
void(__cdecl* setLanguage_Orig)();
void __cdecl setLanguage_Hook()
{
// Update violence level on game launch / new game
setLanguage_Orig();
if (re4t::cfg->iViolenceLevelOverride >= 0)
{
auto* SystemSave = SystemSavePtr();
if (SystemSave)
SystemSave->eff_country_9 = uint8_t(re4t::cfg->iViolenceLevelOverride);
}
}
typedef void(__fastcall* cCard__firstCheck10_Fn)(cCard* thisptr, void* unused);
cCard__firstCheck10_Fn cCard__firstCheck10_Orig;
void __fastcall cCard__firstCheck10_Hook(cCard* thisptr, void* unused)
{
uint8_t Rno1 = thisptr->m_Rno1_5;
// pSys gets overwritten with data from gamesave during first loading screen, so update violence level after reading it
cCard__firstCheck10_Orig(thisptr, unused);
auto* SystemSave = SystemSavePtr();
if (SystemSave)
{
if (re4t::cfg->iViolenceLevelOverride >= 0)
{
SystemSave->eff_country_9 = uint8_t(re4t::cfg->iViolenceLevelOverride);
}
// Rno1 == 2 overwrites SystemSave with data from the save file
// Restore the users updated EXTRA flags if they've set them
if (Rno1 == 2 && FlagsExtraValue.has_value())
{
SystemSave->flags_EXTRA_4[0] = *FlagsExtraValue;
FlagsExtraValue.reset();
}
}
}
struct FileData
{
std::string filePath;
void* data;
FileData& operator=(FileData&& o)
{
filePath = std::move(o.filePath);
// transfer ownership of data
data = o.data;
o.data = nullptr;
return *this;
}
~FileData()
{
if (data)
free(data);
data = nullptr;
}
bool load(std::string_view path)
{
HANDLE hFile = ::CreateFileA(path.data(), GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, NULL);
if (!hFile)
return false;
DWORD high = 0;
auto size = GetFileSize(hFile, &high);
data = malloc(size);
if (!data)
return false;
DWORD read = 0;
bool success = ReadFile(hFile, data, size, &read, nullptr)
&& read == size;
if (success)
filePath = path;
CloseHandle(hFile);
return success;
}
};
std::unordered_map<DatTbl*, std::unordered_map<std::string, FileData>> loadedFiles; // key = DatTbl ptr, value = local-path:data
std::unordered_map<std::string, bool> nonExistentFiles; // files that we know aren't on FS, cheaper to keep track of them instead of querying OS each time
std::string looseFilePath(const char* filePath)
{
std::string path = filePath;
if (nonExistentFiles.count(path))
return ""; // we know it's non-existent already, no need to check again
// Check if file exists at some common paths
std::string origPath = path;
if (GetFileAttributesA(path.c_str()) == 0xFFFFFFFF)
{
path = WstrToStr(rootPath) + "re4_tweaks\\sideload\\" + origPath;
if (GetFileAttributesA(path.c_str()) == 0xFFFFFFFF)
{
nonExistentFiles[origPath] = true;
return "";
}
}
char fullPath[4096];
GetFullPathNameA(path.c_str(), 4096, fullPath, nullptr);
return fullPath;
}
bool DatTbl_TryLoadFile(DatTbl* datTbl, const char* filePath, void** dataPtr)
{
std::string path = looseFilePath(filePath);
if (path.empty())
return true; // not found in any loose paths...
// file exists locally/loosely - load it into memory if we need to, and return ptr to it
if (loadedFiles.count(datTbl) <= 0)
loadedFiles[datTbl] = std::unordered_map<std::string, FileData>();
if (!loadedFiles[datTbl].count(path))
{
// File isn't loaded in yet
FileData file;
if (!file.load(path))
return true;
loadedFiles[datTbl][path] = std::move(file);
}
*dataPtr = loadedFiles[datTbl][path].data;
return true;
}
void DatTbl_TryUnloadFile(DatTbl* datTbl, const char* filePath)
{
if (!loadedFiles.count(datTbl))
return;
std::string path = filePath;
std::string fileKey;
auto& map = loadedFiles[datTbl];
for (auto& kvp : map)
{
if (kvp.second.filePath != path)
continue;
fileKey = kvp.first;
}
if (!fileKey.empty())
map.erase(fileKey);
}
bool(__fastcall* DatTbl__GetDat)(DatTbl* thisptr, void* unused, void** dataPtr, uint8_t* a3, const char* filePath, uint32_t* work_no_out);
bool __fastcall DatTbl__GetDat_Hook(DatTbl* thisptr, void* unused, void** dataPtr, uint8_t* a3, const char* filePath, uint32_t* work_no_out)
{
// Get the dat file normally first - so a3/work_no_out/etc will be set properly
if (!DatTbl__GetDat(thisptr, unused, dataPtr, a3, filePath, work_no_out))
return false; // doesn't exist in DAT, possibly corrupt game, return false...
return DatTbl_TryLoadFile(thisptr, filePath, dataPtr);
}
bool(__fastcall* DatTbl__GetDatWkNo)(DatTbl* thisptr, void* unused, void** dataPtr, uint8_t* a3, int work_no);
bool __fastcall DatTbl__GetDatWkNo_Hook(DatTbl* thisptr, void* unused, void** dataPtr, uint8_t* a3, int work_no)
{
// Get the dat file normally first - so a3 etc will be set properly
auto ret = DatTbl__GetDatWkNo(thisptr, unused, dataPtr, a3, work_no);
if (!ret)
return false; // doesn't exist in DAT, possibly corrupt game, return false...
