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September. 27, 2020
The Starport Forum Index > All Posts (Gold_Sear)

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Re: Crash Offsets
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Looks good. Maybe omitting the 0x prefix as in the Limit Breaking 101 wiki looks nicer?

Posted on: 8/28 20:33
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Re: Increasing SP Level Cap Beyond 38/40?
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You might wanna read this, some of it might be outdated though. XP had that nice feature that when an application crashed, it showed the crash offset in the 'Tell Microsoft about this problem' window that popped up. In these days, you have to find the crash offset using EventViewer, if I recall correctly.

Posted on: 7/13 17:38
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Re: Increasing SP Level Cap Beyond 38/40?
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Crash offset?

Posted on: 7/13 13:22
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Re: Ring draw distance ?
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Hm, I can't confirm, I can still see Aso's rings from 4000K away. Did you test Aso as well?

Posted on: 6/16 12:08
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Re: Ring draw distance ?
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What hacks did you try so far?

Posted on: 6/15 12:46
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Re: Advanced Widescreen HUD
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Thanks Whiskas for your effort. My bad, I didn't look into the old posts earlier, I found that adoxa already solved this back in 2010.

EDIT: indexed to wiki. I also saw that Ruppetthemuppet indexed adoxa's recent finds, as well as Schmackbolzens third max fps offset, nice work.

Posted on: 5/30 16:18
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Re: @ Adoxa (and other hackers): The Player Ship indicator on Universe Map is bound within a region...
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Quote:

Moonhead wrote:
Thanks Gold_Sear!

I don't quite grasp the third part of the instructions though. That might be because I used to work with HexWorkshop, which stopped working at one point (Norton identified it as some generic virus, and it was a cracked version so I couldn't be totally sure it wasn't), and am now using HxD which is decent, but seems less versatile than HexWorkshop (I must also stress that I am not at all a hacker; I just blindly follow instructions and usually those get it done.)

Quote:

WhiskasTM wrote:

Code:
//new values
freelancer.exe 967F1 112000f = +x 
freelancer.exe 96816 -112000f = -x 
freelancer.exe 9683B 112000f = +y 
freelancer.exe 96860 -112000f = -y 

With applying 112000f => 130000f (keep sign there!) limits are ~:
Code:
pos = -2.1, -2.6 
pos = -2.1, 16.75 
pos = 16.75, -2.6 
pos = 16.75, 16.75

It also affects a red arrow in system map.Result:
http://s30.postimg.org/taj8n4gm9/universe.jpg
http://s30.postimg.org/6kk3u4xep/system.jpg


I don't understand the sign part (as in HxD there is not an option to 'lift out' the code at e.g. 967F1; in my recollection of HexWorkshop there was, which made such replacements a lot easier). Also "112000f" is 7 characters while these code replacements usually work with an even number.

Currently the values at those offsets are:
Code:

freelancer.exe 967F1 = 00 C0 DA 47
freelancer.exe 96816 = 00 C0 DA C7
freelancer.exe 9683B = 00 C0 DA 47
freelancer.exe 96860 = 00 C0 DA C7


Maybe you could talk me through it? (I've done the 1st and 2nd parts already.)


Also, back at the day (when the youtube demo still worked) I was hugely impressed with the multiverse plugin but I decided not to use it; I've already grown too fond of my 2D solution.

Moonhead - these are floats, not bytes. That is, 112000f looks in plain code as 00 C0 DA 47. Same for -112000, that looks like 00 C0 DA C7 in plain code, where the last bit is swapped to apply sign.

Posted on: 2019/9/30 22:53
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Re: @ Adoxa (and other hackers): The Player Ship indicator on Universe Map is bound within a region...
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@Moonhead: I asked this question back in 2015, answered by WhiskasTM.

EDIT: it is also shown in the wiki here.

Thanks for bringing it into attention tho... this should make it easier to find.

EDIT2: you might want to take a look at WhiskasTMs multiuniverse plugin (you already posted in this thread, but in case you forgot)

Posted on: 2019/9/30 11:40
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Re: Help with draw distance
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Yeah, that's what I meant, but apparently those links are dead.

EDIT:
@miguelf2213: for now: you will need a hex editor -- see this topic for a discussion which one to use. Furthermore, you will need something like 'simple data types', a function that comes with the hex editor, where you can see the different data types listed in the 101 list. Of course, always remember to back up your files.

Hope it helps.

Posted on: 2019/8/19 17:08
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Re: Help with draw distance
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I was to point him to fox' tutorial on this, but those links appear to be dead. Does anyone still have a link/download to this tutorial?

Posted on: 2019/8/18 16:08
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Re: Advanced Widescreen HUD idea (required help with HUD visibility options)
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Quote:

WhiskasTM wrote:
Need to find exact thing: mouse down on static control.
I've found mouse over only, and that will result in becoming unable to highlight a ship's parts and select its weaponry.
Code:
freelancer.exe E7DF9 B001>30C0 = make target wireframe ignore all mouse events


Thanks, I'll try to do further investigation. This patch will indeed allow shooting through the target wireframe, but not, or only partially, through the contact and weapon lists.

Posted on: 2019/7/23 21:53
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Re: Advanced Widescreen HUD idea (required help with HUD visibility options)
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And now, allow shooting through the wireframes. Right now, right-clicking on the wireframes refuses shooting, which can be annoying during combat.

Posted on: 2019/7/12 12:30
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Re: Framerate Randomly Locks at 25
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For those of us who understand hex editing: here's the patch (using adoxas tool BwDiff):
Code:
Freelancer.exe 158A14 D9 1D 0C 0A 61 00 -> 90 90 90 90 90 90 = prevent FL from reducing framerate to 25 in some instances (still need to manually limit framerate using external tool) ~FriendlyFire


No reaction from KJFreshly yet...

Posted on: 2019/2/10 10:52
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Re: Framerate Randomly Locks at 25
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Did you try applying the 1.1 patch or JFLP? Other than that, I can't help you.

Posted on: 2019/1/25 22:30
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Re: Evenly Incremented Rank
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Hi, sorry for bumping old topic.

So I've been doing some research on this and ptough.ini, and found some things:

  1. As adoxa said, ptough.ini is restricted to level 40, providing the format ptough_graph_pt = <worth>,<level>.

  2. This limit is hardcoded at content.dll A9D8E as a byte, only allowing 127 as maximum.
    Quote:
    adoxa wrote:
    @Sethernis: I believe so. Here's one that ignores the test altogether, theoretically allowing any number of levels: 0A9D93, 7F->EB.

    Adoxa is right about that the test can be ignored, but provides the wrong patch; this is the correct one:
    Code:
    content.dll A9D93 7F 0F -> 90 90 = ignore rank level limit test, theoretically allowing any number of levels ~adoxa, Gold_Sear

  3. There's theoretically no limitations about what you can enter for <worth> and <level>, levels need not be consecutive and neither do worths. Worth noting is that when leveling up, the reached level is shown correctly in the rep screen up to 1410065408, but in the announcement at top center of screen, only the last two bytes are shown, e.g 50000 and 65535 are shown correctly, but 100000 will become 34464.



Hope this clears things up a bit.

Posted on: 2018/7/27 19:23
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