The dawn of Project Flugan
  15 / 16    
I've had big trouble with AC4 starting off with instant crash to desktop within a second. After that getting into the menu. Finally crash during gameplay. Requires more testing to be sure but nice progress there. If wondering about choice of game it is just because I dislike my code crashing.
I've had big trouble with AC4 starting off with instant crash to desktop within a second.

After that getting into the menu.

Finally crash during gameplay.

Requires more testing to be sure but nice progress there.

If wondering about choice of game it is just because I dislike my code crashing.

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

Posted 09/08/2014 08:56 PM   
Project Flugan is looking good nowadays. I have to celebrate.
Project Flugan is looking good nowadays.

I have to celebrate.

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

Posted 02/12/2015 08:58 AM   
Congrats! :)
Congrats! :)
Posted 02/12/2015 06:23 PM   
Hope things are going well :) Remember to have some fun too.
Hope things are going well :) Remember to have some fun too.

46" Samsung ES7500 3DTV (checkerboard, high FOV as desktop monitor, highly recommend!) - Metro 2033 3D PNG screens - Metro LL filter realism mod - Flugan's Deus Ex:HR Depth changers - Nvidia tech support online form - Nvidia support: 1-800-797-6530

Posted 02/13/2015 02:43 PM   
edit: Nevermind Remember this is an old thread with both success and frustration. The hooking library which was put in place five month ago as this thread died solved the main problem. That was the new starting point for Project Flugan.
edit: Nevermind

Remember this is an old thread with both success and frustration.

The hooking library which was put in place five month ago as this thread died solved the main problem.

That was the new starting point for Project Flugan.

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

Posted 02/13/2015 04:18 PM   
Hi, I'm back.
Hi,

I'm back.

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

Posted 09/12/2016 06:16 AM   
It has been more than 3 years since I started project Flugan. My original plan was to replace 3DMigoto as it was dead when I started my project. 3DMigoto going open source in early 2014 was a massive step in the right direction. It was a massive codebase and quite a challenge to keep up with. With the AC4 fix I suddenly had a working game fix to play with. I eventually ironed out the crash bugs and hacked the MS DX11 protection with in-proc hooks. This playback capability was later used to get Windows 8 support. When the use of compute shaders became critical I spent about a month getting the assembler sorted for the new task. Before it could only handle PS and VS. The assembler is designed to work on 100% of the shaders dumped from a game. By comparison 3DMigoto at the time created HLSL code and only deal with shaders we need to fix. Sometimes shaders are transformed manually as it is quicker than making it work inside the HLSL decompiler. Another example of how 3DMigoto efficiently dealt with shaders while the assembler did brute force on all shaders. I never managed to replace 3DMigoto because it was revived and keeps getting better all the time. My goal was to make sure we could fix dx11 games after HeliX and Chiri had left and as far as I can tell my goal was successful and I got to play some key role in the process. DX11 is no longer an obstacle. I'm pretty much retired from 3DMigoto but I'm always here if needed just PM.
It has been more than 3 years since I started project Flugan.

My original plan was to replace 3DMigoto as it was dead when I started my project.

3DMigoto going open source in early 2014 was a massive step in the right direction.
It was a massive codebase and quite a challenge to keep up with.
With the AC4 fix I suddenly had a working game fix to play with.
I eventually ironed out the crash bugs and hacked the MS DX11 protection with in-proc hooks.
This playback capability was later used to get Windows 8 support.

When the use of compute shaders became critical I spent about a month getting the assembler sorted for the new task. Before it could only handle PS and VS. The assembler is designed to work on 100% of the shaders dumped from a game. By comparison 3DMigoto at the time created HLSL code and only deal with shaders we need to fix. Sometimes shaders are transformed manually as it is quicker than making it work inside the HLSL decompiler. Another example of how 3DMigoto efficiently dealt with shaders while the assembler did brute force on all shaders.

