At that point, you could either eliminate that code as a whole, or just feed it higher bounds - really up to your requirements and ASM-fu. In some games, the cam coords are actually copied from elsewhere, so the magic happens elsewhere - if you see that happening, follow up on that path.Įither way, the second stop is finding the cam fix. Go through the trace and see where and how the coords are fixed. You are looking for a check either after write at some point, or a check before write.įor best effect, pause the game, enter an illegal coordinate and run a trace at the code points you found, and you should run into the 'correction code' real quick (in some games your trace might be very long). In general, you check what code reads and whites the camera addresses. Next, once you got the cam coords, you have to figure out how the camera bounds are applied. If it does not, you have a dummy or some viewport. You will know you found them when changing them actually moves the camera. First off, you need to find camera coordinates.
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