TombEngine/TR5Main/Specific/patch.cpp

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#include "patch.h"
#include "..\Global\global.h"
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#include <stdio.h>
#include "roomload.h"
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// Remapped variables. Some variables must be moved from EXE space to DLL space for having free space for bigger arrays
__int32 NumItems;
__int32 dword_874254;
__int32 unk_87435C;
ITEM_INFO* Targets[NUM_SLOTS];
STATIC_INFO StaticObjects[NUM_STATICS];
void PatchGameCode()
{
printf("Patching game code\n");
HANDLE gameHandle = GetCurrentProcess();
// Remap some variables for more slots
__int32 *newAddress = &NumItems;
WriteProcessMemory(gameHandle, (LPVOID)0x4A63A5, &newAddress, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x4A63CA, &newAddress, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x4A63E3, &newAddress, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x4A64C3, &newAddress, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x4A64DC, &newAddress, 4, NULL);
newAddress = &nAnimUVRanges;
WriteProcessMemory(gameHandle, (LPVOID)0x4A51C2, &newAddress, 4, NULL);
newAddress = &dword_874254;
WriteProcessMemory(gameHandle, (LPVOID)0x4A6783, &newAddress, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x4C55A4, &newAddress, 4, NULL);
newAddress = &unk_87435C;
WriteProcessMemory(gameHandle, (LPVOID)0x4A6AE3, &newAddress, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x4B844E, &newAddress, 4, NULL);
// Bigger game buffer
__int32 newValue = GAME_BUFFER_SIZE;
WriteProcessMemory(gameHandle, (LPVOID)0x4A7CB1, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x4A7CC8, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x4A7CD7, &newValue, 4, NULL);
// More enemies active at the same time
newValue = NUM_SLOTS;
WriteProcessMemory(gameHandle, (LPVOID)0x452F49, &newValue, 4, NULL);
ITEM_INFO** newAddressTargets = &Targets[0];
WriteProcessMemory(gameHandle, (LPVOID)0x4530A0, &newAddressTargets, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x4530F6, &newAddressTargets, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x4530FB, &newAddressTargets, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x453115, &newAddressTargets, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x453173, &newAddressTargets, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x4531B1, &newAddressTargets, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x45320F, &newAddressTargets, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x453245, &newAddressTargets, 4, NULL);
// Draw distance
float newDrawingDistance = DRAW_DISTANCE;
WriteProcessMemory(gameHandle, (LPVOID)0x511A5C, &newDrawingDistance, 4, NULL);
// Remove vertex limit in meshes
__int16 newValue16 = 0;
//WriteProcessMemory(gameHandle, (LPVOID)0x49A4E1, &newValue16, 2, NULL);
// More statics
newValue = (__int32)&StaticObjects[0];
WriteProcessMemory(gameHandle, (LPVOID)0x41D736, &newValue, 4, NULL); // ShatterObject
WriteProcessMemory(gameHandle, (LPVOID)0x4A5BDA, &newValue, 4, NULL); // LoadSprites
WriteProcessMemory(gameHandle, (LPVOID)0x41453F, &newValue, 4, NULL); // TestObjectOnLedge
newValue = (__int32)&StaticObjects[0];
WriteProcessMemory(gameHandle, (LPVOID)0x42D185, &newValue, 4, NULL); // sub_42D060
newValue = (__int32)&StaticObjects[0] + 2;
WriteProcessMemory(gameHandle, (LPVOID)0x42D12E, &newValue, 4, NULL); // sub_42D060
newValue = (__int32)&StaticObjects[0] + 4;
WriteProcessMemory(gameHandle, (LPVOID)0x42D117, &newValue, 4, NULL); // sub_42D060
newValue = (__int32)&StaticObjects[0] + 16;
WriteProcessMemory(gameHandle, (LPVOID)0x4687D0, &newValue, 4, NULL); // sub_468770
newValue = (__int32)&StaticObjects[0] + 18;
WriteProcessMemory(gameHandle, (LPVOID)0x4687D8, &newValue, 4, NULL); // sub_468770
newValue = (__int32)&StaticObjects[0];
WriteProcessMemory(gameHandle, (LPVOID)0x43453F, &newValue, 4, NULL); // sub_434390
newValue = (__int32)&StaticObjects[0] + 16;
WriteProcessMemory(gameHandle, (LPVOID)0x4123AB, &newValue, 4, NULL); // LaraBaddieCollision
newValue = (__int32)&StaticObjects[0] + 20;
WriteProcessMemory(gameHandle, (LPVOID)0x413DF0, &newValue, 4, NULL); // sub_413CF0
newValue = (__int32)&StaticObjects[0] + 16;
WriteProcessMemory(gameHandle, (LPVOID)0x413DF7, &newValue, 4, NULL); // sub_413CF0
newValue = (__int32)&StaticObjects[0] + 16;
WriteProcessMemory(gameHandle, (LPVOID)0x480128, &newValue, 4, NULL); // sub_47FFE0
newValue = (__int32)&StaticObjects[0] + 16;
WriteProcessMemory(gameHandle, (LPVOID)0x4192B0, &newValue, 4, NULL); // ObjectOnLOS2
// Move LevelDataPtr for having more space for Objects[]
newValue = (__int32)&LevelDataPtr;
// LoadRooms