I never managed to replace 3DMigoto because it was revived and keeps getting better all the time. My goal was to make sure we could fix dx11 games after HeliX and Chiri had left and as far as I can tell my goal was successful and I got to play some key role in the process. DX11 is no longer an obstacle. I'm pretty much retired from 3DMigoto but I'm always here if needed just PM.

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

Posted 02/02/2017 07:23 AM   
I'm ressurecting this thread to celebrate that Project Flugan is now on GitHub. Project Flugan has been open source since 2014 so I think it's time to make it more public. https://github.com/Flugan/ProjectFlugan My initial choice of using Mercurial made the transition tricky and you need mercurial if you want to know the history of the code. Mercurial history is included in a zip file. The code has two branches that differs a lot. master and dump. dump branch started with streamlined code for dumping shaders with which I dumped shaders from 100+ games. DX11 version was later coded to be able to run Crysis 3 gamefix with all the fancy work of DarkStarSword. Each branch has different Mercurial history. They separate around revision 200 and have separate histories after that breaking point. Currently my focus is on my DX12 dll. There are a lot of DX12 games I don't own at this point but in general from my testing most games crash. The crashes are often because of missing exports. Some of the exports lack documentation in MSDN so is currently missing from the codebase. It's critical to get these functions up and running one way or another. Looks like you can reverse engineer with IDA Pro and fake it. Both Battlefield 1 and Rise of the Tomb Raider currently runs without crashing. With this new focus I intent to buy more DX12 games so donations are always welcome. I really want some new friends on steam so don't be shy if interested. I'm open to discussing anything, maybe even start a 3Dmigoto fix on a game which is not getting any attention. I can't compensate time spent with donations obviously that is not how things work. My time is very cheap and I decide myself what to prioritize. Games though are not cheap and donations are very welcome. If you want to change my priorities and focus on your choice of game is also not free unless as a token of friendship. I'm really poor right now especially until my pension arrives. Due to the current SALE donations are especially valuable right now.
I'm ressurecting this thread to celebrate that Project Flugan is now on GitHub.
Project Flugan has been open source since 2014 so I think it's time to make it more public.


https://github.com/Flugan/ProjectFlugan


My initial choice of using Mercurial made the transition tricky and you need mercurial if you want to know the history of the code. Mercurial history is included in a zip file.

The code has two branches that differs a lot.

master and dump.

dump branch started with streamlined code for dumping shaders with which I dumped shaders from 100+ games.
DX11 version was later coded to be able to run Crysis 3 gamefix with all the fancy work of DarkStarSword.

Each branch has different Mercurial history. They separate around revision 200 and have separate histories after that breaking point.

Currently my focus is on my DX12 dll.
There are a lot of DX12 games I don't own at this point but in general from my testing most games crash.
The crashes are often because of missing exports.

Some of the exports lack documentation in MSDN so is currently missing from the codebase.

It's critical to get these functions up and running one way or another.
Looks like you can reverse engineer with IDA Pro and fake it.

Both Battlefield 1 and Rise of the Tomb Raider currently runs without crashing.

With this new focus I intent to buy more DX12 games so donations are always welcome.

I really want some new friends on steam so don't be shy if interested.

I'm open to discussing anything, maybe even start a 3Dmigoto fix on a game which is not getting any attention.

I can't compensate time spent with donations obviously that is not how things work. My time is very cheap and I decide myself what to prioritize. Games though are not cheap and donations are very welcome. If you want to change my priorities and focus on your choice of game is also not free unless as a token of friendship.

I'm really poor right now especially until my pension arrives.
Due to the current SALE donations are especially valuable right now.

