FF13Fix/d3d9ex/AutoFix.cpp

420 lines
15 KiB
C++

#include "stdafx.h"
#include "Context.h"
#include "IDirect3DVertexBuffer9.h"
void MainContext::EnableAutoFix()
{
std::string exe_name = ModuleNameA(NULL);
std::transform(exe_name.begin(), exe_name.end(), exe_name.begin(), std::tolower);
if (exe_name == "ffxiiiimg.exe")
{
autofix = AutoFixes::FINAL_FANTASY_XIII;
PrintLog("AutoFix for \"Final Fantasy XIII\" enabled");
FF13_InitializeGameAddresses();
}
if (exe_name == "ffxiii2img.exe")
{
autofix = AutoFixes::FINAL_FANTASY_XIII2;
PrintLog("AutoFix for \"Final Fantasy XIII-2\" enabled");
FF13_2_InitializeGameAddresses();
FF13_2_CreateSetFrameRateCodeBlock();
}
}
const std::map<const MainContext::AutoFixes, const uint32_t> MainContext::behaviorflags_fixes =
{
};
void MainContext::FixBehaviorFlagConflict(const DWORD flags_in, DWORD* flags_out)
{
if (flags_in & D3DCREATE_SOFTWARE_VERTEXPROCESSING)
{
*flags_out &= ~(D3DCREATE_PUREDEVICE | D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_MIXED_VERTEXPROCESSING);
*flags_out |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
}
else if (flags_in & D3DCREATE_MIXED_VERTEXPROCESSING)
{
*flags_out &= ~(D3DCREATE_PUREDEVICE | D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_SOFTWARE_VERTEXPROCESSING);
*flags_out |= D3DCREATE_MIXED_VERTEXPROCESSING;
}
else if (flags_in & D3DCREATE_HARDWARE_VERTEXPROCESSING)
{
*flags_out &= ~(D3DCREATE_MIXED_VERTEXPROCESSING | D3DCREATE_SOFTWARE_VERTEXPROCESSING);
*flags_out |= D3DCREATE_HARDWARE_VERTEXPROCESSING;
}
}
bool MainContext::ApplyBehaviorFlagsFix(DWORD* flags)
{
if (autofix == AutoFixes::NONE) return false;
auto&& fix = behaviorflags_fixes.find(autofix);
if (fix != behaviorflags_fixes.end())
{
FixBehaviorFlagConflict(fix->second, flags);
return true;
}
return false;
}
HRESULT MainContext::SetScissorRect(IDirect3DDevice9* pIDirect3DDevice9, CONST RECT* rect)
{
if (rect)
{
RECT* r = const_cast<RECT*>(rect);
r->left = (LONG)(r->left * scissor_scaling_factor_w);
r->top = (LONG)(r->top * scissor_scaling_factor_h);
r->right = (LONG)(r->right * scissor_scaling_factor_w);
r->bottom = (LONG)(r->bottom * scissor_scaling_factor_h);
return pIDirect3DDevice9->SetScissorRect(r);
}
return pIDirect3DDevice9->SetScissorRect(rect);
}
HRESULT MainContext::SetViewport(IDirect3DDevice9* pIDirect3DDevice9, CONST D3DVIEWPORT9* pViewport)
{
if (pViewport)
{
D3DVIEWPORT9* vp = const_cast<D3DVIEWPORT9*>(pViewport);
if (pViewport->Width > 1280 && pViewport->Height > 720)
{
vp->Width--;
vp->X++;
vp->Height--;
vp->Y++;
}
return pIDirect3DDevice9->SetViewport(vp);
}
return pIDirect3DDevice9->SetViewport(pViewport);
}
HRESULT MainContext::CreateVertexBuffer(IDirect3DDevice9* pIDirect3DDevice9, UINT Length, DWORD Usage, DWORD FVF, D3DPOOL Pool, IDirect3DVertexBuffer9** ppVertexBuffer, HANDLE* pSharedHandle)
{
switch (autofix)
{
case AutoFixes::FINAL_FANTASY_XIII:
case AutoFixes::FINAL_FANTASY_XIII2:
// Both games lock a vertex buffer 358400 before drawing any 2D element on screen (sometimes multiple times per frame)
if (Length == 358400 && Pool == D3DPOOL_MANAGED) {
Usage = D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY;
Pool = D3DPOOL_SYSTEMMEM;
}
// Crashing on Lock/Unlock, why???