if (work_no >= thisptr->NumDatTbl_0)
return false;
auto& entry = thisptr->PDatTbl_4[work_no];
return DatTbl_TryLoadFile(thisptr, entry.Name_0, dataPtr);
}
bool(__fastcall* DatTbl__DelDat)(DatTbl* thisptr, void* unused, const char* filePath);
bool __fastcall DatTbl__DelDat_Hook(DatTbl* thisptr, void* unused, const char* filePath)
{
DatTbl_TryUnloadFile(thisptr, filePath);
// Only call DatTbl__DelDatWkNo once we're finished with entry, as that func will clear it...
return DatTbl__DelDat(thisptr, unused, filePath);
}
bool(__fastcall* DatTbl__DelDatWkNo)(DatTbl* thisptr, void* unused, int work_no);
bool __fastcall DatTbl__DelDatWkNo_Hook(DatTbl* thisptr, void* unused, int work_no)
{
if (work_no < thisptr->NumDatTbl_0)
{
auto& entry = thisptr->PDatTbl_4[work_no];
DatTbl_TryUnloadFile(thisptr, entry.Name_0);
}
// Only call DatTbl__DelDatWkNo once we're finished with entry, as that func will clear it...
return DatTbl__DelDatWkNo(thisptr, unused, work_no);
}
bool(__fastcall* DatTbl__DelAll)(DatTbl* thisptr, void* unused, bool a2);
bool __fastcall DatTbl__DelAll_Hook(DatTbl* thisptr, void* unused, bool a2)
{
auto ret = DatTbl__DelAll(thisptr, unused, a2);
if (!loadedFiles.count(thisptr))
return ret;
auto& map = loadedFiles[thisptr];
map.clear();
loadedFiles.erase(thisptr);
return ret;
}
std::unordered_map<int, FileData> SsTermMain_files;
void** SsTermMain_MdtPtr = nullptr; // set by SsTermMain::OpeMdtSetNo, seems to be the actual mdt data ptr...
void(__fastcall* SsTermMain__OpeMdtSetNo)(uint8_t* thisptr, void* unused, int mdtSetNo);
void __fastcall SsTermMain__OpeMdtSetNo_Hook(uint8_t* thisptr, void* unused, int mdtSetNo)
{
SsTermMain__OpeMdtSetNo(thisptr, unused, mdtSetNo);
// Check if we can override/side-load the requested MDT with a loose version
if (mdtSetNo >= 0x18)
return; // invalid
if (!SsTermMain_files.count(mdtSetNo))
{
// gotta load it
int chapter = (GlobalPtr()->curRoomId_4FAC >> 8) & 0xF;
int realSetNo = mdtSetNo;
const int MessageCount_op01 = 13;
const int MessageCount_op02 = 6;
const int MessageCount_op03 = 5;
// fixups for chapters 2/3 (game code is only really setup to read op01, looks like they hacked in support for op02/op03)
if (chapter == 2 && realSetNo >= MessageCount_op01)
realSetNo -= MessageCount_op01;
else if (chapter == 3 && realSetNo >= (MessageCount_op01 + MessageCount_op02))
realSetNo -= (MessageCount_op01 + MessageCount_op02);
std::stringstream pathBuf;
pathBuf << "op\\unpacked\\op";
pathBuf << std::setfill('0') << std::setw(2) << chapter;
pathBuf << "_";
pathBuf << std::setfill('0') << std::setw(2) << realSetNo;
pathBuf << ".mdt";
std::string path = looseFilePath(pathBuf.str().c_str());
if (path.empty())
return; // no loose file to load...
FileData data;
if (!data.load(path))
return;
SsTermMain_files[mdtSetNo] = std::move(data);
}
*(void**)(thisptr + 0x44) = SsTermMain_files[mdtSetNo].data;
*SsTermMain_MdtPtr = SsTermMain_files[mdtSetNo].data;
}
void(__cdecl* SndCall)(void* a1, void* a2, void* a3, void* a4, void* a5);
void SsTermMain__quit_SndCall_hook(void* a1, void* a2, void* a3, void* a4, void* a5)
{
// called once game is finished with the MDT, now we can unload it
// have to hook the SndCall call inside SsTermMain::quit because it was only accessible by vftable
// and all the stack manipulating opcodes broke MakeInline...
SndCall(a1, a2, a3, a4, a5);
SsTermMain_files.clear();
}
BYTE(__cdecl *j_PlSetCostume_Orig)();
BYTE __cdecl j_PlSetCostume_Hook()
{
BYTE val = j_PlSetCostume_Orig();
if (!re4t::cfg->bOverrideCostumes)
return val;
PlayerCharacter curPlType = GlobalPtr()->pl_type_4FC8;
switch (curPlType)
{
case PlayerCharacter::Leon:
GlobalPtr()->plCostume_4FC9.Leon = (LeonCostume)(uint8_t)re4t::cfg->CostumeOverride.Leon;
GlobalPtr()->subCostume_4FCB = (AshleyCostume)(uint8_t)re4t::cfg->CostumeOverride.Ashley;
break;
case PlayerCharacter::Ashley: // When playing as Ashley in the castle section
// GlobalPtr()->plCostume_4FC9 = (uint8_t)re4t::cfg->CostumeOverride.Ashley; <- Disabled for being very unreliable. Crashed on me many times, and when it didn't Ashley had parts of her body invisible. TODO: Fix this oe day.
