Dege wrote on 2021-02-09, 17:58:
Hi,
could you plz provide me savegames for the problems in question?
I think I could have a look at them a bit later.
BurntShrimp wrote on 2022-07-12, 07:14:I found another binary sequence that breaks some effects. […]
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I found another binary sequence that breaks some effects.
Replace:
6A 00 6A 18 6A 00 50 FF 92 FC 00 00 00
With:
90 90 90 90 90 90 90 90 90 90 90 90 90
Must be used with Dege's fix to work.
Replace:
53 6A 18 53 50 FF 92 FC 00 00 00
With:
90 90 90 90 90 90 90 90 90 90 90
This should completely fix the water in Beldingford Manor, rain effect, and the fog under street lamps in the other levels. The fog/smoke in various levels is still partially broken, easily noticeable in Meat King's party and Beldingford Manor.
hc2.jpg
hc1.jpg
In OpenGL, both of these textures move.
Hi @Dege,
So sorry for replying after years, this is really bad of me, I just got held op with other things at the time and did not bother with Hitman Contracts often, although it used to be one of my favourites.
I will try to get you the correct saves later if you are even still interested, but @BurntShrimp 's hex-edits fixes most of the issues, although this PC version is still plagued with graphical issues which is especially apparent on BeldingFord Manor, the lighting radiated from like lamp-poles causes your arms and guns to go transparent and the corsair textures of the sniper scope to disappear.
By the way, thanks for the incredible work of DGVoodoo2, it helps a lot with Splinter Cell 1's Shadows. Furthermore, do some of you guys have better tools to help investigate the machine-code of hitman's executable? From my understanding, the best one can do is to reverse engineer the code of the .exe , but then you'll not even see the original logic of the code, not even to mention comments in the code. I simply used the HxD hex-editor to apply your mentioned fixes to my .exe and I noticed a lot of the "FF 92 FC 00 00 00" hexadecimal characters in the .exe.
I would also like to note, I remember noticing some of these graphical bugs on the PS3 HD Trilogy version as well, as if they simply ported it to PS3 with a Widescreen patch. The version I had with the least issues was the PS2 version, although you were missing bullet-casing droppings due to memory constraints. From what I can tell when looking at, unfortunately bad recordings of PS2 gameplay, the mist in the gardens simply might be static, but it is really hard to tell.
As you can see in the following training screenshot, they are definitely rendering textures/shadows/lighting out of order and I remember this specifically happening on the PS3 as well:
The attachment Beldingfordmanor_5.png is no longer available
The following water-dump used to be static without the latest hex-edit from BurntShrimp:
The attachment Beldingfordmanor_1.png is no longer available
And the following has to do with the transparent lighting and scope issues:
The attachment Beldingfordmanor_3.png is no longer available
The attachment Beldingfordmanor_4.png is no longer available
The attachment Beldingfordmanor_2.png is no longer available
Lastly, this is one amazing web-forum you guys have created @Dege, I can tell you are a next-level developer with all the features here and DGVoodoo2.
Kind regards
Jacques