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Add primarily support for Binary Domain #4

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Makusensu
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So the big problematics with this game is that it does not store data into sub folder, everything is in root.
It requires changes in GamePath, and the need to know the game.

Also it only loads d3d9 or dsound dll for ASI.

I quickly tested backward compatibility with Kiwami 1 and Lost Judgment, and it is fine, but still needs to create various test mods for BD as the game have lot of par files, and even sub par.

The game does not contains a data folder, everything is in root
Needed to get data path at the end of the chain
It only loads d3d9 or dsound, but not confident into using dsound as the game have voice recognition feature
Can't work, RMM needs to be shipped with x86 ASI for BinaryDomain
@Fronkln
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Fronkln commented Jan 24, 2025

Can you confirm if you have tested this throughoutly as of right now?

@Makusensu
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No, I am still stuck at finding the memory pattern for the x86 ASI.
Tried a bit using Cheat engine, but it is the first time I'm doing this thing.

@Makusensu
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Maybe I found the pattern, I'm getting this one with high access counts for each par files I tried.

0x5a6780

BinaryDomain.exe + 0x1a6780

8a 06 46 3c ?? 75

\x8a\x06\x46\x3c\xae\x75 xxxx?x

static constexpr std::array< std::uint8_t, 6 > BinaryDomain_exe_1a6780{
	0x8a, 0x06, 0x46, 0x3c, 0xae, 0x75
};

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2 participants