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

Posted 02/16/2018 07:10 AM   
Just FYI I started looking at DX12 support for 3DMigoto a while back - I'm not planning to work on it seriously for a while yet, since there is no pressing need and still plenty of work to do on DX11, but I've started looking over the API to see how it differs from DX11 and what we'll need to support it and where the pain points will be - replacing shaders and injecting StereoParams should be comparatively easy, and I'm predicting we could even have our first DX12 game fixed later this year or early next year if that is all they need (this probably depends more on there actually being a DX12 exclusive title I'm interested in enough to motivate me to do this work, which is not the case yet and might push this out for years depending on how many bags of cash MS is willing to hand out to compensate developers for missing out on 75% of their target market), but advanced features such the command list will be significantly more challenging since it has some dependencies on being able to query state that DX12 just doesn't keep track of, and frame analysis dumps will be non-existent due to the lack of an immediate context in DX12 (we'll still have frame analysis logs, and my collection of debug shaders should work once the command list has been ported to DX12 to make up for the lack of dumps). I've also got 3DMigoto's overlay working in DX12 via the 11on12 interop layer, which you will see working if you build from our exp_vs2015 branch, though at the moment it is just used to inform the user that DX12 isn't supported yet and they need to switch to DX11 (I'm thinking of using the same interop layer for the command list to keep the code changes minimal, though that doesn't actually solve the fundamental problems because when we switch to DX11 mode we need to inform 11on12 what the state is that DX12 hasn't been tracking - but it should be enough to give us SBS support, software mouse and maybe some resource copying without having to re-implement these to use DX12 APIs) ;-)
Just FYI I started looking at DX12 support for 3DMigoto a while back - I'm not planning to work on it seriously for a while yet, since there is no pressing need and still plenty of work to do on DX11, but I've started looking over the API to see how it differs from DX11 and what we'll need to support it and where the pain points will be - replacing shaders and injecting StereoParams should be comparatively easy, and I'm predicting we could even have our first DX12 game fixed later this year or early next year if that is all they need (this probably depends more on there actually being a DX12 exclusive title I'm interested in enough to motivate me to do this work, which is not the case yet and might push this out for years depending on how many bags of cash MS is willing to hand out to compensate developers for missing out on 75% of their target market), but advanced features such the command list will be significantly more challenging since it has some dependencies on being able to query state that DX12 just doesn't keep track of, and frame analysis dumps will be non-existent due to the lack of an immediate context in DX12 (we'll still have frame analysis logs, and my collection of debug shaders should work once the command list has been ported to DX12 to make up for the lack of dumps).

I've also got 3DMigoto's overlay working in DX12 via the 11on12 interop layer, which you will see working if you build from our exp_vs2015 branch, though at the moment it is just used to inform the user that DX12 isn't supported yet and they need to switch to DX11 (I'm thinking of using the same interop layer for the command list to keep the code changes minimal, though that doesn't actually solve the fundamental problems because when we switch to DX11 mode we need to inform 11on12 what the state is that DX12 hasn't been tracking - but it should be enough to give us SBS support, software mouse and maybe some resource copying without having to re-implement these to use DX12 APIs) ;-)

2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit

Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword

Posted 02/17/2018 12:07 PM   
That's really good to hear! Thanks DSS!
That's really good to hear! Thanks DSS!

The very powerful and the very stupid have one thing in common. Instead of altering their views to fit the facts, they alter the facts to fit their views ... which can be very uncomfortable if you happen to be one of the facts that needs altering.

-- Doctor Who, "Face of Evil"

