How to fix/disable shaders in games(DLL,guide and fixes).
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[u]If you know of any games that causes crashes[/u] I put this off for like a year and now I cant remember them all though I did fix a few. If you know of any game that causes crashes like Assasin's Creed Brotherhood[Which is fixed]. Either message here or give me a PM. Its due to 600 series cards and blank shaders. I just need to add a few lines. [u]If you know of a game that needs seperate keybinding for a button press/rightclick from an old game that is on helixmod site[/u] Same thing, since a lot of people who were around earlier aren't here now or have moved on. I thought it was complicated but its pretty simple so Ill try to do most of them. Ill keep the old versions as well but will post an updated version. Like I think Fallout needs it for right click and whatever the pip boy button is. It will take some time to do all those games through. Like I know Singularity, modern warfare 3, Fallout 3, Borderlands 1 but thats all I can think of. Im not gonna really revise other peoples games just give new DLL functions so don't ask for that. Cant make any promises on a game since I have to go into game and actually test it but Ill try and definetly writing it down.
If you know of any games that causes crashes
I put this off for like a year and now I cant remember them all though I did fix a few. If you know of any game that causes crashes like Assasin's Creed Brotherhood[Which is fixed]. Either message here or give me a PM. Its due to 600 series cards and blank shaders. I just need to add a few lines.


If you know of a game that needs seperate keybinding for a button press/rightclick from an old game that is on helixmod site
Same thing, since a lot of people who were around earlier aren't here now or have moved on. I thought it was complicated but its pretty simple so Ill try to do most of them. Ill keep the old versions as well but will post an updated version. Like I think Fallout needs it for right click and whatever the pip boy button is. It will take some time to do all those games through.
Like I know Singularity, modern warfare 3, Fallout 3, Borderlands 1 but thats all I can think of. Im not gonna really revise other peoples games just give new DLL functions so don't ask for that.
Cant make any promises on a game since I have to go into game and actually test it but Ill try and definetly writing it down.

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Posted 04/14/2013 11:04 PM   
[quote="eqzitara"] Its due to 600 series cards and blank shaders. I just need to add a few lines. [/quote] When you say blank shaders, is this for the case where we might delete the code from a shader to disable it? I just made a new mod for Deadlight, and want to be sure I did it the correct way. Previous: [code]... // PixelTexture2D_0 s1 1 // ps_3_0 def c3, 0, 1, 0.5, 0.333000004 dcl_texcoord v0.xyw dcl_2d s0 dcl_2d s1 rcp r0.x, v0.w mul r0.xy, r0.x, v0 ... rsq_pp r0.x, r0.y rsq_pp r0.y, r0.z rcp_pp oC0.z, r0.y rcp_pp oC0.y, r0.x mov_pp oC0.w, c3.y // approximately 31 instruction slots used (3 texture, 28 arithmetic) [/code] Current: [code]... // PixelTexture2D_0 s1 1 // ps_3_0 // approximately 31 instruction slots used (3 texture, 28 arithmetic) [/code] It runs fine for me, but it sounds like I need to add the dcl oC0 to be sure it works on 6xx series cards. Is this right? [code]... // PixelTexture2D_0 s1 1 // ps_3_0 dcl_position oC0 // approximately 31 instruction slots used (3 texture, 28 arithmetic) [/code]
eqzitara said: Its due to 600 series cards and blank shaders. I just need to add a few lines.


When you say blank shaders, is this for the case where we might delete the code from a shader to disable it? I just made a new mod for Deadlight, and want to be sure I did it the correct way.

Previous:

...
// PixelTexture2D_0 s1 1
//

ps_3_0
def c3, 0, 1, 0.5, 0.333000004
dcl_texcoord v0.xyw
dcl_2d s0
dcl_2d s1
rcp r0.x, v0.w
mul r0.xy, r0.x, v0
...
rsq_pp r0.x, r0.y
rsq_pp r0.y, r0.z
rcp_pp oC0.z, r0.y
rcp_pp oC0.y, r0.x
mov_pp oC0.w, c3.y

// approximately 31 instruction slots used (3 texture, 28 arithmetic)


Current:

...
// PixelTexture2D_0 s1 1
//

ps_3_0

// approximately 31 instruction slots used (3 texture, 28 arithmetic)



It runs fine for me, but it sounds like I need to add the dcl oC0 to be sure it works on 6xx series cards. Is this right?

