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Old 10-11-15, 03:59 AM   #1
Fader_Berg
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Default patSH3r - Reborn

patSH3r
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

patSH3r changes the way Silent Hunter III works by bringing new functionality to the game. It uses a technique called code injection, which adds/replaces code in live memory while running the game. Thus it doesn't make modifications to any of the original game files. When the files belonging to this project are removed, the game is left as nothing ever happened.

I'm restarting this project from scratch... again. After getting a new interest in SH3. This time I'm going full assembly because it's easier to implement. And since no one ever joined in on the C-code, there is not much use of making things more accessible/complicated.


!!! patSH3r is no longer compatible with hsie-patched exe's !!!

FEATURES:
Read the manual for more information.


DOWNLOADS:
Current revision: 48

Download patSH3r and the manual from https://fb.tuxxor.net/


CREDITS & Special Thanks:
  • makman94 for testing and advices
  • H.sie - for opening his source code which perhaps will be the source of many patches to come.


Known Bugs:
None

Have a nice day!

/Fader Berg
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Last edited by Fader_Berg; 12-24-18 at 05:37 AM.
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Old 10-11-15, 04:04 AM   #2
areo16
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Quote:
Originally Posted by Fader_Berg View Post
- patSH3r -

patSH3r changes the way Silent Hunter III works by bringing new functionallity to the game. It uses a technique called code injection, which adds/replaces code in live memory while running the game. Thus it doesn't make modifications to any of the original game files. When the files belonging to this project are removed, the game is left as nothing ever happened.

I'm restarting this project from scratch, since h.sie's project have died out. The first goal is to rewrite the h.sie patches (copy the behaviour, not the code) into this project, and later on extend them further and add new patches.

patSH3r-code is licensed under the GNU GPL3 license. Contributions are welcome.

FEATURES:
  • WO range estimation fix
Currently this fix mimics the h.sie range estimation fix (yet only WO). Accuracy is off by the following rules:
- Range < 2000m: Steps: 100m
- Range 2000-4000m: Steps: 200m
- Range 4000-9000m: Steps: 500m
- Range 9000-12000m: Steps: 1000m
- Range > 12000m: Steps: 2000m

INSTALLATION:
Unzip the downloaded file and copy the two files (patSH3r.act & patSH3r.cfg) to the directory where your SH3 installations resides. patSH3r will do its magic next time you start the game.

To remove it. Just remove patSH3r.act & patSH3r.cfg and there will be no magic no more.
DOWNLOADS:
latest-patSH3r.zip
latest-patSH3r-source.zip

Have a nice day!

/Fader Berg
I'm so glad someone here who has some time and knows about code injection has taken on this project. Your skills are valueable. Do you mind sharing your methods for reverse engineering? Do you use CheatEngine or just read the hex directly in OllyDbg or WinHex?

What do you write in? C#?

I do have some other information that may be of assistance to you. Let me know if you need it. It regards information about the EXE.
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Old 10-11-15, 04:28 AM   #3
Fader_Berg
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Quote:
Originally Posted by areo16 View Post
I'm so glad someone here who has some time and knows about code injection has taken on this project. Your skills are valueable. Do you mind sharing your methods for reverse engineering? Do you use CheatEngine or just read the hex directly in OllyDbg or WinHex?

What do you write in? C#?

I do have some other information that may be of assistance to you. Let me know if you need it. It regards information about the EXE.
I've not been using CheatEngine so far, but it will be required along the road. I'm currently using Ollydbg 1.10 and HT Editor (http://hte.sourceforge.net/).

I write in plain good old C and assembler.

You're more than welcome to contribute in one or another way. Code snippets or just general findings. All small contributions will sum up to the big whole.
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Last edited by Fader_Berg; 10-11-15 at 04:44 AM.
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Old 10-11-15, 04:44 AM   #4
LGN1
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Hi Fader_Berg,

good news! There is still much room for improvements!

One question: Why don't you start from H.Sie's patched exe for injecting the new code? I guess this would save a lot of work and time because re-doing H.Sie's work will be A LOT of work without benefit for the community.

Regards, LGN1
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Old 10-11-15, 05:06 AM   #5
Fader_Berg
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Quote:
Originally Posted by LGN1 View Post
Hi Fader_Berg,

good news! There is still much room for improvements!

One question: Why don't you start from H.Sie's patched exe for injecting the new code? I guess this would save a lot of work and time because re-doing H.Sie's work will be A LOT of work without benefit for the community.

