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Re: [Request] Resident Evil Village Gameplay Demo

Posted: Sun May 02, 2021 6:01 am
by JunkMailKnight
I see a few people saying the timer can be removed and that resetting achievements on steam does allow you to have additional time in your gameplay but honestly, I cannot tell.

[Link]

Re: [Request] Resident Evil Village Gameplay Demo

Posted: Sun May 02, 2021 6:22 am
by moandmos
+1

Re: [Request] Resident Evil Village Gameplay Demo

Posted: Sun May 02, 2021 6:40 am
by SunBeam
What the actual fuck?.. RE2 had some similar demo with 1h timer or some shit. And it could be disabled. Note the game does send timer status to server, for sync, but it's a local counter. It's jot server-sided driven. No developer would go lengths, changing some implementation they already have, to.. what?.. complicate things even more?..

Re: [Request] Resident Evil Village Gameplay Demo

Posted: Sun May 02, 2021 6:43 am
by Ragarth
SunBeam wrote:
Sun May 02, 2021 6:40 am
What the actual fuck?.. RE2 had some similar demo with 1h timer or some shit. And it could be disabled. Note the game does send timer status to server, for sync, but it's a local counter. It's jot server-sided driven. No developer would go lengths, changing some implementation they already have, to.. what?.. complicate things even more?..
well maybe they learned from RE2 remake demo, who knows x3 but capcom have should know that pc players are.... well.... pretty much upset that sony console got early acceess and pc is quite more open than console in such stuff :o

Re: [Request] Resident Evil Village Gameplay Demo

Posted: Sun May 02, 2021 7:50 am
by Otis_Inf
They either use a server side timer (which would be pretty tedious for them to use, as it might fail and people get upset to not be able to p lay at all) or they use something that uses a format that's not obvious, like a timer that runs up, not down, or uses ticks for time or similar. Code paths utilizing QueryPerformanceCounter might give a glimpse of where it might be, but it still takes time (haha) and having to reset the save data each hour sounds tedious.

Re: [Request] Resident Evil Village Gameplay Demo

Posted: Sun May 02, 2021 9:02 am
by Mister Modification
Time is running if the game is paused with cheat engine too.
Well, whats the point in removing this timer.
The game is out in 5 days ...

Re: [Request] Resident Evil Village Gameplay Demo

Posted: Sun May 02, 2021 9:03 am
by Ragarth
Mister Modification wrote:
Sun May 02, 2021 9:02 am
Time is running if the game is paused with cheat engine too.
Well, whats the point in removing this timer.
The game is out in 5 days ...
exploring every inch of it :3

Re: [Request] Resident Evil Village Gameplay Demo

Posted: Sun May 02, 2021 9:11 am
by Otis_Inf
Time dilation is read here:

Code: Select all

re8demo.exe+33E8E34 - F3 0F59 83 48030000   - mulss xmm0,[rbx+00000348]				<< Read time dilation.
So setting that value to 0.1 makes the game run very slow. However the timer runs normally. But, it could lead to where the timer source is, as the time dilation is usually used in combination with the game clock. The value it multiplies is what looks like a random value but it's set every frame so the source of *that* is likely timer based.

Re: [Request] Resident Evil Village Gameplay Demo

Posted: Sun May 02, 2021 9:17 am
by Aki454
Can someone make Cheat Table for Money in Castle Demo? It will be awesome for everyone to buy everything, thanks!