...
// PixelTexture2D_0 s1 1
//

ps_3_0
dcl_position oC0

// approximately 31 instruction slots used (3 texture, 28 arithmetic)

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Posted 04/15/2013 08:53 AM   
Is what I'd use and was tested. ps_3_0 dcl_position v0 I dont think oC0 is even a pixel shader 3 term. I wrote it here [url]http://helixmod.blogspot.com/2012/04/how-to-guide-remove-effects-from-game.html[/url] at bottom. basically if you just use ps_3_0 or vs_3_0 it causes 600 cards to crash.
Is what I'd use and was tested.
ps_3_0
dcl_position v0

I dont think oC0 is even a pixel shader 3 term. I wrote it here http://helixmod.blogspot.com/2012/04/how-to-guide-remove-effects-from-game.html at bottom.

basically if you just use ps_3_0 or vs_3_0 it causes 600 cards to crash.

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Posted 04/15/2013 10:01 PM   
OK, good, thanks for the info. The output from that pixel shader is oC0, as just the color information. I didn't immediately see a declaration that was possible for oCx registers, but I'll look more carefully. If anybody tries the current Deadlight setup with a 6xx series card, please let us know if it crashes or runs.
OK, good, thanks for the info. The output from that pixel shader is oC0, as just the color information. I didn't immediately see a declaration that was possible for oCx registers, but I'll look more carefully.

If anybody tries the current Deadlight setup with a 6xx series card, please let us know if it crashes or runs.

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

Posted 04/16/2013 12:09 AM   
I looked through the documentation here: [url]http://msdn.microsoft.com/en-us/library/windows/desktop/bb219871(v=vs.85).aspx[/url] And it says specifically that for ps_3 it is not required to write the output color register, in this case oC0. There is another spot that says it is not required to declare the color register for a pixel shader as well. So my conclusion is that a decl statement is not necessary for a pixel shader in this case. (I will make another variant of this patch once I play through the whole game and make sure I don't find other problems. It seems like the safest approach is to leave the decl for variables that are already in a given shader, and then just not use them.) If anybody runs the Deadlight fix on 6xx cards, please let us know if you have any trouble.
I looked through the documentation here:

http://msdn.microsoft.com/en-us/library/windows/desktop/bb219871(v=vs.85).aspx

And it says specifically that for ps_3 it is not required to write the output color register, in this case oC0.

There is another spot that says it is not required to declare the color register for a pixel shader as well.

So my conclusion is that a decl statement is not necessary for a pixel shader in this case.

(I will make another variant of this patch once I play through the whole game and make sure I don't find other problems. It seems like the safest approach is to leave the decl for variables that are already in a given shader, and then just not use them.)


If anybody runs the Deadlight fix on 6xx cards, please let us know if you have any trouble.

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
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Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

Posted 04/17/2013 07:56 AM   
A question for people who are much more knowledgeable than I. If a game works when convergence is zero (any depth), but breaks when convergence is dialed up by keeping some elements at screen depth; is it possible to fix this problem using the stereo texture shader fix? Something like: def c200, -1.0, 90.0, 0.0625, 0.5 dcl_2d s0 // Lots of code here // Right before the last line of code r0 is changed by texldl r11, c200.z, s0 add r11.y, r0.w, -r11.y mul r11.x, r11.x, r11.y add r0.x, r0.x, r11.x mov o5, r0 ------------------ Longer info: I'm trying to make a fix for Psychonauts, where the skybox is screen depth in some of the brains. The problem is that one of the shaders used in Coach Oleanders brain draws the city buildings around the perimeter, and are at screen depth and annoying. That same shader is used to the draw the tree canopies when you are in camp. So if I tweak the distance for it, it makes the trees go haywire. I realize that I can probably use the texture crc mechanism to avoid that, but I thought it was notable that the game works correctly, and looks right with no convergence. All depth settings work, and look fine. This made me think that the real problem is not that the skyboxes are at the wrong depth, they are just not moving properly when convergence is applied. And thus, the thought that the stereo texture sampler technique is probably the right choice. Does this seem right? Thanks.
A question for people who are much more knowledgeable than I.

If a game works when convergence is zero (any depth), but breaks when convergence is dialed up by keeping some elements at screen depth; is it possible to fix this problem using the stereo texture shader fix?

Something like:

def c200, -1.0, 90.0, 0.0625, 0.5
dcl_2d s0
// Lots of code here
// Right before the last line of code r0 is changed by
texldl r11, c200.z, s0
add r11.y, r0.w, -r11.y
mul r11.x, r11.x, r11.y
add r0.x, r0.x, r11.x
mov o5, r0

------------------
Longer info:

I'm trying to make a fix for Psychonauts, where the skybox is screen depth in some of the brains.

The problem is that one of the shaders used in Coach Oleanders brain draws the city buildings around the perimeter, and are at screen depth and annoying. That same shader is used to the draw the tree canopies when you are in camp. So if I tweak the distance for it, it makes the trees go haywire.

I realize that I can probably use the texture crc mechanism to avoid that, but I thought it was notable that the game works correctly, and looks right with no convergence. All depth settings work, and look fine.

This made me think that the real problem is not that the skyboxes are at the wrong depth, they are just not moving properly when convergence is applied.

