diff --git a/README.md b/README.md index 0946889..92c82b0 100644 --- a/README.md +++ b/README.md @@ -22,9 +22,11 @@ Patches games memory while running, does not modify any game files. Works with e * disable camera auto rotate adjustment on movement (intended for mouse users) * disable centering of camera (cam reset) on lock-on if there is no target * display hidden death/kill counters and optionally log them to file to display in OBS on stream +* automatically loot enemies * game modifications * prevent dragonrot from increasing upon death * disable death penalties like losing Sen or experience + * increase spirit emblem capacity on prosthetic upgrades * global game speed modifier (increase or decrease) * player speed modifier (increase or decrease) * automatically patch game on startup @@ -146,23 +148,30 @@ This will completely disable the automatic camera rotation adjustments when you ### On 'Disable camera reset on lock-on': If you press your target lock-on key and no target is in sight the game will reset and center the camera position and disable your input while it's doing so. Ticking this checkbox will remove this behaviour of the game. +### On 'Automatically loot enemies': +Enabling this will pick up all loot an enemy drops automatically as long as you are in pick-up range. + ### On 'Prevent dragonrot increase on death': This option will remove the effect dragonrot has on NPCs, if an NPC already got dragonrot then it will ensure that their condition won't worsen when you die. The internal dragonrot counter will however keep increasing, nobody will be affected by it though. Keep in mind that there are certain thresholds regarding amount of deaths between dragonrot levels, if you enable this feature and die a level might get skipped so even when you disable it afterwards the dragonrot level for all NPCs will only increase after you have hit the **next** threshold. ### On 'Disable death penalties (except dragonrot)': Like 'Unseen Aid' you will not lose any Sen or Experience upon death with this option enabled. Dragonrot will not be modified, check the option above to prevent dragonrot from increasing. +### On 'Increase spirit emblem cap. on upgrades': +Whenever you upgrade your prosthetic arm the maximum spirit emblem capacity will now be increased by 1 **permanently**. Deactivating this option will not remove the additional capacity gained by it. With the base 15 capacity and +5 capacity by skills the normal maximal capacity is 20, with this feature enabled you can reach up to 50 max capacity as there are 30 prosthetic upgrades. + ### On 'Game speed': Slow down the game to beat a boss like a game journalist or speed it up and become gud. Game speed acts as a global time scale and is used by the game itself to create a dramatic effect in a few cutscenes. All game physics (even opening the menu) will be affected equally: all time-critical windows like dodge and deflect will be proportionally prolonged or shortened while the amount of damage given and taken as well as all other damage physics will be unaltered. A hit from an enemy on 150% game speed will do the exact same damage as on 80%, the deflect window on 50% is exactly twice as long as on 100% and so on. Of course, Sekiro himself will be affected by the speed too so even though a time window might be different now, the speed which you can react on it is different too. Can be toggled by pressing CTRL+M. Be aware that both speed modifications can potentially crash the game in certain cutscenes and NPC interactions so use them with caution. ### On 'Player speed': -This modifier enables you to control Sekiro's speed independently from general game speed. Combat physics however