break;
case PlayerCharacter::Ada:
{
GlobalPtr()->plCostume_4FC9.Ada = (AdaCostume)(uint8_t)re4t::cfg->CostumeOverride.Ada;
break;
}
default:
break; // HUNK, Krauser and Wesker only have one costume
}
#ifdef VERBOSE
con.log("Player type: %d", int(GlobalPtr()->pl_type_4FC8));
con.log("Player costume: %d", int(GlobalPtr()->plCostume_4FC9.Leon));
con.log("Subchar costume: %d", int(GlobalPtr()->subCostume_4FCB));
#endif
return val;
}
void Install_LangLogHook()
{
static char* game_lang = nullptr;
auto pattern = hook::pattern("8A ? 08 8B ? ? ? ? ? 88 ? ? ? ? ? C3 8B FF");
struct GameLangLog
{
void operator()(injector::reg_pack& regs)
{
if (GameVersion() == "1.1.0")
*(uint8_t*)(regs.ecx + 0x4FA3) = (uint8_t)regs.eax;
else
*(uint8_t*)(regs.edx + 0x4FA3) = (uint8_t)regs.ecx;
switch (GameVersion() == "1.1.0" ? (uint8_t)regs.eax : (uint8_t)regs.ecx)
{
case 2:
game_lang = "English";
break;
case 3:
game_lang = "German";
break;
case 4:
game_lang = "French";
break;
case 5:
game_lang = "Spanish";
break;
case 6:
game_lang = GameVersion() == "1.1.0" ? "Traditional Chinese" : "Italian";
break;
case 7:
game_lang = "Simplified Chinese";
break;
case 8:
game_lang = "Italian";
break;
default:
game_lang = "Unknown"; // We should never reach this.
}
#ifdef VERBOSE
con.log("Game language: %s", game_lang);
#endif
spd::log()->info("Game language: {}", game_lang);
}
};
// Japanese exe doesn't have the setLanguage function, so we end up hooking nothing
if (pattern.size() != 1)
{
#ifdef VERBOSE
con.log("Game language: Japanese");
#endif
spd::log()->info("Game language: Japanese");
}
else
injector::MakeInline<GameLangLog>(pattern.count(1).get(0).get<uint32_t>(9), pattern.count(1).get(0).get<uint32_t>(15));
}
bool bShouldReload = false;
bool* ActBtn_m_active_flag_42;
BOOL (*joyKamae_orig)();
BOOL joyKamae_Hook()
{
// Run the original function first
BOOL ret = joyKamae_orig();
KEY_BTN reloadKey{};
bool reloadKeyCheck = false;
if (re4t::cfg->bAllowReloadWithoutAiming_kbm && isKeyboardMouse())
{
reloadKeyCheck = true;
reloadKey = KEY_BTN::KEY_RELOCKON; // Default key: R
}
else if (re4t::cfg->bAllowReloadWithoutAiming_controller && isController())
{
// Don't check for the reload key press if there's an active on-screen prompt
if (!*ActBtn_m_active_flag_42)
reloadKeyCheck = true;
// Change controller reload key, since the default is also used for sprinting when not aiming
switch (SystemSavePtr()->pad_type_B) {
case keyConfigTypes::TypeI:
reloadKey = KEY_BTN::KEY_CANCEL; // Xinput B
break;
case keyConfigTypes::TypeII:
case keyConfigTypes::TypeIII:
reloadKey = KEY_BTN::KEY_Y; // Xinput X
break;
}
}
// The PRL isn't reloadable, but m_pWep_34->reloadable() still returns true for some reason.
if (GlobalPtr()->weapon_no_4FC0 == 0x2E) // PRL 412
reloadKeyCheck = false;
auto wepPtr = PlayerPtr()->Wep_7D8;
if (wepPtr->m_pWep_34)
{
if (wepPtr->m_pWep_34->reloadable() && reloadKeyCheck)
{
// Check if the reload key has been pressed
bool hasPressedReload = ((Key_btn_on() & (uint64_t)reloadKey) == (uint64_t)reloadKey);
if (hasPressedReload)
{
bShouldReload = true; // Tell cPlayer__keyReload_hook to reload
ret = TRUE; // Tell the game to initiate the aiming routine
}
else
bShouldReload = false;
}
}
return ret;
}
bool* PlReloadDirect;
bool (*cPlayer__keyReload_orig)();
bool cPlayer__keyReload_hook()
{
bool ret = false;
if ((re4t::cfg->bAllowReloadWithoutAiming_kbm && isKeyboardMouse()) ||
(re4t::cfg->bAllowReloadWithoutAiming_controller && isController()))
{
bool isAiming = ((Key_btn_on() & (uint64_t)KEY_BTN::KEY_KAMAE) == (uint64_t)KEY_BTN::KEY_KAMAE);
bool reloadWithoutZoom = false;
switch (LastUsedDevice()) {
case InputDevices::DinputController:
case InputDevices::XinputController:
if (re4t::cfg->bAllowReloadWithoutAiming_controller)
ret = bShouldReload;
if (re4t::cfg->bReloadWithoutZoom_controller)
reloadWithoutZoom = (re4t::cfg->bReloadWithoutZoom_controller && !isAiming);
break;
case InputDevices::Keyboard:
case InputDevices::Mouse:
if (re4t::cfg->bAllowReloadWithoutAiming_kbm)
ret = bShouldReload;
if (re4t::cfg->bReloadWithoutZoom_kbm)
reloadWithoutZoom = (re4t::cfg->bReloadWithoutZoom_kbm && !isAiming);
break;
}
*PlReloadDirect = reloadWithoutZoom;
}
else
{
ret = cPlayer__keyReload_orig();
}
return ret;
}
// Small fixup for GetEtcFlgPtr - R6xx / R7xx rooms call into this, but those rooms don't have StX_data_tbl[n].save_flg set
// making GetEtcFlgPtr return NULL for those, causing a crash since the caller doesn't seem to handle NULL returns
// We could just patch the save_flg, but that might affect savegames in some way, so this way is probably safest
// (RE4 PS2 actually works very similarly to this, but only seems to use this for R0XX rooms, not sure if R6XX/R7XX would even run on there...)
