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Moving camera while game is paused / Slow-Mo function

 
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hoisin_sauce
How do I cheat?
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Joined: 31 Oct 2018
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PostPosted: Wed Oct 31, 2018 10:30 am    Post subject: Moving camera while game is paused / Slow-Mo function Reply with quote

I've been working on a freecam table for Soul Calibur 6. I've gotten it to a point where I can freely control the camera, event cameras for throws and ults are turned off and I can hide the pause menu. The problem is that updating the camera values while the game is paused doesn't do anything - I have to unpause the game in order for it to actually switch position.

So far I've mostly tried to fuck around with it through trial and error, open and close the menu scanning for boolean flags that control the camera or more or less randomly nop'ing code bits in the hope that I hit the instruction that tells the game to skip over the camera functions. But I'm just guessing at this point.

Right now my main idea is to go through the game step by step in the debugger and find out where I'd need to jump in and out to re-render the scene, and then inject those jumps starting from one of the calls I've nop'ed to hide the pause menu. But I don't know if that would even work since probably the registries would not be in the states the game would expect.

Does anyone have an idea what else I could do?


Also I would like to create a more refined slow-mo effect that actually renders out the intraframes of animations (so it's less choppy than the standard cheat engine speedhack) and maybe even lets me freeze the action as a workaround for the pause menu problem. But tbh I don't even know where I would start learning how to do this stuff. Any pointers?
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atom0s
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PostPosted: Wed Oct 31, 2018 1:49 pm    Post subject: Reply with quote

Use the debugger in Cheat Engine to 'Find What Accesses' the addresses of the camera. Do it while the game is running, keep an eye on the list of things found then pause the game. Monitor for which things no longer get accessed while it's paused and work from there. That'll give you a heads up on which function is being called while the game isn't paused to have the camera update properly.

You can then use the stack information from that data to trace back further to other functions that will be used in the process of rendering the scene and updating the camera that you may need to work within as well.

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