Bo3b's School For Shaderhackers
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[quote="D-Man11"]I was able to cycle thru shaders, but I'm not sure what I'm looking for. Will I see a visual change when I come across the right shader and then I save it at that time?[/quote] So the answer is yes. I do see an on screen change. Specifically, when I came to PS 896 CRC32 0xDEBD7ff7 the fog disappeared. But not only did the fog disappear, when I looked around a portion of the room was blacked out. According to eqzitara's guide when I hit the correct shader, my visual clue may not be so drastic, it may be more subtle in the form of a slight distortion. I then tried to save the pixel shader. But for whatever reason, it doesn't show up in the save folder. Time to try another debug version I suppose. EDIT: before trying a new debug version I wanted to try again. Although now when I get to PS 896 nothing happens. One thing I didn't mention before is that VS 898 makes everything pitch black except for the weapon. It also still does now as well, so what's up with PS 896 not effecting the fog now? EDIT: I was looking at the PS and wrote it down instead of the VS. VS 963 CRC32 0x4A65B800 is the one that effects fog.
D-Man11 said:I was able to cycle thru shaders, but I'm not sure what I'm looking for.

Will I see a visual change when I come across the right shader and then I save it at that time?


So the answer is yes. I do see an on screen change. Specifically, when I came to PS 896 CRC32 0xDEBD7ff7 the fog disappeared. But not only did the fog disappear, when I looked around a portion of the room was blacked out.

According to eqzitara's guide when I hit the correct shader, my visual clue may not be so drastic, it may be more subtle in the form of a slight distortion.

I then tried to save the pixel shader. But for whatever reason, it doesn't show up in the save folder. Time to try another debug version I suppose.

EDIT: before trying a new debug version I wanted to try again. Although now when I get to PS 896 nothing happens.

One thing I didn't mention before is that VS 898 makes everything pitch black except for the weapon. It also still does now as well, so what's up with PS 896 not effecting the fog now?

EDIT: I was looking at the PS and wrote it down instead of the VS.

VS 963 CRC32 0x4A65B800 is the one that effects fog.

#31
Posted 08/11/2014 12:12 PM   
[quote="D-Man11"]So the answer is yes. I do see an on screen change. Specifically, when I came to PS 896 CRC32 0xDEBD7ff7 the fog disappeared. But not only did the fog disappear, when I looked around a portion of the room was blacked out. According to eqzitara's guide when I hit the correct shader, my visual clue may not be so drastic, it may be more subtle in the form of a slight distortion. I then tried to save the pixel shader. But for whatever reason, it doesn't show up in the save folder. Time to try another debug version I suppose. EDIT: before trying a new debug version I wanted to try again. Although now when I get to PS 896 nothing happens. One thing I didn't mention before is that VS 898 makes everything pitch black except for the weapon. It also still does now as well, so what's up with PS 896 not effecting the fog now?[/quote]Most likely, the shader you are hitting there is not the right one, but something related to fog. You can think of the shaders as being layers built from back to front, and some that are in front of the fog in this case can still impact it. Like, if you hit the lights for the room, the fog will disappear, but so will everything else. So, cycle through the entire set to see if there aren't other shaders that impact fog. You are looking for one that removes the fog and nothing else. If you cycle all the way around and don't find the right one, it's entirely possible that it's a Helix bug that isn't seeing all the shaders. Lastly, when using the debug version and you get some weird thing like the shader not showing up, look in the log file to see if there is some error.
D-Man11 said:So the answer is yes. I do see an on screen change. Specifically, when I came to PS 896 CRC32 0xDEBD7ff7 the fog disappeared. But not only did the fog disappear, when I looked around a portion of the room was blacked out.

According to eqzitara's guide when I hit the correct shader, my visual clue may not be so drastic, it may be more subtle in the form of a slight distortion.

I then tried to save the pixel shader. But for whatever reason, it doesn't show up in the save folder. Time to try another debug version I suppose.

EDIT: before trying a new debug version I wanted to try again. Although now when I get to PS 896 nothing happens.