uint16_t dmy_flg;
uint16_t* (__cdecl* GetEtcFlgPtr)(uint32_t etc_no, uint16_t room_no);
uint16_t* GetEtcFlgPtr_Hook(uint32_t etc_no, uint16_t room_no)
{
uint16_t* ret = GetEtcFlgPtr(etc_no, room_no);
if (ret)
return ret;
int stageNum = (GlobalPtr()->curRoomId_4FAC & 0xFF00) >> 8;
// Reimplement PS2s stage == 0 check, which provides pointer to a dummy flag to prevent crashing
if (!stageNum)
return &dmy_flg;
// Add our own stage number checks that also provide dummy pointer if necessary
// Originally this was only meant to affect stage 6/7, as those are the only levels in vanilla game that had this crash issue
// However some modders have found ways to store maps under later stage numbers, which can run into the same issue of crashing due to missing save_flg
// (eg. has been noticed to happen when renaming r102 to ra02 & trying to jump there - should be able to load fine now with this)
if (stageNum >= 6)
return &dmy_flg;
return ret;
}
void (__cdecl* itemCaption)(ITEM_ID a1);
void __cdecl BuyMenuSelect__move_itemCaption_hook(ITEM_ID a1)
{
if (a1 == (ITEM_ID)EItemId::Thompson && re4t::cfg->bBalancedChicagoTypewriter)
a1 = (ITEM_ID)EItemId::Ada_Machine_Gun;
itemCaption(a1);
}
cItem SsItemExamine__move_cItem;
bool(__fastcall* MesSet)(MessageControl* thisptr, void* unused, uint32_t num, int px, int py, uint32_t attr, int wk, uint8_t col, int font_no);
bool __fastcall SsItemExamine__move_MesSet_hook(MessageControl* thisptr, void* unused, uint32_t num, int px, int py, uint32_t attr, int wk, uint8_t col, int font_no)
{
if (num == (ITEM_ID)EItemId::Thompson && !SsItemExamine__move_cItem.specialTuned() && re4t::cfg->bBalancedChicagoTypewriter)
num = (ITEM_ID)EItemId::Ada_Machine_Gun;
if (num == (ITEM_ID)EItemId::Ruger_SA && !SsItemExamine__move_cItem.specialTuned() && re4t::cfg->bFixSilencedHandgunDescription)
num = (ITEM_ID)EItemId::Ruger;
return MesSet(thisptr, nullptr, num, px, py, attr, wk, col, font_no);
}
void re4t::init::Misc()
{
// Hooks to allow reloading without aiming
{
// joyKamae -> Tells the game if the player is aiming or not.
// We originally only hooked cPlayer::keyReload, and that worked for the most part, but under some circustances,
// some type of race condition could occur if the player pressed reload first, and then held the aim button after reloading began. This would lead to
// the game skipping the wep**_r3_ready** funcs, which are responsible to set up a bunch of stuff related to aiming, leading to a broken state. Now we hook
// this function and, if the player wants to reload without aiming, we first pretend the player is aiming. This makes everything get set up properly. Then,
// we tell cPlayer__keyReload_hook to go into the reload routine. Kinda messy, but it seems to fix the issue we had before.
auto pattern = hook::pattern("E8 ? ? ? ? 85 C0 74 ? 81 A6 ? ? ? ? ? ? ? ? C7 86 ? ? ? ? ? ? ? ? 5E");
ReadCall(injector::GetBranchDestination(pattern.count(1).get(0).get<uint32_t>(0)).as_int(), joyKamae_orig);
InjectHook(injector::GetBranchDestination(pattern.count(1).get(0).get<uint32_t>(0)).as_int(), joyKamae_Hook, PATCH_JUMP);
// cPlayer::keyReload -> Makes the game enter the reload routine if a condition is met.
pattern = hook::pattern("E8 ? ? ? ? 84 C0 74 3A 8B 86 ? ? ? ? 39 58 ? 74 ? 8B 40");
ReadCall(injector::GetBranchDestination(pattern.count(1).get(0).get<uint32_t>(0)).as_int(), cPlayer__keyReload_orig);
InjectHook(injector::GetBranchDestination(pattern.count(1).get(0).get<uint32_t>(0)).as_int(), cPlayer__keyReload_hook, PATCH_JUMP);
// PlReloadDirect is used to skip the camera change when you press the aim button (checked in cPlayer::isKamae)
pattern = hook::pattern("80 3D ? ? ? ? ? 74 ? 3C ? 74 ? 3C ? 74 ? B8 ? ? ? ? C3");
PlReloadDirect = (bool*)*pattern.count(1).get(0).get<uint32_t*>(2);
// Grab a pointer to cActionButton's "m_active_flag".