// //IDirect3DVertexBuffer9* buffer = nullptr;
// //HRESULT hr = pIDirect3DDevice9->CreateVertexBuffer(Length, Usage, FVF, Pool, &buffer, NULL);
// //if (FAILED(hr))
// //{
// // return pIDirect3DDevice9->CreateVertexBuffer(Length, Usage, FVF, Pool, ppVertexBuffer, pSharedHandle);
// //}
// //if(ppVertexBuffer) *ppVertexBuffer = new hkIDirect3DVertexBuffer9(pIDirect3DDevice9, buffer);
// //return hr;
break;
}
return pIDirect3DDevice9->CreateVertexBuffer(Length, Usage, FVF, Pool, ppVertexBuffer, pSharedHandle);
}
void MainContext::OneTimeFix(std::unique_ptr<wchar_t[]>& className)
{
if (wcscmp(className.get(), L"SQEX.CDev.Engine.Framework.MainWindow") == 0) {
std::thread fix(&context.Fix_Thread);
fix.detach();
}
}
void MainContext::Fix_Thread()
{
std::this_thread::sleep_for(std::chrono::milliseconds(2000));
std::lock_guard<std::mutex> lock(context.fix_mutex);
if (context.autofix == AutoFixes::FINAL_FANTASY_XIII) {
PrintLog("Starting FFXIII one time RAM patches.");
context.FF13_OneTimeFixes();
}
else if (context.autofix == AutoFixes::FINAL_FANTASY_XIII2) {
PrintLog("Starting FFXIII-2 one time RAM patches.");
context.FF13_2_OneTimeFixes();
}
MessageBeep(MB_ICONASTERISK);
}
void MainContext::FF13_InitializeGameAddresses()
{
// FF13 always seem to use the same addresses (even if you force ASLR on the OS), but we are calculating the addresses just in case...
uint8_t* baseAddr = (uint8_t*)GetModuleHandle(NULL); // Should be 400000
PrintLog("Base Addr = %x", baseAddr);
ff13_frame_pacer_ptr = (float**)(baseAddr + 0x243E34C);
ff13_set_framerate_ingame_instruction_address = baseAddr + 0xA8D65F;
ff13_continuous_scan_instruction_address = baseAddr + 0x420868;
ff13_enemy_scan_box_code_address = baseAddr + 0x54C920;
ff13_base_controller_input_address_ptr = (uint8_t**)(baseAddr + 0x02411220);
ff13_vibration_low_set_zero_address = baseAddr + 0x4210DF;
ff13_vibration_high_set_zero_address = baseAddr + 0x4210F3;
ff13_internal_res_w = (uint32_t*)(baseAddr + 0x22E5168);
ff13_internal_res_h = ff13_internal_res_w + 1;
ff13_loading_screen_scissor_scaling_factor_1 = baseAddr + 0x616596;
ff13_loading_screen_scissor_scaling_factor_2 = baseAddr + 0x6165BB;
ff13_loading_screen_scissor_scaling_factor_3 = baseAddr + 0x61654C;
ff13_loading_screen_scissor_scaling_factor_4 = baseAddr + 0x616571;
ff13_settings_screen_scissor_scaling_factor = baseAddr + 0x572B26;
ff13_party_screen_scissor_scaling_factor_1 = baseAddr + 0x668DE9;
ff13_party_screen_scissor_scaling_factor_2 = baseAddr + 0x668E1E;
ff13_party_screen_scissor_scaling_factor_3 = baseAddr + 0x668E56;
ff13_party_screen_scissor_scaling_factor_4 = baseAddr + 0x668E91;
}
void MainContext::FF13_OneTimeFixes() {
FF13_NOPIngameFrameRateLimitSetter();