One thing I didn't mention before is that VS 898 makes everything pitch black except for the weapon. It also still does now as well, so what's up with PS 896 not effecting the fog now?
Most likely, the shader you are hitting there is not the right one, but something related to fog. You can think of the shaders as being layers built from back to front, and some that are in front of the fog in this case can still impact it. Like, if you hit the lights for the room, the fog will disappear, but so will everything else.

So, cycle through the entire set to see if there aren't other shaders that impact fog. You are looking for one that removes the fog and nothing else.

If you cycle all the way around and don't find the right one, it's entirely possible that it's a Helix bug that isn't seeing all the shaders.

Lastly, when using the debug version and you get some weird thing like the shader not showing up, look in the log file to see if there is some error.

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#32
Posted 08/11/2014 12:58 PM   
I tried again. This time it did save. I think I wrote down the PS instead of the VS in my previous post, Sorry about that. VS 963 CRC32 0x4A65B800 is the one that effects fog. But it does effect more than fog, so I'll try to cycle thru more later today. Thanks for the answer. I'll keep messing with the fog because it's blatant and not too far into the game.
I tried again. This time it did save.

I think I wrote down the PS instead of the VS in my previous post, Sorry about that.

VS 963 CRC32 0x4A65B800 is the one that effects fog.

But it does effect more than fog, so I'll try to cycle thru more later today.

Thanks for the answer. I'll keep messing with the fog because it's blatant and not too far into the game.

#33
Posted 08/11/2014 01:17 PM   
Was the game still running? You may have saved it to the SkipList and not saved(Dumped) it. There's two different keys, I honestly forgot which is the default. I use mini/laptop keyboards most of the time when I use it, so I rebind them in the DX9Settings.ini ... like so. [quote][General] PSPrevKey=76 PSNextKey=186 PSSaveKey=222 VSPrevKey=188 VSNextKey=190 VSSaveKey=191[/quote]Which binds: PS Previous=L, Next=; and Save=' VS Previous=<, Next=>, and Save=? (You don't need to hit Shift for L/</> just easier for reference) When you save a Shader it should be located in the Dumps\SingleShaders\*Shader directories. Personally I renamed the Zip files to reflect when Helix made the dll, so the 'revs' are the dates, in YYMMDD format so they sort properly.(130906_*) If you're using a 130906+ dll then you can also use the setting ... [quote]UseRenderedShaders=True[/quote]edit:oops typo! UseRenderedShaders not UseRenderedShader! Sorry ... under the General section of the DX9Settings.ini to reduce the amount of Shaders to cycle through to the just the ones being rendered, but again that only works on the last two revs of the dll. edit:Ninja'd by bo3b. :) ... crap I forgot to raise my hand! Lol.
Was the game still running? You may have saved it to the SkipList and not saved(Dumped) it. There's two different keys, I honestly forgot which is the default. I use mini/laptop keyboards most of the time when I use it, so I rebind them in the DX9Settings.ini ... like so.

[General]
PSPrevKey=76
PSNextKey=186
PSSaveKey=222
VSPrevKey=188
VSNextKey=190
VSSaveKey=191
Which binds:
PS Previous=L, Next=; and Save='
VS Previous=<, Next=>, and Save=?

(You don't need to hit Shift for L/</> just easier for reference)

When you save a Shader it should be located in the Dumps\SingleShaders\*Shader directories.

Personally I renamed the Zip files to reflect when Helix made the dll, so the 'revs' are the dates, in YYMMDD format so they sort properly.(130906_*)

If you're using a 130906+ dll then you can also use the setting ...

UseRenderedShaders=True
edit:oops typo! UseRenderedShaders not UseRenderedShader! Sorry ... under the General section of the DX9Settings.ini to reduce the amount of Shaders to cycle through to the just the ones being rendered, but again that only works on the last two revs of the dll.

edit:Ninja'd by bo3b. :)
... crap I forgot to raise my hand! Lol.
#34
Posted 08/11/2014 01:35 PM   
I'm a little late to the party, but count me in! I'd love to learn more about creating fixes and have a chance to give something back to our great community.
I'm a little late to the party, but count me in! I'd love to learn more about creating fixes and have a chance to give something back to our great community.

