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shumshum

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  1. Firstly many thanks Kimsama! Secondly I think I have found a solution for forcing the crosshair to be shown always without ever using Shift+H (side effect is that it shows even during cut scenes). It's not the most elegant solution, but I'm hoping to get the ball rolling for someone who has better technical capabilities and time to refine it. I'll start simple with the solution, and then I'll explain the reason why it works afterwards for those that are interested in progressing this... Instructions: First of all you need to grab the attached Cheat Engine table file. Inside is a script that will enable the crosshair permanently. Once you've loaded up the game and attached to the Time Crisis 5 process you can just tick active and the crosshair will always be enabled. If you don't know how to do this please google Cheat Engine basics. I've managed to enable the script from main menu and played through the game a few times with no problems. This must be done every time you launch the game. If you find it doesn't do anything then the pointer path is invalid, so if you restart the game or reboot the computer (might take a try or two) you should find an instance where the path is valid. If there are widespread reports that the pointer is unreliable then I will try to refine it further, but I've not had a problem for some days. NOTE: You do not even need to do Shift+H once at the start of the game, the crosshair will automatically be enabled starting from the tutorial if you enable the script from main menu. Technical info: There's a single byte that is toggled between 0 (off) and 1 (on) for enabling the crosshair, but it is only initialized after a game begins so no one has the time to mess around freezing the value. On top of that the address actually seems to change sometimes even between levels so you can't just freeze and forget. Besides the code that seems to write to that byte when you toggle Shift+H on and off (on and off is actually done from 2 different lines of one function), I discovered there is a loop that continuously checks the value of that byte, I assume it's checked once every game loop to decide if it should render the crosshair on that particular frame or not. The cheat table basically modifies that function to always write 1 into the byte, thus enabling it for everywhere it's capable to be rendered. This function handles many many different variables so there's a basic compare against a pointer path I've found to reliably point to the byte location and only writes 1 to the address if they match. There's probably further performance enhancements to be had by adding another check and not do anything if the value is already 1, but I was getting very smooth game play with it so I don't think it's necessary. By writing 1 to the variable every game loop there's never a chance for the game to turn it off because as soon as it's off it'll be enabled again. No AOB scans were conducted as the game is unlikely to be updated often (if at all) so the EXE should stay constant over time. It probably won't work out of the box for people who have various things injected into / modified the EXE to make their controller work though, but if you're familiar with Cheat Engine you should be able to easily reverse engineer your own version of my script. My hopes are that someone can use this to determine the exact function call that switches the crosshair off and write a direct patch (or at least code replacement in hex editor) to disable it rather than having to run Cheat Engine every time. I probably won't have time to do any more on this but feel free to mess around with the script as you wish. PS. Looking around the byte where the setting is stored in memory, it's quite sparse and a lot of it seem like it could possibly be values for other settings (I could be wrong, I'm not very experience in this matter), perhaps around there is a byte to turn on network functions? Just dreaming out loud hehe Enjoy TimeCrisisGame-Win64-Shipping.CT
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