Regards, LGN1
Going through h.sies patches is a good way to learn his findings and catch up with the program flow (where things are at). But ofcourse... If I find something that steals my attention for a bit, I won't hesitate.
There is a huge benefit for the community. First of all, I share my code to you all and everyone is welcome to join in at any time. Second; it's mainly written in C, which is far more simplier than assambly to cope with. I think we'll reach a larger developer base.
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Old 10-11-15, 06:00 AM   #6
La vache
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Good news

Will they also add "Added crew rotation" for new version?
This was no longer compatible with h.sie / stiebler.exe.

Regards, La vache
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Old 10-11-15, 11:53 AM   #7
areo16
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Quote:
Originally Posted by LGN1 View Post
Hi Fader_Berg,

good news! There is still much room for improvements!

One question: Why don't you start from H.Sie's patched exe for injecting the new code? I guess this would save a lot of work and time because re-doing H.Sie's work will be A LOT of work without benefit for the community.

Regards, LGN1
H.Sie's work isn't open source is it?
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Old 10-12-15, 12:12 PM   #8
Fader_Berg
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r16:
  • Code clean-up
  • Removed inaccurate_wo
  • Added wo_experience


Watch Officer Experience

Range estimation will suffer penalties if the WO don't have the Watchman qualification and/or is inexperienced.
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Old 10-15-15, 02:34 AM   #9
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Quote:
Originally Posted by Fader_Berg View Post
INSTALLATION:Unzip the downloaded file and copy the two files (patSH3r.act & patSH3r.cfg) to the directory where your SH3 installations resides. patSH3r will do its magic next time you start the game.
To remove it. Just remove patSH3r.act & patSH3r.cfg and there will be no magic no more.
patSH3r is compatible with all different v1.4 EXE-files including the v1.6B1 h.sie patched ones.
Fader Berg
SSS
I do not understand why we need this download if you are using only two files to the right.

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Old 10-15-15, 03:04 AM   #10
Fader_Berg
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Quote:
Originally Posted by Anvar1061 View Post
SSS
I do not understand why we need this download if you are using only two files to the right.

latest-patSH3r.zip is for people who just want to play the game. No more files are needed for that.
latest-patSH3r-source.zip is for people who want to see the code, and is interested in how it's done.
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Old 10-15-15, 03:30 AM   #11
Fader_Berg
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aero16 has given me a list of found memory locations made by Stiebler (with his permisson of course).

I officially want to thank you both for this contribution. This will speed things up.
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Old 10-15-15, 06:40 AM   #12
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Hmmm... The hydro-guy loses all contacts when the periscope is used. That lovely bug made me threw a way a couple of hours for nothing.
Man... I've been playing this game so many hours, but never noticed it before. Not that I can remember anyways.
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Old 10-15-15, 08:30 AM   #13
makman94
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Quote:
Originally Posted by Fader_Berg View Post
Hmmm... The hydro-guy loses all contacts when the periscope is used. That lovely bug made me threw a way a couple of hours for nothing.
Man... I've been playing this game so many hours, but never noticed it before. Not that I can remember anyways.
yes...another annoying bug !!

i am very excited with your thread and your achievements ! hope to have success to this new task too!
(see if you can import Rubini's hydrophone layers-plus Leitender's addition- in your code.would be nice to have all in one if possible:
http://www.subsim.com/radioroom/showthread.php?t=193199)

many thanks to Stiebler for his very valuable sharing

all the best to you guys
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Old 10-17-15, 04:45 AM   #14
rowi58
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Quote:
Originally Posted by Fader_Berg View Post
Hmmm... The hydro-guy loses all contacts when the periscope is used. That lovely bug made me threw a way a couple of hours for nothing.
Man... I've been playing this game so many hours, but never noticed it before. Not that I can remember anyways.
Hi Fader_Berg,

this is not a bug, this is normal. The sensor "Visual" is the dominat sensor. If a ship is in the range of this sensor, the hydrophone lines will disappeaer. And if you loose the visual contact - they come back. The same with the radar and rwr.

And that is very good becuase you can't identify a sighted ship within a labyrinth of black hydro-lines.

Greetings
rowi58
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Old 10-22-15, 01:48 PM   #15
Tycho
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Please don't stop, these are so needed improvements.

Quote:
Originally Posted by Fader_Berg View Post
Hmmm... The hydro-guy loses all contacts when the periscope is used. That lovely bug made me threw a way a couple of hours for nothing.
Man... I've been playing this game so many hours, but never noticed it before. Not that I can remember anyways.
What I advise about this, is to deprive the obs periscope by its periscope sensor.
That way, when you need to look for something, but to keep active hydro contacts, use the obs periscope.
My playing style is such that for me is not a problem to deprive both periscopes by sensors.

About "Repair time factor", if I understood correctly. Why not to make it to work when V16B1 is used but its "Realistic Repair Times" is not active? I use V16B1, but "Realistic Repair Times" is unchecked because of NYGM.
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