emoose
emoose
> I tried replacing 0x654AAB with empty instructions, 0x654A9C. The CPU usage did decrease. But the game is much faster. For now you might be able to use an external...
If anyone would like to try the new CPU-usage-reduced framelimiter, here's a build which has it implemented: [dinput8-newFramelimiter.zip](https://github.com/nipkownix/re4_tweaks/files/9075637/dinput8-newFramelimiter.zip) Like mentioned above: >CPU usage on main menu went from 7% to...
Glad to hear! Let's just hope everything is still stable with the new limiter too. I did just notice some in-engine cutscenes seem to disable the limiter and run at...
E: made a PR for the framelimiter, updates will be posted there: https://github.com/nipkownix/re4_tweaks/pull/257 Would appreciate anyone giving it a try! --- Update for the new framelimiter, should fix issue with...
I guess it'd probably be possible to do a texture replacement for that instead of trying to make it load the JP files, not sure if that's ever been looked...
The JP files should already be included in the other releases, at least you can swap out your EXE for a JP version and it seems to load them in...
@linkthehylian glad I could help 😄, of course it'd still be great if we can find some way to get it working without needing to replace the whole EXE though......
Did a little work on this, managed to get it changing enemy speed with https://github.com/emoose/re4_tweaks/commit/8b5fd5835710526cdc8e656ebf6b80017c449969 & https://github.com/emoose/re4_tweaks/commit/61287e6138c12499341ede03b711814f0f2f0bc0 A test build can be found at https://github.com/emoose/re4_tweaks/actions/runs/2650125997, will need to enable the...
> Qingsheng has already found something regarding individual enemy speed: "The address of the speed value is at the value of the enemy pointer + 0x298" Thanks, that's the same...
Eh there's not really a hex edit for it, the way it works is by reading stuff from the game engine, so has to be done in a DLL. The...