pattern = hook::pattern("80 3D ? ? ? ? ? 75 ? 6A ? E8 ? ? ? ? 83 C4 ? EB");
ActBtn_m_active_flag_42 = (bool*)*pattern.count(1).get(0).get<uint32_t*>(2);
}
// Hook SsTermMain MDT reading functions so we can load loose file instead
{
auto pattern = hook::pattern("8B 41 44 A3");
SsTermMain_MdtPtr = *pattern.count(2).get(0).get<void**>(4);
pattern = hook::pattern("50 8B CB E8 ? ? ? ? 5F 5E 5B 5D C2");
ReadCall(injector::GetBranchDestination(pattern.count(1).get(0).get<uint32_t>(3)).as_int(), SsTermMain__OpeMdtSetNo);
InjectHook(injector::GetBranchDestination(pattern.count(1).get(0).get<uint32_t>(3)).as_int(), SsTermMain__OpeMdtSetNo_Hook);
pattern = hook::pattern("6A 00 6A 00 6A 00 6A 15 6A 00 E8");
ReadCall(pattern.count(1).get(0).get<uint8_t>(0xA), SndCall);
InjectHook(pattern.count(1).get(0).get<uint8_t>(0xA), SsTermMain__quit_SndCall_hook);
}
// Hook DatTbl funcs, to allow side-loading loose files instead
{
// DatTbl::GetDat retrieves data pointer from the DAT file - hook it so we can search & read from the local filesystem too
auto pattern = hook::pattern("52 8D 45 ? 50 83 C1 48 E8 ? ? ? ? 84 C0 75 ? 53");
ReadCall(injector::GetBranchDestination(pattern.count(1).get(0).get<uint32_t>(8)).as_int(), DatTbl__GetDat);
InjectHook(injector::GetBranchDestination(pattern.count(1).get(0).get<uint32_t>(8)).as_int(), DatTbl__GetDat_Hook);
// DatTbl::GetDatWkNo retrieves pointer via DAT table index instead of a file path
pattern = hook::pattern("52 8D 45 ? 8D 71 48 50 8B CE E8 ? ? ? ? 84 C0 0F");
ReadCall(injector::GetBranchDestination(pattern.count(1).get(0).get<uint32_t>(10)).as_int(), DatTbl__GetDatWkNo);
InjectHook(injector::GetBranchDestination(pattern.count(1).get(0).get<uint32_t>(10)).as_int(), DatTbl__GetDatWkNo_Hook);
// DatTbl::DelDat seems to release the data buffer for a file inside the DAT, hook it so we can release the memory-mapping if needed too
pattern = hook::pattern("50 83 C1 48 E8 ? ? ? ? 84 C0 75 ? 68");
ReadCall(injector::GetBranchDestination(pattern.count(1).get(0).get<uint32_t>(4)).as_int(), DatTbl__DelDat);
InjectHook(injector::GetBranchDestination(pattern.count(1).get(0).get<uint32_t>(4)).as_int(), DatTbl__DelDat_Hook);
// DatTbl::DelDatWkNo release memory-map by index...
pattern = hook::pattern("8D 73 48 57 8B CE E8 ? ? ? ? 47 3B 7D");
ReadCall(injector::GetBranchDestination(pattern.count(1).get(0).get<uint32_t>(6)).as_int(), DatTbl__DelDatWkNo);
InjectHook(injector::GetBranchDestination(pattern.count(1).get(0).get<uint32_t>(6)).as_int(), DatTbl__DelDatWkNo_Hook);
// DatTbl::DelAll is called when the game is finished with this DAT, hook it so we can release any memory-mappings we made
pattern = hook::pattern("32 C0 5E C3 6A 01 E8 ? ? ? ? 8B 46 04 50 E8");
ReadCall(injector::GetBranchDestination(pattern.count(1).get(0).get<uint32_t>(6)).as_int(), DatTbl__DelAll);
InjectHook(injector::GetBranchDestination(pattern.count(1).get(0).get<uint32_t>(6)).as_int(), DatTbl__DelAll_Hook);
}
// Allow subtitles when using English language
// (but only if we find a replacement for the placeholder English subs in the game folder)
{
bool hasSubs =
GetFileAttributesW((rootPath + L"/re4_tweaks/sideload/event/r100/s03/etc/r100s03.mdt").c_str()) != 0xFFFFFFFF;
if (hasSubs)
{
// Patch graphics_menu to enable subtitle option
auto pattern = hook::pattern("E8 ? ? ? ? B1 01 3A C1 0F");
if (pattern.size() > 0) // JP exe doesn't contain code for english lang...
{
injector::WriteMemory(pattern.count(1).get(0).get<uint8_t>(9), uint16_t(0xE990), true);
// patch Event::MesSet to allow English subs to be drawn
pattern = hook::pattern("8A 40 08 3C 02 74 ? 3C 01");
injector::MakeNOP(pattern.count(1).get(0).get<uint8_t>(5), 2, true);
// Patch second language check inside graphics_menu, unsure what it's doing...
pattern = hook::pattern("C7 85 ? ? ? ? FF FF FF FF E8 ? ? ? ? 33 D2 3C 01");
uint8_t xorEax[] = { 0x31, 0xC0, 0x90, 0x90, 0x90 };
injector::WriteMemoryRaw(pattern.count(1).get(0).get<uint8_t>(0xA), xorEax, 5, true);
// Fix R245EventS00/R22EEventS00 accidentally calling EvtReadExec with a do-not-free-after-use (0x40) flag
// (without this fix, those cutscenes will leak memory whenever they're played...)
pattern = hook::pattern("6A 50 53 68 ? ? ? ? B9 ? ? ? ? E8");
injector::WriteMemory(pattern.count(2).get(0).get<uint8_t>(1), uint8_t(0x10), true);
injector::WriteMemory(pattern.count(2).get(1).get<uint8_t>(1), uint8_t(0x10), true);
spd::log()->info("{} -> English subtitles unlocked", __FUNCTION__);
}
}
}
// Remove savegame SteamID checks, allows easier save transfers
{
auto pattern = hook::pattern("8B 88 40 1E 00 00 3B 4D ? 0F 85 ? ? ? ?");
Nop(pattern.count(1).get(0).get<uint8_t>(0x9), 6);
Nop(pattern.count(1).get(0).get<uint8_t>(0x18), 6);
}
// Log game language once setLanguage is done
{
static char* game_lang = nullptr;
auto pattern = hook::pattern("8A ? 08 8B ? ? ? ? ? 88 ? ? ? ? ? C3 8B FF");
struct GameLangLog
{
void operator()(injector::reg_pack& regs)
{
if (GameVersion() == "1.1.0")
*(uint8_t*)(regs.ecx + 0x4FA3) = (uint8_t)regs.eax;
else
*(uint8_t*)(regs.edx + 0x4FA3) = (uint8_t)regs.ecx;
switch (GameVersion() == "1.1.0" ? (uint8_t)regs.eax : (uint8_t)regs.ecx)
{
case 2:
game_lang = "English";
break;
case 3:
game_lang = "German";
break;
case 4:
game_lang = "French";
break;
case 5:
game_lang = "Spanish";
break;
case 6:
game_lang = GameVersion() == "1.1.0" ? "Traditional Chinese" : "Italian";
break;
case 7:
game_lang = "Simplified Chinese";
break;
case 8:
game_lang = "Italian";
break;
default:
game_lang = "Unknown"; // We should never reach this.
