SunBeam wrote: ↑Fri Oct 18, 2019 10:52 pm
...I am playing right now. Nothing's changed, no crashing. You people have the mega-issue everyone complains about nowadays - CLOSE THOSE FUCKING PROCESSES HOGGING YOUR MEMORY at the time the game is running. That way you ensure Cheat Engine DOES NOT ALLOCATE THE CODE CAVES IN HIGH MEMORY. The code in the scripts expects to compile a 5-bytes JMP; the return of that code expects to land on JMP+5. If your JMP is 14-bytes big (high memory), then it will break all the other instructions past the 5-bytes margin, which means the return to JMP+5 will be to an invalid assembly opcode. Which means you will crash.
Interesting, I'm on the GRB.exe though not the somewhat newer table targeting GRB_UPP.exe and since the update the game does indeed crash now if any of the options are activated though Intel itself doesn't cause anything and seems to work although more than that and it's back to the desktop.
Though the UPP exe shouldn't differ that much and as a result the table shouldn't affect things at all since before TU1 there was only the launch day patch and the small server maintenance and update which for the game data was jut a .bat file cleaning up a file renamed between the beta and full game.
Good to know about code caves and other processes though as a general compatibility consideration, something to look into when I test this more.
(What doesn't hook though thanks to Windows being itself, UPlay overlay is booted out forcibly via .dll renaming but there's still driver software and OS related stuff or other injected code so that needs some tuning perhaps.)
EDIT: Makes sense though, probably fairly volatile with how this all works in regards to memory and what gets targeted or hooked and expected results versus actual if any one thing is off or affecting the resulting process and values being shifted around. At least that gives me something to experiment more with and hopefully learn a bit from.
(Well it's memory and memory that is in use and likely changing so of course it's going to be a bit of a issue if there's differences from expected here and a little domino type effect and crash.)
EDIT: Ah so the addresses from the 1.1 GRB_UPP and 1.2 GRB_UPP table do differ a bit, seemed identical enough at first other than the additions like no screen shake and the player icon hider but not so much for what came after that for certain functions.
EDIT: And Ubisoft adding Denuvo and some 600 MB padding data on a online only game is a bit of a weird decision though I suppose the UPlay Plus addition couldn't just be solved in the client though a singular exe file would be nice though it's more for maintenance like this rather than the code and updates such as patches.
Next up Title Update 2 and I suppose the first of the various additions and events planned for this Year1 routine and support for the game.