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Hiding FPS display

 
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gkr
How do I cheat?
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PostPosted: Sat May 02, 2015 4:33 am    Post subject: Hiding FPS display Reply with quote

Some games, especially shumps, displays the game's fps without the function to turn them off. I find that (a fluctuating number at the corner of the screen) annoying and I want to find a way to hide them using CE but I am having troubles.

Generally I can use CE to find the string that is used to display the numbers (such as "59.94 fps"), I can hide them by changing them into spaces, but when the game update the fps, the new fps will show up briefly before CE changes them to spaces again. The result is a blinking number at the corner of the screen which is even more annoying.

Is there a way to hide them thoroughly?
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Fresco
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PostPosted: Sat May 02, 2015 4:59 am    Post subject: Reply with quote

Once you find the fps address right click on it and find out what writes to this address nop everything and then change the addresses value to space.
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gkr
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PostPosted: Sat May 02, 2015 5:01 am    Post subject: Reply with quote

I see, thanks for the help! Very Happy
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atom0s
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PostPosted: Sat May 02, 2015 11:27 pm    Post subject: Reply with quote

Based on how the FPS is shown you can usually find the function very easily by doing a string search for the FPS formatting.

For example, if the game displays the FPS like this:
FPS: 29.9

Generally this will look something like:
FPS: %.02f

So you can do a string search for at least the FPS: part. Once you locate that you can determine what is using the address of the string, then you have the function making use of displaying the FPS which you can remove entirely or alter as needed etc.

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gkr
How do I cheat?
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PostPosted: Sun May 03, 2015 12:59 am    Post subject: Reply with quote

Fresco wrote:
Once you find the fps address right click on it and find out what writes to this address nop everything and then change the addresses value to space.


hmm, it works. There is only one thing that writes to that address.
Although, for some reason, all other text in the game turn into gibberish when I nop that line.
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Fresco
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PostPosted: Sun May 03, 2015 5:00 am    Post subject: Reply with quote

1) Find the pointer to FPS the address.

2) Auto Assemble at the code that writes to the FPS address.

3) Nop the code only if it writes to the FPS address.

Code:
cmp dword ptr [pointer],//...
jne originalcode
jmp exit
originalcode:
/*code that writes to FPS address*/
exit:
//some other code
jmp returnhere

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Dark Byte
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PostPosted: Sun May 03, 2015 6:22 am    Post subject: Reply with quote

an alternate method is use the direct3d snapshot feature.
Find out which render command(s) draw the fps counter, and then do a code injection in d3d (you can use the ced3d injection points) and filter out the specific render calls that draw the fps counter (e.g you can use the stack snapshot to figure out a unique signature, e.g the call stack)

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++METHOS
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PostPosted: Sun May 03, 2015 10:50 am    Post subject: Reply with quote

In addition to what Dark Byte says...if you're not that familiar with the direct3D feature, you can usually find where the object is being drawn manually, but it can take some time. Usually, just changing a (float) 1.0 value to 0 will do the trick.
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gkr
How do I cheat?
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PostPosted: Sun May 03, 2015 11:05 am    Post subject: Reply with quote

Thanks again for the help guys Smile

@Dark Byte
I actually don't know anything about d3d, I will read up on them and give it a shot

@Fresco
I have tried searching for the pointer using the address of the displayed fps string but I get no results.
I am quite new to using the auto assembler though, so I will play around with it a bit more and see if I can get anywhere.

I am attaching some screens to let you guys know what I am seeing atm.



3.png
 Description:
The opcode changes a bunch of other addresses
 Filesize:  100.21 KB
 Viewed:  6602 Time(s)

3.png



2.png
 Description:
The opcode that keeps updating the current FPS
 Filesize:  27.36 KB
 Viewed:  6602 Time(s)

2.png



1.png
 Description:
The address that stores my fps as a string
 Filesize:  73.16 KB
 Viewed:  6602 Time(s)

1.png


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