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Hitman Contracts Missing Waterfall Effect

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Reply 20 of 31, by hitbm47

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PimPom(SFG) wrote on 2024-07-05, 13:13:
Hello, just in case I'm attaching more hex sequence that I found similar to the ones that fixes stuff. 6A 00 6A 0B 6A 00 50 FF […]
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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.

The attachment hc2.jpg is no longer available
The attachment hc1.jpg is no longer available

In OpenGL, both of these textures move.

Hello,
just in case I'm attaching more hex sequence that I found similar to the ones that fixes stuff.
6A 00 6A 0B 6A 00 50 FF 92 FC 00 00 00
6A 02 6A 10 6A 00 50 FF 92 FC 00 00 00
6A 01 6A 10 6A 00 50 FF 92 FC 00 00 00
6A 03 6A 0D 6A 00 50 FF 92 FC 00 00 00
10 6A 02 6A 10 53 50 FF 92 FC 00 00 00
10 6A 01 6A 10 53 50 FF 92 FC 00 00 00
6A 01 6A 0E 6A 01 50 FF 92 FC 00 00 00
6A 01 6A 11 6A 01 50 FF 92 FC 00 00 00

I don't know what to look for otherwise I could replace the one's responsible for fixing something.
Hopefully it is of some help.
Thanks again for keeping this game alive

Hi, thanks for sharing, I am curious as to what specifically your hex sequence fixes?

Reply 21 of 31, by PimPom(SFG)

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I really don't know. I just found the patterns that closely matches the one's that fixes D3D bugs.
I haven't replaced them with the 90 90~ patterns to see what they change. There are so many like this in the exe.
If I know somehow what to look for I might find the one's responsible. So currently the masters need to check if any of these is of any use

Reply 22 of 31, by PimPom(SFG)

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So apparently, none of the above hex addresses did fix anything in my attempt to fix the remaining fog issues (meat king's party & hopefully other stages) But I found that replacing 55 6A 10 53 50 FF 92 FC 00 00 00 somehow causes that specific fog to pixelate. May be it is disabling filtering on it so could be similar addresses nearby it that fixes it ??

Reply 23 of 31, by ZT111

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The second byte sequence posted by BurntShrimp seems to have fixed the remaining effects (the fog under the moon in rendezvous in rotterdam, the fog under lamps in deadly cargo/rotterdam, and the sea water in deadly cargo, etc.). Only on d3d8/Vulkan however. If you use a d3d9 wrapper, the remaining effects will still be static.

There also seems to be an issue with both byte sequence edits active where if you play more than one level in a row, rain/snow effects will cause graphical bugs onscreen. It is random when it happens and also seems like it can go away if you restart the level. It is strange that it doesn't happen without the bytes edits though.

https://streamable.com/vnrmsg
https://streamable.com/bxaefh

Here's also the Steam exe with the fixes implemented. It would be more ideal to have it as an asi script, so that editing the exe directly isn't needed, but that's fine for now:

Reply 24 of 31, by dccs

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ZT111 wrote on 2025-04-21, 01:25:
The second byte sequence posted by BurntShrimp seems to have fixed the remaining effects (the fog under the moon in rendezvous i […]
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The second byte sequence posted by BurntShrimp seems to have fixed the remaining effects (the fog under the moon in rendezvous in rotterdam, the fog under lamps in deadly cargo/rotterdam, and the sea water in deadly cargo, etc.). Only on d3d8/Vulkan however. If you use a d3d9 wrapper, the remaining effects will still be static.

There also seems to be an issue with both byte sequence edits active where if you play more than one level in a row, rain/snow effects will cause graphical bugs onscreen. It is random when it happens and also seems like it can go away if you restart the level. It is strange that it doesn't happen without the bytes edits though.

https://streamable.com/vnrmsg
https://streamable.com/bxaefh

Here's also the Steam exe with the fixes implemented. It would be more ideal to have it as an asi script, so that editing the exe directly isn't needed, but that's fine for now:

I'm into making ASI scripts for old games, if you could send the original and modified byte sequences, I can make an ASI fix for it.

Reply 25 of 31, by ZT111

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dccs wrote on 2025-04-21, 23:58:
ZT111 wrote on 2025-04-21, 01:25:
The second byte sequence posted by BurntShrimp seems to have fixed the remaining effects (the fog under the moon in rendezvous i […]
Show full quote

The second byte sequence posted by BurntShrimp seems to have fixed the remaining effects (the fog under the moon in rendezvous in rotterdam, the fog under lamps in deadly cargo/rotterdam, and the sea water in deadly cargo, etc.). Only on d3d8/Vulkan however. If you use a d3d9 wrapper, the remaining effects will still be static.

There also seems to be an issue with both byte sequence edits active where if you play more than one level in a row, rain/snow effects will cause graphical bugs onscreen. It is random when it happens and also seems like it can go away if you restart the level. It is strange that it doesn't happen without the bytes edits though.

https://streamable.com/vnrmsg
https://streamable.com/bxaefh

Here's also the Steam exe with the fixes implemented. It would be more ideal to have it as an asi script, so that editing the exe directly isn't needed, but that's fine for now:

I'm into making ASI scripts for old games, if you could send the original and modified byte sequences, I can make an ASI fix for it.

