[COMPLETED] [Request] Vampire's Fall: Origins

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SunBeam
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Re: [Request] Vampire's Fall: Origins

Post by SunBeam »

^ Having said that, here's my obnoxious build :D

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Currently at level 33 :)

BR,
Sun

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Re: [Request] Vampire's Fall: Origins

Post by Siggymas »

SunBeam wrote:
Sun Feb 02, 2020 4:21 am
...
ok im buying this game after seeing this ^_^, saw it sale on steam.... damnnn nice i really like it.

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cfemen
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Re: [Request] Vampire's Fall: Origins

Post by cfemen »

looked again for the instance pointer, and i've found the reason for the change:

every fight loads a whole new scene BattleScene and after the battle it loads the MainScene again.
so i had a feeling that the Scene Change is the reason for the new Instance.

quick test hook here:

Code: Select all

	public static Scene LoadScene(string sceneName, LoadSceneParameters parameters)

Code: Select all

2433C6C44C0 - push rbp
2433C6C44C1 - mov rbp,rsp
2433C6C44C4 - sub rsp,40 { 64 }
2433C6C44C8 - mov [rbp-20],rcx
2433C6C44CC - mov [rbp-18],00000000 { 0 }
2433C6C44D3 - mov [rbp-14],00000000 { 0 }
2433C6C44DA - mov [rbp-18],00000000 { 0 }
2433C6C44E1 - mov [rbp-14],00000000 { 0 }
2433C6C44E8 - movsxd  rax,dword ptr [rbp-18]
2433C6C44EC - mov [rbp-10],eax
2433C6C44EF - movsxd  rax,dword ptr [rbp-14]
2433C6C44F3 - mov [rbp-0C],eax
///////////////////////////////////////////////
2433C6C44F6 - mov rcx,[rbp-20] { String sceneName }
2433C6C44FA - mov rdx,[rbp-10] { LoadSceneParameters }
2433C6C44FE   mov r11,UnityEngine.SceneManagement:SceneManager:LoadScene 
2433C6C4508 - call r11
///////////////////////////////////////////////
2433C6C450B - mov [rbp-08],eax
2433C6C450E - lea rsp,[rbp+00]
2433C6C4512 - pop rbp
2433C6C4513 - ret 
LoadSceneParameters are:

0 = Single
1 = Additive

default is single, i changed it to addtitive and it worked, instance does not change after a fight.
but the game is kinda destroyed:
Image

now we know the problem : sceneload is destroying it.
Unity has the command : DontDestroyOnLoad(Object target)

the target needs to be a GameObject

okay quick hook at AdminPanel:ToogleAdminPanel:
-get the GameObject
-call DontDestroyOnLoad

Code: Select all

AdminPanel:ToogleAdminPanel+16 - mov r11,UnityEngine:Component:get_gameObject 
AdminPanel:ToogleAdminPanel+20 - call r11
AdminPanel:ToogleAdminPanel+23 - mov rcx,rax
AdminPanel:ToogleAdminPanel+26 - mov r11,UnityEngine:Object:DontDestroyOnLoad
AdminPanel:ToogleAdminPanel+30 - call r11
i opened the AdminPanel, no crash, i started a fight -> Instance pointer still changed... :?
then i googled and i realized the problem:
DontDestroyOnLoad needs to be executed in the Awake() method of a class, otherwise Unity will ignore it :/
Unfortunately AdminPanel does not have a Awake method, so i really dont know how to prevent destroying it at SceneLoad.

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BoehserOnkel
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Re: [Request] Vampire's Fall: Origins

Post by BoehserOnkel »

admin button activated

replace (make backup first ;) )
Vampires Fall Origins\Vampire's Fall Origins_Data\Managed Assembly-Csharp.dll
with this one
adminB.rar
1974
(400.76 KiB) Downloaded 168 times
you now have little button like this
[Link]


have a nice day
adminB+forge.rar
1974
(398.51 KiB) Downloaded 208 times
updatet with 100% forge
Last edited by BoehserOnkel on Mon Feb 03, 2020 6:23 pm, edited 1 time in total.

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cfemen
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Re: [Request] Vampire's Fall: Origins

Post by cfemen »

BoehserOnkel wrote:
Sun Feb 02, 2020 4:09 pm
admin button activated

replace (make backup first ;) )
Vampires Fall Origins\Vampire's Fall Origins_Data\Managed Assembly-Csharp.dll
with this one

adminB.rar

you now have little button like this
[Link]


have a nice day
i tought at first you would add an button to execute ToogleAdminPanel,but nope you dont.
started to trace to find the origin...

@SunBeam
we did it in such a complicated way xD :lol:

analyzed BoesherOnkel`s DLL to look how he created that admin button, he didnt create it, its already in the code:

Code: Select all

MenuView:Start:

	if (this.AdminButton != null)
	{
		this.AdminButton.SetActive(false);
	}
test script with original DLL:

Code: Select all

[ENABLE]

aobscanregion(aobAdminButton,MenuView:Start,MenuView:Start+500,48 8B C8 33 D2) // should be unique

aobAdminButton+03:
  db B2 01

registersymbol(aobAdminButton)

[DISABLE]

aobAdminButton+03:
  db 33 D2

unregistersymbol(aobAdminButton)
activate in main menu, and you get a admin button if the game is paused.

@BoesherOnkel well thats too simple, i dont like it :P :D :lol:

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Re: [Request] Vampire's Fall: Origins

Post by BoehserOnkel »

@cfemen yeah lol
i like to play around with dnspy since i discovered the possibilities
still a bloody noob on it but i try to get better

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Re: [Request] Vampire's Fall: Origins

Post by SunBeam »

^ Well, my first statement in this topic was this:
Oh shit :( It's built with Unity. Don't really like it much, but oh well.. (because it's too easy)..

LostINHybridMoments
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Re: [Request] Vampire's Fall: Origins

Post by LostINHybridMoments »

What is the password for the zip file?

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Re: [Request] Vampire's Fall: Origins

Post by STN »

LostINHybridMoments wrote:
Sun Feb 02, 2020 11:40 pm
What is the password for the zip file?
1974

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Re: [COMPLETED] [Request] Vampire's Fall: Origins

Post by BoehserOnkel »

sooo
anyone have some item id´s?
333 is nice magic spear
but its to random if you just try ~.~

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Re: [COMPLETED] [Request] Vampire's Fall: Origins

Post by SunBeam »

^ Check previous page, there's a BIG list of both items and enemy IDs: viewtopic.php?p=120664#p120664.

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Re: [COMPLETED] [Request] Vampire's Fall: Origins

Post by BoehserOnkel »

*facepalm* *hides*

thanks

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Re: [COMPLETED] [Request] Vampire's Fall: Origins

Post by BoehserOnkel »

update

100% forge success

viewtopic.php?p=120741#p120741

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Re: [COMPLETED] [Request] Vampire's Fall: Origins

Post by SunBeam »

^ You really don't read much, do ya?... viewtopic.php?p=120680#p120680

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Re: [COMPLETED] [Request] Vampire's Fall: Origins

Post by BoehserOnkel »

SunBeam wrote:
Mon Feb 03, 2020 10:08 pm
^ You really don't read much, do ya?... viewtopic.php?p=120680#p120680
i dont want to interfer any other work here :|

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