FF13_RemoveContinuousControllerScan();
FF13_FixScissorRect();
FF13_EnableControllerVibration();
FF13_SetFrameRateVariables();
PrintLog("Finished FF13 One Time Fixes");
}
void MainContext::FF13_EnableControllerVibration()
{
if (!config.GetFFXIIIEnableControllerVibration()) {
PrintLog("Vibration should not be enabled (config file)");
return;
}
if (!config.GetFFXIIIDisableIngameControllerHotSwapping()) {
PrintLog("Vibration disabled because FFXIIIDisableIngameControllerHotSwapping is set to false (config file)");
return;
}
PrintLog("Enabling controller vibration...");
MemPatch::Nop(ff13_vibration_low_set_zero_address, 5);
MemPatch::Nop(ff13_vibration_high_set_zero_address, 5);
xinputManager = new XInputManager(ff13_base_controller_input_address_ptr, config.GetFFXIIIVibrationStrengthFactor());
}
void MainContext::FF13_RemoveContinuousControllerScan()
{
if (!config.GetFFXIIIDisableIngameControllerHotSwapping()) {
PrintLog("Continuous controller scanning not disabled (config)");
return;
}
// Disable continuous controller scanning.
PrintLog("Removing game slow and synchronous controller continuous controller scanning...");
// change a jne to jmp
MemPatch::Fill(ff13_continuous_scan_instruction_address, 0xEB, 1);
}
void MainContext::FF13_FixScissorRect()
{
PrintLog("Fixing ScissorRect...");
const float originalWidth = 1280.0F;
const float resolutionFactorW = (float)*ff13_internal_res_w / originalWidth;
scissor_scaling_factor_w = resolutionFactorW;
const float originalHeight = 720.0F;
const float resolutionFactorH = (float)*ff13_internal_res_h / originalHeight;
scissor_scaling_factor_h = resolutionFactorH;
// The game scales some scissor rects, but not all of them.
// It seems easier to neuter its internal scaling process and scale everything on our own...
MemPatch::Nop(ff13_loading_screen_scissor_scaling_factor_1, 3);
MemPatch::Nop(ff13_loading_screen_scissor_scaling_factor_2, 3);
MemPatch::Nop(ff13_loading_screen_scissor_scaling_factor_3, 3);
MemPatch::Nop(ff13_loading_screen_scissor_scaling_factor_4, 3);
MemPatch::Nop(ff13_settings_screen_scissor_scaling_factor, 5);
MemPatch::Nop(ff13_party_screen_scissor_scaling_factor_1, 4);
MemPatch::Nop(ff13_party_screen_scissor_scaling_factor_2, 7);
MemPatch::Nop(ff13_party_screen_scissor_scaling_factor_3, 7);
MemPatch::Nop(ff13_party_screen_scissor_scaling_factor_3, 5);
}
void MainContext::FF13_NOPIngameFrameRateLimitSetter()
{
PrintLog("NOPing the in-game instruction that sets the frame rate.");
MemPatch::Nop(ff13_set_framerate_ingame_instruction_address, 5);
}
void MainContext::FF13_SetFrameRateVariables()
{
float* framePacerTargetPtr = *ff13_frame_pacer_ptr;
if (framePacerTargetPtr) {
