Flugan wrapper was born 18 month ago near the end of the Chiri/Helix "war" before bo3b entered the picture. I questioned myself if I could make a wrapper and the answer is no using normal methods the interfaces are so intricate and enormous. By hooking the COM function tables I could get at the few functions interesting. I got stuck as MS continuously resets the Context COM table making it unworkable. Using Nektra hooking library it has been reliable ever since, thank you bo3b for the introduction.
I believe Flugan Wrapper works in places where 3Dmigoto fails is because it's not a wrapper.
Progress report:
Ported most of the code to DX10 but not all games work. Running in Devil May Cry 4.
I've had loads of progress lately after making ShaderOverride=skip to work.
Latest news:
Working on porting wrapper to DX10, why not :)
ASM assembler seems picky about syntax. Modeled after Microsoft disassembler output.
Added some more instructions dumped from Witcher 3.
Compiles ASM
Capable of removing and reintroducing Watcher 3 fix while running the game using shader reload.
ShaderHunting using skip
ShaderOverride using skip
Compiles 3Dmigoto HLSL fixes.
Need binary to validate the ASM assembler.
Dumps binary or ASM
d3dcompiler_47.dll is on my OneDrive for both 32-bit and 64-bit.
requires d3dcompiler_47.dll which is preinstalled on Windows 8.1
Runs on Windows 7 and 8.1 for the most part as far as I know.
Only have a Windows 8.1 3D setup while my older SLI machine is elsewhere without a 3D monitor.
Flugan wrapper was born 18 month ago near the end of the Chiri/Helix "war" before bo3b entered the picture. I questioned myself if I could make a wrapper and the answer is no using normal methods the interfaces are so intricate and enormous. By hooking the COM function tables I could get at the few functions interesting. I got stuck as MS continuously resets the Context COM table making it unworkable. Using Nektra hooking library it has been reliable ever since, thank you bo3b for the introduction.
I believe Flugan Wrapper works in places where 3Dmigoto fails is because it's not a wrapper.
Progress report:
Ported most of the code to DX10 but not all games work. Running in Devil May Cry 4.
I've had loads of progress lately after making ShaderOverride=skip to work.
Latest news:
Working on porting wrapper to DX10, why not :)
ASM assembler seems picky about syntax. Modeled after Microsoft disassembler output.
Added some more instructions dumped from Witcher 3.
Compiles ASM
Capable of removing and reintroducing Watcher 3 fix while running the game using shader reload.
ShaderHunting using skip
ShaderOverride using skip
Compiles 3Dmigoto HLSL fixes.
Need binary to validate the ASM assembler.
Dumps binary or ASM
d3dcompiler_47.dll is on my OneDrive for both 32-bit and 64-bit.
requires d3dcompiler_47.dll which is preinstalled on Windows 8.1
Runs on Windows 7 and 8.1 for the most part as far as I know.
Only have a Windows 8.1 3D setup while my older SLI machine is elsewhere without a 3D monitor.
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?
Flugan, I just want to say a huge Thank You!
Thanks to your magic, (being an unlucky? owner of Windows 8.1 and a victim of suportless developers) I am able to enjoy the world of the Inquisitor and recently the world of Geralt.
Like many other people with two eyes, I can't -any more- find interest in the two dimensional virtual worlds...
You and all the guys @ Helixmod are therefore, in my (both) eyes, Gods of the Real Virtual Reality. :) Thank you all.
Flugan, I just want to say a huge Thank You!
Thanks to your magic, (being an unlucky? owner of Windows 8.1 and a victim of suportless developers) I am able to enjoy the world of the Inquisitor and recently the world of Geralt.
Like many other people with two eyes, I can't -any more- find interest in the two dimensional virtual worlds...
You and all the guys @ Helixmod are therefore, in my (both) eyes, Gods of the Real Virtual Reality. :) Thank you all.
Overclocked Intel® Core™i5-4690k Quad Core
32 Gb RAM
8GB GEFORCE GTX 1080
3D Vision 2
Windows 10 64 Bit
NVidia driver 419.17
SAMSUNG - UE55H8000 Smart 3D 55" Curved
Philips G-Sync 272G
Oculus Rift with Touch controlers
[quote="costiq"]Flugan, I just want to say a huge Thank You!
Thanks to your magic, (being an unlucky? owner of Windows 8.1 and a victim of suportless developers) I am able to enjoy the world of the Inquisitor and recently the world of Geralt.
Like many other people with two eyes, I can't -any more- find interest in the two dimensional virtual worlds...
You and all the guys @ Helixmod are therefore, in my (both) eyes, Gods of the Real Virtual Reality. :) Thank you all.[/quote]
signed
costiq said:Flugan, I just want to say a huge Thank You!
Thanks to your magic, (being an unlucky? owner of Windows 8.1 and a victim of suportless developers) I am able to enjoy the world of the Inquisitor and recently the world of Geralt.
Like many other people with two eyes, I can't -any more- find interest in the two dimensional virtual worlds...
