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D12 not extractable?

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Re: D12 not extractable?

Postby IceManOnline » 23 Jun 2011, 06:06

@Rick: How's this: Release your "file patching way" first, so the card-modders can start their work.
But then try to implement the signature generation. I think, most of us would be happy, if we were able to implement some new cards to play with and it doesn't matter (at first) how we get to that point :)
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Re: D12 not extractable?

Postby BaneslayerMilkingCow » 23 Jun 2011, 12:18

I wouldn't either mind a patch that only works for offline mode, seeing as I have both versions of the game as well. Personally I don't think vanilla D12 isn't interesting enough to seriously play online anyway.
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Re: D12 not extractable?

Postby kevlahnota » 25 Jun 2011, 04:00

Thanks Rick. I managed to bypass the wad check by hex editing the exe file with the help of your example. Ive hex edit Data_Core.wad (just replaced some string just to test if it will load and it worked). Now the problem is when loading bigger files using your tools to repack wad files but it crashes(I think it's not compressed :?: I don't know why it crashes).

Rick wrote:You can patch memory address 0x0064B3FF from 0x75 to 0xEB to disable the check. This isn't a simple file patch though since it's packed with Steam DRM.

That's why I have not released anything to disable it yet, I'm still deciding if I want to go this route (via hook DLL) or properly implement the signature generation.

Patching memory will very likely trigger VAC, which is why I'm against it. (I would assume VAC is only operating when you're playing online, though).
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Re: D12 not extractable?

Postby BaneslayerMilkingCow » 25 Jun 2011, 08:51

Can a program like Cheat Engine do that hex edit? And how would you go about editing memory when the check occurs as soon as you start the .exe?

:edit: downloaded a standard hex editor (HxD), and still can't tell what to patch.
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Re: D12 not extractable?

Postby GamerXYZ0 » 25 Jun 2011, 15:18

Unfortunately it seems to be different in Skidrow's release. Skidrow only goes to 0x005///// (but I already expected it'd be smaller without all the checks), so I opened the original .exe and went to 0x0064B3FF. Well, unfortunately, first of all I don't understand "patch from 0x75 to 0xEB" (from where to where that is? Just put 0's or something? Yeah, I only know some basics with hex editors), and second of all I couldn't find the same line of hex numbers in the Skidrow exe.
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Re: D12 not extractable?

Postby kevlahnota » 25 Jun 2011, 15:25

The one that Rick posted was for the memory address and not for the exe file.

GamerXYZ0 wrote:Unfortunately it seems to be different in Skidrow's release. Skidrow only goes to 0x005///// (but I already expected it'd be smaller without all the checks), so I opened the original .exe and went to 0x0064B3FF. Well, unfortunately, first of all I don't understand "patch from 0x75 to 0xEB" (from where to where that is? Just put 0's or something? Yeah, I only know some basics with hex editors), and second of all I couldn't find the same line of hex numbers in the Skidrow exe.
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Re: D12 not extractable?

Postby GamerXYZ0 » 26 Jun 2011, 17:55

Could you post what you did to make yours work (well, besides the crash)? Would like to test if my WAD file works.

But yeah, it indeed seems like it doesn't pack as it should be packed. I only added some always_available="true" lines (hopefully that does the trick, now I've only got to figure out how to set all AI available for free-for-all non-campaign duels) and removed all the @[number]'s from the decklists so they don't shuffle certain cards down, and the file's already almost 3x as big.
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Re: D12 not extractable?

Postby BaneslayerMilkingCow » 27 Jun 2011, 14:42

How buggy is it anyway - does it crash half the time since you haven't uploaded it yet?
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Re: D12 not extractable?

Postby wuschwusch » 07 Aug 2011, 13:39

Here Guys, for those who do not able to hex edit it by yourself.

This is the exe from the sk**row release.
Replace it with your exe than you can load every wad which is created with the "wad programm"

IMPORTANT: Only use this with non-steam version! or your account would be banned!

Download: http://www.multiupload.com/H1WHF7XIR8
Password: gxde24!!xZ
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Re: D12 not extractable?

Postby skibulk » 16 Oct 2012, 03:11

Can somebody extract and post the assets for D12 please? We'd like to use them with the HQCG here on the forums. We're looking for these assets:

D12 Backgrounds
D12 Card & Token Images
D12 Card Definitions
D12 Card Frames

D12 Expansion Backgrounds
D12 Expansion Card & Token Images
D12 Expansion Card Definitions

Thanks!
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Re: D12 not extractable?

Postby skibulk » 30 Oct 2012, 13:29

Ok. Now I've got the tools for extracting the game assets. If somebody could upload the DLC Expansion WAD for D12 I can do the work from there.
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Re: D12 not extractable?

Postby Eglin » 07 Oct 2013, 16:23

Rick wrote:You can patch memory address 0x0064B3FF from 0x75 to 0xEB to disable the check. This isn't a simple file patch though since it's packed with Steam DRM.

That's why I have not released anything to disable it yet, I'm still deciding if I want to go this route (via hook DLL) or properly implement the signature generation.

Patching memory will very likely trigger VAC, which is why I'm against it. (I would assume VAC is only operating when you're playing online, though).
Hey Rick,

Do you have a DLL hook for this game that works like the ones for 2013 and 2014? I miss archenemy and want to play with a friend.

Thanks,
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