PrintLog("Frame pacer target frame rate is at address %x", framePacerTargetPtr);
float* ingameFrameRateFramePacerTarget = framePacerTargetPtr;
*ingameFrameRateFramePacerTarget = MAX_FRAME_RATE_LIMIT;
PrintLog("Frame pacer disabled.");
if (config.GetFFXIIIIngameFrameRateLimit() != 0)
{
const s32 frameRateConfig = config.GetFFXIIIIngameFrameRateLimit();
float frameRateLimit = 0;
if (frameRateConfig == -1) {
frameRateLimit = MAX_FRAME_RATE_LIMIT;
}
else if (frameRateConfig > 0) {
frameRateLimit = (float)std::min(frameRateConfig, (s32)MAX_FRAME_RATE_LIMIT);
}
float* ingameFrameRateLimitPtr = framePacerTargetPtr + 1;
*ingameFrameRateLimitPtr = frameRateLimit;
PrintLog("Target frame rate set to %f", frameRateLimit);
}
}
else {
PrintLog("Unable to find frame pacer / frame rate address. This shouldn't happen! Report this.");
}
}
void MainContext::FF13_2_OneTimeFixes()
{
if (*ff13_2_frame_pacer_ptr_address) {
**ff13_2_frame_pacer_ptr_address = MAX_FRAME_RATE_LIMIT;
PrintLog("Frame pacer disabled");
FF13_2_AddHookIngameFrameRateLimitSetter();
FF13_2_RemoveContinuousControllerScan();
FF13_2_EnableControllerVibration();
PrintLog("Finished FF13-2 One Time Fixes");
}
else {
PrintLog("Unable to apply FF13-2 One Time Fixes. Report this!");
}
}
void MainContext::FF13_2_EnableControllerVibration()
{
if (!config.GetFFXIIIEnableControllerVibration()) {
PrintLog("Vibration should not be enabled (config file)");
return;
}
PrintLog("Enabling controller vibration...");
MemPatch::Nop(ff13_2_vibration_low_set_zero_address, 5);
MemPatch::Nop(ff13_2_vibration_high_set_zero_address, 5);
xinputManager = new XInputManager(ff13_2_base_controller_input_address_ptr, config.GetFFXIIIVibrationStrengthFactor());
}
void MainContext::FF13_2_InitializeGameAddresses()
{
// FF13-2 uses address space layout randomization (ASLR) so we can't rely on fixed addresses without considering the base address
uint8_t* baseAddr = (uint8_t*)GetModuleHandle(NULL);
PrintLog("Base Addr = %x", baseAddr);
ff13_2_continuous_scan_instruction_address = baseAddr + 0x2A6E7F;
ff13_2_set_frame_rate_address = baseAddr + 0x802616;
ff13_2_frame_pacer_ptr_address = (float**)(baseAddr + 0x4D67208);
ff13_2_base_controller_input_address_ptr = (uint8_t**)(baseAddr + 0x212A164);
ff13_2_vibration_low_set_zero_address = baseAddr + 0x2A7221;
ff13_2_vibration_high_set_zero_address = baseAddr + 0x2A7226;
ff13_2_internal_res_w = (uint32_t*)(baseAddr + 0x1FA864C);
ff13_2_internal_res_h = ff13_2_internal_res_w + 1;
}
void MainContext::FF13_2_RemoveContinuousControllerScan()
{
if (!config.GetFFXIIIDisableIngameControllerHotSwapping()) {
PrintLog("Continuous controller scanning not disabled (config)");
return;
}
// Disable continuous controller scanning.