And thus, the thought that the stereo texture sampler technique is probably the right choice.

Does this seem right? Thanks.

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

Posted 04/19/2013 10:30 PM   
I asked helix about it once and he said he didn't know of a way to seperate it but it may be he just didn't run into issue himself. I think the issue has to do with skyboxes being actually 2D and 3D vision has issues placing it. Kinda like when you see a hud that changes depth with convergence though it should be 2D. This is what I did for some HL2 mod that I put aside because it has too many other issues. HL2 games have crazy amount of skybox issues. You will need to tweak 110, till you find out what max depth is around so you don't mess anything up that shouldnt be. I force everything in shader max depth. But if its less then a certain distance. Do not apply code [It sounds backwards but its easier to see what is changed]. POSITION = o0 / R3 def c200, 0, 0, 1, 110 def c221, 0, 0, 0.0625, 0 .. .. mov r4, r3 mov r8, r3 texldl r10, c220.z, s0 mul r10.x, r10.x, r10.y add r3.x, r3.x, r10.x if_lt c200.w, r4.z mov r3, r8 endif mov o0, r3 It [u]may[/u] be possible to seperate by W instead but I didn't test. I did this in borderlands 2 for pretty much everything since you can't seperate textures. Like if W is Greater then blah blah.
I asked helix about it once and he said he didn't know of a way to seperate it but it may be he just didn't run into issue himself. I think the issue has to do with skyboxes being actually 2D and 3D vision has issues placing it. Kinda like when you see a hud that changes depth with convergence though it should be 2D. This is what I did for some HL2 mod that I put aside because it has too many other issues. HL2 games have crazy amount of skybox issues.
You will need to tweak 110, till you find out what max depth is around so you don't mess anything up that shouldnt be. I force everything in shader max depth. But if its less then a certain distance. Do not apply code [It sounds backwards but its easier to see what is changed].
POSITION = o0 / R3
def c200, 0, 0, 1, 110
def c221, 0, 0, 0.0625, 0
..
..
mov r4, r3
mov r8, r3
texldl r10, c220.z, s0
mul r10.x, r10.x, r10.y
add r3.x, r3.x, r10.x
if_lt c200.w, r4.z
mov r3, r8
endif
mov o0, r3


It may be possible to seperate by W instead but I didn't test. I did this in borderlands 2 for pretty much everything since you can't seperate textures. Like if W is Greater then blah blah.

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Posted 04/19/2013 10:46 PM   
[quote="bo3b"]If anybody tries the current Deadlight setup with a 6xx series card, please let us know if it crashes or runs. [/quote] Thanks for taking the time to try and fix this, one of my personal favorites ... I haven't played in 2D. :D Works fine on my GTX 670, I just had to dial the depth way down on my 65" DLP. I usually play at 50%. Too bad the game changes the views so much. It's a shame that something like Chiri's convergence unlocking tool couldn't be used, but the game doesn't change any of the depth/convergence settings on it's own. (only 3D Vision Ready games?) I wonder if there's any way to detect what ever it is doing, it is shifting the view into and out of depth after all, and then change the depth/convergence according to that value. btw I had to unpack it here: (x64) [code]C:\Program Files (x86)\Steam\steamapps\common\Deadlight\Binaries\Win32[/code]
bo3b said:If anybody tries the current Deadlight setup with a 6xx series card, please let us know if it crashes or runs.

Thanks for taking the time to try and fix this, one of my personal favorites ... I haven't played in 2D. :D Works fine on my GTX 670, I just had to dial the depth way down on my 65" DLP. I usually play at 50%. Too bad the game changes the views so much.

It's a shame that something like Chiri's convergence unlocking tool couldn't be used, but the game doesn't change any of the depth/convergence settings on it's own. (only 3D Vision Ready games?) I wonder if there's any way to detect what ever it is doing, it is shifting the view into and out of depth after all, and then change the depth/convergence according to that value.

btw I had to unpack it here: (x64)
C:\Program Files (x86)\Steam\steamapps\common\Deadlight\Binaries\Win32
Posted 04/20/2013 02:40 PM   
Doubt its possible. You would have to mess with the game's actual code. Like scripting. Like if game's camera changes change to to 3d vision preset one. Probably only an open source game you could do something like that with.
Doubt its possible. You would have to mess with the game's actual code. Like scripting. Like if game's camera changes change to to 3d vision preset one. Probably only an open source game you could do something like that with.

