#include "patch.h" #include "..\Global\global.h" #include #include "roomload.h" #include "..\Game\larafire.h" // Remapped variables. Some variables must be moved from EXE space to DLL space for having free space for bigger arrays int NumItems; int dword_874254; int 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 int *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 int newValue = GAME_BUFFER_SIZE * 2; 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 short newValue16 = 0; //WriteProcessMemory(gameHandle, (LPVOID)0x49A4E1, &newValue16, 2, NULL); // More statics newValue = (int)&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 = (int)&StaticObjects[0]; WriteProcessMemory(gameHandle, (LPVOID)0x42D185, &newValue, 4, NULL); // sub_42D060 newValue = (int)&StaticObjects[0] + 2; WriteProcessMemory(gameHandle, (LPVOID)0x42D12E, &newValue, 4, NULL); // sub_42D060 newValue = (int)&StaticObjects[0] + 4; WriteProcessMemory(gameHandle, (LPVOID)0x42D117, &newValue, 4, NULL); // sub_42D060 newValue = (int)&StaticObjects[0] + 16; WriteProcessMemory(gameHandle, (LPVOID)0x4687D0, &newValue, 4, NULL); // sub_468770 newValue = (int)&StaticObjects[0] + 18; WriteProcessMemory(gameHandle, (LPVOID)0x4687D8, &newValue, 4, NULL); // sub_468770 newValue = (int)&StaticObjects[0]; WriteProcessMemory(gameHandle, (LPVOID)0x43453F, &newValue, 4, NULL); // sub_434390 newValue = (int)&StaticObjects[0] + 16; WriteProcessMemory(gameHandle, (LPVOID)0x4123AB, &newValue, 4, NULL); // LaraBaddieCollision newValue = (int)&StaticObjects[0] + 20; WriteProcessMemory(gameHandle, (LPVOID)0x413DF0, &newValue, 4, NULL); // sub_413CF0 newValue = (int)&StaticObjects[0] + 16; WriteProcessMemory(gameHandle, (LPVOID)0x413DF7, &newValue, 4, NULL); // sub_413CF0 newValue = (int)&StaticObjects[0] + 16; WriteProcessMemory(gameHandle, (LPVOID)0x480128, &newValue, 4, NULL); // sub_47FFE0 newValue = (int)&StaticObjects[0] + 16; WriteProcessMemory(gameHandle, (LPVOID)0x4192B0, &newValue, 4, NULL); // ObjectOnLOS2 // Move LevelDataPtr for having more space for Objects[] newValue = (int)&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); // TODO: this is a temp patch for weapons // GetTargetOnLOS newValue = (int)&Weapons[0] + 32; WriteProcessMemory(gameHandle, (LPVOID)0x0041A455, &newValue, 4, NULL); WriteProcessMemory(gameHandle, (LPVOID)0x0041A4C7, &newValue, 4, NULL); WriteProcessMemory(gameHandle, (LPVOID)0x0041A525, &newValue, 4, NULL); WriteProcessMemory(gameHandle, (LPVOID)0x0041A64D, &newValue, 4, NULL); // RifleHandler newValue = (int)&Weapons[0]; WriteProcessMemory(gameHandle, (LPVOID)0x0044DCDA, &newValue, 4, NULL); // FireShotgun newValue = (int)&Weapons[0] + 186; WriteProcessMemory(gameHandle, (LPVOID)0x0044E2B2, &newValue, 4, NULL); newValue = (int)&Weapons[0] + 188; WriteProcessMemory(gameHandle, (LPVOID)0x0044E2D2, &newValue, 4, NULL); // FireHK newValue = (int)&Weapons[0] + 216; WriteProcessMemory(gameHandle, (LPVOID)0x0044E3FB, &newValue, 4, NULL); newValue = (int)&Weapons[0] + 222; WriteProcessMemory(gameHandle, (LPVOID)0x0044E403, &newValue, 4, NULL); newValue = (int)&Weapons[0] + 216; WriteProcessMemory(gameHandle, (LPVOID)0x0044E40D, &newValue, 4, NULL); newValue = (int)&Weapons[0] + 222; WriteProcessMemory(gameHandle, (LPVOID)0x0044E415, &newValue, 4, NULL); newValue = (int)&Weapons[0] + 224; WriteProcessMemory(gameHandle, (LPVOID)0x0044E45B, &newValue, 4, NULL); // draw_shotgun newValue = (int)&Weapons[0] + 23; WriteProcessMemory(gameHandle, (LPVOID)0x0044EBBB, &newValue, 4, NULL); // PistolsHandler newValue = (int)&Weapons[0]; WriteProcessMemory(gameHandle, (LPVOID)0x0044FFD2, &newValue, 4, NULL); // AnimatePistols newValue = (int)&Weapons[0]; WriteProcessMemory(gameHandle, (LPVOID)0x0045044A, &newValue, 4, NULL); // LaraGun newValue = (int)&Weapons[0] + 28; WriteProcessMemory(gameHandle, (LPVOID)0x00452564, &newValue, 4, NULL); WriteProcessMemory(gameHandle, (LPVOID)0x0045265C, &newValue, 4, NULL); // FireWeapon newValue = (int)&Weapons[0]; WriteProcessMemory(gameHandle, (LPVOID)0x004535E3, &newValue, 4, NULL); // InitialiseLara newValue = (int)&Weapons[0] + 108; WriteProcessMemory(gameHandle, (LPVOID)0x00473442, &newValue, 4, NULL); }