#35
Posted 08/11/2014 04:31 PM   
Hey bo3b, I found the shader in resident evil 4 that I wanted to fix but when I save with 6 it doesn't show anything. I tried different shaders, and even just mashing buttons on my keypad but not a single shader saved. Could it be that I'm on windows 8.1? Using the debug shaders not release ones. Although I tried it on alice madness returns and was able to disable the shader. Had to go through 1800 shaders to find it. I'm now starting to see why these things take time. Looking forward to the fixing shaders part. I like coding and puzzles.
Hey bo3b, I found the shader in resident evil 4 that I wanted to fix but when I save with 6 it doesn't show anything. I tried different shaders, and even just mashing buttons on my keypad but not a single shader saved. Could it be that I'm on windows 8.1? Using the debug shaders not release ones.

Although I tried it on alice madness returns and was able to disable the shader. Had to go through 1800 shaders to find it. I'm now starting to see why these things take time.

Looking forward to the fixing shaders part. I like coding and puzzles.

#36
Posted 08/11/2014 05:49 PM   
I'm very, very interested in Your lessons (text form would be nice...)! I`ve tried to "fix" some shaders but only using try and error method or copying solutions from other fixes. But I never could understand what I'm doing as I have only some experiences with lua and ahk (programming languages that are almost self-explanatory). The shader codes in contrast were always very cryptic to me :(
I'm very, very interested in Your lessons (text form would be nice...)! I`ve tried to "fix" some shaders but only using try and error method or copying solutions from other fixes. But I never could understand what I'm doing as I have only some experiences with lua and ahk (programming languages that are almost self-explanatory). The shader codes in contrast were always very cryptic to me :(

My original display name is 3d4dd - for some reason Nvidia changed it..?!

#37
Posted 08/11/2014 07:41 PM   
[quote="badhomaks1"]Hey bo3b, I found the shader in resident evil 4 that I wanted to fix but when I save with 6 it doesn't show anything. I tried different shaders, and even just mashing buttons on my keypad but not a single shader saved. Could it be that I'm on windows 8.1? Using the debug shaders not release ones. Although I tried it on alice madness returns and was able to disable the shader. Had to go through 1800 shaders to find it. I'm now starting to see why these things take time. Looking forward to the fixing shaders part. I like coding and puzzles.[/quote] Put this ins DX9Settings.ini: UseRenderedShaders=True It usually works, but occasionally causes crashes. Will reduce that 1800 down to about 200 or less :-)
badhomaks1 said:Hey bo3b, I found the shader in resident evil 4 that I wanted to fix but when I save with 6 it doesn't show anything. I tried different shaders, and even just mashing buttons on my keypad but not a single shader saved. Could it be that I'm on windows 8.1? Using the debug shaders not release ones.

Although I tried it on alice madness returns and was able to disable the shader. Had to go through 1800 shaders to find it. I'm now starting to see why these things take time.

Looking forward to the fixing shaders part. I like coding and puzzles.


Put this ins DX9Settings.ini:

UseRenderedShaders=True

It usually works, but occasionally causes crashes. Will reduce that 1800 down to about 200 or less :-)

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#38
Posted 08/11/2014 09:40 PM   
Where do you put UseRenderedShaders=True TsaebehT mentioned it above. I'm using the next to the latest debug dll but I do not see a DX9Settings.ini
Where do you put UseRenderedShaders=True

TsaebehT mentioned it above.

I'm using the next to the latest debug dll but I do not see a DX9Settings.ini

#39
Posted 08/11/2014 10:05 PM   
[quote="D-Man11"]Where do you put UseRenderedShaders=True TsaebehT mentioned it above. I'm using the next to the latest debug dll but I do not see a DX9Settings.ini[/quote] 1. Create a new text file called DX9Settings.ini 2. Add this line at the top: [General] 3. Below that add the above statement, so you have: [General] UseRenderedShaders = true 4. Save the file and put it in the same location as the d3d9.dll file.
D-Man11 said:Where do you put UseRenderedShaders=True

TsaebehT mentioned it above.

