@all
this
table is updated.
Update6
- updated the scripts that generate code caves: enable, max mp, inf. spell quantity, inf. item, the 2 ignore gil, time of day mod, and trot speed.
- not all of them are thoroughly tested, so, report~
the random crashes should be fixed. still needed testing though.
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Squall8 wrote: ↑Wed Mar 07, 2018 8:59 pm
Cielos wrote: ↑Wed Mar 07, 2018 8:35 pm
What is causing this?!
CE is having trouble to locate a codecave within signed 4bytes away from the injection point. it could happen with this kind of large game.
when this happens, instead of a 5 bytes injection code, it takes 14 bytes, as the destination address needed to be 8 bytes instead of 4 bytes. so, you can imagine when the codes in the code cave finished and it just jump back to "injection point +5", the game would most likely crash as it's in the middle of the jmp address of the injection code.
to avoid this, you can search a code caves manually, you can have a look at STN's ACO table.
or you can use SunBeam approach which would be the most efficient, check his ACO table for an example.
or you can just prepare the injection code with 14 bytes in mind, remember to dessert the code and make sure the injection code isn't on a jmp destination.