WriteProcessMemory(gameHandle, (LPVOID)0x004916C4, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004916CE, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004916DA, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x00491706, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x00491710, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x0049171B, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x00491726, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x00491745, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x0049175B, &newValue, 4, NULL);
// LoadRooms
WriteProcessMemory(gameHandle, (LPVOID)0x004A4DCF, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A4DDA, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A4DEA, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A4E0C, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A4E1C, &newValue, 4, NULL);
// LoadSprites
WriteProcessMemory(gameHandle, (LPVOID)0x004A59E2, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A59EC, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A59F6, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A5A20, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A5A4B, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A5B61, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A5B6E, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A5B8C, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A5B9D, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A5BBF, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A5BE4, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A5BF7, &newValue, 4, NULL);
// LoadSoundEffects
WriteProcessMemory(gameHandle, (LPVOID)0x004A5D9D, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A5DB5, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A5DE2, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A5E08, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A5E13, &newValue, 4, NULL);
// LoadBoxes
WriteProcessMemory(gameHandle, (LPVOID)0x004A5E62, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A5E6E, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A5E8D, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A5EB2, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A5EBA, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A5EC4, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A5ED3, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A5EF7, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A5F04, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A5F26, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A5F4D, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A5F5C, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A5F79, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A5F9F, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A5FAE, &newValue, 4, NULL);
//LoadAnimatedTextures
WriteProcessMemory(gameHandle, (LPVOID)0x004A6061, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A6070, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A607F, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A609E, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A60A7, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A60B3, &newValue, 4, NULL);
// LoadTextureInfos
WriteProcessMemory(gameHandle, (LPVOID)0x004A60F1, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A60F9, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A610B, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A613D, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A6159, &newValue, 4, NULL);
// Sub_4A6760
WriteProcessMemory(gameHandle, (LPVOID)0x004A6761, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A6771, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A677C, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A679B, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A67A4, &newValue, 4, NULL);
// LoadDemoData
WriteProcessMemory(gameHandle, (LPVOID)0x004A67D1, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A67D9, &newValue, 4, NULL);
// LoadAIObjects
WriteProcessMemory(gameHandle, (LPVOID)0x004A67F2, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A67FF, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A681E, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A683D, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A6846, &newValue, 4, NULL);
// LoadSamples
WriteProcessMemory(gameHandle, (LPVOID)0x004A689F, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A68B2, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A68BC, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A68D4, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A6913, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A6939, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A6941, &newValue, 4, NULL);
WriteProcessMemory(gameHandle, (LPVOID)0x004A694D, &newValue, 4, NULL);
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}