are not guaranteed to stay the same on every setting. For example if you increase player speed you will be able to react to an attack faster but your own 'deflect' window is shorter now because you move faster. Use this to explore the world or to keep player speed near normal while altering general game speed. Grappling as well as jumping is handled by game speed while falling damage is calculated based on player speed so take care when grappling to a lower level with a low game speed and high player speed as this could instantly kill you as the game thinks you fell to death. +This modifier enables you to control Sekiro's speed independently from general game speed. Combat physics however are not guaranteed to stay the same on every setting. For example if you increase player speed you will be able to react to an attack faster but your own 'deflect' window is shorter now because you move faster. Use this to explore the world or to keep player speed near normal while altering general game speed. Grappling as well as jumping is handled by game speed while falling damage is calculated based on player speed so take care when grappling to a lower level with a low game speed and high player speed as this could instantly kill you as the game thinks you fell to death. Can be toggled by pressing CTRL+M. Be aware that both speed modifications can potentially crash the game in certain cutscenes and NPC interactions so use them with caution. ## Troubleshooting: * Utility can't seem to find the game? - Make sure your game exe is called `sekiro.exe` * Make sure you followed the appropriate steps and didn't skip any (especially not the deletion of the Sekiro profile!) * Try disabling `Fullscreen optimization` for Sekiro: right mouse click on `sekiro.exe -> Compatibility-> tick 'Disable fullscreen optimizations'` +* If you are using ReShade make sure your preset doesn't enforce 60 Hz, try removing ReShade and see if it solves the problem * Try adding the whole game folder and `Sekiro FPS Unlocker and more` to your antivirus's exclusion list * Try disabling `Steam Broadcast` (streaming via overlay) * Try to force disable VSYNC even when you are using GSYNC @@ -181,7 +190,7 @@ Be aware that both speed modifications can potentially crash the game in certain ## Preview -[![Sekiro FPS Unlocker and more](https://camo.githubusercontent.com/09e0d1ddd5c0216649cf20fcd7d92898492a04e6/68747470733a2f2f692e696d6775722e636f6d2f5774547632654d2e706e67)](#) +[![Sekiro FPS Unlocker and more](https://camo.githubusercontent.com/825b3ef500ce18358566b0ec96a74555eddf2603/68747470733a2f2f692e696d6775722e636f6d2f4868396335634a2e706e67)](#) ### Unlocked framerate [![Sekiro FPS Unlocker and more](https://camo.githubusercontent.com/53f52adb98a5111b31538466f91b58599d56d6d7/68747470733a2f2f692e696d6775722e636f6d2f4c4c524a5a554c2e706e67)](#) @@ -231,6 +240,18 @@ This project is licensed under the MIT License - see the [LICENSE](LICENSE) file ## Version History +* v1.2.5.2 (2020-11-02) + * updated death penalties code to latest version 1.05 + * added game version 1.05 (1.5.0.0) to supported versions +* v1.2.5.1 (2020-02-04) + * added support for windows' high contrast mode (thanks to [khvorov45](https://github.com/khvorov45) for pointing it out) + * focus of the game won't be stolen anymore when OBS and the utility try to write/read the stats log files at the same time +* v1.2.5.0 (2019-05-04) + * added feature to automatically loot enemies +* v1.2.4.0 (2019-05-02) + * added feature to increase spirit emblem capacity on prosthetic upgrades + * changed way to obtain player kills, fixes slow stats updates + * improved pattern scan algorithm * v1.2.3.2 (2019-04-26) * added hotkey to