}
#ifdef VERBOSE
con.log("Game language: %s", game_lang);
#endif
spd::log()->info("Game language: {}", game_lang);
}
};
// Japanese exe doesn't have the setLanguage function, so we end up hooking nothing
if (pattern.size() != 1)
{
#ifdef VERBOSE
con.log("Game language: Japanese");
#endif
spd::log()->info("Game language: Japanese");
}
else
injector::MakeInline<GameLangLog>(pattern.count(1).get(0).get<uint32_t>(9), pattern.count(1).get(0).get<uint32_t>(15));
}
// Hook gameInit to allow difficulty overrides
{
auto pattern = hook::pattern("A1 ? ? ? ? 83 C4 08 80 B8 ? ? ? ? ? 75 06 83 48 54 20 EB 04 83 60 54");
struct gameInit_DifficultyOverride
{
void operator()(injector::reg_pack& regs)
{
// Code we replaced
regs.eax = uint32_t(GlobalPtr());
// Don't do anything on existing saves. (Doesn't seem to work correctly on existing saves even without this check anyway...)
bool isLoadingSave = FlagIsSet(GlobalPtr()->Flags_SYSTEM_0_54, uint32_t(Flags_SYSTEM::SYS_LOAD_GAME));
if (re4t::cfg->bOverrideDifficulty && !isLoadingSave)
{
#ifdef VERBOSE
con.log("Current difficulty: %s", sGameDifficultyNames[int(GlobalPtr()->gameDifficulty_847C)]);
con.log("Overriding difficulty to: %s", sGameDifficultyNames[int(re4t::cfg->NewDifficulty)]);
#endif
GlobalPtr()->gameDifficulty_847C = re4t::cfg->NewDifficulty;
}
}
}; injector::MakeInline<gameInit_DifficultyOverride>(pattern.count(1).get(0).get<uint32_t>(0), pattern.count(1).get(0).get<uint32_t>(5));
}
// Hook PlSetCostume to allow custom costume combos
{
auto pattern = hook::pattern("E8 ? ? ? ? A1 ? ? ? ? 66 83 88 ? ? ? ? ? 5B");
ReadCall(injector::GetBranchDestination(pattern.get_first()).as_int(), j_PlSetCostume_Orig);
InjectHook(injector::GetBranchDestination(pattern.get_first()).as_int(), j_PlSetCostume_Hook);
// Separate Ways and Assignment Ada don't call PlSetCostume. Instead, the costume is set at titleAda and titleSub.
// titleAda/Separate Ways
pattern = hook::pattern("C6 81 ? ? ? ? ? 8B 15 ? ? ? ? 6A ? C6 82 ? ? ? ? ? A1 ? ? ? ? 80 78");
struct AdaCosStructSW
{
void operator()(injector::reg_pack& regs)
{
if (!re4t::cfg->bOverrideCostumes)
GlobalPtr()->plCostume_4FC9.Ada = AdaCostume::Normal;
else
{
GlobalPtr()->plCostume_4FC9.Ada = re4t::cfg->CostumeOverride.Ada;
#ifdef VERBOSE
con.log("Player type: %d", int(GlobalPtr()->pl_type_4FC8));
con.log("Player costume: %d", int(GlobalPtr()->plCostume_4FC9.Ada));
#endif
}
}
}; injector::MakeInline<AdaCosStructSW>(pattern.count(1).get(0).get<uint32_t>(0), pattern.count(1).get(0).get<uint32_t>(7));
// titleSub/Assignment Ada
pattern = hook::pattern("C6 ? ? ? ? ? ? E8 ? ? ? ? 6A ? 68 ? ? ? ? 6A ? 89 46 ? E8 ? ? ? ? 8B 15");
struct AdaCosStructAA
{
void operator()(injector::reg_pack& regs)
{
if (!re4t::cfg->bOverrideCostumes)
GlobalPtr()->plCostume_4FC9.Ada = AdaCostume::Spy;
else
{
GlobalPtr()->plCostume_4FC9.Ada = re4t::cfg->CostumeOverride.Ada;
#ifdef VERBOSE
con.log("Player type: %d", int(GlobalPtr()->pl_type_4FC8));
con.log("Player costume: %d", int(GlobalPtr()->plCostume_4FC9.Ada));
#endif
}
}
}; injector::MakeInline<AdaCosStructAA>(pattern.count(1).get(0).get<uint32_t>(0), pattern.count(1).get(0).get<uint32_t>(7));
// The Mercenaries also sets costumes using titleSub.