Posted 02/17/2018 05:07 PM   
It looks like you are the very capable developer with years of experience. You clearly know more about DX11 and 12 than me at this point. I'm still a hacker at heart. I think the combination of our work has been great and it has been a pleasure to work together with you. More seriously I'm having problems with missing exports in my replacement dll. It is hard to do with undocumented functions. It is clearly causing most if not all game crashes. Currently only Battlefield 1 and Rise of the Tomb Rainder works together with my dll. Figuring out the function signature is enough to call the function on the original dll. I'm spent some time using IDA Pro to see what I can do. I really don't care how it's done but I need exports that behaves exactly like the original code. I am not skilled enough to even attempt porting 3DMigoto to DX12. I will keep on my hacker lifestyle and as I'm still retired I have quite a bit of spare time if I want to. I've just spent $400 on games as I havn't bought games for a long time and didn't have many of the latest titles. I'm completely broke right now but get my salary on monday so I will catch the tail of the sale and buy MGSV: TPP, MGSV: GZ, Killer Instinct and Sherlock Holmes and then I'm completely spent. TPP and Killer Instinct I buy for the second time, fun times. I have a desire to get more DX12 games but that would require donations. Gears of War: Ultimate Windows 10 Edition Gears of War 4: Ultimate Halo Wars 2 Quantum Break DX12 Star Wars Battlefront II FIFA 18 I think that covers it all. DX12 is pretty tiny so far not like the vast amount of DX11 games. Due to the hacker approach I have no timeline for when things start working. I could be stuck in the saame spot for quite a while or get a lot done in very short burst when things go well. Working with MS Store games will probably be a bit tricky at first as there is much to bypass and forcing the games to engage with 3D Vision to start with. Think there are some crash bugs with store apps and 3D Vision as well. Call me crazy if you like as I'm officially crazy due to my bipolar disorder. I've done some really crazy stuff. Due to my autism I can be a bit like a lone wolf and is not really accustomed to working with others well. I often steer my own ship while collaborating with others more indirectly. I was gone for quitee some time. About a year mostly spent on Counter-Strike and nice skins. I also spent a few month with Forza making multiple devices work together like adding a gear lever with separate USB connector. I used two wheels as two devices as I didn't have the most used Thrustmaster addon gear lever being requested. I got it to work under my strange development setup with retained Force Feedback. I will halt further spendings and put it all into savings this year. It will be great and a big a complete stop to impulse purchases. I think it will be really good for me, just enjoy what I have and spending less time thinking about what I don't have. What I have is a tiny but steady income and managable expenses. I'm extra exited as I'm attempting to erase my student loan for free due to having too little income to pay.
It looks like you are the very capable developer with years of experience. You clearly know more about DX11 and 12 than me at this point. I'm still a hacker at heart. I think the combination of our work has been great and it has been a pleasure to work together with you. More seriously I'm having problems with missing exports in my replacement dll. It is hard to do with undocumented functions. It is clearly causing most if not all game crashes. Currently only Battlefield 1 and Rise of the Tomb Rainder works together with my dll.

Figuring out the function signature is enough to call the function on the original dll.
I'm spent some time using IDA Pro to see what I can do. I really don't care how it's done but I need exports that behaves exactly like the original code. I am not skilled enough to even attempt porting 3DMigoto to DX12.

I will keep on my hacker lifestyle and as I'm still retired I have quite a bit of spare time if I want to.

I've just spent $400 on games as I havn't bought games for a long time and didn't have many of the latest titles. I'm completely broke right now but get my salary on monday so I will catch the tail of the sale and buy MGSV: TPP, MGSV: GZ, Killer Instinct and Sherlock Holmes and then I'm completely spent. TPP and Killer Instinct I buy for the second time, fun times.

I have a desire to get more DX12 games but that would require donations.
Gears of War: Ultimate Windows 10 Edition
Gears of War 4: Ultimate
Halo Wars 2
Quantum Break DX12
Star Wars Battlefront II
FIFA 18

I think that covers it all. DX12 is pretty tiny so far not like the vast amount of DX11 games. Due to the hacker approach I have no timeline for when things start working. I could be stuck in the saame spot for quite a while or get a lot done in very short burst when things go well. Working with MS Store games will probably be a bit tricky at first as there is much to bypass and forcing the games to engage with 3D Vision to start with. Think there are some crash bugs with store apps and 3D Vision as well.

