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**REQ** THE LEGEND OF HEROS: TRAILS OF COLD STILL 1 & 2 WALK THROUGH WALLS (RPCS3)

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  • **REQ** THE LEGEND OF HEROS: TRAILS OF COLD STILL 1 & 2 WALK THROUGH WALLS (RPCS3)

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    Last edited by darkvoidhacker; 08-20-2019, 12:37:26 AM.

  • #2
    Recompiled emulator operations is already strange to do. I can't help with x64, I suck at that. I do the PS3's PPC though. I can't do anything without the game, and am lazy even though I have the 2nd game. Too many things I need to do at the moment. I was going to recommend finding the write operation that you delete that prevents you from moving. If you find that, you should be able to go above it to find various float comparison operations or a call to a function that does the checks that prevents you from going through solid objects, and delete or force the branches as needed to make it work. I've rarely done that since most games are 3D space and usually where you go through a wall you also usually go through the floors too and fall forever.
    July 7, 2019

    https://www.4shared.com/s/fLf6qQ66Zee
    https://www.sendspace.com/file/jvsdbd

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    • #3
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      Last edited by darkvoidhacker; 08-20-2019, 12:38:19 AM.

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      • #4
        I doubt I will ever have time, but if I do, I already have the 2nd game. Also with games these days, I rarely see a useful purpose to going through walls and stuff. What is there to gain with it? Nobody ever really makes interesting things outside of levels these days, The route is still the same. Find what prevents you from moving, and then go above it and find branches to either force or delete or else find calls to functions to delete that might break the collision checks.
        July 7, 2019

        https://www.4shared.com/s/fLf6qQ66Zee
        https://www.sendspace.com/file/jvsdbd

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        • #5
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          Last edited by darkvoidhacker; 08-20-2019, 12:38:37 AM.

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          • #6
            It's just a case of finding conditional branches that compare floats, and deciding whether to force them to always execute or to never execute by deleting them. It'll be somewhere above it, and might instead be hidden within a call. I'm not doing it, I have too many things to do at the moment.
            July 7, 2019

            https://www.4shared.com/s/fLf6qQ66Zee
            https://www.sendspace.com/file/jvsdbd

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            • #7
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              Last edited by darkvoidhacker; 08-20-2019, 12:38:57 AM.

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              • #8
                It'll be weird and custom to you if you're doing RPCS3 or whatever since you're likely dealing with recompiled code. I also forgot they are called jumps instead of branches on the x64 stuff. You would be looking for jgt, jlt, jge, or jle or whatever they are called. Jump if greater than, jump if less than or equal to, that sort of thing since something will be greater than or less than something else being compared to that will determine the collision checks. You would be changing those operations to either "j" or "nop" for testing unless a nearby "call" operation above it has the checks within it that do the collision checks that you would also change to a "nop". It's a lot of guessing really.
                July 7, 2019

                https://www.4shared.com/s/fLf6qQ66Zee
                https://www.sendspace.com/file/jvsdbd

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                • #9
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                  Last edited by darkvoidhacker; 08-20-2019, 12:39:12 AM.

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                  • #10
                    Originally posted by bungholio View Post
                    It'll be weird and custom to you if you're doing RPCS3 or whatever since you're likely dealing with recompiled code. I also forgot they are called jumps instead of branches on the x64 stuff. You would be looking for jgt, jlt, jge, or jle or whatever they are called. Jump if greater than, jump if less than or equal to, that sort of thing since something will be greater than or less than something else being compared to that will determine the collision checks. You would be changing those operations to either "j" or "nop" for testing unless a nearby "call" operation above it has the checks within it that do the collision checks that you would also change to a "nop". It's a lot of guessing really.
                    all I see so far is allot of jump if not equal and jump near if I do a break and trace on my coordinates, I guess I just have to try and nop each JNE until I find it unless you know a better way.

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                    • #11
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                      Last edited by darkvoidhacker; 08-20-2019, 12:39:26 AM.

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                      • #12
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                        Last edited by darkvoidhacker; 08-20-2019, 12:39:37 AM.

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