That would be great.
53 6A 18 53 50 FF 92 FC 00 00 00
changed to
90 90 90 90 90 90 90 90 90 90 90

6A 00 6A 18 6A 00 50 FF 92 FC 00 00 00
changed to
90 90 90 90 90 90 90 90 90 90 90 90 90

Reply 26 of 31, by dccs

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ZT111 wrote on 2025-04-23, 01:44:
That would be great. 53 6A 18 53 50 FF 92 FC 00 00 00 changed to 90 90 90 90 90 90 90 90 90 90 90 […]
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dccs wrote on 2025-04-21, 23:58:
ZT111 wrote on 2025-04-21, 01:25:
The second byte sequence posted by BurntShrimp seems to have fixed the remaining effects (the fog under the moon in rendezvous i […]
Show full quote

The second byte sequence posted by BurntShrimp seems to have fixed the remaining effects (the fog under the moon in rendezvous in rotterdam, the fog under lamps in deadly cargo/rotterdam, and the sea water in deadly cargo, etc.). Only on d3d8/Vulkan however. If you use a d3d9 wrapper, the remaining effects will still be static.

There also seems to be an issue with both byte sequence edits active where if you play more than one level in a row, rain/snow effects will cause graphical bugs onscreen. It is random when it happens and also seems like it can go away if you restart the level. It is strange that it doesn't happen without the bytes edits though.

https://streamable.com/vnrmsg
https://streamable.com/bxaefh

Here's also the Steam exe with the fixes implemented. It would be more ideal to have it as an asi script, so that editing the exe directly isn't needed, but that's fine for now:

I'm into making ASI scripts for old games, if you could send the original and modified byte sequences, I can make an ASI fix for it.

That would be great.
53 6A 18 53 50 FF 92 FC 00 00 00
changed to
90 90 90 90 90 90 90 90 90 90 90

6A 00 6A 18 6A 00 50 FF 92 FC 00 00 00
changed to
90 90 90 90 90 90 90 90 90 90 90 90 90

Are you sure those fix all the graphic issues and missing effects? It would be nice to add all the OpenGL-only effects to the D3D renderer.

Reply 27 of 31, by ZT111

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I looked again and that is true. Some effects are still not working. Like the ones BurntShrimp posted about Meat King's Party and I noticed some in Beldingford Manor that do animate on OpenGL and still don't with the latest byte patches. There might be more, but those are the only ones I have noticed.

Reply 28 of 31, by BurntShrimp

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It's been a while since I posted those additional byte sequences and see a fair amount of discussion so just wanted to update some people in this thread on my findings and provide any info I can for anybody interested in tackling these bugs.

@hitbm47
As to how I found that second sequence, I just got really lucky. Basically I just loaded up x32dbg and started NOPing out everything that looked similar to the sequence @Dege found. That didnt get me far so I expanded into other random calls.

After way too many crashes or addresses that didnt seem to affect anything, I got lucky and noticed the water and clouds started moving after that 6A sequence.
I did label some addresses to investigate, which I revisited a handful of times but nothing came of them. There are of course a lot of addresses I never checked, too many large chunks of bytes where any change just resulted in a crash so I didn't bother much longer after that.

If someone wants to take a look at these addresses I will attach a copy of x32dbg with the labels present. Note that a lot of these labeled "possible fix" are red herrings, I just never updated the labels. These were found with the GOG executable.
Download x32dbg.7z and extract into root program folder, load the .exe and they will be accessible in the labels tab

The attachment x32dbg_labels.png is no longer available

Needless to say that wasn't a very efficient workflow, so I tried some other stuff too. I looked into decompiling the shaders, tracing APIs, but most of that is over my head so didn't get very far. I'd love to know the workflow @Dege used to find the first bug

@ZT111
As far as bugs go, I have only seen certain effects stop moving when I have an MSI/RTSS overlay enabled. I have a hotkey that toggles the overlay and as soon as I disable the overlay, effects work again. Like you said, it's not every time and restarting the level often fixes it. I don't recall which wrappers I was using at the time

Also, I made a ASI plugin with the fix about a year ago and just kinda forgot about it, so I've uploaded it here

Reply 29 of 31, by BurntShrimp

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For whatever reason the ASI file is detected as malware by Windows defender, but it's safe and source code is provided in the download.

The attachment scan.png is no longer available

I can look into updating it so Windows doesn't freak out sometime

Reply 30 of 31, by BurntShrimp

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BurntShrimp wrote on 2025-07-11, 05:52:

For whatever reason the ASI file is detected as malware by Windows defender, but it's safe and source code is provided in the download.

The attachment scan.png is no longer available

I can look into updating it so Windows doesn't freak out sometime

Updated source code to prevent it from being flagged

Reply 31 of 31, by Squall Leonhart

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Dege wrote on 2019-06-22, 08:10:

The guy on the forum you linked wrote that it only worked for him on a GF MX440. My tip is that, similarly to the buggy impl of shadow buffers on a GF4, the old driver always performed texcoord transformation so maybe the developers of the game didn't even notice that their code had a bug.
I'm not sure though, so I don't want to include this feature into dgV GF4 profile.

I can guarantee this to be the case, at the time nearly every game shipped broken and the drivers just picked up the slack instead of calling out the devs for doing stuff wrong.