I'm using the next to the latest debug dll but I do not see a DX9Settings.ini

1. Create a new text file called DX9Settings.ini
2. Add this line at the top:

[General]

3. Below that add the above statement, so you have:

[General]
UseRenderedShaders = true

4. Save the file and put it in the same location as the d3d9.dll file.

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#40
Posted 08/11/2014 10:17 PM   
Great idea bob!! i will be looking close this thread to learn something new or contribute to some fixes. @D-Man11: You need to find the VS that make the fog disappear. The command "UseRenderedShaders=True" works properly in some engines, example: Unreal, Unity and others. In a few engines don't work properly....i don't know the game you're trying, but always worth the shot. Edit: I just read the whole thread...the Ball is unreal, so it will work.
Great idea bob!! i will be looking close this thread to learn something new or contribute to some fixes.

@D-Man11:
You need to find the VS that make the fog disappear.
The command "UseRenderedShaders=True" works properly in some engines, example: Unreal, Unity and others. In a few engines don't work properly....i don't know the game you're trying, but always worth the shot.

Edit: I just read the whole thread...the Ball is unreal, so it will work.

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#41
Posted 08/11/2014 10:42 PM   
Awesome! Glad to see the enthusiasm for learning some interesting new stuff. Unless anybody has an objection, I propose that we split the class into two groups. There are some people off to a fast start who are going to want more complicated stuff, earlier. And there will be people who need a slower pace because of other commitments or have less background. Let's keep this thread for the slower pace and specifically for the course work style discussions. And people who want to learn faster and ask questions should go to the original HelixMod thread. That way we still keep the questions and answers available publicly, but we don't overwhelm the new people. D-Man11 and badhomaks1, please ask those questions on the HelixMod thread here: [url]https://forums.geforce.com/default/topic/513190/3d-vision/how-to-fix-disable-shaders-in-games-dll-guide-and-fixes-/[/url]
Awesome! Glad to see the enthusiasm for learning some interesting new stuff.


Unless anybody has an objection, I propose that we split the class into two groups.

There are some people off to a fast start who are going to want more complicated stuff, earlier.
And there will be people who need a slower pace because of other commitments or have less background.


Let's keep this thread for the slower pace and specifically for the course work style discussions.
And people who want to learn faster and ask questions should go to the original HelixMod thread.

That way we still keep the questions and answers available publicly, but we don't overwhelm the new people.


D-Man11 and badhomaks1, please ask those questions on the HelixMod thread here:

https://forums.geforce.com/default/topic/513190/3d-vision/how-to-fix-disable-shaders-in-games-dll-guide-and-fixes-/

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SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

#42
Posted 08/12/2014 01:25 AM   
a while back I asked someone here (I don't think it was helix, someone else) how to go about doing these fixes, at least the setup and stuff. I'd definitely be curious to check it out. I suggest for starters let us know how to setup the environment, e.g. do we need Visual Studio installed, any extra tools or what? I'm assuming this will mainly be Cg programming? Then, I think a good step would be to give us a working fix or something that's already done and have us run it and observe how it affects whatever it fixed. Finally, have us change one small thing or two, recompile/rerun and see the effect. And we can take if from there.
a while back I asked someone here (I don't think it was helix, someone else) how to go about doing these fixes, at least the setup and stuff.

I'd definitely be curious to check it out.

I suggest for starters let us know how to setup the environment, e.g. do we need Visual Studio installed, any extra tools or what? I'm assuming this will mainly be Cg programming?

Then, I think a good step would be to give us a working fix or something that's already done and have us run it and observe how it affects whatever it fixed. Finally, have us change one small thing or two, recompile/rerun and see the effect.

And we can take if from there.

#43
Posted 08/12/2014 04:10 AM   
Technically all you need is a text editor and a HelixMod debug dll, but I would highly recommend Notepad++ ... personally I'm using a slightly tweaked version of the obsidian theme, that looks a lot like the forum. :)
Technically all you need is a text editor and a HelixMod debug dll, but I would highly recommend Notepad++ ... personally I'm using a slightly tweaked version of the obsidian theme, that looks a lot like the forum. :)
#44
Posted 08/12/2014 04:38 AM   
Is 3dmigoto completely different from the helix wrapper? Cause I'd like to fix games that will be coming out later and dx11 games are becoming more and more prevalent.
Is 3dmigoto completely different from the helix wrapper? Cause I'd like to fix games that will be coming out later and dx11 games are becoming more and more prevalent.

#45
Posted 08/12/2014 05:19 AM   
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