PrintLog("Removing game slow and synchronous controller continuous controller scanning...");
// change a jne to jmp
MemPatch::Fill(ff13_2_continuous_scan_instruction_address, 0xEB, 1);
}
void MainContext::FF13_2_AddHookIngameFrameRateLimitSetter()
{
if (config.GetFFXIIIIngameFrameRateLimit() == 0) {
PrintLog("Frame rate should not be changed (config = 0)");
return;
}
PrintLog("Hooking the instruction that sets the frame rate...");
MemPatch::CUnprotect unp(ff13_2_set_frame_rate_address, 5);
// patching to: jmp FF13_2_SET_FRAME_RATE_INJECTED_CODE
*ff13_2_set_frame_rate_address = 0xE9;
*((uint32_t*)(ff13_2_set_frame_rate_address + 1)) = FF13_2_SET_FRAME_RATE_INJECTED_CODE - ff13_2_set_frame_rate_address - 5;
}
void MainContext::FF13_2_CreateSetFrameRateCodeBlock()
{
const int blockSize = 31;
FF13_2_SET_FRAME_RATE_INJECTED_CODE = new(std::nothrow) uint8_t[blockSize];
if (!FF13_2_SET_FRAME_RATE_INJECTED_CODE) {
PrintLog("Failed to initialize FFXIII-2 code block");
return;
}
DWORD oldProtect;
VirtualProtect(FF13_2_SET_FRAME_RATE_INJECTED_CODE, blockSize, PAGE_EXECUTE_READWRITE, &oldProtect);
if (config.GetFFXIIIIngameFrameRateLimit() != 0)
{
const s32 frameRateConfig = config.GetFFXIIIIngameFrameRateLimit();
if (frameRateConfig == -1) {
ff13_2_targetFrameRate = FF13_2_MAX_FRAME_CAP;
}
else if (frameRateConfig > 0) {
ff13_2_targetFrameRate = (float)std::min(frameRateConfig, (s32)FF13_2_MAX_FRAME_CAP);
}
PrintLog("Target frame rate set to %f", ff13_2_targetFrameRate);
}
// movss xmm1,[&FF13_2_30_FPS]
*(FF13_2_SET_FRAME_RATE_INJECTED_CODE + 0) = 0xF3;
*(FF13_2_SET_FRAME_RATE_INJECTED_CODE + 1) = 0x0F;
*(FF13_2_SET_FRAME_RATE_INJECTED_CODE + 2) = 0x10;
*(FF13_2_SET_FRAME_RATE_INJECTED_CODE + 3) = 0x0D;
*(float**)(FF13_2_SET_FRAME_RATE_INJECTED_CODE + 4) = (float*)(&FF13_2_30_FPS);
// ucomiss xmm0,xmm1
*(FF13_2_SET_FRAME_RATE_INJECTED_CODE + 8) = 0x0F;
*(FF13_2_SET_FRAME_RATE_INJECTED_CODE + 9) = 0x2E;
*(FF13_2_SET_FRAME_RATE_INJECTED_CODE + 10) = 0xC1;
//jna SetFrameRateVar
*(FF13_2_SET_FRAME_RATE_INJECTED_CODE + 11) = 0x76;
*(FF13_2_SET_FRAME_RATE_INJECTED_CODE + 12) = 0x08;
// movss xmm0,[&FF13_2_30_FPS]
*(FF13_2_SET_FRAME_RATE_INJECTED_CODE + 13) = 0xF3;
*(FF13_2_SET_FRAME_RATE_INJECTED_CODE + 14) = 0x0F;
*(FF13_2_SET_FRAME_RATE_INJECTED_CODE + 15) = 0x10;
*(FF13_2_SET_FRAME_RATE_INJECTED_CODE + 16) = 0x05;
*(float**)(FF13_2_SET_FRAME_RATE_INJECTED_CODE + 17) = (float*)(&ff13_2_targetFrameRate);
// SetFrameRateVar:
// movss [ecx+04],xmm0
*(FF13_2_SET_FRAME_RATE_INJECTED_CODE + 21) = 0xF3;
*(FF13_2_SET_FRAME_RATE_INJECTED_CODE + 22) = 0x0F;
*(FF13_2_SET_FRAME_RATE_INJECTED_CODE + 23) = 0x11;
*(FF13_2_SET_FRAME_RATE_INJECTED_CODE + 24) = 0x41;
*(FF13_2_SET_FRAME_RATE_INJECTED_CODE + 25) = 0x04;
// jmp ffxiii2img.exe + 80261B
*(FF13_2_SET_FRAME_RATE_INJECTED_CODE + 26) = 0xE9;
*(uint32_t*)(FF13_2_SET_FRAME_RATE_INJECTED_CODE + 27) = ff13_2_set_frame_rate_address - FF13_2_SET_FRAME_RATE_INJECTED_CODE - 26;
}
void MainContext::PrintVersionInfo() {
PrintLog("FF13Fix 1.4.6 https://github.com/rebtd7/FF13Fix");
}
bool MainContext::AreAlmostTheSame(float a, float b) {
return fabs(a - b) < 0.01f;
}