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Posted 04/20/2013 05:57 PM   
@TsaebehT, really appreciate you trying out my first game fix, and letting us know it works OK with 6xx cards. Was pretty sure, but I'm sure you know how odd some of the configuration problems wind up. Doesn't it look terrific when the convergence is aligned though? Some of the scenery shots outside just made me go ooohh. As a bare minimum, this fix at least takes it from 100% busted to playable in 3D. It is definitely a sub-par fix, having to manually change the convergence with 5 presets makes it odd. I set an XPadder profile to match my key setup, so a left stick down resets to the default with Z, and right stick down cycles through presets with the Q key. In general, it's more puzzle than fight though, so it's easy enough for me to set the convergence when I enter a room in order to look around for clues. I agree with eqzitara that it's unlikely to be fixable because I can't think of anything to trigger upon either. Still, I'll take a look at your suggestion for Chiri's mod. The game is definitely manipulating convergence directly in code, because that's why it goes 'out of focus' and needs to redialed at each zoom level. There might be something there where I can disable those specific convergence changes. Thanks for the tip.
@TsaebehT, really appreciate you trying out my first game fix, and letting us know it works OK with 6xx cards. Was pretty sure, but I'm sure you know how odd some of the configuration problems wind up.

Doesn't it look terrific when the convergence is aligned though? Some of the scenery shots outside just made me go ooohh.

As a bare minimum, this fix at least takes it from 100% busted to playable in 3D.


It is definitely a sub-par fix, having to manually change the convergence with 5 presets makes it odd.

I set an XPadder profile to match my key setup, so a left stick down resets to the default with Z, and right stick down cycles through presets with the Q key. In general, it's more puzzle than fight though, so it's easy enough for me to set the convergence when I enter a room in order to look around for clues.


I agree with eqzitara that it's unlikely to be fixable because I can't think of anything to trigger upon either.

Still, I'll take a look at your suggestion for Chiri's mod. The game is definitely manipulating convergence directly in code, because that's why it goes 'out of focus' and needs to redialed at each zoom level. There might be something there where I can disable those specific convergence changes. Thanks for the tip.

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

Posted 04/20/2013 09:05 PM   
About this http://helixmod.blogspot.co.uk/2012/03/call-of-duty-4-modern-warfare-fix.html I haven't been able to get it to work, the fix just doesn't seem to change anything. HUD still renders at screen depth, trying to figure out why. It's not that the game is blocking the dll, because I have convergence hotkeys running, and the debug file works. I haven't got a clue how to fix shaders, but played around with the debug file and found the vertex shader that governs the HUD. '8CACDB9B', putting that in the shader override folder deletes the HUD like it should. The fix Anisotonic posted had two fixed vertex shaders. I tried copying the content of each separately and putting them in the '8CACDB9B' file (no idea if that is meant to work), but couldn't get it to work. Then I rooted around randomly in fixes for other games, and found that if I pasted some in, the HUD can be seen to change like it should, but waaaaaaaaaay off the edges of the screen. So what does this mean? Don't suppose anyone else has the game to try it, and see if I'm just having bad luck, or something else making it incompatible on my end.
About this http://helixmod.blogspot.co.uk/2012/03/call-of-duty-4-modern-warfare-fix.html


I haven't been able to get it to work, the fix just doesn't seem to change anything. HUD still renders at screen depth, trying to figure out why.

It's not that the game is blocking the dll, because I have convergence hotkeys running, and the debug file works. I haven't got a clue how to fix shaders, but played around with the debug file and found the vertex shader that governs the HUD. '8CACDB9B', putting that in the shader override folder deletes the HUD like it should.

The fix Anisotonic posted had two fixed vertex shaders. I tried copying the content of each separately and putting them in the '8CACDB9B' file (no idea if that is meant to work), but couldn't get it to work. Then I rooted around randomly in fixes for other games, and found that if I pasted some in, the HUD can be seen to change like it should, but waaaaaaaaaay off the edges of the screen.

So what does this mean? Don't suppose anyone else has the game to try it, and see if I'm just having bad luck, or something else making it incompatible on my end.

Posted 04/21/2013 09:40 PM   
It could be different updated versions. Shaders sometimes change when patch updates. Gimme your shaders for hud.
It could be different updated versions. Shaders sometimes change when patch updates.
Gimme your shaders for hud.

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Posted 04/21/2013 09:54 PM   
Not sure in which form you mean, but vertex '8CACDB9B' seemed to do it.
Not sure in which form you mean, but vertex '8CACDB9B' seemed to do it.

Posted 04/21/2013 10:12 PM   
I dont have game. I need actual file. Got to paste it or upload it. From anisotonic's patch though its probably two files.
I dont have game. I need actual file. Got to paste it or upload it.
From anisotonic's patch though its probably two files.

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Posted 04/21/2013 10:15 PM   
Not sure what you mean? All I have is a notepad document with that for a title, with this in it, copied from the guide to remove shaders. 'vs_3_0 dcl_position v0 dcl_position o0'
Not sure what you mean? All I have is a notepad document with that for a title, with this in it, copied from the guide to remove shaders.

'vs_3_0
dcl_position v0
dcl_position o0'

Posted 04/21/2013 10:29 PM   
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