The dawn of Project Flugan
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My understanding of the cb0 buffer is that it links all the constants in the global cbuffer. Each value in the cb0 buffer is a float4 thus 4*4 bytes(16 in total). I was planning to write a prettyfier converting cb0[x] into the equivalent name. I got a bit stuck when the index became reg+imm which is determined at runtime. I actually never really got started on the prettyfier as I wanted to make sure I could do the conversion manually first
My understanding of the cb0 buffer is that it links all the constants in the global cbuffer.

Each value in the cb0 buffer is a float4 thus 4*4 bytes(16 in total).

I was planning to write a prettyfier converting cb0[x] into the equivalent name.

I got a bit stuck when the index became reg+imm which is determined at runtime.

I actually never really got started on the prettyfier as I wanted to make sure I could do the conversion manually first

Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?

donations: ulfjalmbrant@hotmail.com

#76
Posted 01/23/2014 12:58 PM   
It sounds like you're making great progress, and I'd like to say thanks. What's your Paypal address?
It sounds like you're making great progress, and I'd like to say thanks. What's your Paypal address?

#77
Posted 01/23/2014 03:46 PM   
Paypal etc: ulfjalmbrant@hotmail.com
Paypal etc: ulfjalmbrant@hotmail.com

Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?

donations: ulfjalmbrant@hotmail.com

#78
Posted 01/23/2014 04:18 PM   
Should I put Flugan Project wrapper on github? The code is stable enough at this point. One of the main goals when starting the Project was to be open and hopefully simple enough for others to contribute.
Should I put Flugan Project wrapper on github?

The code is stable enough at this point.

One of the main goals when starting the Project was to be open and hopefully simple enough for others to contribute.

Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?

donations: ulfjalmbrant@hotmail.com

#79
Posted 01/23/2014 04:42 PM   
Hi guys... Been a while...! I've been reading post,but not posted myself for a while now... I have a simple question I don't really understand... Are you guys making a sort of path for AC4, or are you making a program you can use yourself to get the game working in 3d,or maybe both ? I read here,that you all are making progress,and realeasing beta's ? Are these beta's for the programs you are using, or can "we" try it out ourselfs,even if we have not much computer skills like myself...
Hi guys...
Been a while...!

I've been reading post,but not posted myself for a while now...
I have a simple question I don't really understand...

Are you guys making a sort of path for AC4, or are you making a program you can use yourself to get the game working in 3d,or maybe both ?

I read here,that you all are making progress,and realeasing beta's ?
Are these beta's for the programs you are using, or can "we" try it out ourselfs,even if we have not much computer skills like myself...

Intel I7 3820 3.8 Ghz,MSI MS7760 Motherboard, 6GB )2x MSI GTX670 (SLI),OCZ Vertex 230Gb SSD,OCZ Agility 120Gb SSD, Asus 3D VG278HR ,Optoma HD67 3D DLP Beamer with 95inch 2.5 gain screen.

#80
Posted 01/25/2014 09:48 AM   
Considering the difficulty curve I would probably say throw money at the problem. I need to hone my skills and I am far from ready to approach the biggest games. If I commit to this over the long haul need to improve both my tools and my understandig of shaders. I wish to thank everyone who has donated so far.
Considering the difficulty curve I would probably say throw money at the problem.

I need to hone my skills and I am far from ready to approach the biggest games.

If I commit to this over the long haul need to improve both my tools and my understandig of shaders.

I wish to thank everyone who has donated so far.

Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?

donations: ulfjalmbrant@hotmail.com

#81
Posted 01/25/2014 08:18 PM   
Continued work on the assembler by dumping additional games: Aliens vs Predator Battlefield Bad Company 2 ANNO 2070 ANNO 1404 - Gold Edition Assassin's Creed 3 Assassin's Creed IV Black Flag Batman Arkham City GOTY Batman Arkham Origins SinglePlayer Bioshock BioShock 2 MP BioShock 2 SP BioShock Infinite Having trouble with Battlefield 3 Managed to get Trials Evolution to work after solving a CTD bug. Unless things change I will not attempt to integrate the wrapper and disassembler. After failing numerous times. I also like how lightweight my wrappers are but that is not without tradeoff.
Continued work on the assembler by dumping additional games:

Aliens vs Predator
Battlefield Bad Company 2
ANNO 2070
ANNO 1404 - Gold Edition
Assassin's Creed 3
Assassin's Creed IV Black Flag
Batman Arkham City GOTY
Batman Arkham Origins SinglePlayer
Bioshock
BioShock 2 MP
BioShock 2 SP
BioShock Infinite

Having trouble with Battlefield 3
Managed to get Trials Evolution to work after solving a CTD bug.

Unless things change I will not attempt to integrate the wrapper and disassembler.
After failing numerous times. I also like how lightweight my wrappers are but that is not without tradeoff.

Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?

donations: ulfjalmbrant@hotmail.com

#82
Posted 01/26/2014 06:34 PM   
Really terrific progress, this is an incredible start! It seems to me that a key question you need to decide upon is "what is the work flow?" How you or another person would actually go about fixing a game. The details of launching, finding problem shaders, fixing their code, and running with that fix to replace a shader. The two examples we have of HelixMod and 3DMigoto are similar but go about it differently. Helix has his built in debugger, with the keypad to spin through all the shaders. 3DMigoto has no UI, but supports an Xbox controller to step through shaders. Both allow disabling them singly or in groups to find bad shaders. 3DMigoto pioneered the idea of only cycling through shaders that are in the currently active frame, and Helix added that feature in a recent update. Another path is the binary search engine that Tsaebeht created as an external support for HelixMod, where you disable half the shaders and say yes/no to whether you see the shader disabled. This gives you a very fast way to find shaders, 12 choices to find a shader out of 4000. Once a shader is found, updating it offline does not seem unreasonable. Although it can be nice to try a live compile of a shader to do back and forth experiments with different registers to try to understand what a shader is doing. If we can somehow lower the friction in the workflow of figuring out a fix, we will get more fixes. That's the sort of thing the Lua or external scripts do- allow fixing of hundreds of shaders at once. Helix does these as on online fix, but I know eqzitara and Mike have done similar things offline using Notepad searches on the dump-all folder. (Fixing shaders is not my expertise either, I'm just trying to think in general terms about the fixing process. Mike, DHR, mana, eqzitara can probably add things they might prefer for a workflow.) There are many ways to go about it, you might very well come up with something better than what we've already seen.
Really terrific progress, this is an incredible start!


It seems to me that a key question you need to decide upon is "what is the work flow?" How you or another person would actually go about fixing a game. The details of launching, finding problem shaders, fixing their code, and running with that fix to replace a shader.

The two examples we have of HelixMod and 3DMigoto are similar but go about it differently. Helix has his built in debugger, with the keypad to spin through all the shaders. 3DMigoto has no UI, but supports an Xbox controller to step through shaders. Both allow disabling them singly or in groups to find bad shaders.

3DMigoto pioneered the idea of only cycling through shaders that are in the currently active frame, and Helix added that feature in a recent update. Another path is the binary search engine that Tsaebeht created as an external support for HelixMod, where you disable half the shaders and say yes/no to whether you see the shader disabled. This gives you a very fast way to find shaders, 12 choices to find a shader out of 4000.

Once a shader is found, updating it offline does not seem unreasonable. Although it can be nice to try a live compile of a shader to do back and forth experiments with different registers to try to understand what a shader is doing.

If we can somehow lower the friction in the workflow of figuring out a fix, we will get more fixes. That's the sort of thing the Lua or external scripts do- allow fixing of hundreds of shaders at once. Helix does these as on online fix, but I know eqzitara and Mike have done similar things offline using Notepad searches on the dump-all folder.

(Fixing shaders is not my expertise either, I'm just trying to think in general terms about the fixing process. Mike, DHR, mana, eqzitara can probably add things they might prefer for a workflow.)