toggle speed modifiers (CTRL+M) * added game version 1.04 (1.4.0.0) to supported versions diff --git a/SekiroFpsUnlockAndMore/GameData.cs b/SekiroFpsUnlockAndMore/GameData.cs index 737e76e..2759131 100644 --- a/SekiroFpsUnlockAndMore/GameData.cs +++ b/SekiroFpsUnlockAndMore/GameData.cs @@ -7,9 +7,10 @@ namespace SekiroFpsUnlockAndMore internal const string PROCESS_NAME = "sekiro"; internal const string PROCESS_TITLE = "Sekiro"; internal const string PROCESS_DESCRIPTION = "Shadows Die Twice"; - internal const string PROCESS_EXE_VERSION = "1.4.0.0"; - internal static readonly string[] PROCESS_EXE_VERSION_SUPPORTED = new string[2] + internal const string PROCESS_EXE_VERSION = "1.5.0.0"; + internal static readonly string[] PROCESS_EXE_VERSION_SUPPORTED_LEGACY = new string[3] { + "1.4.0.0", "1.3.0.0", "1.2.0.0" }; @@ -107,9 +108,9 @@ namespace SekiroFpsUnlockAndMore /** Reference pointer pCurrentResolutionWidth to iInternalGameWidth (and iInternalGameHeight which is +4 bytes). 000000014114B5C5 | 0F57D2 | xorps xmm2,xmm2 | - 000000014114B5C8 | 890D 521B7D02 | mov dword ptr ds:[14391D120],ecx | + 000000014114B5C8 | 890D 521B7D02 | mov dword ptr ds:[14391D120],ecx | iInternalGameWidth 000000014114B5CE | 0F57C9 | xorps xmm1,xmm1 | - 000000014114B5D1 | 8915 4D1B7D02 | mov dword ptr ds:[14391D124],edx | + 000000014114B5D1 | 8915 4D1B7D02 | mov dword ptr ds:[14391D124],edx | iInternalGameHeight 000000014114AC88 (Version 1.2.0.0) */ @@ -165,7 +166,7 @@ namespace SekiroFpsUnlockAndMore 00000001407AAD68 | 898B F8000000 | mov dword ptr ds:[rbx+F8],ecx | 00000001407AAD6E | 48:8B05 BBDF3903 | mov rax,qword ptr ds:[143B48D30] | pPlayerStatsRelated->[PlayerStats+0x90]->iPlayerDeaths 00000001407AAD75 | 8B88 90000000 | mov ecx,dword ptr ds:[rax+90] | offset pPlayerStats->iPlayerDeaths - + 00000001407AACAF (Version 1.2.0.0) */ // credits to 'Me_TheCat' for original offset @@ -176,20 +177,24 @@ namespace SekiroFpsUnlockAndMore /** - Reference pointer pTotalKills to iTotalKills, does not get updated on every kill but mostly on every 2nd, includes own player deaths... - 0000000141152178 | 48:8D0D A9ACB302 | lea rcx,qword ptr ds:[143C8CE28] | pTotalKills->iTotalKills - 000000014115217F | 891481 | mov dword ptr ds:[rcx+rax*4],edx | - 0000000141152182 | C3 | ret | - - 0000000141151838 (Version 1.2.0.0) - */ - // credits to 'Me_TheCat' for original offset - internal const string PATTERN_TOTAL_KILLS = "48 8D 0D ?? ?? ?? ?? 89 14 81 C3"; + Reference pointer pPlayerStatsRelated to 2 more PlayerStatsRelated pointer, offset in struct to iTotalKills. + 00000001407BFE25 | 48:69D8 18020000 | imul rbx,rax,218 | + 00000001407BFE2C | 48:8B05 FD8E3803 | mov rax,qword ptr ds:[143B48D30] | pPlayerStatsRelated->[PlayerStatsRelated1+0x08]->[PlayerStatsRelated2+0xDC]->iTotalKills + 00000001407BFE33 | 48:03D9 | add rbx,rcx | + 00000001407BFE36 | 48:897C24 20 | mov qword ptr ss:[rsp+20],rdi | + 00000001407BFE3B | 48:8B78 08 | mov rdi,qword ptr ds:[rax+8] | offset PlayerStatsRelated1->PlayerStatsRelated2 + + 0000000000000000 (Version 1.2.0.0) + */ + internal const string PATTERN_TOTAL_KILLS = "48 ?? D8 ?? ?? ?? ?? 48 8B 05 ?? ?? ?? ?? 48 ?? ?? 48 89 ?? ?? ?? 48 8B ?? 08"; + internal const int PATTERN_TOTAL_KILLS_OFFSET = 7; internal const int PATTERN_TOTAL_KILLS_INSTRUCTION_LENGTH = 7; + internal const int PATTERN_TOTAL_KILLS_POINTER1_OFFSET = 0x0008; + internal const int PATTERN_TOTAL_KILLS_POINTER2_OFFSET = 0x00DC; /** - Controls camera pitch. xmm4 holds new pitch from a calculation while rps+170 holds current one from mouse so we overwrite xmm4 with the old pitch value. + Controls camera pitch. xmm4 holds new pitch from a calculation while rsi+170 holds current one from mouse so we overwrite xmm4 with the old pitch value. 