You and all the guys @ Helixmod are therefore, in my (both) eyes, Gods of the Real Virtual Reality. :) Thank you all.
signed
ASUS X99-A, i7-5960X, GTX980, 16GB DDR4 2666MHz Corsair, Plextor M.2 SSD 512GB, 3D Vision 2
Of note, since Witcher3 is stripping ALL of the header information including reflection data, that means we have untyped variables for most of the shaders. Translation: the Decompiler can't do the job correctly even when debugged, because the information it needs is lost.
Because of that, I wired up Flugan's original Assembler so it is available for shader hunting and fixing. I want to be clear that anyone could have done this at any time, the project is open-source. Still, this is the first instance where we really can't do a proper job without it.
Back a little over a year ago, it wasn't clear if going with Assembler or debugging the Decompiler was the best way to go. We got some initial good success with the Decompiler, so I went with that as a difficult judgment call. High level languages are almost always better for the programmer/hacker.
It's not clear if CDPR will listen to pleas for not calling StripShader, but I generally expect corporations to be stupid. Hence, the reasoning to bring up the Assembler to give us the direct translation option for shaders. This will be back to Asm, but that's similar to the HelixMod approach and should give us some extra flexibility.
Right at the moment, I don't think it's quite ready, but soon.
Of note, since Witcher3 is stripping ALL of the header information including reflection data, that means we have untyped variables for most of the shaders. Translation: the Decompiler can't do the job correctly even when debugged, because the information it needs is lost.
Because of that, I wired up Flugan's original Assembler so it is available for shader hunting and fixing. I want to be clear that anyone could have done this at any time, the project is open-source. Still, this is the first instance where we really can't do a proper job without it.
Back a little over a year ago, it wasn't clear if going with Assembler or debugging the Decompiler was the best way to go. We got some initial good success with the Decompiler, so I went with that as a difficult judgment call. High level languages are almost always better for the programmer/hacker.
It's not clear if CDPR will listen to pleas for not calling StripShader, but I generally expect corporations to be stupid. Hence, the reasoning to bring up the Assembler to give us the direct translation option for shaders. This will be back to Asm, but that's similar to the HelixMod approach and should give us some extra flexibility.
Right at the moment, I don't think it's quite ready, but soon.
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
You're welcome!
It's a long time since I used the IDA Pro trial version to reverse engineer the hash function without which you can't change and re-assemble shaders. My biggest feat of reverse engineering so far.
It's a long time since I used the IDA Pro trial version to reverse engineer the hash function without which you can't change and re-assemble shaders. My biggest feat of reverse engineering 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?
I'm interested in how my hunting implementation works dealing with ASM as don't export HLSL. When converting a dump of witcher shaders I got a crash bug in my command-line tool.
I have not looked into the overhead of having hunt toggle like this and there is no overlay.
I'm interested in how my hunting implementation works dealing with ASM as don't export HLSL. When converting a dump of witcher shaders I got a crash bug in my command-line tool.
I have not looked into the overhead of having hunt toggle like this and there is no overlay.
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?
I'm attemting to fix 3D in Pinball Arcade in the open beta directx 11 version.
Lightning effects are rendered at screen depth and I have isolated a pixel shader but no vertex shader connected to the effext. The game has very few shaders I'm not sure how well my wrapper handles loads of shaders.
I have been working on a build targeting Far Cry 4 and the INI config being used to filter depth and stereo mode.
At one point when I thought I was done I had sound but no picture, black screen.
Had to restart from scratch and actually checking if my code was working more often.
And eliminate the black screen along the way.
I have not tested the new build proper yet on Far Cry 4.
I'm quite proud to have managed to hook IDXGISwapChain::Present without leaving d3d11.dll.
Yay, the hook is fairly underutilized containing button handling and stereo texture updating.
I'm still very proud of the achievement. Give me some fireworks to mark the occasion.
I have been working on a build targeting Far Cry 4 and the INI config being used to filter depth and stereo mode.
At one point when I thought I was done I had sound but no picture, black screen.
Had to restart from scratch and actually checking if my code was working more often.
And eliminate the black screen along the way.
I have not tested the new build proper yet on Far Cry 4.
I'm quite proud to have managed to hook IDXGISwapChain::Present without leaving d3d11.dll.
Yay, the hook is fairly underutilized containing button handling and stereo texture updating.
I'm still very proud of the achievement. Give me some fireworks to mark the occasion.
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?
I believe Flugan Wrapper works in places where 3Dmigoto fails is because it's not a wrapper.
Progress report:
Ported most of the code to DX10 but not all games work. Running in Devil May Cry 4.
I've had loads of progress lately after making ShaderOverride=skip to work.
Latest news:
Working on porting wrapper to DX10, why not :)
ASM assembler seems picky about syntax. Modeled after Microsoft disassembler output.
Added some more instructions dumped from Witcher 3.
Compiles ASM
Capable of removing and reintroducing Watcher 3 fix while running the game using shader reload.
ShaderHunting using skip
ShaderOverride using skip
Compiles 3Dmigoto HLSL fixes.
