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iPromise Grandmaster Cheater
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Joined: 27 Jun 2009 Posts: 529 Location: Canada
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Posted: Sun Jun 27, 2010 5:04 pm Post subject: GunBound Drawing, Flickerness, and Player Angle (C++) |
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Hey guys..
Right now, i'm using SetPixel() to draw my lines, not the best way, but its not under any hook so I think its a good way. The double buffering method however isn't helping much as it is flickering, I think not using the double buffering method is faster then using it. Is there a better alternative to getting my lines non-flickering? Also, the Player Angle address I hear is encrypted in memory, I found everything I need except for this. I can't find it no matter what type of scan I do, any advice? I know it is possible to find it, I just can't seem to. I've tried Byte Scans, Word Scans, DWORD scans, UINT64 scans, and even Text scans, no luck. Please help, thanks.
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hcavolsdsadgadsg I'm a spammer
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Joined: 11 Jun 2007 Posts: 5801
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Posted: Sun Jun 27, 2010 6:02 pm Post subject: |
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SetPixel() is horrendously slow, not good for drawing, at all. If you're going to draw using GDI, use a DIB section.
You're going to get flickering when drawing over a game because you have no notion of synchronization with its own drawing. It's a constant struggle of game vs your thing drawing over each other.
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colo Expert Cheater
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Joined: 09 Apr 2005 Posts: 111
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Posted: Thu Jul 01, 2010 10:43 pm Post subject: |
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You need hook directdraw for draw in interface game... When you hook directdraw your line not flicker.
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atom0s Moderator
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Joined: 25 Jan 2006 Posts: 8587 Location: 127.0.0.1
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Posted: Fri Jul 02, 2010 2:04 am Post subject: |
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| colo wrote: | | You need hook directdraw for draw in interface game... When you hook directdraw your line not flicker. |
You don't have to hook anything to get flickerless drawing. As slov mentioned the two applications are fighting to be drawn so they will flicker between each other. Syncing the drawing or lowering the applications refresh rate (if you can limit the fps) can fix the issue.
As for the hooking route, not everything uses DirectDraw. You may need to hook GDI functions, DirectDraw, Direct3D, OpenGL, etc. to accomplish drawing ontop of the application depending on whatever it is using to render its contents.
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iPromise Grandmaster Cheater
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Joined: 27 Jun 2009 Posts: 529 Location: Canada
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Posted: Sat Jul 03, 2010 1:03 am Post subject: |
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| I have a question here, what form of hook should I perform? A hook that stops DirectDraw() or what ?
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hcavolsdsadgadsg I'm a spammer
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Joined: 11 Jun 2007 Posts: 5801
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Posted: Sat Jul 03, 2010 1:25 am Post subject: |
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Whatever API the game uses to draw, hijack the device and a drawing call
In DirectX I'd imagine you can do whatever in BeginScene().
In DirectDraw, Flip() is used in full screen. In windowed mode you have to use Blt()
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Flyte Peanuts!!!!
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Joined: 19 Apr 2006 Posts: 1887 Location: Canada
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Posted: Sat Jul 03, 2010 2:02 am Post subject: |
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| slovach wrote: | Whatever API the game uses to draw, hijack the device and a drawing call
In DirectX I'd imagine you can do whatever in BeginScene().
In DirectDraw, Flip() is used in full screen. In windowed mode you have to use Blt() |
You should do your drawing in EndScene() as the game would draw over it otherwise.
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hcavolsdsadgadsg I'm a spammer
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Posted: Sat Jul 03, 2010 3:19 am Post subject: |
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| Flyte wrote: | | slovach wrote: | Whatever API the game uses to draw, hijack the device and a drawing call
In DirectX I'd imagine you can do whatever in BeginScene().
In DirectDraw, Flip() is used in full screen. In windowed mode you have to use Blt() |
You should do your drawing in EndScene() as the game would draw over it otherwise. |
hurf, of course :V
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colo Expert Cheater
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Joined: 09 Apr 2005 Posts: 111
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Posted: Sat Jul 03, 2010 8:23 am Post subject: |
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| slovach wrote: | SetPixel() is horrendously slow, not good for drawing, at all. If you're going to draw using GDI, use a DIB section.
You're going to get flickering when drawing over a game because you have no notion of synchronization with its own drawing. It's a constant struggle of game vs your thing drawing over each other. |
mmm interesting about DIB... try this method but flickering nos is good only little decreases
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