[COMPLETED] [Request] Vampire's Fall: Origins
Re: [Request] Vampire's Fall: Origins
^ Having said that, here's my obnoxious build
Currently at level 33
BR,
Sun
Currently at level 33
BR,
Sun
Re: [Request] Vampire's Fall: Origins
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:
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:
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
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.
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
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:
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
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.
- BoehserOnkel
- Expert Cheater
- Posts: 473
- Joined: Sat Mar 04, 2017 7:47 am
- Reputation: 96
Re: [Request] Vampire's Fall: Origins
admin button activated
replace (make backup first )
Vampires Fall Origins\Vampire's Fall Origins_Data\Managed Assembly-Csharp.dll
with this one
you now have little button like this
[Link]
have a nice day updatet with 100% forge
replace (make backup first )
Vampires Fall Origins\Vampire's Fall Origins_Data\Managed Assembly-Csharp.dll
with this one
you now have little button like this
[Link]
have a nice day updatet with 100% forge
Last edited by BoehserOnkel on Mon Feb 03, 2020 6:23 pm, edited 1 time in total.
Re: [Request] Vampire's Fall: Origins
i tought at first you would add an button to execute ToogleAdminPanel,but nope you dont.BoehserOnkel wrote: ↑Sun Feb 02, 2020 4:09 pmadmin 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
started to trace to find the origin...
@SunBeam
we did it in such a complicated way xD
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);
}
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)
@BoesherOnkel well thats too simple, i dont like it
- BoehserOnkel
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Re: [Request] Vampire's Fall: Origins
@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
i like to play around with dnspy since i discovered the possibilities
still a bloody noob on it but i try to get better
Re: [Request] Vampire's Fall: Origins
^ 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)..
-
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Re: [Request] Vampire's Fall: Origins
What is the password for the zip file?
- BoehserOnkel
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Re: [COMPLETED] [Request] Vampire's Fall: Origins
sooo
anyone have some item id´s?
333 is nice magic spear
but its to random if you just try ~.~
anyone have some item id´s?
333 is nice magic spear
but its to random if you just try ~.~
Re: [COMPLETED] [Request] Vampire's Fall: Origins
^ Check previous page, there's a BIG list of both items and enemy IDs: viewtopic.php?p=120664#p120664.
- BoehserOnkel
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Re: [COMPLETED] [Request] Vampire's Fall: Origins
*facepalm* *hides*
thanks
thanks
- BoehserOnkel
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Re: [COMPLETED] [Request] Vampire's Fall: Origins
^ You really don't read much, do ya?... viewtopic.php?p=120680#p120680
- BoehserOnkel
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Re: [COMPLETED] [Request] Vampire's Fall: Origins
i dont want to interfer any other work hereSunBeam wrote: ↑Mon Feb 03, 2020 10:08 pm^ You really don't read much, do ya?... viewtopic.php?p=120680#p120680
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