Need binary to validate the ASM assembler.
Dumps binary or ASM
d3dcompiler_47.dll is on my OneDrive for both 32-bit and 64-bit.
requires d3dcompiler_47.dll which is preinstalled on Windows 8.1
Runs on Windows 7 and 8.1 for the most part as far as I know.
Only have a Windows 8.1 3D setup while my older SLI machine is elsewhere without a 3D monitor.
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
Thanks to your magic, (being an unlucky? owner of Windows 8.1 and a victim of suportless developers) I am able to enjoy the world of the Inquisitor and recently the world of Geralt.
Like many other people with two eyes, I can't -any more- find interest in the two dimensional virtual worlds...
You and all the guys @ Helixmod are therefore, in my (both) eyes, Gods of the Real Virtual Reality. :) Thank you all.
Overclocked Intel® Core™i5-4690k Quad Core
32 Gb RAM
8GB GEFORCE GTX 1080
3D Vision 2
Windows 10 64 Bit
NVidia driver 419.17
SAMSUNG - UE55H8000 Smart 3D 55" Curved
Philips G-Sync 272G
Oculus Rift with Touch controlers
signed
ASUS X99-A, i7-5960X, GTX980, 16GB DDR4 2666MHz Corsair, Plextor M.2 SSD 512GB, 3D Vision 2
I too deeply appreciate all the hard work all you guys are putting in!
Windows 10 64-bit, Intel 7700K @ 5.1GHz, 16GB 3600MHz CL15 DDR4 RAM, 2x GTX 1080 SLI, Asus Maximus IX Hero, Sound Blaster ZxR, PCIe Quad SSD, Oculus Rift CV1, DLP Link PGD-150 glasses, ViewSonic PJD6531w 3D DLP Projector @ 1280x800 120Hz native / 2560x1600 120Hz DSR 3D Gaming.
Because of that, I wired up Flugan's original Assembler so it is available for shader hunting and fixing. I want to be clear that anyone could have done this at any time, the project is open-source. Still, this is the first instance where we really can't do a proper job without it.
Back a little over a year ago, it wasn't clear if going with Assembler or debugging the Decompiler was the best way to go. We got some initial good success with the Decompiler, so I went with that as a difficult judgment call. High level languages are almost always better for the programmer/hacker.
It's not clear if CDPR will listen to pleas for not calling StripShader, but I generally expect corporations to be stupid. Hence, the reasoning to bring up the Assembler to give us the direct translation option for shaders. This will be back to Asm, but that's similar to the HelixMod approach and should give us some extra flexibility.
Right at the moment, I don't think it's quite ready, but soon.
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
Intel Core i7-3820, 4 X 3,60 GHz overclocked to 4,50 GHz ; EVGA Titan X 12VRAM ; 16 GB Corsair Vengeance DDR-1600 (4x 4 GB) ; Asus VG278H 27-inch incl. 3D vision 2 glasses, integrated transmitter ; Xbox One Elite wireless controller ; Windows 10HTC VIVE 2,5 m2 roomscale3D VISION GAMERS - VISIT ME ON STEAM and feel free to add me: http://steamcommunity.com/profiles/76561198064106555 YOUTUBE: https://www.youtube.com/channel/UC1UE5TPoF0HX0HVpF_E4uPQ STEAM CURATOR: https://store.steampowered.com/curator/33611530-Streaming-Deluxe/
It's a long time since I used the IDA Pro trial version to reverse engineer the hash function without which you can't change and re-assemble shaders. My biggest feat of reverse engineering 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
Gigabyte Z370 Gaming 7 32GB Ram i9-9900K GigaByte Aorus Extreme Gaming 2080TI (single) Game Blaster Z Windows 10 X64 build #17763.195 Define R6 Blackout Case Corsair H110i GTX Sandisk 1TB (OS) SanDisk 2TB SSD (Games) Seagate EXOs 8 and 12 TB drives Samsung UN46c7000 HD TV Samsung UN55HU9000 UHD TVCurrently using ACER PASSIVE EDID override on 3D TVs LG 55
Early version but fairly complete.
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
I have not looked into the overhead of having hunt toggle like this and there is no overlay.
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
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
Lightning effects are rendered at screen depth and I have isolated a pixel shader but no vertex shader connected to the effext. The game has very few shaders I'm not sure how well my wrapper handles loads of shaders.
67DEA7EF415281D0-ps_replace.txt
ASM:
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
At one point when I thought I was done I had sound but no picture, black screen.
Had to restart from scratch and actually checking if my code was working more often.
And eliminate the black screen along the way.
I have not tested the new build proper yet on Far Cry 4.
I'm quite proud to have managed to hook IDXGISwapChain::Present without leaving d3d11.dll.
Yay, the hook is fairly underutilized containing button handling and stereo texture updating.
I'm still very proud of the achievement. Give me some fireworks to mark the occasion.
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
ASUS X99-A, i7-5960X, GTX980, 16GB DDR4 2666MHz Corsair, Plextor M.2 SSD 512GB, 3D Vision 2
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