Call me crazy if you like as I'm officially crazy due to my bipolar disorder. I've done some really crazy stuff. Due to my autism I can be a bit like a lone wolf and is not really accustomed to working with others well. I often steer my own ship while collaborating with others more indirectly. I was gone for quitee some time. About a year mostly spent on Counter-Strike and nice skins. I also spent a few month with Forza making multiple devices work together like adding a gear lever with separate USB connector. I used two wheels as two devices as I didn't have the most used Thrustmaster addon gear lever being requested. I got it to work under my strange development setup with retained Force Feedback.

I will halt further spendings and put it all into savings this year. It will be great and a big a complete stop to impulse purchases. I think it will be really good for me, just enjoy what I have and spending less time thinking about what I don't have. What I have is a tiny but steady income and managable expenses.

I'm extra exited as I'm attempting to erase my student loan for free due to having too little income to pay.

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

Posted 02/17/2018 06:25 PM   
I also stopped spending a lot of money on games. I have more than I can ever play anyways. Investing most of my money for now. :)
I also stopped spending a lot of money on games. I have more than I can ever play anyways. Investing most of my money for now. :)

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/ Image

Posted 02/17/2018 07:33 PM   
Flugan, you should consider using Steam categories if you don't already. I have a category for games I'm currently playing, and one for games I own but am waiting to play (for a 3D fix, or early access titles, DLC, patches, etc). It really helps to see a list of the games you're not done with yet - it makes it much easier to postpone new games purchases when your backlog is staring you in the face all the time, and stops you forgetting about games you bought and intended on playing.
Flugan, you should consider using Steam categories if you don't already. I have a category for games I'm currently playing, and one for games I own but am waiting to play (for a 3D fix, or early access titles, DLC, patches, etc).

It really helps to see a list of the games you're not done with yet - it makes it much easier to postpone new games purchases when your backlog is staring you in the face all the time, and stops you forgetting about games you bought and intended on playing.

Posted 02/18/2018 03:06 AM   
I want to say thank you to my donators I now have €130. Feel free to contact me or send me a private message or if you have something to share with the forum as a whole.
I want to say thank you to my donators I now have €130.

Feel free to contact me or send me a private message or if you have something to share with the forum as a whole.

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

Posted 02/20/2018 02:03 PM   
Due to the recent salle and a huge chunk of money the game situation is like this right now. This is the complete list of DX12 games right now. Steam: Ashes of the Singularity Battlezone Caffeine Civilization VI Deus Ex: Mankind Divided Heroes & Generals Hitman Rise of the Tomb Raider Sniper Elite 4 The Turing Test Tom Clancy's The Division Total War: Warhammer Total War: Warhammer II Origin: Battlefield 1 FIFA 18 (don't own) Star Wars Battlefront II (don't own) Microsoft Store: Forza Horizon 3 Forza Motorsport 6: Apex Forza Motorsport 7 Gears of War 4 (don't own) Gears of War: Ultimate Edition (don't own) Halo 5: Forge Halo Wars 2 (don't own) Quantum Break (don't own) This list will be kept up to date.
Due to the recent salle and a huge chunk of money the game situation is like this right now.
This is the complete list of DX12 games right now.

Steam:
Ashes of the Singularity
Battlezone
Caffeine
Civilization VI
Deus Ex: Mankind Divided
Heroes & Generals
Hitman
Rise of the Tomb Raider
Sniper Elite 4
The Turing Test
Tom Clancy's The Division
Total War: Warhammer
Total War: Warhammer II

Origin:
Battlefield 1
FIFA 18 (don't own)
Star Wars Battlefront II (don't own)

Microsoft Store:
Forza Horizon 3
Forza Motorsport 6: Apex
Forza Motorsport 7
Gears of War 4 (don't own)
Gears of War: Ultimate Edition (don't own)
Halo 5: Forge
Halo Wars 2 (don't own)
Quantum Break (don't own)

This list will be kept up to date.

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

Posted 02/20/2018 02:08 PM   
  15 / 16    
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