pattern = hook::pattern("C6 46 ? ? 88 4E ? E8 ? ? ? ? 6A ? 6A ? 6A ? 6A ? 6A ? 6A ? E8");
struct MercsTitleSubCos
{
void operator()(injector::reg_pack& regs)
{
// Code we replaced
*(uint8_t*)(regs.esi + 0x01) = 0x0A;
*(uint8_t*)(regs.esi + 0x6E) = (uint8_t)regs.ecx & 0xFF;
if (re4t::cfg->bOverrideCostumes)
{
PlayerCharacter curPlType = GlobalPtr()->pl_type_4FC8;
switch (curPlType)
{
case PlayerCharacter::Leon:
GlobalPtr()->plCostume_4FC9.Leon = re4t::cfg->CostumeOverride.Leon;
break;
case PlayerCharacter::Ada:
{
// ID number 2 seems to be the exact same outfit as ID number 0, for some reason, so we increase the ID here to use the actual next costume
uint8_t costumeID = (uint8_t)re4t::cfg->CostumeOverride.Ada;
if (costumeID == 2)
costumeID++;
GlobalPtr()->plCostume_4FC9.Ada = AdaCostume(costumeID);
break;
}
default:
GlobalPtr()->plCostume_4FC9.Leon = (LeonCostume)0; // HUNK, Krauser and Wesker only have one costume
}
#ifdef VERBOSE
con.log("Player type: %d", int(GlobalPtr()->pl_type_4FC8));
con.log("Player costume: %d", int(GlobalPtr()->plCostume_4FC9.Leon));
#endif
}
}
}; injector::MakeInline<MercsTitleSubCos>(pattern.count(1).get(0).get<uint32_t>(0), pattern.count(1).get(0).get<uint32_t>(7));
// Fix instructions that are checking for Ashley's armor costume instead of Leon's mafia costume, which can cause a bunch of issues
{
// PlClothSetLeon -- Issue: Would not apply jacket physics if Ashley isn't armored
auto pattern = hook::pattern("80 B8 ? ? ? ? 02 75 ? 6A ? 68 ? ? ? ? B9 ? ? ? ? E8 ? ? ? ? 66 85 ? 75 ? A1");
injector::WriteMemory(pattern.count(1).get(0).get<uint32_t>(2), (uint8_t)0xC9, true); // +00004FCB -> +00004FC9
injector::WriteMemory(pattern.count(1).get(0).get<uint32_t>(6), (uint8_t)LeonCostume::Mafia, true); // 02 -> 04
// Chicago Typewriter -- Issue: if Ashley is armored, Leon's Chicago Typewriter reload animation would always be the special Mafia one, regardless of Leon's costume
auto pattern_wep11_r2_reload_1 = hook::pattern("80 B8 ? ? ? ? ? 0F 85 ? ? ? ? 38 98 ? ? ? ? 0F 85 ? ? ? ? 80 B8 ? ? ? ? ? 0F 85 ? ? ? ? 8B 96");
auto pattern_wep11_r2_reload_2to7 = hook::pattern("80 B8 ? ? ? ? 02 75 ? 38 98 ? ? ? ? 75 ? 80 B8 ? ? ? ? 0C");
auto pattern_wep11_r2_reload_8 = hook::pattern("80 B8 ? ? ? ? ? D9 EE 0F 85 ? ? ? ? 38 98 ? ? ? ? 0F 85 ? ? ? ? 80 B8 ? ? ? ? ? 0F 85");
auto pattern_ReadWepData = hook::pattern("80 B9 ? ? ? ? ? 75 ? BB ? ? ? ? EB ? BB ? ? ? ? 8D 3C DD");
auto pattern_cObjTompson__setMotion = hook::pattern("80 B8 ? ? ? ? ? 75 ? 38 88 ? ? ? ? 75 ? 8B 96 ? ? ? ? 89 8A ? ? ? ? 8B 86 ? ? ? ? 89");
auto pattern_cPlayer__seqSeCtrl = hook::pattern("80 B8 ? ? ? ? ? 75 ? 80 B8 ? ? ? ? ? 75 ? 83 FB ? 77 ? 0F B6 8B ? ? ? ? FF 24 8D");
auto pattern_cObjTompson__moveReload = hook::pattern("80 B9 ? ? ? ? ? 75 ? 80 B9 ? ? ? ? ? 0F 84 ? ? ? ? 80 BE ? ? ? ? ? 0F B6 81");
injector::WriteMemory(pattern_wep11_r2_reload_1.count(1).get(0).get<uint32_t>(2), (uint8_t)0xC9, true); // +00004FCB -> +00004FC9
injector::WriteMemory(pattern_wep11_r2_reload_1.count(1).get(0).get<uint32_t>(6), (uint8_t)LeonCostume::Mafia, true); // 02 -> 04
for (size_t i = 0; i < pattern_wep11_r2_reload_2to7.size(); ++i)
{
injector::WriteMemory(pattern_wep11_r2_reload_2to7.count(6).get(i).get<uint32_t>(2), (uint8_t)0xC9, true); // +00004FCB -> +00004FC9
injector::WriteMemory(pattern_wep11_r2_reload_2to7.count(6).get(i).get<uint32_t>(6), (uint8_t)LeonCostume::Mafia, true); // 02 -> 04
}
injector::WriteMemory(pattern_wep11_r2_reload_8.count(1).get(0).get<uint32_t>(2), (uint8_t)0xC9, true); // +00004FCB -> +00004FC9
injector::WriteMemory(pattern_wep11_r2_reload_8.count(1).get(0).get<uint32_t>(6), (uint8_t)LeonCostume::Mafia, true); // 02 -> 04
injector::WriteMemory(pattern_ReadWepData.count(1).get(0).get<uint32_t>(2), (uint8_t)0xC9, true); // +00004FCB -> +00004FC9
injector::WriteMemory(pattern_ReadWepData.count(1).get(0).get<uint32_t>(6), (uint8_t)LeonCostume::Mafia, true); // 02 -> 04
injector::WriteMemory(pattern_cObjTompson__setMotion.count(1).get(0).get<uint32_t>(2), (uint8_t)0xC9, true); // +00004FCB -> +00004FC9
injector::WriteMemory(pattern_cObjTompson__setMotion.count(1).get(0).get<uint32_t>(6), (uint8_t)LeonCostume::Mafia, true); // 02 -> 04
injector::WriteMemory(pattern_cPlayer__seqSeCtrl.count(1).get(0).get<uint32_t>(2), (uint8_t)0xC9, true); // +00004FCB -> +00004FC9
injector::WriteMemory(pattern_cPlayer__seqSeCtrl.count(1).get(0).get<uint32_t>(6), (uint8_t)LeonCostume::Mafia, true); // 02 -> 04
injector::WriteMemory(pattern_cObjTompson__moveReload.count(1).get(0).get<uint32_t>(2), (uint8_t)0xC9, true); // +00004FCB -> +00004FC9
injector::WriteMemory(pattern_cObjTompson__moveReload.count(1).get(0).get<uint32_t>(6), (uint8_t)LeonCostume::Mafia, true); // 02 -> 04
}
// Workaround crashes caused by some Ada costumes not working with certain weapons. Only seems to affect the inventory screen.