Re: [Request] Resident Evil Village Gameplay Demo

Posted: Sun May 02, 2021 9:41 am
by Otis_Inf

Code: Select all

re8demo.exe+33E8C6F - 90                    - nop 
re8demo.exe+33E8C70 - E8 6BCC0B00           - call re8demo.AK::WriteBytesMem::Bytes+14F0    << call query performance counter. result in rax
re8demo.exe+33E8C75 - F3 44 0F10 83 60030000  - movss xmm8,[rbx+00000360]
re8demo.exe+33E8C7E - 0F57 C0               - xorps xmm0,xmm0
re8demo.exe+33E8C81 - 48 8B C8              - mov rcx,rax
re8demo.exe+33E8C84 - 48 2B 8B B0030000     - sub rcx,[rbx+000003B0]
re8demo.exe+33E8C8B - 45 0F5A C0            - cvtps2pd xmm8,xmm8
re8demo.exe+33E8C8F - 48 89 83 B0030000     - mov [rbx+000003B0],rax
re8demo.exe+33E8C96 - F2 48 0F2A C1         - cvtsi2sd xmm0,rcx
re8demo.exe+33E8C9B - 48 8B CB              - mov rcx,rbx
re8demo.exe+33E8C9E - F2 41 0F59 C3         - mulsd xmm0,xmm11               << * 1000000
re8demo.exe+33E8CA3 - F2 41 0F5E C1         - divsd xmm0,xmm9                 << / frequency. This is typical QPF usage (see msdn docs)
re8demo.exe+33E8CA8 - 66 0F5A C0            - cvtpd2ps xmm0,xmm0
re8demo.exe+33E8CAC - F3 0F11 83 50030000   - movss [rbx+00000350],xmm0   << delta frame time in ms
re8demo.exe+33E8CB4 - E8 F7FCFFFF           - call re8demo.exe+33E89B0              << if nop everything stops (duh). If unnopped timer syncs up
re8demo.exe+33E8CB9 - E8 22CC0B00           - call re8demo.AK::WriteBytesMem::Bytes+14F0
re8demo.exe+33E8CBE - F3 0F10 8B 64030000   - movss xmm1,[rbx+00000364]
re8demo.exe+33E8CC6 - 0F57 C0               - xorps xmm0,xmm0
So the timer either syncs up with the 'current' time if it is able to continue or it syncs up with a server timer. The more I think about it, having a million timers running on servers just to time limit a demo seems stupid, but hey it's capcom.

Re: [Request] Resident Evil Village Gameplay Demo

Posted: Sun May 02, 2021 12:07 pm
by Mister Modification
Aki454 wrote:
Sun May 02, 2021 9:17 am
Can someone make Cheat Table for Money in Castle Demo? It will be awesome for everyone to buy everything, thanks!
I HEARD YOU!!!!!!!1111111111111111!

Re: [Request] Resident Evil Village Gameplay Demo

Posted: Sun May 02, 2021 12:18 pm
by Aki454
Thank you so much!

Re: [Request] Resident Evil Village Gameplay Demo

Posted: Sun May 02, 2021 12:56 pm
by kinjx11
zachillios wrote:
Sun May 02, 2021 2:52 am
So from me taking an extremely quick look at play time:

It actually looks like time is stored as a server value, hence having to connect to it in order to play the game. I tried doing the trick that worked with the 2nd remake, resetting your achievements, but that didn't work. Also tried scanning through it in the game, and I think I found it a value connected to it, but it was display only. Could be I'm just missing it, but almost positive at this point it's not something we can tapper with.

Anywho, here's No Reload and Infinite Ammo. Hopefully that helps at least.

Anyone who wants infinite money use this table, try to find a crystal fragment or the crimson glass and sell them as many times as you want then you'll collect a lot of money buy the shotgun and max it out

Re: [Request] Resident Evil Village Gameplay Demo

Posted: Sun May 02, 2021 1:06 pm
by KEKZ
Haven't tried this yet since im pretty new to this. But couldn't i just find the timer value and freeze it? Or is this just a visual feedback and i get locked out the demo once the "real timer" hit 0?

Re: [Request] Resident Evil Village Gameplay Demo

Posted: Sun May 02, 2021 1:12 pm
by KornSivan
Mister Modification wrote:
Sun May 02, 2021 12:07 pm
Aki454 wrote:
Sun May 02, 2021 9:17 am
Can someone make Cheat Table for Money in Castle Demo? It will be awesome for everyone to buy everything, thanks!
I HEARD YOU!!!!!!!1111111111111111!
Thank YOU So Much!