There are many ways to go about it, you might very well come up with something better than what we've already seen.

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

#83
Posted 01/27/2014 12:01 AM   
With the implications in the newest beta driver the question arises. Where do I go from here. You can build fixes that only work in the current driver. Personally I don't have the experience to fix shaders. Also the workflow is far from ideal. HelixMod dx9 is two years ahead and some of the most advanced fixes have been made by him. If Nvidia enforce fake 3D then there are very few games left to apply fixes to. Otherwise fixing shaders are far from easy.
With the implications in the newest beta driver the question arises.

Where do I go from here. You can build fixes that only work in the current driver.
Personally I don't have the experience to fix shaders. Also the workflow is far from ideal.

HelixMod dx9 is two years ahead and some of the most advanced fixes have been made by him.

If Nvidia enforce fake 3D then there are very few games left to apply fixes to.
Otherwise fixing shaders are far from easy.

Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?

donations: ulfjalmbrant@hotmail.com

#84
Posted 01/27/2014 07:50 PM   
The fake 3D is shit compared to real 3D. It's better then nothing but it's far from what you get with a Helix ready game. I wouldn't worry to much about the profile going into fake 3D mode. You can easily change that with nvidia insepector and assign a different .exe.
The fake 3D is shit compared to real 3D. It's better then nothing but it's far from what you get with a Helix ready game. I wouldn't worry to much about the profile going into fake 3D mode. You can easily change that with nvidia insepector and assign a different .exe.

#85
Posted 01/27/2014 09:07 PM   
I would argue that the new driver only introduces a feature that is a workaround. It in no way renders a proper DX11 wrapper as redundant. I think if you persevere you will still get help from people on this forum who have the relevant knowledge and expertise, but as with most things, being selfish, you have to do things for the right reasons for yourself. If you're getting something out of it that you value, then why not carry on.
I would argue that the new driver only introduces a feature that is a workaround.

It in no way renders a proper DX11 wrapper as redundant.

I think if you persevere you will still get help from people on this forum who have the relevant knowledge and expertise, but as with most things, being selfish, you have to do things for the right reasons for yourself. If you're getting something out of it that you value, then why not carry on.

GTX 1070 SLI, I7-6700k ~ 4.4Ghz, 3x BenQ XL2420T, BenQ TK800, LG 55EG960V (3D OLED), Samsung 850 EVO SSD, Crucial M4 SSD, 3D vision kit, Xpand x104 glasses, Corsair HX1000i, Win 10 pro 64/Win 7 64https://www.3dmark.com/fs/9529310

#86
Posted 01/27/2014 11:02 PM   
I absolutely agree with Conan. The fake 3d effect is awful, and I'd really like to see you continue your excellent work. If this fake effect is the future of 3d, I want no part of it.
I absolutely agree with Conan. The fake 3d effect is awful, and I'd really like to see you continue your excellent work. If this fake effect is the future of 3d, I want no part of it.

#87
Posted 01/28/2014 12:27 AM   
@pirateguybrush, that pretty much sums it up. Sad but true. @flugan, please continue the project. Seems to be 3D gamers only hope left.
@pirateguybrush, that pretty much sums it up. Sad but true.

@flugan, please continue the project. Seems to be 3D gamers only hope left.

#88
Posted 01/28/2014 01:14 AM   
Just solved an elusive bug in while assembling back to binary. Hope it will be the last. Did some testing with the new driver and you are better off playing in 2D.
Just solved an elusive bug in while assembling back to binary.

Hope it will be the last.

Did some testing with the new driver and you are better off playing in 2D.

Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?

donations: ulfjalmbrant@hotmail.com

#89
Posted 01/28/2014 07:38 PM   
Seems to be a couple more things to hunt down.
Seems to be a couple more things to hunt down.

Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?

donations: ulfjalmbrant@hotmail.com

#90
Posted 01/28/2014 08:00 PM   
  6 / 16    
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