{
auto pattern = hook::pattern("0F B7 0D ? ? ? ? 51 E8 ? ? ? ? 0F B6 ? 50 8D 4D ? 51 E8 ? ? ? ? 8B");
static uint16_t* m_wep_id_10 = (uint16_t*)*pattern.count(1).get(0).get<uint32_t>(3);
// SubScreenTask -> Make game think the player's hand is empty instead of having the problematic weapons.
struct SubScreenTask_hook
{
void operator()(injector::reg_pack& regs)
{
// Code we replaced
regs.ecx = *m_wep_id_10;
PlayerCharacter curPlType = GlobalPtr()->pl_type_4FC8;
if (curPlType == PlayerCharacter::Ada)
{
AdaCostume curCostume = GlobalPtr()->plCostume_4FC9.Ada;
switch (curCostume) {
case AdaCostume::Spy:
if (regs.ecx == 0x10) // 0x10 = Bowgun
regs.ecx = 0x800; // 0x800 = Empty hand
break;
case AdaCostume::RE2:
case AdaCostume::RE2_d:
if (regs.ecx == 0x53) // 0x53 = Chicago Typewriter
regs.ecx = 0x800; // 0x800 = Empty hand
}
}
}
}; injector::MakeInline<SubScreenTask_hook>(pattern.count(1).get(0).get<uint32_t>(0), pattern.count(1).get(0).get<uint32_t>(7));
// playerModelInit -> Same as before.
pattern = hook::pattern("0F B7 05 ? ? ? ? 53 56 57 50 E8 ? ? ? ? 0F B7 15 ? ? ? ? 52 0F B6 ? E8");
struct playerModelInit_hook
{
void operator()(injector::reg_pack& regs)
{
// Code we replaced
regs.eax = *m_wep_id_10;
PlayerCharacter curPlType = GlobalPtr()->pl_type_4FC8;
if (curPlType == PlayerCharacter::Ada)
{
AdaCostume curCostume = GlobalPtr()->plCostume_4FC9.Ada;
switch (curCostume) {
case AdaCostume::Spy:
if (regs.eax == 0x10) // 0x10 = Bowgun
regs.eax = 0x800; // 0x800 = Empty hand
break;
case AdaCostume::RE2:
case AdaCostume::RE2_d:
if (regs.eax == 0x53) // 0x53 = Chicago Typewriter
regs.eax = 0x800; // 0x800 = Empty hand
}
}
}
}; injector::MakeInline<playerModelInit_hook>(pattern.count(1).get(0).get<uint32_t>(0), pattern.count(1).get(0).get<uint32_t>(7));
// SsPzzlMain::move -> Same as before, but for when changing weapons in the inventory.
pattern = hook::pattern("0F B7 05 ? ? ? ? 50 E8 ? ? ? ? 0F B7 15 ? ? ? ? 52 0F B6 ? E8 ? ? ? ? 0F B6 ? 50");
struct SsPzzlMain__move_hook
{
void operator()(injector::reg_pack& regs)
{
// Code we replaced
regs.eax = *m_wep_id_10;
PlayerCharacter curPlType = GlobalPtr()->pl_type_4FC8;
if (curPlType == PlayerCharacter::Ada)
{
AdaCostume curCostume = GlobalPtr()->plCostume_4FC9.Ada;
switch (curCostume) {
case AdaCostume::Spy:
if (regs.eax == 0x10) // 0x10 = Bowgun
regs.eax = 0x800; // 0x800 = Empty hand
break;
case AdaCostume::RE2:
case AdaCostume::RE2_d:
if (regs.eax == 0x53) // 0x53 = Chicago Typewriter
regs.eax = 0x800; // 0x800 = Empty hand
}
}
}
}; injector::MakeInline<SsPzzlMain__move_hook>(pattern.count(1).get(0).get<uint32_t>(0), pattern.count(1).get(0).get<uint32_t>(7));
}
spd::log()->info("OverrideCostumes applied");
}
// Mafia Leon on cutscenes
if (re4t::cfg->bAllowMafiaLeonCutscenes)
{
auto pattern = hook::pattern("80 B9 ? ? ? ? 04 6A ? 6A ? 6A ? 6A ? 0F 85");
injector::WriteMemory(pattern.count(1).get(0).get<uint32_t>(6), (uint8_t)-1, true); // Allow the correct models to be used
pattern = hook::pattern("8B 7D 18 75 ? 80 B8 ? ? ? ? 02 75 ? 6A ? 68");
injector::WriteMemory(pattern.count(1).get(0).get<uint32_t>(11), (uint8_t)-1, true); // Allow the correct animations to be used
spd::log()->info("AllowMafiaLeonCutscenes enabled");
}
// Check if the game is running at a valid frame rate
if (!re4t::cfg->bIgnoreFPSWarning)
{
// Hook function to read the FPS value from config.ini
auto pattern = hook::pattern("89 0D ? ? ? ? 0F 95 ? 88 15 ? ? ? ? D9 1D ? ? ? ? A3 ? ? ? ? DB 46 ? D9 1D ? ? ? ? 8B 4E ? 89 0D ? ? ? ? 8B 4D ? 5E");
struct ReadFPS
{
void operator()(injector::reg_pack& regs)
{
int intIniFPS = regs.ecx;
int intNewFPS;
#ifdef VERBOSE
con.log("Config.ini frame rate = %d", intIniFPS);