000000014073AF86 | 0F29A5 70080000 | movaps xmmword ptr ss:[rbp+870],xmm4 | code inject overwrite from here 000000014073AF8D | 0F29A5 80080000 | movaps xmmword ptr ss:[rbp+880],xmm4 | jump back here from code inject 000000014073AF94 | 0F29A6 70010000 | movaps xmmword ptr ds:[rsi+170],xmm4 | camPitch, newCamPitch @@ -226,12 +231,6 @@ namespace SekiroFpsUnlockAndMore Controls automatic camera pitch adjust on move on XY-axis. Pointer in rax holds new pitch while rsi+170 holds current one prior movement so we overwrite xmm0 with the old pitch value and then overwrite [rax] with xmm0. Breaks Pitch on emulated controllers... - 000000014073B476 | F3:0F1000 | movss xmm0,dword ptr ds:[rax] | newCamPitch | code inject overwrite from here - 000000014073B47A | F3:0F1186 70010000 | movss dword ptr ds:[rsi+170],xmm0 | camPitch - 000000014073B482 | F3:0F1085 E4120000 | movss xmm0,dword ptr ss:[rbp+12E4] | jump back here from code inject - 000000014073B48A | E8 91BDFFFF | call sekiro.140737220 | - 000000014073B48F | 0F28D0 | movaps xmm2,xmm0 | - 000000014073B4D6 | F3:0F1000 | movss xmm0,dword ptr ds:[rax] | newCamPitch | code inject overwrite from here 000000014073B4DA | F3:0F1186 70010000 | movss dword ptr ds:[rsi+170],xmm0 | camePitch 000000014073B4E2 | F3:0F1085 E4120000 | movss xmm0,dword ptr ss:[rbp+12E4] | jump back here from code inject @@ -282,6 +281,20 @@ namespace SekiroFpsUnlockAndMore internal static readonly byte[] PATCH_CAMRESET_LOCKON_ENABLE = new byte[1] { 0x01 }; // true + /** + Picking up enemy loot can be automated by setting key press indicator to 1. + 0000000140910D14 | C685 30010000 01 | mov byte ptr ss:[rbp+130],1 | + 0000000140910D1B | B0 01 | mov al,1 | triggers loot pickup + 0000000140910D1D | EB 09 | jmp sekiro.140910D28 | + 0000000140910D1F | C685 30010000 00 | mov byte ptr ss:[rbp+130],0 | + 0000000140910D26 | 32C0 | xor al,al | resets loot pickup + */ + internal const string PATTERN_AUTOLOOT = "C6 85 ?? ?? ?? ?? ?? B0 01 EB ?? C6 85 ?? ?? ?? ?? ?? 32 C0"; + internal const int PATTERN_AUTOLOOT_OFFSET = 18; + internal static readonly byte[] PATCH_AUTOLOOT_ENABLE = new byte[2] { 0xB0, 0x01}; // mov al,1 + internal static readonly byte[] PATCH_AUTOLOOT_DISABLE = new byte[2] { 0x32, 0xC0 }; // xor al,al + + /** Whole dragonrot routine upon death is guarded by a conditional jump, there may be some events in the game where a true death shall not increase the disease so it's skippable as a whole. We replace conditional jump with non-conditional one. @@ -317,12 +330,12 @@ namespace SekiroFpsUnlockAndMore /** - sekiro.14066B520 is used to increase and decrease various player values, in this case it's used to decrease Sen so we skip the call. - 0000000141189B74 | F344:0F2CE9 | cvttss2si r13d,xmm1 | - 0000000141189B79 | 41:8BD5 | mov edx,r13d | - 0000000141189B7C | 48:8BCB | mov rcx,rbx | - 0000000141189B7F | E8 FC194EFF | call sekiro.14066B580 | -> ManipulatePlayerValues() - 0000000141189B84 | 8BAB 60010000 | mov ebp,dword ptr ds:[rbx+160] | + sekiro.14066DA30 is used to increase and decrease various player values, in this case it's used to decrease Sen so we skip the call. + 00000001411D32F7 | F344:0F2CE9 | cvttss2si r13d,xmm1 | + 00000001411D32FC | 41:8BD5 | mov edx,r13d | + 00000001411D32FF | 48:8BCF | mov rcx,rdi | + 00000001411D3302 | E8 29A749FF | call sekiro.14066DA30 | -> ManipulatePlayerValues() + 00000001411D3307 | 8B87 60010000 | mov eax,dword ptr ds:[rdi+160] | 000000014118904F (Version 1.2.0.0) */ @@ -332,6 +345,20 @@ namespace SekiroFpsUnlockAndMore internal static readonly byte[] PATCH_DEATHPENALTIES1_DISABLE = new byte[5] { 0x90, 0x90, 0x90, 0x90, 0x90 }; // nop /** Here