After two months of work I want to present what might be the final version of Project Flugan.
Instead of being a wrapper it hooks only a few internal functions and appears stable across all games I've tried. It probably has the minimum of the required features as the only thing the dll does is dump, integrate NVAPI and patch shaders. Everything else is handled offline by a tool that can do bin -> asm. Then you modify a few shaders apply asm -> bin and the final bin can be loaded into the game.
I've also added support for lua.
It's far from the Ideal workflow and clearly some improvements can be made.
It will never become a wrapper so some features are clearly impossible.
As the coding is pretty much finished this is a good time for people to experiment if they so desire.
Basic workflow:
Run the game and dump as few or as many shaders as you can reach.
exit game
run d3d_Shaders.exe which will turn the binary cbo files in dump* into *.asm assembler.
copy selected shaders from DumpPS/VS to patchPS/VS and make Changes.
Finally run d3d_Shaders.exe to compile down to binary cbo files.
Important don't delete the Dump folders until you are finished.
I'm relying on data from the original cbo to create the patched version.
Project Flugan 1.0:
http://1drv.ms/1bZwjIM
Feel free to ask questions as I've probably forgot something and this is my first documentation attempt.
After two months of work I want to present what might be the final version of Project Flugan.
Instead of being a wrapper it hooks only a few internal functions and appears stable across all games I've tried. It probably has the minimum of the required features as the only thing the dll does is dump, integrate NVAPI and patch shaders. Everything else is handled offline by a tool that can do bin -> asm. Then you modify a few shaders apply asm -> bin and the final bin can be loaded into the game.
I've also added support for lua.
It's far from the Ideal workflow and clearly some improvements can be made.
It will never become a wrapper so some features are clearly impossible.
As the coding is pretty much finished this is a good time for people to experiment if they so desire.
Basic workflow:
Run the game and dump as few or as many shaders as you can reach.
exit game
run d3d_Shaders.exe which will turn the binary cbo files in dump* into *.asm assembler.
copy selected shaders from DumpPS/VS to patchPS/VS and make Changes.
Finally run d3d_Shaders.exe to compile down to binary cbo files.
Important don't delete the Dump folders until you are finished.
I'm relying on data from the original cbo to create the patched version.
Instead of being a wrapper it hooks only a few internal functions and appears stable across all games I've tried. It probably has the minimum of the required features as the only thing the dll does is dump, integrate NVAPI and patch shaders. Everything else is handled offline by a tool that can do bin -> asm. Then you modify a few shaders apply asm -> bin and the final bin can be loaded into the game.
I've also added support for lua.
It's far from the Ideal workflow and clearly some improvements can be made.
It will never become a wrapper so some features are clearly impossible.
As the coding is pretty much finished this is a good time for people to experiment if they so desire.
Basic workflow:
Run the game and dump as few or as many shaders as you can reach.
exit game
run d3d_Shaders.exe which will turn the binary cbo files in dump* into *.asm assembler.
copy selected shaders from DumpPS/VS to patchPS/VS and make Changes.
Finally run d3d_Shaders.exe to compile down to binary cbo files.
Important don't delete the Dump folders until you are finished.
I'm relying on data from the original cbo to create the patched version.
Project Flugan 1.0:
http://1drv.ms/1bZwjIM
Feel free to ask questions as I've probably forgot something and this is my first documentation attempt.
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
Core i7-4700 HQ - GTX 970 - Windows 7 - VG248QE - 3Dvision 2
i7 4970k@4.5Ghz, SLI GTX1080Ti Aorus Gigabyte Xtreme, 16GB G Skill 2400hrz, 3*PG258Q in 3D surround.