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Japanese version support

Open emoose opened this issue 3 years ago • 2 comments

Apparently it might not be working with the JP version atm: https://steamcommunity.com/app/1295510/discussions/0/3117025249764261520/?ctp=2

Wouldn't be surprised if the JP EXE is different, unfortunately JP version seems to be region/depot-locked so even legit non-JP owners can't download it >.<

(this reminds me that I should probably look into pattern/signature/AoB matching instead, there's quite a lot of functions/offsets that we need though, not sure if they could all be pattern-matched...)

emoose avatar Apr 01 '21 10:04 emoose

Aha, I've been provided with the JP EXE thanks to a generous owner, I'll look into porting offsets across shortly.

File has a digital signature dated 10 minutes before the latest WW EXE, and sadly still has Denuvo like the WW release :(

CRC32: 5FC322A3
MD5: 5CD1733BE3590ACAF5AAD23574B2BEEC
SHA-1: FD702E903B027CC47F8736BF8AB4E9EB3893215D
SHA-256: ACDA5FE9F8123097C4C6DBFEA5C3F6B3A4BD988EE3750C1E93F50A49EB76585B

If there's any other files that might be good to look at from the JP version I can try asking about them, don't think I could really ask to send the whole 20+GB pak files though :P I can probably ask about extracting the paks and sending some loose files from it, if anyone knows any interesting loose files to get hold of.

E: so after looking into the JP EXE it seems the code is actually mostly all the same! only difference DQXIS-SDK related is the build-date changing in the EXE header, which is of course what DQXIS-SDK relies on to check if EXE is known or not >.< Maybe I should change it to use a hash of .text section, or checking each offset for expected bytes or something... eh, for now I'll just add an alternate build date for JP versions, hopefully should let them work fine.

emoose avatar Apr 03 '21 02:04 emoose

Been in touch with VirtualBoost, they've been having trouble with getting the dev-console to show up, tried updating Input.ini's ConsoleKeys value but seems to have no luck with it.

Possible that something is different in JP release that disables the console, but kind of unlikely to me seeing as EXE code used exactly the same addresses. I'll look into the EXE more soon (wonder if I can actually run the game using that EXE with non-JP data files... guessing Denuvo will probably mess something up though)

I'm not sure if the other DQXIS-SDK changes were applied for them neither, since opening dev-console is kinda the test to see if DQXIS-SDK is active... maybe need to look into adding another way to check if DQXIS-SDK is active, edit some runtime string in options menu or something like that (Input settings could be a good candidate since BindFromInputIniOnly stops that from working)

(E: this was with the broken 0.7.4 release, so likely due to that, asked to see if 0.7.5 works with JP but haven't heard back yet, people on Steam confirmed 0.7.5 fixed the problems 0.7.4 had though, so I'd hope JP will work fine)

emoose avatar Apr 16 '21 00:04 emoose