ability points (AP) are decreased and virtual Sen & AP decrease is set. The later 2 values will be shown after death as an indicator on how much of each has been lost. + To not have the "Unseen Aid" screen shown everytime we overwrite an additional instruction. + 00000001411D33BB | E8 E0110000 | call sekiro.1411D45A0 | -> OnDeath() ability points (AP) decrease + 00000001411D33C0 | 45:2BE5 | sub r12d,r13d | + 00000001411D33C3 | 44:89A424 A0000000 | mov dword ptr ss:[rsp+A0],r12d | virtual Sen decrease - shows how many Sen got lost after death + 00000001411D33CB | 8B8424 90000000 | mov eax,dword ptr ss:[rsp+90] | current AP + 00000001411D33D2 | 2BC3 | sub eax,ebx | + 00000001411D33D4 | 898424 A4000000 | mov dword ptr ss:[rsp+A4],eax | virtual AP decrease - shows how many APs got lost after death + 00000001411D33DB | E8 002B6FFF | call sekiro.1408C5EE0 | + 00000001411D33E0 | 48:8B8C24 A0000000 | mov rcx,qword ptr ss:[rsp+A0] | + 00000001411D33E8 | 48:8908 | mov qword ptr ds:[rax],rcx | checks if we have lost virtual sen and if not shows "Unseen Aid" screen next spawn + 00000001411D33EB | 48:8B0D 562BB802 | mov rcx,qword ptr ds:[143D55F48] | + 00000001411D33F2 | 48:85C9 | test rcx,rcx | + + LEGACY 0000000141189C68 | 8B00 | mov eax,dword ptr ds:[rax] | 0000000141189C6A | 8983 60010000 | mov dword ptr ds:[rbx+160],eax | OnDeath() ability points (AP) decrease 0000000141189C70 | 45:2BFD | sub r15d,r13d | @@ -342,10 +369,26 @@ namespace SekiroFpsUnlockAndMore 000000014118913A (Version 1.2.0.0) */ - internal const string PATTERN_DEATHPENALTIES2 = "8B ?? 89 83 ?? ?? ?? ?? 45 ?? ?? 44 89 ?? 24 ?? ?? 00 00 2B ?? 89 ?? 24 ?? ?? 00 00 E8"; - internal const int PATTERN_DEATHPENALTIES2_OFFSET = 2; - internal const int PATCH_DEATHPENALTIES2_INSTRUCTION_LENGTH = 26; - internal static readonly byte[] PATCH_DEATHPENALTIES2_DISABLE = new byte[26] // nop + internal const string PATTERN_DEATHPENALTIES2 = "E8 ?? ?? ?? ?? 45 ?? ?? 44 89 ?? 24 ?? ?? 00 00 8B ?? 24 ?? ?? 00 00 2B ?? 89 ?? 24 ?? ?? 00 00 E8 ?? ?? ?? ?? 48 ?? ?? 24 ?? ?? 00 00 48 ?? ?? 48"; + internal const int PATTERN_DEATHPENALTIES2_OFFSET = 0; + internal const int PATCH_DEATHPENALTIES2_INSTRUCTION_LENGTH = 32; + internal static readonly byte[] PATCH_DEATHPENALTIES2_DISABLE = new byte[32] // nop + { + 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, + 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, + 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, + 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90 + }; + internal const int PATTERN_DEATHPENALTIES3_OFFSET = 45; + internal const int PATCH_DEATHPENALTIES3_INSTRUCTION_LENGTH = 3; + internal static readonly byte[] PATCH_DEATHPENALTIES3_DISABLE = new byte[3] // nop + { + 0x90, 0x90, 0x90 + }; + internal const string PATTERN_DEATHPENALTIES2_LEGACY = "8B ?? 89 83 ?? ?? ?? ?? 45 ?? ?? 44 89 ?? 24 ?? ?? 00 00 2B ?? 89 ?? 24 ?? ?? 00 00 E8"; + internal const int PATTERN_DEATHPENALTIES2_OFFSET_LEGACY = 2; + internal const int PATCH_DEATHPENALTIES2_INSTRUCTION_LENGTH_LEGACY = 26; + internal static readonly byte[] PATCH_DEATHPENALTIES2_DISABLE_LEGACY = new byte[26] // nop { 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, @@ -369,6 +412,48 @@ namespace SekiroFpsUnlockAndMore internal static readonly byte[] PATCH_DEATHSCOUNTER_ENABLE = new byte[4] { 0x84, 0xDB, 0x0F, 0x85 }; // test bl,bl; jne + /** + Whenever we upgrade a prosthetic or learn an ability the following function block will get called. + We inject a check to determine if case is prosthetic and set register affecting SkillEffect4 to 1 so that the upgrade increases our maximum spirit emblem capacity. + Type for struct SKILL_PARAM_ST is defined below. + 0000000140A84C29 | 48:85C0 | test rax,rax | + 0000000140A84C2C | 74 4A | je sekiro.140A84C78 | IncreaseSkill4OnUpgrade ? + 0000000140A84C2E | 0FB650 37 | movzx edx,byte ptr ds:[rax+37] | get SKILL_PARAM_ST.SkillEffect4 to edx | code inject overwrite from here + 0000000140A84C32 | 85D2 | test edx,edx | check if edx is 0 + 0000000140A84C34 | 74 42 | je sekiro.140A84C78 | if 0 jump here | jump back here from code inject + 0000000140A84C36 | 48:8B0D F3400C03 | mov rcx,qword ptr ds:[143B48D30] | increase skill4 on upgrade routine + 0000000140A84C3D | 48:8B49 08 | mov rcx,qword ptr ds:[rcx+8] | + 0000000140A84C41 | 48:85C9 | test rcx,rcx | + 0000000140A84C44 | 74 32 | je sekiro.140A84C78 | + 0000000140A84C46 | 48:81C1 46010000 | add rcx,146 | + 0000000140A84C4D | 66:0111 | add word ptr ds:[rcx],dx | increases Skill4 on upgrade, will get skipped if edx == 0 + + 0000000000000000 (Version 1.2.0.0) + + [StructLayout(LayoutKind.Explicit, Size = 0x0060)] + private struct SKILL_PARAM_ST + { + [FieldOffset(0x0030)] + private Int32 SkillFamily; // (Unk6) 2700000 for prosthetic upgrades + + [FieldOffset(0x0037)] + private UInt16 SkillEffect4; // (Unk10) controls how much spirit emblem capacity rises on acquisition of skill/upgrade + } + */ + internal const string PATTERN_EMBLEMUPGRADE = "48 85 C0 74 ?? 0F B6 50 37 85 D2 74 ?? 48 8B 0D"; + internal const int PATTERN_EMBLEMUPGRADE_OFFSET = 5; + internal const int INJECT_EMBLEMUPGRADE_OVERWRITE_LENGTH = 6; + internal static readonly byte[] INJECT_EMBLEMUPGRADE_SHELLCODE = new byte[] + { + 0x81, 0x78, 0x30, 0xE0, 0x32, 0x29, 0x00, // cmp dword ptr ds:[rax+30],2932E0 | if (SKILL_PARAM_ST.SkillFamily == 2700000) + 0x75, 0x07, // jne +7 | { + 0xBA, 0x01, 0x00, 0x00, 0x00, // mov edx,1 | edx = 1 + 0xEB, 0x04, // jmp +4 | } else { + 0x0F, 0xB6, 0x50, 0x37, // movzx edx,byte ptr ds:[rax+37] | edx = SKILL_PARAM_ST.SkillEffect4 } + 0x85, 0xD2 // test edx,edx | check if edx is 0 + }; + + /** Reference pointer pTimeRelated to TimescaleManager pointer, offset in struct to fTimescale which acts as a global speed scale for almost all ingame calculations. 000000014114A7C7 | 48:8B05 3A2BB402 | mov rax,qword ptr ds:[143C8D308] | pTimeRelated->[TimescaleManager+0x360]->fTimescale @@ -396,9 +481,9 @@ namespace SekiroFpsUnlockAndMore // credits to 'Zullie the Witch' for original offset internal const string PATTERN_TIMESCALE_PLAYER = "48 8B 1D ?? ?? ?? ?? 48 85 DB 74 ?? 8B ?? 81 FA"; internal const int PATTERN_TIMESCALE_PLAYER_INSTRUCTION_LENGTH = 7; - internal const int PATTERN_TIMESCALE_POINTER2_OFFSET = 0x88; + internal const int PATTERN_TIMESCALE_POINTER2_OFFSET = 0x0088; internal const int PATTERN_TIMESCALE_POINTER3_OFFSET = 0x1FF8; - internal const int PATTERN_TIMESCALE_POINTER4_OFFSET = 0x28; - internal const int PATTERN_TIMESCALE_POINTER5_OFFSET = 0xD00; + internal const int PATTERN_TIMESCALE_POINTER4_OFFSET = 0x0028; + internal const int PATTERN_TIMESCALE_POINTER5_OFFSET = 0x0D00; } } diff --git a/SekiroFpsUnlockAndMore/MainWindow.xaml b/SekiroFpsUnlockAndMore/MainWindow.xaml index b0aff60..13cb786 100644 --- a/SekiroFpsUnlockAndMore/MainWindow.xaml +++ b/SekiroFpsUnlockAndMore/MainWindow.xaml @@ -5,9 +5,9 @@ xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" xmlns:local="clr-namespace:SekiroFpsUnlockAndMore" mc:Ignorable="d" - Title="Sekiro FPS Unlocker and more v1.2.3" Width="Auto" Height="Auto" SizeToContent="WidthAndHeight" ResizeMode="CanMinimize" Loaded="Window_Loaded" Closing="Window_Closing"> + Title="Sekiro FPS Unlocker and more v1.2.5" Width="Auto" Height="Auto" SizeToContent="WidthAndHeight" ResizeMode="CanMinimize" Loaded="Window_Loaded" Closing="Window_Closing"> - + @@ -33,26 +33,28 @@ - + - - + + + + - +